; Garfield's constants and state file.
; There are comments scattered through this file, so you may like to
; take a look if would like to learn more about the cns.

[Data]
;Amount of life to start with
life = 90000
power = 10000
;attack power (more is stronger)
attack = 50
;defensive power (more is stronger)
defence = 31
;Percentage to increase defense everytime player is knocked down
fall.defence_up = 50
;Time which player lies down for, before getting up
liedown.time = 60
;Number of points for juggling
airjuggle = 9999 ; For Long Air combos
;Default hit spark number for HitDefs
sparkno = 2
;Default guard spark number
guard.sparkno = 40
;1 to enable echo on KO
KO.echo = 0
;Volume offset (negative for softer)
volume = 255
;Variables with this index and above will not have their values
;reset to 0 between rounds or matches. There are 60 int variables,
;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
;If omitted, then it defaults to 60 and 40 for integer and float
;variables repectively, meaning that none are persistent, i.e. all
;are reset. If you want your variables to persist between matches,
;you need to override state 5900 from common1.cns.
IntPersistIndex = 58
FloatPersistIndex = 40

[Size]
xscale = 1.3          ;Horizontal scaling factor.
yscale = 1.2        ;Vertical scaling factor.
ground.back = 17     ;Player width (back, ground)
ground.front = 18    ;Player width (front, ground)
air.back = 14        ;Player width (back, air)
air.front = 14       ;Player width (front, air)
height = 50          ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = -5, -90   ;Approximate position of head
mid.pos = -5, -60    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2.4      ;Walk forward
walk.back = -2.2     ;Walk backward
run.fwd  = 4.9, 0    ;Run forward (x, y)
run.back = -4.5,-3.8 ;Hop backward (x, y)
jump.neu = 0,-8.4    ;Neutral jumping velocity (x, y)
jump.back = -2.55    ;Jump back Speed (x, y)
jump.fwd = 2.5       ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.

[Movement]
airjump.num = 0      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .38         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching
stand.friction.threshold = 2
crouch.friction.threshold = .05
air.gethit.groundlevel = 25
air.gethit.groundrecover.ground.threshold = -20
air.gethit.groundrecover.groundlevel = 10
air.gethit.airrecover.threshold = -1
air.gethit.airrecover.yaccel = .35
air.gethit.trip.groundlevel = 15
down.bounce.offset = 0, 20
down.bounce.yaccel = .4
down.bounce.groundlevel = 12
down.friction.threshold = .05

[Quotes]
;Default Quotes
victory1 = "VERY tipical... I win a lot agianst them."
victory2 = "So, I see what they did there..."
victory3 = "Lasanga must come into my belly!"
victory4 = "Wow. just, wow."
victory5 = "Hmmmmm you just dont get it."
victory6 = "Mondays mondays. I hate them all."
;Special Quotes
victory7 = "Any one who dares to stand in my way must suffer the consequences!" ; Doomermaster's Doanld
victory8 = "All darkness must return whence it came!" ; Giratina
victory9 = "The lazyness apoun, all lazy suffer dangers and effects of thier cause..." ; Homer
victory10 = "Seekers of darkness and all the darkness that's left is your rival Sora, not me." ; Sora
victory11 = "Hey hey you a fan of me?" ; Dante Guernsey
victory12 = "Those who seek peace must not face the all powerful, endless darkness that can't be destroyed." ; Kukulkan
victory13 = "No no odie, I'm sorry I hurt you." ; Odie
victory14 = "F*** off you ***hole Parace!!!!" ; Parace (HE HAAAAATTTEEESSSSS HER)
;-------------- Generated by Fighter Factory -------------

;--------------------- Variable List ----------------------

; Var 1             - Win State Sys
; Var 2             - F-Zero GX Death
; Var 9             - Clone Difficulty
; Var 14            - DMG Timer
; Var 21            - Warning Message
; Var 37,46,And 47  - Armor
; Var 46            - StateDef -2
; Var 55-57         - Combo Rating Call

;--------------------- Float Variable List ----------------------

; fVar 14           - DMG Mulipulation

; Helper and Projectile IDs
; 1110 - Hot Dog
; 1210 - Drumstick
; 3000 - Odie
; 3010 - Odie2
; 3120 - Projectile1
; 3122 - Projectile2
; 3124 - Projectile3
; 3126 - Projectile4
;-----------------------------------------------------------------------------
[Statedef 2]
type = S
movetype= I
physics = S
anim = 2

[State 2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 7
value = S15,0
volume = -100

[State 2, ChangeState]
type = ChangeState
trigger1 = life>100
value = 0

;---------------------------------------------------------------------------
; CNS difficulty: Med/Hard
[Statedef 7787777]
type = S
ctrl = 0
velset = 0,0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = root,var(40)=0

[State 0, ORB-Helper]
type = Helper
triggerall = Ishelper(125)
trigger1 = !Numhelper(124)
helpertype = normal
name = "Aura"
ID = 124
stateno = 7787777
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 65535
pausemovetime = 65535

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 99

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = var(10)
scale = (ifelse((gametime%40<=19),((gametime%20*0.01)/0.2),(1-(gametime%20*0.01)/0.2)))*1.8,1.8

[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 10
value = root,var(6)

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add

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

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 91089
elem = 1+(ishelper(125))

[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
facing = 1
pos = 0,-22
;-------------------------------------------------------------------------------
[Statedef 101]
type = S
movetype= I
physics = S
anim = 2

[State 2, ChangeState]
type = ChangeState
trigger1 = time = 150
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
[Statedef 255000];teleport
type=S
movetype=I
physics=S
anim=ifelse((anim=[255000,255001]),(-1),(255000))
ctrl=0
[State 0, AfterImage]
type = AfterImage
trigger1 = !Time
time = 10
length = 20
palcolor = 256
palcontrast = 120,60,200
paladd = -9,-9,-9
palmul = .65,.8,.75
timegap = 1
framegap = 4
trans = add1
[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Anim=255000&&animelem=2
value = S60000,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Anim=255000&&animelem=1
value = S60000,1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Anim=255000&&!animtime
value = 255001
[State 0, PosAdd]
type = PosAdd
trigger1 = Anim=255001&&animelem=1
x = (p2dist x)+20
[State 0, PosAdd]
type = PosSet
trigger1 = Anim=255001&&animelem=1
y = 0
[State 0, PosAdd]
type = VelSet
trigger1 = Anim=255001&&animelem=1
y = 0
[State 2, ChangeState]
type = ChangeState
trigger1 = Anim=255001&&!Animtime
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; P
[Statedef 8070]
type    = S
physics = S

[State 131, 1]
type = ChangeAnim
trigger1 = 1
value = 8075
elem = 1

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 8070

[State 0, VarSet]
type = VarSet
trigger1 = gethitvar(damage)
sysvar(2) = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 10 || root,stateno=8080

[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
facing = 1
pos = 0,0

;---------------------------------------------------------------------------
; P
[Statedef 8071]
type    = S
physics = S

[State 131, 1]
type = ChangeAnim
trigger1 = 1
value = 8075
elem = 2

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 8071

[State 0, VarSet]
type = VarSet
trigger1 = gethitvar(damage)
sysvar(2) = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 10 || root,stateno=8081

[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
facing = 1
pos = 0,0

;---------------------------------------------------------------------------
; P
[Statedef 8072]
type    = S
physics = S

[State 131, 1]
type = ChangeAnim
trigger1 = 1
value = 8075
elem = 1

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 8072

[State 0, VarSet]
type = VarSet
trigger1 = gethitvar(damage)
sysvar(2) = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 10 || root,stateno=8082

[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
facing = 1
pos = 0,-11

;---------------------------------------------------------------------------
; SP
[Statedef 8080]
type    = S
physics = S

[State 0, Explod]
type = Explod
trigger1 = Time=0
anim = F40
ID = 1212
pos = 0,-23
postype = p1  ;p2,front,back,left,right
facing = -1
bindtime = 1
removetime = -2
pausemovetime = 999999999
supermovetime = 999999999
scale = 1,1
sprpriority = 65535
ontop = 1
ownpal = 1
[State 0, Explod]
type = Explod
trigger1 = Time=0
anim = F3
ID = 1212
pos = 0,-23
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
pausemovetime = 999999999
supermovetime = 999999999
scale = .1,.5
sprpriority = 65535
ontop = 1
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time=0
value = S6,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time=0
value = S5,9
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time=0
value = S5,7

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 8080
value = 8080

[State 0, Pause]
type = Pause
trigger1 = Time=0
time = 13
movetime = 13

[State 131, Stop Guarding]
type = ChangeState
trigger1 = !animtime
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; CP
[Statedef 8081]
type    = C
physics = C

[State 0, Explod]
type = Explod
trigger1 = Time=0
anim = F40
ID = 1212
pos = 0,-12
postype = p1  ;p2,front,back,left,right
facing = -1
bindtime = 1
removetime = -2
pausemovetime = 999999999
supermovetime = 999999999
scale = 1,1
sprpriority = 65535
ontop = 1
ownpal = 1
[State 0, Explod]
type = Explod
trigger1 = Time=0
anim = F3
ID = 1212
pos = 0,-12
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
pausemovetime = 999999999
supermovetime = 999999999
scale = .1,.5
sprpriority = 65535
ontop = 1
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time=0
value = S6,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time=0
value = S5,9
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time=0
value = S5,7

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 8081
value = 8081

[State 0, Pause]
type = Pause
trigger1 = Time=0
time = 13
movetime = 13

[State 131, Stop Guarding]
type = ChangeState
trigger1 = !animtime
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; AP
[Statedef 8082]
type    = A
physics = A

[State 0, Explod]
type = Explod
trigger1 = Time=0
anim = F40
ID = 1212
pos = 0,-27
postype = p1  ;p2,front,back,left,right
facing = -1
bindtime = 1
removetime = -2
pausemovetime = 999999999
supermovetime = 999999999
scale = 1,1
sprpriority = 65535
ontop = 1
ownpal = 1
[State 0, Explod]
type = Explod
trigger1 = Time=0
anim = F3
ID = 1212
pos = 0,-27
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
pausemovetime = 999999999
supermovetime = 999999999
scale = .1,.5
sprpriority = 65535
ontop = 1
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time=0
value = S6,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time=0
value = S5,9
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time=0
value = S5,7

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 8082
value = 8082

[State 0, Pause]
type = Pause
trigger1 = Time=0
time = 13
movetime = 13

[State 131, Stop Guarding]
type = ChangeState
trigger1 = !animtime
value = 50
ctrl = 1
;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
[Statedef 170]
type = S
ctrl = 0
anim = ifelse(anim=170,-1,170)
velset = 0,0

[State 170, playsnd]
type = playsnd
trigger1 = animelem = 5
value = 1,8
volume = 255

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
[Statedef 180]
type = S

[State 180,0]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,120

[State 180, 1]
type = ChangeState
trigger1 = var(1) = [0,20]
value = 181 ;Cowabunga!

[State 180, 1]
type = ChangeState
trigger1 = var(1) = [21,40]
value = 182 ;Tap dancin'

[State 180, 1]
type = ChangeState
trigger1 = var(1) = [41,60]
value = 183 ;Walks away

[State 180, 1]
type = ChangeState
trigger1 = var(1) = [61,80]
value = 184 ;Do the Blanka rip off

[State 180, 1]
type = ChangeState
trigger1 = var(1) = [81,100]
value = 185 ;Coffee insanity

[State 180, 1]
type = ChangeState
trigger1 = var(1) = [101,120]
value = 186 ;Seizure

;---------------------------------------------------------------------------
; Win pose 1 - Cowabunga!!! (Garfello the cat turtle)
; CNS difficulty: basic
[Statedef 181]
type = S
ctrl = 0
anim = ifelse(anim=181,-1,181)
velset = 0,0

[State 181, playsnd]
type = playsnd
trigger1 = time = 15
value = s15,5
volume = 150

[State 181, Explod]
type = Explod
trigger1 = time = 15 && Facing = 1
anim = 8100
ID = 8100
pos = 0,-60
postype =  p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
ownpal = 1

[State 181, Explod]
type = Explod
trigger1 = time = 15 && Facing = -1
anim = 8150
ID = 8150
pos = 0,-60
postype =  p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
ownpal = 1

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win pose 2 - Victory Dance
; CNS difficulty: basic
[Statedef 182]
type = S
ctrl = 0
anim = ifelse(anim=182,-1,182)
velset = 0,0

[State 0, VarSet]
type = VarSet
trigger1 = !time
sysvar(4) = 0+(random%15)

[State 182, 1]
type = assertspecial
trigger1 = Time = [0,500]
flag = roundnotover

[State 182, snd]
type = playsnd
trigger1 = time = 1
value = 1,2
volume = 200
channel = 1
[State 182, snd]
type = stopsnd
triggerall = sysvar(4)=[7,15]
trigger1 = time = [121,122]
channel = 1
[State 0, ChangeState]
type = ChangeState
triggerall = sysvar(4)=[7,15]
trigger1 = time = 123
value = 186
ctrl = 0


[State 182, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win pose 3 - Garfield Walks Away
; CNS difficulty: basic
[Statedef 183]
type = S
ctrl = 0
anim = ifelse(anim=183,-1,183)
velset = 0,0

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
;ignorehitpause =
;persistent =

[State 182, 1]
type = assertspecial
trigger1 = Time = [0,280]
flag = roundnotover

[State 182, playsnd]
type = playsnd
trigger1 = time = 30
value = 1,4
volume = 100

[State 0, VelSet]
type = VelSet
trigger1 = animelemno(0) = [24,29]
x = -8
;ignorehitpause =
;persistent =

[State 182, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win pose 4 - Garfield Jumping
; CNS difficulty: basic
[Statedef 184]
type = S
ctrl = 0
anim = ifelse(anim=184,-1,184)
velset = 0,0

[State 182, playsnd]
type = playsnd
trigger1 = Animelem = 1 || Animelem = 15
value = 15,10
volume = 100
[State 182, playsnd]
type = playsnd
trigger1 = Animelem = 1 || Animelem = 15
value = 15,10
volume = 100

[State 182, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win pose 5 - Garfield Goes Cre-z
; CNS difficulty: basic
[Statedef 185]
type = S
ctrl = 0
anim = ifelse(anim!=185 && anim!=2000,2000,-1)
velset = 0,0

[State 0, VelSet]
type = VelSet
trigger1 = Anim=185
x = 57+(Random%16*4)
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = Anim=185 && facing=1
anim = 1852
ID = 1
pos = 0+(random%321),ScreenPos Y
postype = left
facing = 1
bindtime = 1
vel = 57+(Random%16*4),0
accel = 0+(random%136*.000367),0
removetime = 1000
scale = const(size.xscale),const(size.yscale)
ontop = 0
ownpal = 1
[State 0, Explod]
type = Explod
trigger1 = Anim=185 && facing=-1
anim = 1852
ID = 1
pos = 0+(random%321),ScreenPos Y
postype = left
facing = -1
bindtime = 1
vel = -(57+(Random%16*4)),0
accel = 0-(random%136*.000367),0
removetime = 1000
scale = const(size.xscale),const(size.yscale)
ontop = 0
ownpal = 1

[State 0, Turn]
type = Turn
trigger1 = Facing=1
trigger1 = Pos X >= 200
trigger2 = Facing=-1
trigger2 = Pos X <= -200

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Time < 444
flag = roundnotover

[State 0, NoBound]
type = ScreenBound
trigger1 = 1
value = 0
;ignorehitpause =
;persistent =

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Animtime=0 && Anim=2000
value = 185
elem = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem=19 && Anim=2000
value = S15,8
;ignorehitpause =
;persistent =

[State 182, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win pose 6 - Garfield has a seziure
; CNS difficulty: basic
[Statedef 186]
type = S
ctrl = 0
velset = 0,0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time<76
value = 186
elem = 1+(Random%11)
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time>=76
value = 186
elem = 8
[State 0, AllPalFX]
type = AllPalFX
trigger1 = (Time>=77) && (time%3=1)
time = 1
invertall = 1

[State WHHAS]
type = assertspecial
trigger1 = Time = [0,134]
flag = roundnotover

[State 182, playsnd]
type = playsnd
trigger1 = !Time
value = 1,21337
loop = 1
channel = 3
[State 182, playsnd]
type = stopsnd
trigger1 = Time=[76,78]
channel = 3
[State 182, playsnd]
type = playsnd
trigger1 = Time>78 && time%2=1
value = 1,21338

[State 182, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 191]
type = S
ctrl = 0
anim = ifelse(anim=190,-1,190)
velset = 0,0

[State 191, PlaySnd]
type = PlaySnd
trigger1 = animelem = 14
value = S15,3
volume = 0

[State 191, PlaySnd]
type = PlaySnd
trigger1 = animelem = 17
value = S15,1
volume = 0

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
;
[State 191, Explod]
type = Explod
trigger1 = time = 1
anim = 19012
ID = 193
pos = 0, 7
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 1.2,1.2
sprpriority = 0
shadow = 0,0,0
ownpal = 1

[State 191, Explod]
type = Explod
trigger1 = animelem = 1 && facing = 1
anim = 8300
ID =8300
facing = 1
vfacing = 1
pos = -35,-100
postype = p1  ;p2,front,back,left,right
removetime = 243
sprpriority = 6

[State 191, Explod]
type = Explod
trigger1 = animelem = 1 && facing = -1
anim = 8300
ID =8300
facing = -1
vfacing = 1
pos = 15, -100
postype = p1  ;p2,front,back,left,right
removetime = 243
sprpriority = 6

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Introduction 2
; CNS difficulty: basic
[Statedef 192]
type = S
ctrl = 0
anim = ifelse(anim=191,-1,191)
velset = 0,0

[State 191, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S1,12
volume = 0

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 191

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
;
[State 191, Explod]
type = Explod
trigger1 = Animelem = 1
anim = 1910
ID = 1910
pos = -50, 0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = 2
pausemovetime = 0
scale = 1.25,1.25
sprpriority = 0
shadow = 110,110,110
ownpal = 1

[State 191, Explod]
type = Explod
trigger1 = Animelem = 2
anim = 1910
ID = 1910
pos = -50, 0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = 78
pausemovetime = 0
scale = 1.25,1.25
sprpriority = 0
shadow = 110,110,110
ownpal = 1

[State 191, Explod]
type = Explod
trigger1 = Animelem = 5
anim = 1911
ID = 1911
pos = -50, 0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 1.25,1.25
sprpriority = 0
shadow = 110,110,110
ownpal = 1

[State 191, Explod]
type = Explod
trigger1 = Animelem = 5
anim = F2
ID = 6666
pos = -50, -20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
shadow = 0,0,0
ownpal = 1

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Introduction 3
; CNS difficulty: basic
[Statedef 193]
type = S
ctrl = 0
anim = ifelse(anim=194,-1,194)
velset = 0,0

[State 191, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S15,1
volume = 0

[State 191, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S15,1
volumescale = 75

[State 191, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S15,1
volumescale = 50

[State 191, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S15,1
volumescale = 25

[State 191, PlaySnd]
type = PlaySnd
trigger1 = animelem = 13
value = S1,5
volume = 0

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 194

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 0, EnvShake]
type = EnvShake
trigger1 = Animelem = 7
time = 20
freq = 180
ampl = -4
ignorehitpause = 1
;persistent =

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = Time = 130
value = 0

;---------------------------------------------------------------------------
; Introduction 3
; CNS difficulty: basic
[Statedef 194]
type = S
ctrl = 0
anim = ifelse(anim=196,-1,196)
velset = 0,0

[State 191, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1,4
volume = 0

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 196

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = Animtime=0
value = 0

;---------------------------------------------------------------------------
; Introduction 3
; CNS difficulty: basic
[Statedef 19666]
type = S
ctrl = 0
anim = 197
velset = 0,0

[State 0, Explod]
type = Explod
trigger1 = Animelem=2
anim = 1972
ID = 19666
pos = 0,84
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 0
scale = 1.5,3
sprpriority = 65535
ontop = 1
ownpal=1
trans=sub

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 4744
ID = 4744
pos = 2,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 0
scale = 1.32,1.32
sprpriority = 65535
ontop = 0
ownpal=1
trans=sub
[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = F62
ID = 4744
pos = 2,-8
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = -1
removetime = -2
pausemovetime = 0
scale = 2,2
sprpriority = 65535
ontop = 1
ownpal=1
trans=sub

[State 191, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1111,0
volume = 0
[State 191, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1111,0
volume = 0
[State 191, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1111,0
volume = 0

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 197

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = Animtime=0
value = 0

;[09]
[Statedef 193363]
type = S
ctrl = 0
anim = ifelse(anim=193363,-1,193363)
velset = 0,0

[State 0, Offset]
type = Offset
trigger1 = animelemno(0)=1
x = 3-(Random%7)
y = 3-(Random%7)

[State 0, EnvShake]
type = EnvShake
trigger1 = animelemno(0)=2
time = 2
freq = 180
ampl = 1-(random%3)

[State 0, EnvShake]
type = EnvShake
triggerall = animelemno(0)=3
trigger1 = animelemtime(3)=[3,16]
time = 2
freq = 180
ampl = 14-(random%29)

[State 0, VarSet]
type = VarSet
trigger1 = animelem=3
sysvar(2) = 1

[State 0, Explod]
type = Explod
trigger1 = !numexplod(8620201)&&sysvar(2)=1
anim = 6346201
ID = 8620201
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = -1
scale = 1.1,1.1
ontop = 1
ownpal = 1
[State 0, Explod]
type = Explod
trigger1 = !numexplod(8620202)&&sysvar(2)=1
anim = 6346200
ID = 8620202
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = -1
scale = 1.52,1.52
ontop = 0
ownpal = 1

[State 0, EnvColor]
type = EnvColor
triggerall = animelemno(0)=3
triggerall = animelemtime(3)=[3,16]
trigger1 = time%3=1
value = 255,255,255
time = 2

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 193363

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = Animtime=0
value = 0

;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = Roundstate!=2
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Roundstate<2
flag = intro


[State 0, LifeAdd]
type = LifeAdd
trigger1 = Palno=12
value = -((Gethitvar(damage)))
kill = 1
absolute = 1

[State 0, VelSet]
type = VelSet
trigger1 = Palno=12 && Gethitvar(damage)
x = -1

[State 0, HitOverride]
type = HitOverride
trigger1 = Palno=12
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 195

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Anim!=195
value = 195

[State 195, playsnd]
type = playsnd
trigger1 = animelem=4
value = 1, ifelse (random < 400, 4, 5)
channel = 2
volume = 100

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = ifelse(roundstate<2,0,1)

;---------------------------------------------------------------------------
; Introduction 3
; CNS difficulty: basic
[Statedef 196]
type = S
ctrl = 0
anim = ifelse(anim=192,-1,192)
velset = 0,0

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 192

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = Animtime=0
value = 0

;---------------------------------------------------------------------------
; Introduction 3
; CNS difficulty: basic
[Statedef 197]
type = S
ctrl = 0
anim = ifelse(anim=193,-1,193)
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem=14
value = S1,6

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 193

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = Animtime=0
value = 0
;---------------------------------------------------------------------------
; Stand Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = ifelse(anim=ifelse(p2Bodydist X < 11,205,ifelse(Var(7)=2,201,200)),-1,ifelse(p2Bodydist X < 11,205,ifelse(Var(7)=2,201,200)))                       ;Change animation (Def: no change)
poweradd = 6                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0&&random<460
value = S1,3

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 12, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAFP                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = (Ifelse(Var(7)=2,0,6-4*(Ishelper))), 10                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = 0, -21               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 0                  ;Sound to play on hit
guardsound = 6, 0                ;Sound to play on guard
ground.type = low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 1             ;Time that the opponent slides back
ground.hittime  = 10             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = 0,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air

[State 0, ChangeState]
type = ChangeState
trigger1 = Var(59) && Movecontact
value = 230
ctrl = 0
;ignorehitpause =
;persistent =

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

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------------------
[Statedef 205]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 205                       ;Change animation (Def: no change)
poweradd = 7                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 205, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 12, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 10, 10                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = 0, -21               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 5, 0                  ;Sound to play on hit
guardsound = 6, 0                ;Sound to play on guard
ground.type = low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 1            ;Time that the opponent slides back
ground.hittime  = 10             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = 0,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air

[State 205, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
[State 205, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 210]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = ifelse(anim=ifelse(Var(7)=2,211,210),-1,ifelse(Var(7)=2,211,210))                       ;Change animation (Def: no change)
poweradd = 7                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 0, ChangeState]
type = ChangeState
trigger1 = Var(59) && Movecontact && Random < 400
value = ifelse(random < 200,1100,1000)
ctrl = 0
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = Var(59) && Movecontact && Random >= 400
value = 240
ctrl = 0
;ignorehitpause =
;persistent =

[State 206, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 26, 0                   ;Damage that move inflicts, guard damage
animtype = Medium                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAFP                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = (Ifelse(Var(7)=2,0,6-4*(Ishelper))), 12                 ;Time attacker pauses, time opponent shakes
sparkno = 2                      ;Spark anim no (Def: set above)
sparkxy = 0, -31               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 7                  ;Sound to play on hit
guardsound = 6, 0                ;Sound to play on guard
ground.type = low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10             ;Time that the opponent slides back
ground.hittime  = 10             ;Time opponent is in hit state
ground.velocity = -2             ;Velocity at which opponent is pushed
airguard.velocity = -1.5,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air

[State 206, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 206, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing strong punch
; CNS difficulty: easy
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 25
ctrl = 0
velset = 0,0
anim = ifelse(anim=ifelse(Var(7)=2,221,220),-1,ifelse(Var(7)=2,221,220))
sprpriority = 2

[State 0, ScreenBound]
type = ScreenBound
trigger1 = Movehit && Var(7)=1
value = 0
ignorehitpause=1

[State 210, 1]
type = PlaySnd
trigger1 = Animelem = 3
value = s15, 2

[State 210, 2]
type = HitDef
triggerall = Var(7)!=1;Power
trigger1 = !Time
attr = S, NA
animtype  = Hard
damage    = 45,1
guardflag = MA
pausetime = (Ifelse(Var(7)=2,2,6-4*(Ishelper))),15
sparkno = 2
sparkxy = -10,-25
hitsound   = S5,1
guardsound = 6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -1.5
air.velocity = -2.5,-4

[State 210, 2]
type = HitDef
triggerall = Var(7)=1;Power
trigger1 = !Time
attr = S, NA
animtype  = Medium
damage    = 62,1
guardflag = MA
pausetime = 22,6
sparkno = 2
sparkxy = -10,-25
hitsound   = S5,8
guardsound = 6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -20,-2
air.velocity = -20,-2
fall = 1
envshake.time = 20
envshake.freq = 180
envshake.ampl = 5

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing strong punch
; CNS difficulty: easy
[Statedef 221]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 25
ctrl = 0
velset = 0,0
anim = ifelse(anim=222,-1,222)
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = animelem=5
anim = 223
ID = 223
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
ontop = 1
ownpal = 1

[State 1200, Projectile]
type = Projectile
trigger1 = animelem=5
ProjID = 224
projanim = 224
projhitanim = -1
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = 30,-5
velocity = -6,0
accel = 0,0
attr = S, NA
damage = 58,6
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
projmisstime = 4
hitsound = S5,8
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
projremovetime = 23
air.velocity = -4,-6
projhits = 9999
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=5
ProjID = 224
projanim = 224
projhitanim = -1
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = 30,-45
velocity = -6,0
accel = 0,0
attr = S, NA
damage = 58,6
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
projmisstime = 4
hitsound = S5,8
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
projremovetime = 23
air.velocity = -4,-6
projhits = 9999
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=5
ProjID = 224
projanim = 224
projhitanim = -1
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = -30,-5
velocity = 6,0
accel = 0,0
attr = S, SP
damage = 58,6
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
projmisstime = 4
hitsound = S5,8
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
projremovetime = 23
air.velocity = -4,-6
projhits = 9999
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=5
ProjID = 224
projanim = 224
projhitanim = -1
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = -30,-45
velocity = 6,0
accel = 0,0
attr = S, SP
damage = 58,6
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
projmisstime = 4
hitsound = S5,8
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
projremovetime = 23
air.velocity = -4,-6
projhits = 9999

[State 210, 2]
type = HitDef
trigger1 = !Time
attr = S, NA
animtype  = Medium
damage    = 115,1
guardflag = MA
pausetime = 5,0
sparkno = 2
sparkxy = -10,-25
hitsound   = S5,8
guardsound = 6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -15,-3
air.velocity = -15,-3
fall = 1

[State 210, 1]
type = PlaySnd
trigger1 = Animelem = 3
value = s15, 2

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing kick
; CNS difficulty: easy
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 35
ctrl = 0
velset = 0,0
anim = ifelse(anim=230,-1,230)
sprpriority = 2

[State 0, ChangeState]
type = ChangeState
trigger1 = Var(59) && Movecontact
value = ifelse(random < 330,1200,210)
ctrl = 0
;ignorehitpause =
;persistent =

[State 230, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 1

[State 230, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = Medium
damage    = 40,1
guardflag = MA
pausetime = (Ifelse(Var(7)=2,0,6-6*(Ishelper))),10
sparkno = 1
sparkxy = -10,-37
hitsound   = S5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -2
air.velocity = -2.5,-3.5

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing kick
; CNS difficulty: easy
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 35
ctrl = 0
velset = 0,0
anim = ifelse(anim=240,-1,240)
sprpriority = 2

[State 0, ChangeState]
type = ChangeState
trigger1 = Var(59) && Movecontact
value = 220
ctrl = 0
;ignorehitpause =
;persistent =

[State 230, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 1

[State 230, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = Medium
damage    = 55,1
guardflag = MA
pausetime = (Ifelse(Var(7)=2,0,5-4*(Ishelper))),10
sparkno = 1
sparkxy = -10,-37
hitsound   = S5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -2,-3
air.velocity = -2.5,-3.5

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing kick
; CNS difficulty: easy
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 35
ctrl = 0
velset = 0,0
anim = ifelse(anim=250,-1,250)
sprpriority = 2

[State 0, ScreenBound]
type = ScreenBound
trigger1 = Movehit && Var(7)=1
value = 0
ignorehitpause=1

[State 0, PosAdd]
type = PosAdd
trigger1 = Animelem = 6
x = 15
;ignorehitpause =
;persistent =

[State 230, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 1

[State 230, 2]
type = HitDef
triggerall = Var(7)!=1
trigger1 = !Time
attr = S, NA
animtype  = Medium
damage    = 67,1
guardflag = MA
pausetime = (Ifelse(Var(7)=2,2,6-6*(Ishelper))),12
sparkno = 1
sparkxy = -10,-37
hitsound   = S5,5
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -4,1
air.velocity = -2.5,-3.5

[State 230, 2]
type = HitDef
triggerall = Var(7)=1
trigger1 = !Time
attr = S, NA
animtype  = Medium
damage    = 102,1
guardflag = MA
pausetime = 22,8
sparkno = 1
sparkxy = -10,-37
hitsound   = S5,8
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -30,-5
air.velocity = -30,-5
fall = 1
envshake.time = 20
envshake.freq = 180
envshake.ampl = 5

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing kick
; CNS difficulty: easy
[Statedef 251]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 35
ctrl = 0
velset = 0,0
anim = ifelse(anim=1150,-1,1150)
sprpriority = 2

[State 230, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 1, 6

[State 230, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 100,1
guardflag = MA
pausetime = (Ifelse(Var(7)=2,5,13)),13
sparkno = 1
sparkxy = -10,-37
hitsound   = S5,8
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -1,7
air.velocity = -2.5,-3.5

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Crouching light punch
; CNS difficulty: easy
; Description: Simple crouching attack. The HitDef's guardflag parameter
;     is set to "L", meaning that the move can only be guarded low
;     (crouching), and not by standing or jumping opponents.
;     Like for all light attacks, it's a good idea to keep the slidetime
;     and hittime parameters at a smaller number, so the opponent isn't
;     stunned for too long. For all crouching attacks you have to
;     remember to set the attr parameter to indicate that it is crouching
;     attack. In this case, "C, NA" stands for "crouching, normal attack".
;     The HitDef's priority is set at 3, instead of the default of 4,
;     so this attack has a lower priority than most others, meaning
;     KFM will get hit instead of trading hits with his opponent if
;     their attack collision boxes (Clsn1) intersect each other's Clsn2
;     boxes at the same time.
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 10
ctrl = 0
anim = ifelse(anim=400,-1,400)
sprpriority = 2

[State 0, ChangeState]
type = ChangeState
trigger1 = Var(59) && Movecontact
value = 430
ctrl = 0
;ignorehitpause =
;persistent =

[State 400, 1]
type = PlaySnd
trigger1 = Time=0
value = 0, 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0&&random<460
value = S1,3

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 20
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = (Ifelse(Var(7)=2,0,5-4*(Ishelper))),8
sparkno = 0
sparkxy = -8,-20
hitsound   = S1,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 10
ground.velocity = -4
air.velocity = -1.5,-3

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouching Middle punch
; CNS difficulty: easy
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 10
ctrl = 0
anim = ifelse(anim=405,-1,405)
sprpriority = 2

[State 0, ChangeState]
type = ChangeState
trigger1 = Var(59) && Movecontact
value = 440
ctrl = 0
;ignorehitpause =
;persistent =

[State 400, 1]
type = PlaySnd
trigger1 = Time = 5
value = 0, 4

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 30
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = (Ifelse(Var(7)=2,0,5-4*(Ishelper))),8
sparkno = 0
sparkxy = -8,-20
hitsound   = S1,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 10
ground.velocity = -4
air.velocity = -1.5,-3

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
;Crouching strong punch
; CNS difficulty: easy
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 20
ctrl = 0
anim = ifelse(anim=410,-1,410)
sprpriority = 2

[State 410, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
trigger6 = AnimElem = 7
value = 0, 0

[State 410, 2]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
trigger6 = AnimElem = 7
attr = C, NA
damage    = 15,1
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 2,8
sparkno = 2
sparkxy = -8,-20
hitsound   = S1,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 13
ground.hittime  = 13
ground.velocity = -3
air.velocity = -3,-4

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouching kick
; CNS difficulty: easy
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 10
poweradd= 25
ctrl = 0
anim = ifelse(anim=425,-1,425)
sprpriority = 2

[State 0, ChangeState]
type = ChangeState
trigger1 = Var(59) && Movecontact
value = 410
ctrl = 0
;ignorehitpause =
;persistent =

[State 430, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 0

[State 430]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 33, 2
hitflag = MAFD
guardflag = L
pausetime = (Ifelse(Var(7)=2,0,6-5*(Ishelper))),11
sparkno = 3
sparkxy = -5, 0
hitsound   = S5,3
guardsound = 6,0
sprpriority = 3
ground.type = low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2
air.velocity = -1.2,-3
guard.velocity = -5

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouching kick
; CNS difficulty: easy
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 10
poweradd= 25
ctrl = 0
anim = ifelse(anim=435,-1,435)
sprpriority = 2

[State 0, ChangeState]
type = ChangeState
trigger1 = Var(59) && Movecontact
value = 451
ctrl = 0
;ignorehitpause =
;persistent =

[State 430, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 1

[State 430]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 57, 2
hitflag = MAFD
guardflag = L
pausetime = (Ifelse(Var(7)=2,0,7-6*(Ishelper))),12
sparkno = 3
sparkxy = -5, 0
hitsound   = S5,4
guardsound = 6,0
sprpriority = 3
ground.type = low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3
air.velocity = -1.2,-3
guard.velocity = -5

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouching kick
; CNS difficulty: easy
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 10
poweradd= 25
ctrl = 0
anim = ifelse(anim=430,-1,430)
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = Animelem = 2
x = 3
;ignorehitpause =
;persistent =

[State 430, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 1

[State 430]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 70, 2
hitflag = MAFD
guardflag = L
pausetime = (Ifelse(Var(7)=2,4,16)),16
sparkno = 3
sparkxy = -5, 0
hitsound   = S5,5
guardsound = 6,0
sprpriority = 3
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1,-5
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

; CNS difficulty: easy
[Statedef 451]
type    = C
movetype= A
physics = C
juggle  = 10
poweradd= 25
ctrl = 0
anim = ifelse(anim=431,-1,431)
sprpriority = 2

[State 430, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 1

[State 430]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 70, 2
hitflag = MAFD
guardflag = L
pausetime = 13,11
sparkno = 3
sparkxy = -5, 0
hitsound   = S5,7
guardsound = 6,0
sprpriority = 3
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1,-15.6
air.velocity = -1.2,-12
guard.velocity = -5
fall = 1

[State 430, 3]
type = ChangeState
trigger1 = Command = "holdup" && Movehit && !Var(59)
value = 41

[State 430, 3]
type = ChangeState
trigger1 = Movehit && Var(59)
value = 41

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Jump Light Punch
; CNS difficulty: easy
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 10
ctrl = 0
anim = ifelse(anim=600,-1,600)
sprpriority = 2

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelem=5
value = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = Var(59) && Movecontact && Palno!=12
value = 630
ctrl = 0

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 14
guardflag = HA
priority = 3
pausetime = (Ifelse(Var(7)=2,0,4)),2
sparkno = 0
sparkxy = -10,-30
hitsound   = S5,0
guardsound = 6,0
animtype = light
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = 0,-2.88-(3*Var(58))

;[State 600, 3]
;type = CtrlSet
;trigger1 = animtime = 0
;value = 1

;---------------------------------------------------------------------------
;Jump Strong Punch
; CNS difficulty: easy
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 25
ctrl = 0
anim = ifelse(anim=610,-1,610)
sprpriority = 2

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelem=9
value = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = Var(59) && Movecontact && Palno!=12
value = ifelse(enemynear,name="OB1",100,640)
ctrl = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = time=1
y = 9


[State 610, 1]
type = PlaySnd
trigger1 = Animelem = 3
value = s15, 2

[State 610, 3]
type = HitDef
trigger1 = Animelem = 2
attr = A, NA
damage = 45,1
guardflag = HA
priority = 4
pausetime = (Ifelse(Var(7)=2,0,4)),2
sparkno = 1
sparkxy = -5,-22
hitsound   = S5,1
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-3.7-(3*Var(58))

;---------------------------------------------------------------------------
;Jump Strong Punch
; CNS difficulty: easy
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 25
ctrl = 0
anim = ifelse(anim=620,-1,620)
sprpriority = 2

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelem=9
value = 1

[State 610, 1]
type = PlaySnd
trigger1 = Animelem = 3
value = s15, 2

[State 610, 3]
type = HitDef
trigger1 = Animelem = 2 && !Var(58)
attr = A, NA
damage = 75,1
guardflag = HA
priority = 4
pausetime = (Ifelse(Var(7)=2,2,4)),4
sparkno = 1
sparkxy = -5,-22
hitsound   = S5,2
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,5 ;Causes A Rave End (MvC1-3)
air.fall = 1

[State 610, 3]
type = HitDef
trigger1 = Animelem = 2 && Var(58)
attr = A, NA
damage = 75,1
guardflag = HA
priority = 4
pausetime = (Ifelse(Var(7)=2,3,8)),9
sparkno = 1
sparkxy = -5,-22
hitsound   = S5,2
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -10,10 ;Causes A Rave End (MvC1-3)
air.fall = 1

;---------------------------------------------------------------------------
;Jump Strong Punch
; CNS difficulty: easy
[Statedef 621]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 25
ctrl = 0
anim = ifelse(anim=621,-1,621)
sprpriority = 2

[State 610, 1]
type = PlaySnd
trigger1 = time%5=1
value = s0, 2

[State 610, 3]
type = HitDef
trigger1 = time%5=1
attr = A, NA
damage = 125,1
guardflag = HA
priority = 4
pausetime = 0,4
sparkno = 1
sparkxy = -5,-22
hitsound   = S5,2
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3,-3
air.velocity = -3,-3
fall = 1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = -(time*72)
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time=33
value = 50
ctrl = 0

;---------------------------------------------------------------------------
;Jump Strong Punch Fwd Moving
; CNS difficulty: easy
[Statedef 625]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 25
ctrl = 0
anim = ifelse(anim=625,-1,625)
sprpriority = 2

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

[State 610, 1]
type = PlaySnd
trigger1 = Animelem = 3
value = S0, 3

[State 610, 3]
type = HitDef
trigger1 = Animelem = 2 && !Var(58)
attr = A, NA
damage = 78,1
guardflag = HA
priority = 4
pausetime = (Ifelse(Var(7)=2,2,4)),5
sparkno = 1
sparkxy = -5,-22
hitsound   = S5,7
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3.6,5 ;Causes A Rave End (MvC1-3)
air.fall = 1

[State 610, 3]
type = HitDef
trigger1 = Animelem = 2 && Var(58)
attr = A, NA
damage = 78,1
guardflag = HA
priority = 4
pausetime = (Ifelse(Var(7)=2,3,8)),5
sparkno = 1
sparkxy = -5,-22
hitsound   = S5,7
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -10,10 ;Causes A Rave End (MvC1-3)
air.fall = 1

;---------------------------------------------------------------------------
;Jump Kick
; CNS difficulty: easy
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 30
ctrl = 0
anim = ifelse(anim=630,-1,630)
sprpriority = 2

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelem=6
value = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = Var(59) && Movecontact && Palno!=12
value = 610
ctrl = 0
;ignorehitpause =
;persistent =

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 45,1
guardflag = HA
priority = 3
pausetime = (Ifelse(Var(7)=2,0,4)),2
sparkno = 1
sparkxy = -5,-25
hitsound   = S5,0
guardsound = 6,0
animtype = medium
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4,-4
air.velocity = 0,-2.88-(3*Var(58))
; fall = 1

;---------------------------------------------------------------------------
;Jump Kick
; CNS difficulty: easy
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 30
ctrl = 0
anim = ifelse(anim=640,-1,640)
sprpriority = 2

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

[State 0, ChangeState]
type = ChangeState
trigger1 = Var(59) && Movecontact && Vel X <= 0.00008 && Random <= 750 && Palno!=12
value = ifelse(enemynear,name="-",621,ifelse(Random<444,620,650))
ctrl = 0
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = Var(59) && Movecontact && Vel X > 0.00008 && Random <= 750 && Palno!=12
value = ifelse(enemynear,name="-",621,ifelse(Random<444,625,650))
ctrl = 0
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = Var(59) && Movecontact && Random >= 750
value = ifelse(Power >= 1000,2100,1400)
ctrl = 0
;ignorehitpause =
;persistent =

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 56,1
guardflag = HA
priority = 3
pausetime = (Ifelse(Var(7)=2,0,4)),2
sparkno = 1
sparkxy = -5,-25
hitsound   = S5,1
guardsound = 6,0
animtype = medium
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -6,-5
air.velocity = -2,-4-(3*Var(58))
; fall = 1

;---------------------------------------------------------------------------
;Jump Kick
; CNS difficulty: easy
[Statedef 650]
type    = A
movetype= A
physics = N
juggle  = 3
poweradd= 30
ctrl = 0
anim = ifelse(anim=650,-1,650)
sprpriority = 2

[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y > 0
value = 52
ctrl = 1
;ignorehitpause =
;persistent =

[State 0, ChangeState] ;Causes Reboundary (From Akumas dive Kick)
type = ChangeState
trigger1 = MoveContact
value = 50
ctrl = 0 ;Di sables Ctrl So No Moves Can Be done After Contact
;ignorehitpause =
;persistent =

[State 0, VelAdd] ;Lightens Gavity
type = VelAdd
trigger1 = AnimelemNo(0) = 1
y = .26
;ignorehitpause =
;persistent =

[State 0, VelAdd]
type = VelSet
trigger1 = AnimelemNo(0) = 2
x = 5.5
y = 8
;ignorehitpause =
;persistent =

[State 630, 1]
type = PlaySnd
trigger1 = Animelem = 2
value = 0, 3

[State 630, 2]
type = HitDef
trigger1 = Time = 0 && !Var(58)
attr = A, NA
damage = 80,1
guardflag = HA
priority = 3
pausetime = (Ifelse(Var(7)=2,2,4)),4
sparkno = 1
sparkxy = -5,-25
hitsound   = S5,2
guardsound = 6,0
animtype = medium
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -6,-5
air.velocity = -2,5 ;Causes A Rave End (MvC1-3)
air.fall = 1

[State 630, 2]
type = HitDef
trigger1 = Time = 0 && Var(58)
attr = A, NA
damage = 80,1
guardflag = HA
priority = 3
pausetime = (Ifelse(Var(7)=2,3,8)),9
sparkno = 1
sparkxy = -5,-25
hitsound   = S5,2
guardsound = 6,0
animtype = medium
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -6,-5
air.velocity = -10,10 ;Causes A Rave End (MvC1-3)
air.fall = 1

;---------------------------------------------------------------------------
; Throw - Attempt
; CNS difficulty: medium-advanced
; Description: Throws are not difficult to make, although then can be
;     tedious at times. Throw attempt states have a HitDef of a
;     special format. The key parameters in a throw are p1stateno
;     and p2stateno. If the HitDef successfully connects, then
;     the attacker will change to the state number specified by
;     p1stateno, and the opponent will be change to the state
;     number assigned to p2stateno. The special thing about p2stateno
;     is that the opponent will be temporarily brought into the
;     attacker's state file. In this case, no matter who the
;     opponent is, he will be taken to state 820 of this file (kfm.cns)
;     and remain here until the end of the throw (look at his debug
;     information when he is being thrown; the text changes to yellow
;     to mean that he is in another player's state file).
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = ifelse(anim=800,-1,800)

; Notes: The '-' symbol in the hitflag field means that it only affects
;   players who are not in a hit state. This prevents the player from combo-ing
;   into the throw. The priority should be set to a low number, such as
;   1 or 2, so that the throw does not take precedence over normal attacks.
;   The type of priority must always be set to "Miss" or "Dodge" for throws,
;   otherwise strange behavior can result.
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M          ;Affect only ground people
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
sprpriority = -5       ;Draw in front of p2
p1facing = 1 ;Turn if holding forwards
p2facing = 1          ;Force p2 to face player
p1stateno = 810       ;On success, player changes to state 810
p2stateno = 820       ;If hit, p2 changes to state 820 in player's cns
fall = 1              ;Force p2 into falling down

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 2
value = S0,6
ignorehitpause = 1
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 7
value = S5,10
volumescale = 150
ignorehitpause = 1
;persistent =

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

;---------------------------------------------------------------------------
; Throw - Attempt
; CNS difficulty: medium-advanced
; Description: Throws are not difficult to make, although then can be
;     tedious at times. Throw attempt states have a HitDef of a
;     special format. The key parameters in a throw are p1stateno
;     and p2stateno. If the HitDef successfully connects, then
;     the attacker will change to the state number specified by
;     p1stateno, and the opponent will be change to the state
;     number assigned to p2stateno. The special thing about p2stateno
;     is that the opponent will be temporarily brought into the
;     attacker's state file. In this case, no matter who the
;     opponent is, he will be taken to state 820 of this file (kfm.cns)
;     and remain here until the end of the throw (look at his debug
;     information when he is being thrown; the text changes to yellow
;     to mean that he is in another player's state file).
[Statedef 830]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = ifelse(anim=830,-1,830)

; Notes: The '-' symbol in the hitflag field means that it only affects
;   players who are not in a hit state. This prevents the player from combo-ing
;   into the throw. The priority should be set to a low number, such as
;   1 or 2, so that the throw does not take precedence over normal attacks.
;   The type of priority must always be set to "Miss" or "Dodge" for throws,
;   otherwise strange behavior can result.
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = AF          ;Affect only ground people and able to grab them when p2 is falling
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
sprpriority = -5       ;Draw in front of p2
p1facing = 1 ;Turn if holding forwards
p2facing = 1          ;Force p2 to face player
p1stateno = 840       ;On success, player changes to state 840
p2stateno = 850       ;If hit, p2 changes to state 850 in player's cns
fall = 1              ;Force p2 into falling down

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 2
value = S0,6
ignorehitpause = 1
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 7
value = S5,10
volumescale = 150
ignorehitpause = 1
;persistent =

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Throwing the opponent
; Description: In this state, the player throws the opponent by binding him to
;     various offsets based on his current frame of animation. For
;     example, [State 810, Bind 1] binds the opponent to an offset of
;     28 pixels in front of the player. That puts him around where the hand
;     is at. Is is important to keep the opponent bound using a
;     TargetBind controller at all times, until you let him go. This
;     is especially important if your player has a Clsn2 box that
;     allows him to get hit while throwing someone. Each time a player
;     gets hit, all his bound targets will be set to a fall state. If
;     the opponent is not bound, then he might get stuck in his thrown
;     state when his attacker is knocked out of the throw halfway.
; Notes: There is a TargetLifeAdd controller to decrease the opponent's
;     life, and a TargetState controller to change his state to a
;     falling state when Garfield lets go of him.
[Statedef 810]
type = S
movetype = A
physics = S
anim = ifelse(anim=810,-1,810)
ctrl = 0
velset = 0
facep2 = 1
poweradd = 50
juggle  = 6

[State 0, TargetBind]
type = TargetBind
trigger1 = Time<3
time = 2
pos = 32,0

[State 810, 1]
type = targetlifeadd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
trigger9 = AnimElem = 15
value = - (1 + (Target,Lifemax / (300+(enemynear,gethitvar(hitcount) * 50))))

[State 810, 1]
type = hitadd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
trigger7 = AnimElem = 10
trigger8 = AnimElem = 15
value = 1

[State 815, GrabSpark]
type = Explod
trigger1 = AnimElem = 1
id = 1
anim = F1
pos = 21,-25
sprpriority = 7
ownpal = 0
facing = 1

[State 815, GrabSpark]
type = Explod
trigger1 = AnimElem = 14
id = 2
anim = F1
pos = 30,-25
sprpriority = 7
ownpal = 0
facing = 1

[State 815, GrabSpark]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
id = 3
anim = F1
pos = -5,-41
sprpriority = 7
ownpal = 0
facing = 1

[State 815, GrabSpark]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
trigger4 = AnimElem = 10
id = 4
anim = F1
pos = 36,-23
sprpriority = 7
ownpal = 0
facing = 1

[State 810, 2]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
value = 1, 1

[State 810, 3]
type = PlaySnd
trigger1 = AnimElem = 14
value = f5,1

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 5
volume = 0
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 810, 5]
type = SprPriority
trigger1 = animelem = 2
value = 5

[State 810, TargetState]
type = TargetState
trigger1 = AnimElem = 15
value = 821
ID = -1

[State 810, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throwing the opponent
; Description: In this state, the player throws the opponent by binding him to
;     various offsets based on his current frame of animation. For
;     example, [State 810, Bind 1] binds the opponent to an offset of
;     28 pixels in front of the player. That puts him around where the hand
;     is at. Is is important to keep the opponent bound using a
;     TargetBind controller at all times, until you let him go. This
;     is especially important if your player has a Clsn2 box that
;     allows him to get hit while throwing someone. Each time a player
;     gets hit, all his bound targets will be set to a fall state. If
;     the opponent is not bound, then he might get stuck in his thrown
;     state when his attacker is knocked out of the throw halfway.
; Notes: There is a TargetLifeAdd controller to decrease the opponent's
;     life, and a TargetState controller to change his state to a
;     falling state when Garfield lets go of him.
[Statedef 840]
type = S
movetype = A
physics = S
anim = ifelse(anim=840,-1,840)
ctrl = 0
velset = 0,0
facep2 = 1
poweradd = 50
juggle  = 6

[State 0, VarRandom]
type = VarRandom
trigger1 = Time = 1
v = 11
range = 0,20
;ignorehitpause =
;persistent =

[State 0, NON AI ChangeAnim]
type = ChangeAnim
trigger1 = Command = "holddown" && !Var(59) && Anim != 841
value = 841
;ignorehitpause =
;persistent =

[State 0, NON AI ChangeAnim]
type = ChangeAnim
trigger1 = Var(11) > 10 && Var(59) && Anim != 841
value = 841
;ignorehitpause =
;persistent =

[State 0, AngleMul]
type = AngleDraw
trigger1 = Animelemno(0) = [2,5]
triggerall = anim = 841 && Palno != 7
value = 270
;ignorehitpause =
;persistent =

[State 0, AngleMul]
type = AngleDraw
trigger1 = Animelemno(0) = [2,5]
triggerall = anim = 841 && Palno = 7
value = 270
scale = 1.04,1.04
;ignorehitpause =
;persistent =

[State 810, 1]
type = targetlifeadd
trigger1 = AnimElem = 3
value = - target,lifemax / 50

[State 810, 1]
type = hitadd
trigger1 = AnimElem = 3
value = 1

[State 815, GrabSpark]
type = Explod
trigger1 = AnimElem = 1
id = 1
anim = F1
pos = 21,-25
sprpriority = 7
ownpal = 0
facing = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = Animelemno(0) = 2 && Anim != 841
time = 1
id = -1
pos = 9,-61
;ignorehitpause =
;persistent =

[State 810, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 3

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 5
volume = 0
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 810, 5]
type = SprPriority
trigger1 = animelem = 2
value = 5

[State 810, TargetState]
type = TargetState
trigger1 = AnimElem = 3 && Anim != 841
value = 851
ID = -1

[State 810, TargetState]
type = TargetState
trigger1 = AnimElem = 3 && Anim = 841
value = 852
ID = -1

[State 810, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Opponent Thrown
; (a custom gethit state)
; Description: This is the state that the opponent changes to after being
;     hit by the throw HitDef. The important thing here is to use a
;     ChangeAnim2 controller. The difference between ChangeAnim2 and
;     ChangeAnim is that ChangeAnim2 changes the player's animation to
;     an action in the AIR file of the attacker (in this case, kfm.air),
;     whereas ChangeAnim always changes the player to an action in his
;     own AIR file. Look at Action 820 in kfm.air for some extra
;     comments.
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

[Statedef 850]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 850

;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw - thrown into the air
; (a custom gethit state)
; Description: This state has the opponent flying through the air and
;     falling down onto the ground. The SelfState controller sets the
;     opponent back using to his own state file when he his the ground.
;     Controllers 821,2 and 821,3 allow the opponent to recover by
;     hitting his recovery command when he is falling.
[Statedef 821]
type    = A
movetype= H
physics = N
velset = -2.8,-7

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 821, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 821, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw - thrown into the air
; (a custom gethit state)
; Description: This state has the opponent flying through the air and
;     falling down onto the ground. The SelfState controller sets the
;     opponent back using to his own state file when he his the ground.
;     Controllers 821,2 and 821,3 allow the opponent to recover by
;     hitting his recovery command when he is falling.
[Statedef 851]
type    = A
movetype= H
physics = N
velset = -8,-1

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 821, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 821, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw - thrown into the air
; (a custom gethit state)
; Description: This state has the opponent flying through the air and
;     falling down onto the ground. The SelfState controller sets the
;     opponent back using to his own state file when he his the ground.
;     Controllers 821,2 and 821,3 allow the opponent to recover by
;     hitting his recovery command when he is falling.
[Statedef 852]
type    = A
movetype= H
physics = N
velset = 0,10

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 821, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 821, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;---------------------------------------------------------------------------
; Butt Stomp Start
; CNS difficulty: medium
[Statedef 1000]
type    = S
movetype= I
physics = S
juggle  = 4
velset = 0,0
anim = ifelse(anim=1000,-1,1000)
ctrl = 0
sprpriority = 2

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = animelem = 1
value = SCA
time = 30

[State 1000, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 1001
ctrl = 0

;---------------------------------------------------------------------------
; Butt Stomp
; CNS difficulty: medium
[Statedef 1001]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 100
velset = 7,-10
anim = ifelse(anim=1001,-1,1001)
ctrl = 0
sprpriority = 2

[State 1001, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 1001, HitDef]
type = HitDef
trigger1 = animelem = 4
attr = S,SA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
damage = 72,1
guardflag = HA
priority = 5,hit
pausetime = 8,16
sparkno = 3
sparkxy = -8,-10
hitsound   = S5,9
guardsound = 6,0
animtype = Med
ground.type = low
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -6
air.velocity = -6

[State 1001, end]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1002
ctrl = 0

;---------------------------------------------------------------------------
; Butt Stomp
; CNS difficulty: medium
[Statedef 1003]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 100
anim = ifelse(anim=1003,-1,1003)
ctrl = 0
sprpriority = 2

[State 1001, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .5

[State 1001, HitDef]
type = HitDef
trigger1 = Time%ifelse(palno=12,2,5) = 0
attr = S,SA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
damage = 33,1
guardflag = HA
priority = 5,hit
pausetime = ifelse(palno=12,0,2),2
sparkno = 3
sparkxy = -8,-10
hitsound  = S5,9
guardsound = 6,0
animtype = Med
ground.type = low
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -6,-2
air.velocity = -6,2

[State 1001, end]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1002
ctrl = 0

;---------------------------------------------------------------------------
; Butt Stomp Land
; CNS difficulty: medium
[Statedef 1002]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = ifelse(anim=1002,-1,1002)
ctrl = 0
sprpriority = 5

[State 0, Explod]
type = Explod
trigger1 = (Time = 1)
anim = F62
ID = 4744
pos = 2,0
postype = p1
facing = 1
removetime = -2
scale = .94,.94
sprpriority = 99999
ownpal = 1
[State 0, Explod]
type = Explod
trigger1 = (Time = 1)
anim = F61
ID = 4744
pos = 2,0
postype = p1
facing = 1
removetime = -2
scale = 1,1
sprpriority = -999
ownpal = 1
[State 0, Explod]
type = Explod
trigger1 = (Time = 1)
anim = 4744
ID = 4744
pos = 2,0
postype = p1
facing = 1
removetime = -2
scale = .9,.9
sprpriority = -999
ownpal = 1

[State 1002, 2]
type = Posset
trigger1 = time = 0
y = 0

[State 1002, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S15,1
volume = 0

[State 1002, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 20
freq = 100
ampl = -3
phase = 90

[State 1002, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Head Ram! Weak
; CNS difficulty: medium
[Statedef 1050]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = ifelse(anim=1050,-1,1050)
ctrl = 0
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 6
;ignorehitpause =
;persistent =

[State 195, playsnd]
type = playsnd
trigger1 = time = 1
value = 1, 5

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
;persistent =

[State 210, 2]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = Medium
damage    = 66,1
guardflag = MA
pausetime = 5,10
sparkno = 2
sparkxy = -10,-25
hitsound   = S5,9
guardsound = 6,0
ground.type = trip
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5,-3
air.velocity = -2.5,-4

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

;---------------------------------------------------------------------------
; Head Ram! Medium
; CNS difficulty: medium
[Statedef 1051]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = ifelse(anim=1051,-1,1051)
ctrl = 0
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = Time = 0
v = 54   ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 8
;ignorehitpause =
;persistent =

[State 0, VarAdd]
type = VarAdd
trigger1 = Movehit = 6
v = 54    ;fv =
value = 1
;ignorehitpause =
;persistent =

[State 195, playsnd]
type = playsnd
trigger1 = time = 1
value = 1, 5

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
;persistent =

[State 0, PosFreeze]
type = PosFreeze
trigger1 = Movehit = [1,5]
value = 1
;ignorehitpause =
;persistent =

[State 210, 2]
type = HitDef
trigger1 = Time%6 = 0 && Var(54) < 1
attr = S, SA
animtype  = Medium
damage    = 48,1
guardflag = MA
pausetime = 0,10
sparkno = 2
sparkxy = -10,-25
hitsound   = S5,9
guardsound = 6,0
ground.type = trip
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5,-3
air.velocity = -2.5,-4

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

;---------------------------------------------------------------------------
; Head Ram! Hard
; CNS difficulty: medium
[Statedef 1052]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 8,0
anim = ifelse(anim=1052,-1,1052)
ctrl = 0
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = Time = 0
v = 54   ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 10.5
;ignorehitpause =
;persistent =

[State 0, VarAdd]
type = VarAdd
trigger1 = Movehit = 6
v = 54    ;fv =
value = 1
;ignorehitpause =
;persistent =

[State 195, playsnd]
type = playsnd
trigger1 = time = 1
value = 1, 5

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
;persistent =

[State 0, PosFreeze]
type = PosFreeze
trigger1 = Movehit = [1,5]
value = 1
;ignorehitpause =
;persistent =

[State 210, 2]
type = HitDef
trigger1 = Time%6 = 0 && Var(54) < 2
attr = S, SA
animtype  = Medium
damage    = 40,1
guardflag = MA
pausetime = 0,10
sparkno = 2
sparkxy = -10,-25
hitsound   = S5,9
guardsound = 6,0
ground.type = trip
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5,-3
air.velocity = -2.5,-4

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

;---------------------------------------------------------------------------
; Hot Dog Throw1
; CNS difficulty: medium
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= 110
anim = ifelse(anim=1100,-1,1100)
ctrl = 0
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Palno = 12
trigger2 = Palno != 12 && Var(7)=2
value = 1100
elem = 1+1*(statetime%36)

[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3 && Palno=12
ProjID = 1110
projanim = 1110
projhitanim = -1
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(0*const(size.xscale)),floor(0*const(size.yscale))
velocity = .1,0
attr = S, SP
damage   = 1,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,6
hitsound = S5,7
sparkno = 1
sparkxy = 15,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
projmisstime = 5
down.bounce = 0
ownpal = 1
juggle  = 4
projhits = 9999999

[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3 && Ishelper || animelem = 3 && Palno=12
ProjID = 1110
projanim = 1110
projhitanim = -1
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(32*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 4,-0.5
attr = S, SP
damage   = 55, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 12,8
hitsound   = S5,7
sparkno = 1
sparkxy = 15,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
juggle  = 4

[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3 && Ishelper || animelem = 3 && Palno=12
ProjID = 1110
projanim = 1110
projhitanim = -1
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(32*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 4,0.5
attr = S, SP
damage   = 55, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 12,8
hitsound   = S5,7
sparkno = 1
sparkxy = 15,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
juggle  = 4

[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1110
projanim = 1110
projhitanim = -1
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(32*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 4
attr = S, SP
damage   = 55, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 12,8
hitsound   = S5,7
sparkno = 1
sparkxy = 15,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
juggle  = 4

[State 1100, 2]
type = playsnd
trigger1 = Animelem = 2
value = 1,0
channel = 3
volume = 100

[State 1100, 3]
type = ChangeState
trigger1 = AnimElemNo(0) = 8
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hot Dog Throw2
; CNS difficulty: medium
[Statedef 1101]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= 110
anim = ifelse(anim=1100,-1,1100)
ctrl = 0
sprpriority = 2

[State 0, SelfState]
type = SelfState
trigger1 = Palno = 12
value = 1100

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Palno = 12 && Life <= 500*30
trigger2 = Palno != 12 && Var(7)=2
value = 1100
elem = 1+1*(statetime%36)

[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3 && Ishelper
ProjID = 1110
projanim = 1110
projhitanim = -1
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(32*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 7,-0.5
attr = S, SP
damage   = 55, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 12,8
hitsound   = S5,7
sparkno = 1
sparkxy = 15,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
juggle  = 4

[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3 && Ishelper
ProjID = 1110
projanim = 1110
projhitanim = -1
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(32*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 7,0.5
attr = S, SP
damage   = 55, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 12,8
hitsound   = S5,7
sparkno = 1
sparkxy = 15,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
juggle  = 4

[State 1101, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1110
projanim = 1110
projhitanim = -1
projhits = 3
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(32*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 7
attr = S, SP
damage   = 33, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 8,11
hitsound   = S5,7
sparkno = 1
sparkxy = 15,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
juggle  = 4
afterimage.time = -1
afterimage.length = 20
afterimage.palcolor = 256
afterimage.palcontrast = 500,46,46
afterimage.timegap = 1
afterimage.framegap = 2
afterimage.trans = add

[State 1100, 2]
type = playsnd
trigger1 = Animelem = 2
value = 1,0
channel = 3
volume = 100

[State 1100, 3]
type = ChangeState
trigger1 = AnimElemNo(0) = 8
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Drumstick Toss
; CNS difficulty: medium
[Statedef 1200]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
anim = ifelse(anim=1200,-1,1200)
ctrl = 0
sprpriority = 2

[State 0, ChangeState]
type = ChangeState
trigger1 = Palno=12
value = 1201

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = var(7)=2
value = 1200
elem = 1+1*(statetime%36)

[State 1100, 2]
type = playsnd
trigger1 = Animelem = 2
value = 1,9
channel = 3

[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 5, -7
accel = 0,0.4
attr = S, SP
damage   = 55, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S5,7
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1

[State 1200, 2]
type = ChangeState
trigger1 = AnimElemno(0) = 8
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Drumstick Toss
; CNS difficulty: medium
[Statedef 1201]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = ifelse(anim=1200,-1,1200)
ctrl = 0
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 1200
elem = 1+1*(statetime%30)
;ignorehitpause =
;persistent =

[State 1100, 2]
type = playsnd
trigger1 = Animelem = 2
value = 1,9
channel = 3

[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 8.5, -8.5
accel = 0,0.4
attr = S, NA
damage   = 75, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S5,6
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1

[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 5.5, -8.5
accel = 0,0.4
attr = S, NA
damage   = 75, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S5,6
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1

[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 6.5, -7.5
accel = 0,0.4
attr = S, SP
damage   = 75, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S5,6
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1

[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 3.5, -7.5
accel = 0,0.4
attr = S, NA
damage   = 75, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S5,6
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 4.5, -8.5
accel = 0,0.4
attr = S, NA
damage   = 75, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S5,6
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 5.5, -9.5
accel = 0,0.4
attr = S, NA
damage   = 75, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S5,6
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1

[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 7.5, -7.5
accel = 0,0.4
attr = S, NA
damage   = 75, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S5,6
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1

[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 7, -9
accel = 0,0.4
attr = S, NA
damage   = 75, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S5,6
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1

[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 6, -8
accel = 0,0.4
attr = S, NA
damage   = 75, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S5,6
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1

[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 5, -7
accel = 0,0.4
attr = S, NA
damage   = 75, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S5,6
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1

[State 1200, 2]
type = ChangeState
trigger1 = AnimElemno(0) = 8
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Summon Odie 1
[StateDef 1300]
type = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = ifelse(anim=1300,-1,1300)
poweradd = 100

[State 1300, 1]
type = PlaySnd
trigger1 = time = 7
value = 1,10
volume = -200
channel = 4
freqmul = 1.0

[State 1300, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal ;player
name = "Odie"
ID = 3000
stateno = 10000
pos = -300,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 1300, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;K.S.Cutter
[StateDef 1250]
type = S
movetype= A
physics = N
velset = 3,-5
ctrl = 0
anim = ifelse(anim=1250,-1,1250)
poweradd = 20

[State -]
type = ChangeState
trigger1 = !Animtime
value = ifelse(palno=12,1252,1251)

;---------------------------------------------------------------------------
;-
[StateDef 1251]
type = A
movetype= U
physics = A
ctrl = 0
anim = ifelse(anim=1251,-1,1251)
poweradd = 2

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = -0.061


[State 0, Explod]
type = Explod
trigger1 = animelem = 3 && Palno!=10
anim = 1255
ID = 1255
pos = 0,-28
postype = p1
facing = 1
bindtime = -1
removetime = -2
scale = 1,1
ontop = 1
ownpal = 1
[State 0, Explod]
type = Explod
trigger1 = animelem = 3 && Palno=10
anim = 1255
ID = 1255
pos = 0,-28
postype = p1
facing = 1
bindtime = -1
removetime = -2
scale = 1,1
ontop = 1
ownpal = 1
trans=sub

[State 1001, HitDef]
type = HitDef
trigger1 = animelem = 3
attr = S,SA
damage = 36,4
guardflag = HA
priority = 5,hit
pausetime = 7,0
sparkno = 2
sparkxy = -8,-10
hitsound   = S5,5
guardsound = 6,0
animtype = Med
ground.type = low
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -6,-10
air.velocity = -3,-5
fall=1

[State 1001, HitDef]
type = HitDef
trigger1 = animelem = 4
attr = S,SA
damage = 46,4
guardflag = HA
priority = 5,hit
pausetime = 7,0
sparkno = 2
sparkxy = -8,-10
hitsound   = S5,5
guardsound = 6,0
animtype = Med
ground.type = low
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -6,-10
air.velocity = -3,-5
fall=1
;---------------------------------------------------------------------------
;-
[StateDef 1252]
type = A
movetype= U
physics = N
ctrl = 0
anim = ifelse(anim=1252,-1,1252)
poweradd = 2

[State 0, VelAdd]
type = VelAdd
trigger1 = time>25
y = const(movement.yaccel)-0.061
[State 0, VelAdd]
type = VelSet
trigger1 = time=21
y = -7

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=21
value = anim
elem = 2

[State 0, Explod]
type = Explod
trigger1 = animelem = 3 && Palno!=10
anim = 1255
ID = 1255
pos = 0,-28
postype = p1
facing = 1
bindtime = -1
removetime = -2
scale = 2,2
ontop = 1
ownpal = 1
[State 0, Explod]
type = Explod
trigger1 = animelem = 3 && Palno=10
anim = 1255
ID = 1255
pos = 0,-28
postype = p1
facing = 1
bindtime = -1
removetime = -2
scale = 2,2
ontop = 1
ownpal = 1
trans=sub
[State 0, Explod]
type = Explod
trigger1 = animelem = 3 && Palno!=10
anim = 1255
ID = 1255
pos = 0,-28
postype = p1
facing = 1
bindtime = -1
removetime = -2
scale = 1.65,1.65
ontop = 1
ownpal = 1
[State 0, Explod]
type = Explod
trigger1 = animelem = 3 && Palno=10
anim = 1255
ID = 1255
pos = 0,-28
postype = p1
facing = 1
bindtime = -1
removetime = -2
scale = 1.65,1.65
ontop = 1
ownpal = 1
trans=sub
[State 0, Explod]
type = Explod
trigger1 = animelem = 3 && Palno!=10
anim = 1255
ID = 1255
pos = 0,-28
postype = p1
facing = 1
bindtime = -1
removetime = -2
scale = 1.3,1.3
ontop = 1
ownpal = 1
[State 0, Explod]
type = Explod
trigger1 = animelem = 3 && Palno=10
anim = 1255
ID = 1255
pos = 0,-28
postype = p1
facing = 1
bindtime = -1
removetime = -2
scale = 1.3,1.3
ontop = 1
ownpal = 1
trans=sub

[State 1001, HitDef]
type = HitDef
trigger1 = 1
attr = S,SA
damage = 50,9
guardflag = HA
priority = 5,hit
pausetime = 0,0
sparkno = 3
sparkxy = -8,-10
hitsound   = S5,8
guardsound = 6,0
animtype = Med
ground.type = low
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -6,-10
air.velocity = -2,-10
fall=1

[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >=0
value = 52
ctrl = 0
;---------------------------------------------------------------------------
;Garloon Norm (RISKY!)
[StateDef 1350]
type = A
movetype= A
physics = N
velset = 4,-11
ctrl = 0
anim = ifelse(anim=1350,-1,1350)
poweradd = 20

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .6

[State 1300, 1]
type = PlaySnd
trigger1 = time = 2
value = S1,6

[State 1001, HitDef]
type = HitDef
trigger1 = animelem = 1
attr = S,SA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
damage = 80,5
guardflag = HA
priority = 5,hit
pausetime = 3,0
sparkno = 2
sparkxy = -8,-10
hitsound   = S5,5
guardsound = 6,0
animtype = Med
ground.type = low
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -6,10
air.velocity = -6,10
fall=1

[State 1300, end]
type = ChangeState
trigger1 = Vel Y >0 && Pos Y >=0
value = 1351
;---------------------------------------------------------------------------
;Garloon Norm (RISKY!)
[StateDef 1351]
type = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = ifelse(anim=1351,-1,1351)
poweradd = 20

[State 0, Explod]
type = Explod
trigger1 = (Time = 1)
anim = F60
ID = 4744
pos = 2,0
postype = p1
facing = 1
removetime = -2
scale = 1.25,1.25
sprpriority = -999
ownpal = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -20

[State 0]
type = POSSET
trigger1 = 1
y = 0

[State 1300]
type = PlaySnd
trigger1 = time = 0
value = S5001,Random%23

[State 1300]
type = ChangeState
trigger1 = !Animtime
value = 0
ctrl=1
;---------------------------------------------------------------------------
;Garloon EX
[StateDef 1360]
type = A
movetype= A
physics = N
velset = 0,-50
ctrl = 0
anim = ifelse(anim=1350,-1,1350)
poweradd = -500

[State 0, PosSet]
type = PosSet
trigger1 = Time > 19
x = EnemyNear,Pos X

[State 0, VelSet]
type = VelSet
trigger1 = Time > 19
y = 50

[State 1001, HitDef]
type = HitDef
trigger1 = animelem = 1
attr = S,SA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
damage = 60,5
guardflag = HA
priority = 5,hit
pausetime = 3,20
sparkno = 3
sparkxy = -8,-10
hitsound   = S5,6
guardsound = 6,0
animtype = Med
ground.type = low
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -6,10
air.velocity = -6,10
fall=1

[State 1300]
type = PlaySnd
trigger1 = time = 0
value = S2750,1

[State 1300, end]
type = ChangeState
trigger1 = Vel Y >0 && Pos Y >=0
value = 1361

;---------------------------------------------------------------------------
;Garloon EX
[StateDef 1361]
type = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = ifelse(anim=1351,-1,1351)
poweradd = 0

[State 0, Explod]
type = Explod
trigger1 = (Time = 0)
anim = 47457
ID = 4744
pos = 0,-3
postype = p1
facing = 1
removetime = -2
scale = .8,2
sprpriority = 99999
ownpal = 1
[State 0, Explod]
type = Explod
trigger1 = (Time = 1)
anim = F62
ID = 4744
pos = 2,0
postype = p1
facing = 1
removetime = -2
scale = 2,2
sprpriority = 99999
ownpal = 1
[State 0, Explod]
type = Explod
trigger1 = (Time = 1)
anim = F61
ID = 4744
pos = 2,0
postype = p1
facing = 1
removetime = -2
scale = 3,3
sprpriority = -999
ownpal = 1
[State 0, Explod]
type = Explod
trigger1 = (Time = 1)
anim = 4744
ID = 4744
pos = 2,0
postype = p1
facing = 1
removetime = -2
scale = 2.6,2.6
sprpriority = -999
ownpal = 1


[State 0]
type = POSSET
trigger1 = 1
y = 0

[State 1300]
type = PlaySnd
trigger1 = time = 0
value = S2750,0

[State 1001, HitDef]
type = HitDef
trigger1 = (Time = 1)
attr = S,SA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
damage = 60,5
guardflag = HA
priority = 5,hit
pausetime = 3,0
sparkno = 3
sparkxy = -8,-10
hitsound   = S5,6
guardsound = 6,0
animtype = Med
ground.type = low
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -6,-10
air.velocity = -6,-10
fall=1

[State 1300]
type = ChangeState
trigger1 = !Animtime
value = 0
ctrl=1
;---------------------------------------------------------------------------
;Summon Odie 3
[StateDef 1320]
type = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = ifelse(anim=1300,-1,1300)
poweradd = 100

[State 1300, 1]
type = PlaySnd
trigger1 = time = 7
value = 1,10

[State 1300, Helper]
type = Helper
trigger1 = AnimElem = 5 && facing = 1
helpertype = normal ;player
name = "Odie3"
ID = 3020
stateno = 10002
pos = -80,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
[State 1300, Helper]
type = Helper
trigger1 = AnimElem = 5 && facing = -1
helpertype = normal ;player
name = "Odie3"
ID = 3020
stateno = 10002
pos = 80,0
postype = right
facing = -1
keyctrl = 0
ownpal = 1

[State 1300, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Drumstick Toss
; CNS difficulty: medium
[Statedef 440000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = ifelse(anim=440000,-1,440000)
ctrl = 0
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Palno=12
value = 440000
elem = 1+Time

[State 1100, 2]
type = playsnd
trigger1 = Animelem = 1
value = 440000,Random%4
channel = 3
[State 1100, 2]
type = playsnd
trigger1 = Animelem = 2
value = 440010,0
[State 1100, 2]
type = playsnd
trigger1 = Animelem = 3
value = 440010,1

[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 2
ProjID = 440000
projanim = 440010+((palno=10)*10)
projhitanim = -1
projpriority = 1
projhits = 999999
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projremovetime=32
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(18*const(size.xscale)),floor(-37*const(size.yscale))
velocity = 0,0
accel = 0,0
attr = S,SA
damage   = 13,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,3
hitsound   = S5,7
sparkno = 0
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3 && Palno!=12
ProjID = 440000
projanim = 440011+((palno=10)*10)
projhitanim = -1
projpriority = 1
projhits = 999999
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projremovetime=28
projscale = 1,1
offset = enemy,screenpos x,0
postype = left
velocity = 0,0
accel = 0,0
attr = S,SA
damage   = 85,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,3
hitsound   = S5,8
sparkno = 0
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-15
air.velocity = -4,-15
fall = 1
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3 && Palno=12
ProjID = 440000
projanim = 440011
projhitanim = -1
projpriority = 1
projhits = 999999
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projremovetime=28
projscale = 1,1
offset = 0,0
postype = left
velocity = 0,0
accel = 0,0
attr = S,SA
damage   = 85,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,3
hitsound   = S5,8
sparkno = 0
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-15
air.velocity = -4,-15
fall = 1
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3 && Palno=12
ProjID = 440000
projanim = 440011
projhitanim = -1
projpriority = 1
projhits = 999999
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projremovetime=28
projscale = 1,1
offset = 80,0
postype = left
velocity = 0,0
accel = 0,0
attr = S,SA
damage   = 85,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,3
hitsound   = S5,8
sparkno = 0
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-15
air.velocity = -4,-15
fall = 1
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3 && Palno=12
ProjID = 440000
projanim = 440011
projhitanim = -1
projpriority = 1
projhits = 999999
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projremovetime=28
projscale = 1,1
offset = 160,0
postype = left
velocity = 0,0
accel = 0,0
attr = S,SA
damage   = 85,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,3
hitsound   = S5,8
sparkno = 0
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-15
air.velocity = -4,-15
fall = 1
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3 && Palno=12
ProjID = 440000
projanim = 440011
projhitanim = -1
projpriority = 1
projhits = 999999
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projremovetime=28
projscale = 1,1
offset = 240,0
postype = left
velocity = 0,0
accel = 0,0
attr = S,SA
damage   = 85,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,3
hitsound   = S5,8
sparkno = 0
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-15
air.velocity = -4,-15
fall = 1
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3 && Palno=12
ProjID = 440000
projanim = 440011
projhitanim = -1
projpriority = 1
projhits = 999999
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projremovetime=28
projscale = 1,1
offset = 320,0
postype = left
velocity = 0,0
accel = 0,0
attr = S,SA
damage   = 85,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,3
hitsound   = S5,8
sparkno = 0
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-15
air.velocity = -4,-15
fall = 1
ownpal = 1

[State 1200, 2]
type = ChangeState
trigger1 = AnimElemno(0)=5
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Drumstick Toss
; CNS difficulty: medium
[Statedef 440050]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = ifelse(anim=440050,-1,440050)
ctrl = 0
sprpriority = 2

[State 1100, 2]
type = playsnd
trigger1 = Animelem = 1
value = 440050,0
channel = 3

[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 1
ProjID = 440050
projanim = 440060+((palno=10)*10)
projhitanim = -1
projpriority = 1
projhits = 999999
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = .5,.5
offset = 0,0
velocity = -2,1
accel = 0.081,0
attr = S,SA
damage   = 1,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,3
hitsound   = S5,0
sparkno = 0
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -1,-1
air.velocity = -1,-1
fall = 1
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 1
ProjID = 440050
projanim = 440060+((palno=10)*10)
projhitanim = -1
projpriority = 1
projhits = 999999
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = .5,.5
offset = 0,0
velocity = -2,-1
accel = 0.081,0
attr = S,SA
damage   = 1,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,3
hitsound   = S5,0
sparkno = 0
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -1,-1
air.velocity = -1,-1
fall = 1
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 1 && Palno=12
ProjID = 440050
projanim = 440060
projhitanim = -1
projpriority = 1
projhits = 999999
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = .5,.5
offset = 0,0
velocity = -2,0
accel = 0.081,0
attr = S,SA
damage   = 1,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,3
hitsound   = S5,0
sparkno = 0
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -1,-1
air.velocity = -1,-1
fall = 1
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 1 && Palno=12
ProjID = 440050
projanim = 440060
projhitanim = -1
projpriority = 1
projhits = 999999
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = .5,.5
offset = 0,0
velocity = -1,1
accel = 0.085,0
attr = S,SA
damage   = 1,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,3
hitsound   = S5,0
sparkno = 0
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -1,-1
air.velocity = -1,-1
fall = 1
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 1 && Palno=12
ProjID = 440050
projanim = 440060
projhitanim = -1
projpriority = 1
projhits = 999999
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = .5,.5
offset = 0,0
velocity = -1,-1
accel = 0.085,0
attr = S,SA
damage   = 1,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,3
hitsound   = S5,0
sparkno = 0
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -1,-1
air.velocity = -1,-1
fall = 1
ownpal = 1

[State 1200, 2]
type = ChangeState
trigger1 = !Animtime
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;Odie Arrive
[Statedef 10000]
type = S
movetype= I
physics = N
velset = 4,0
ctrl = 0
anim = 10000

[State 3000, playsnd]
type = PlaySnd
trigger1 = time = 25
value = 3,0
volume = 100
channel = -1
freqmul = 1.0

[State 3000, 1]
type = ChangeState
trigger1 = parentdist x < -40
value = 10010

;---------------------------------------------------------------------------
;Odie Arrive 2 / Attack
[Statedef 10002]
type = S
movetype= A
physics = N
velset = 3,0
ctrl = 0
anim = 10000

[State 200, 1]
type = HitDef
trigger1 = Time%3 = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 1, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 2                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = 0, -21               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 7                  ;Sound to play on hit
guardsound = 6, 0                ;Sound to play on guard
ground.type = low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 1             ;Time that the opponent slides back
ground.hittime  = 10             ;Time opponent is in hit state
ground.velocity = -4,-4             ;Velocity at which opponent is pushed
airguard.velocity = 0,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air
fall = 1

[State 3000, playsnd]
type = PlaySnd
trigger1 = time = 25
value = 3,0
volume = 100
channel = -1
freqmul = 1.0

[State 3000, 1]
type = Destroyself
trigger1 = pos X > 260 || pos X < -260
trigger2 = time = 256

;---------------------------------------------------------------------------
;Odie Idle
[Statedef 10010]
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 10100

[State 3010, Turn]
type = Turn
trigger1 = root, facing != facing

[State 3010, playsnd]
type = PlaySnd
trigger1 = time = 0
value = 1,11
volume = 150
channel = 3
freqmul = 1.0

[State 3010, stopsnd]
type = StopSnd
trigger1 = time = 90
trigger2 = stateno != 3010
channel = 3

[State 3010, 1]
type = ChangeState
trigger1 = animtime = 0
value = 10001

[State 0, VarSet]
type = VarSet
trigger1 = 1
sysfvar(4) = rootdist x

[State 3010, 2]
type = ChangeState
triggerall = rootdist x = [-55, -20]
trigger1 = root, stateno = 230
trigger1 = root, animelem = 3
trigger2 = root, stateno = 430
trigger2 = root, animelem = 4
value = 10011

;---------------------------------------------------------------------------
;Odie Kicked
[Statedef 10011]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 6,-4
ctrl = 0
anim = 10110
poweradd = 0
sprpriority = -1

[State 0, VarSet]
type = VarSet
trigger1 = 1
sysfvar(4) = 0

[State 230, Explod]
type = Explod
trigger1 = animelem = 1 && Facing = 1
anim = 8200
ID = 8200
facing = 1
pos = -50,-90
postype = p1  ;p2,front,back,left,right
removetime = 20
removeongethit = 1

[State 230, Explod]
type = Explod
trigger1 = animelem = 1 && Facing = -1
anim = 8200
ID = 8200
facing = -1
pos = 20,-90
postype = p1  ;p2,front,back,left,right
removetime = 20
removeongethit = 1


[State 3011, playsnd]
type = PlaySnd
trigger1 = time = 0
value = f5,1
volume = 255
channel = -1
freqmul = 1.0

[State 3011, playsnd]
type = PlaySnd
trigger1 = time = 0
value = 1,12
volume = 100
channel = -1
freqmul = 1.0

[State 3011, GrabSpark]
type = Explod
trigger1 = time = 0
id = 5
anim = F2
pos = -20,-17
sprpriority = 7
ownpal = 0
facing = 1

[State 3011, AfterImage]
type = AfterImage
trigger1 = (!time)
time = 100
length = 20
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 120,120,220
palpostbright = 0,0,0
paladd = 10,10,25
palmul = .65,.65,.75
timegap = 1
framegap = 4

[State 3011,1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 75, 0
animtype = med
guardflag = MA
hitflag = MAFP
priority = 3, Hit
pausetime = 8, 8
sparkno = 3
sparkxy = 0, -10
hitsound = 5,1
guardsound = 6, 0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6 ,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.3,-4.4
air.hittime = 12
fall = 1

[State 3011,2]
type = changestate
Trigger1 = movecontact
value = 10012

[State 3011,3]
type = DestroySelf
trigger1 = pos y <= -250

;---------------------------------------------------------------------------
;Odie Bounce Off
[Statedef 10012]
type    = A
movetype= A
physics = N
juggle  = 0
velset = -3,-4
ctrl = 0
anim = 10111
poweradd = 0
sprpriority = -1

[State 3012, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .3

[State 3012,2]
type = DestroySelf
trigger1 = pos y >= 200

;---------------------------------------------------------------------------
;Odie Leave
[Statedef 10001]
type = S
movetype= I
physics = N
velset = -4,0
ctrl = 0
anim = 10001

[State 3001, DestroySelf]
type = DestroySelf
trigger1 = time = 200

;---------------------------------------------------------------------------
;Summon Odie 2
[StateDef 1310]
type = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = ifelse(anim=1300,-1,1300)
poweradd = 50

[State 1310, 1]
type = PlaySnd
trigger1 = time = 10
value = 1,10
volume = -200
channel = 4
freqmul = 1.0

[State 1310, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal ;player
name = "Odie2"
ID = 3010
stateno = 10100
pos = -300,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 1310, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Odie Arrive
[Statedef 10100]
type = S
movetype= I
physics = N
velset = 4,0
ctrl = 0
anim = 10000

[State 3100, playsnd]
type = PlaySnd
trigger1 = time = 25
value = 3,0
volume = 100
channel = -1
freqmul = 1.0

[State 3100, 1]
type = ChangeState
trigger1 = parentdist x < -40
value = 10110

;---------------------------------------------------------------------------
;Odie Dig
[Statedef 10110]
type = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 10200

[State 3110, 1]
type = ChangeState
trigger1 = animtime = 0
value = 10101

;---------------------------------------------------------------------------
;Odie Leave
[Statedef 10101]
type = S
movetype= A
physics = N
velset = -4,0
ctrl = 0
anim = 10001

[State 3101, Helper1]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "projectile1"
ID = 3120
stateno = 3120
pos = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 3101, Helper2]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "projectile2"
ID = 3122
stateno = 3122
pos = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 3101, Helper3]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "projectile3"
ID = 3124
stateno = 3124
pos = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 3101, Helper4]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "projectile4"
ID = 3126
stateno = 3126
pos = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 3101, DestroySelf]
type = DestroySelf
trigger1 = time = 200

;---------------------------------------------------------------------------
; Projectile1
[Statedef 3120]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 2,-10
ctrl = 0
anim = 1130
poweradd = 0
sprpriority = -1

[State 3120, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .5

[State 3120, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
damage = 35,1
guardflag = HA
priority = 4
pausetime = 2,8
sparkno = 1
sparkxy = -8,-40
hitsound   = S5,3
guardsound = 6,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4

[State 3120, end]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3121
ctrl = 0

[State 3120, destroyself]
type = destroyself
trigger1 = movecontact

;---------------------------------------------------------------------------
; Projectile1 bounce
[Statedef 3121]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 2,-10
ctrl = 0
anim = 1130
poweradd = 0
sprpriority = -1

[State 3121, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .8

[State 3121, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
damage = 40,1
guardflag = HA
priority = 4
pausetime = 2,8
sparkno = 1
sparkxy = -8,-40
hitsound   = S5,3
guardsound = 6,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4

[State 3121, end]
type = destroyself
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger2 = movecontact

;---------------------------------------------------------------------------
; Projectile2
[Statedef 3122]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 5,-10
ctrl = 0
anim = 1210
poweradd = 0
sprpriority = -1

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

[State 3122, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .5

[State 3122, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
damage = 35,1
guardflag = HA
priority = 4
pausetime = 2,8
sparkno = 1
sparkxy = -8,-40
hitsound   = S5,3
guardsound = 6,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4

[State 3122, end]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3123
ctrl = 0

[State 3122, destroyself]
type = destroyself
trigger1 = movecontact

;---------------------------------------------------------------------------
; Projectile2 bounce
[Statedef 3123]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 5,-10
ctrl = 0
anim = 1210
poweradd = 0
sprpriority = -1

[State 3123, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .8

[State 3123, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
damage = 40,1
guardflag = HA
priority = 4
pausetime = 2,8
sparkno = 1
sparkxy = -8,-40
hitsound   = S5,3
guardsound = 6,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4

[State 3123, end]
type = destroyself
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger2 = movecontact

;---------------------------------------------------------------------------
; Projectile3
[Statedef 3124]
type    = A
movetype= A
physics = N
juggle  = 0
velset = -2,-10
ctrl = 0
anim = 1211
poweradd = 0
sprpriority = -1

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

[State 3124, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .5

[State 3124, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
damage = 35,1
guardflag = HA
priority = 4
pausetime = 2,8
sparkno = 1
sparkxy = -8,-40
hitsound   = S5,3
guardsound = 6,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4

[State 3124, end]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3125
ctrl = 0

[State 3124, destroyself]
type = destroyself
trigger1 = movecontact

;---------------------------------------------------------------------------
; Projectile3 bounce
[Statedef 3125]
type    = A
movetype= A
physics = N
juggle  = 0
velset = -2,-10
ctrl = 0
anim = 1211
poweradd = 0
sprpriority = -1

[State 3125, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .8

[State 3125, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
damage = 40,1
guardflag = HA
priority = 4
pausetime = 2,8
sparkno = 1
sparkxy = -8,-40
hitsound   = S5,3
guardsound = 6,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4

[State 3125, end]
type = destroyself
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger2 = movecontact

;---------------------------------------------------------------------------
; Projectile4
[Statedef 3126]
type    = A
movetype= A
physics = N
juggle  = 0
velset = -5,-10
ctrl = 0
anim = 1130
poweradd = 0
sprpriority = -1

[State 3126, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .5

[State 3126, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
damage = 35,1
guardflag = HA
priority = 4
pausetime = 2,8
sparkno = 1
sparkxy = -8,-40
hitsound   = S5,3
guardsound = 6,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4

[State 3126, end]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3127
ctrl = 0

[State 3126, destroyself]
type = destroyself
trigger1 = movecontact

;---------------------------------------------------------------------------
; Projectile4 bounce
[Statedef 3127]
type    = A
movetype= A
physics = N
juggle  = 0
velset = -5,-10
ctrl = 0
anim = 1130
poweradd = 0
sprpriority = -1

[State 3127, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .8

[State 3127, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
damage = 40,1
guardflag = HA
priority = 4
pausetime = 2,8
sparkno = 1
sparkxy = -8,-40
hitsound   = S5,3
guardsound = 6,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4

[State 3127, end]
type = destroyself
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger2 = movecontact
;==============================================================================
; Air Hot Dog Throw1
; CNS difficulty: medium
[Statedef 1400]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 110
anim = ifelse(anim=1400,-1,1400)
ctrl = 0
sprpriority = 2

[State 0, LOWER GRAVITY]
type = VelAdd
trigger1 = 1
y = -.3
;ignorehitpause =
;persistent =

[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 4
ProjID = 1110
projanim = 1110
projhitanim = -1
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset =  36,-40
velocity = 4
attr = S, SP
damage   = 55, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 12,8
hitsound   = S5,7
sparkno = 1
sparkxy = 15,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1

[State 1100, 2]
type = playsnd
trigger1 = time = 10
value = 1,0
channel = 3
volume = 100

[State 1100, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1410
ctrl = 1
;==============================================================================
; Air Hot Dog Throw2
; CNS difficulty: medium
[Statedef 1450]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 110
anim = ifelse(anim=1400,-1,1400)
ctrl = 0
sprpriority = 2

[State 0, LOWER GRAVITY]
type = VelAdd
trigger1 = 1
y = -.3
;ignorehitpause =
;persistent =

[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 4
ProjID = 1110
projanim = 1110
projhitanim = -1
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = 36,-40
velocity = 6
attr = S, SP
damage   = 55, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 12,8
hitsound   = S5,7
sparkno = 1
sparkxy = 15,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1

[State 1100, 2]
type = playsnd
trigger1 = time = 10
value = 1,0
channel = 3
volume = 100

[State 1100, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1410
ctrl = 1
;==============================================================================
; Air Hot Dog Throw2
; CNS difficulty: medium
[Statedef 1500]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 110
anim = ifelse(anim=1400,-1,1400)
ctrl = 0
sprpriority = 2

[State 0, LOWER GRAVITY]
type = VelAdd
trigger1 = 1
y = -.3
;ignorehitpause =
;persistent =

[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 4
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 5, -7
accel = 0,0.4
attr = S, SP
damage   = 55, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S5,7
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1

[State 1100, 2]
type = playsnd
trigger1 = time = 10
value = 1,9
channel = 3
volume = 100

[State 1100, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1410
ctrl = 1
;=============================================================================
[Statedef 1410]
type    = A
movetype= I
physics = A
juggle  = 4
anim = ifelse(anim=1450,-1,1450)
ctrl = 0
sprpriority = 2

[State 0, CtrlSet]
type = CtrlSet
trigger1 = Time > 13
value = 1
;ignorehitpause =
;persistent =

[State 1450]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
 ;Nap Start
[Statedef 1700]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = ifelse(anim=1700,-1,1700)
sprpriority = 2

[State 1700, 4]
type = ChangeState
trigger1 = time = 7
value = 1750
ctrl = 0
;---------------------------------------------------------------------------
; Nap
[Statedef 1750]
type    = S
movetype= A
physics = S
juggle  = 5
ctrl = 0
velset = 0,0
anim = ifelse(anim=1750,-1,1750)
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = Time = 2
value = s15, 12

[State 250, 4]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = command != "hold_b"
trigger3 = time = 99999
value = 1800
ctrl = 1

[State 250, 4]
type = ChangeState
trigger1 = command = "hold_b"
value = 1751
ctrl = 0

;--------------------------------------------------------------------------
[Statedef 1751]
type    = S
movetype= I
physics = S
juggle  = 5
ctrl = 0
velset = 0,0
anim = ifelse(anim=1750,-1,1750)
sprpriority = 2

[State 1751, Explod]
type = Explod
trigger1 = animelem = 2 && Facing = 1
trigger2 = animelem = 3 && Facing = 1
trigger3 = animelem = 4 && Facing = 1
trigger4 = animelem = 5 && Facing = 1
anim = 8400
ID =8400
pos = -45,-80
postype = p1  ;p2,front,back,left,right
removetime = 30
bindtime = 30
ownpal = 1

[State 1751, Explod]
type = Explod
trigger1 = animelem = 2 && Facing = -1
trigger2 = animelem = 3 && Facing = -1
trigger3 = animelem = 4 && Facing = -1
trigger4 = animelem = 5 && Facing = -1
anim = 8350
ID =8350
pos = 15,-80
postype = p1  ;p2,front,back,left,right
removetime = 30
bindtime = 30
ownpal = 1

[State 1751, LifeAdd]
type = LifeAdd
trigger1 = 1
value = 11
kill = 0

[State 1751, PowerAdd]
type = PowerAdd
trigger1 = 1
value = 2

[State 1751, 4]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = command != "hold_b"
trigger3 = time = 99999
value = 1800
ctrl = 1
;----------------------------------------------------------------------------
[Statedef 1800]
type = S
anim = ifelse(anim=1800,-1,1800)
ctrl = 0

[State 1800, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = -1

[State 1800, 1]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1
;----------------------------------------------------------------------------
[Statedef 1900]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = ifelse(anim=1900,-1,1900)
ctrl = 0
sprpriority = 5

[State 0, ChangeState]
type = ChangeState
triggerall = command != "holdfwd" && command != "holdback"
trigger1 = P2BodyDist X = [0,20]
value = 1901
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
triggerall = command = "holdback"
trigger1 = P2BodyDist X = [0,20]
value = 1902
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
triggerall = command = "holdfwd"
trigger1 = P2BodyDist X = [0,20]
value = 1903
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = S1,4
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = Animelem = 3
time = 70
length = 20
palcolor = 256
;palinvertall = 0
;palbright = 30,30,30
palcontrast = 250,111,200
;palpostbright = 0,0,0
paladd = 10,10,25
;palmul = .65,.65,.75
timegap = 1
framegap = 2
trans = add
;ignorehitpause =
;persistent =

[State 200, 1]
type = HitDef
trigger1 = 1
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 1, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 10                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = 0, -21               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 7
guardsound = 6, 0
ground.type = low
ground.slidetime = 1
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = 0,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 0, VelSet]
type = VelSet
trigger1 = Animelemno(0) = 3
x = 7.5
;ignorehitpause =
;persistent =

[State 1800, 1]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------------
[Statedef 1901]
type    = S
movetype= A
physics = S
juggle  = 4
anim = ifelse(anim=1901,-1,1901)
ctrl = 0
sprpriority = 5

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 80, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 6, 6                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = 0, -21               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 6
guardsound = 6, 0
ground.type = low
ground.slidetime = 1
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = 0,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 1800, 1]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------------
[Statedef 1902]
type    = S
movetype= A
physics = S
juggle  = 4
anim = ifelse(anim=1902,-1,1902)
ctrl = 0
sprpriority = 5

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 80, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 6, 6                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = 0, -21               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 6
guardsound = 6, 0
ground.type = low
ground.slidetime = 1
ground.hittime  = 10
ground.velocity = -8,-8
airguard.velocity = 0,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 1800, 1]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------------
[Statedef 1903]
type    = S
movetype= A
physics = S
juggle  = 4
anim = ifelse(anim=1903,-1,1903)
ctrl = 0
sprpriority = 5

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 82, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 6, 6                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = 0, -21               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 6
guardsound = 6, 0
ground.type = low
ground.slidetime = 1
ground.hittime  = 10
ground.velocity = -15,-15

airguard.velocity = 0,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 1800, 1]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Coffee Rush
[Statedef 2000]
type    = S
movetype= A
physics = S
juggle  = 4
anim = ifelse(anim=2000,-1,2000)
ctrl = 0
sprpriority = 2

[State 0, Offset]
type = Offset
trigger1 = Animelemno(0)=19
x = 12-(random%25)
y = 12-(random%25)

[State 2000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = ifelse(palno=10,4666,4000)
postype = back
sprpriority = -3
supermovetime = -1
pausemovetime = -1
removetime = 52
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = ifelse(palno=10,1,4001)
postype = back
sprpriority = -3
supermovetime = -1
pausemovetime = -1
removetime = 52
pos = 0,0
bindtime = -1
removeongethit = 1

[State 2000, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
Time = 80
pos = 9999,-9951
sound = 20,1
poweradd = -3000
movetime = 80

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 18
value = S15,8
volume = 200
freqmul = 0.8
[State 2000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 18
value = S15,8
volume = 200
freqmul = 0.8
[State 2000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 18
value = S15,8
volume = 200
freqmul = 0.8

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 20
value = S15,7
volume = 200
channel = 6
loop = 1

[State ]
type = varset
trigger1 = animelem = 20
v = 45
value = 1200

[State 2000, LifeAdd]
type = LifeAdd
trigger1 = animelem = 20
value = -150
kill = 0
absolute = 0

[State 2000, EnvShake]
type = EnvShake
trigger1 = animelem = 19
time = 45
freq = 30
ampl = -4
phase = 90

[State 2000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================
;Super Kitty combo
[Statedef 2300]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = ifelse(anim=2300,-1,2300)
ctrl = 0
sprpriority = 2
poweradd = -1000
getpower = 0

[State 2300, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
pos = 0, -25
anim = 100
sound = 20, 1

[State 2000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = ifelse(palno=10,4666,4000)
postype = back
sprpriority = -3
supermovetime = -1
pausemovetime = -1
removetime = 52
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = ifelse(palno=10,1,4001)
postype = back
sprpriority = -3
supermovetime = -1
pausemovetime = -1
removetime = 52
pos = 0,0
bindtime = -1
removeongethit = 1

[State 2300, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = animelem = 5
trigger3 = animelem = 9
trigger4 = animelem = 12
trigger5 = animelem = 14
trigger6 = animelem = 17
trigger7 = animelem = 21
trigger8 = animelem = 25
trigger9 = animelem = 27
value = 0, 1

[State 2300, 1]
type = HitDef
trigger1 = Animelem = 2
trigger2 = Animelem = 6
trigger3 = Animelem = 10
trigger4 = Animelem = 12
trigger5 = Animelem = 15
trigger6 = Animelem = 18
trigger7 = Animelem = 22
trigger8 = Animelem = 26
trigger9 = Animelem = 28
attr = S, HA
animtype  = Medium
damage    = 25+50*(Palno = 12),2
guardflag = MA
pausetime = 5,45
sparkno = 3
sparkxy = -10,-25
hitsound   = S5,7
guardsound = 6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 0
air.velocity = -2.5,-4
getpower = 0

[State 2300, 3]
type = HitDef
trigger1 = animelem = 33
attr = S, HA
animtype  = Medium
damage    = 55+110*(Palno = 12),6
guardflag = MA
pausetime = 20,20
sparkno = 3
sparkxy = -10,-37
hitsound   = S5,8
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -2,-17
air.velocity = -1.5,-13
fall = 1
fall.recover = 0
fall.damage = ifelse(palno=12,(enemynear,lifemax/2),(enemynear,lifemax/50))
getpower = 0

[State 2300, VelSet]
type = VelSet
trigger1 = animelem = 32
x = 6
y = 0

[State 2300]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;GIANT DRUMSTICK (Super Pause Is Mech Sagat Syled!)
[Statedef 2100]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = ifelse(anim=2100,-1,2100)
ctrl = 0
sprpriority = 2
poweradd = -1000
getpower = 0

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelem = 5 && palno = 12
value = 1

[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 4
ProjID = 2110
projanim = 2110
projhitanim = -1
projhits = 11+22*(EnemyNear,Name = "Perfect Weapon MB-02")
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(3*const(size.xscale)),floor(3*const(size.yscale))
offset = floor(33*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 6+12*(EnemyNear,Name = "Perfect Weapon MB-02"), 0
accel = 0.2, 0.05
attr = S, HP
damage   = 20+20*(EnemyNear,Name = "Perfect Weapon MB-02"), 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 3,5
hitsound   = S1111,0
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
envshake.time = 15
envshake.freq = 179
envshake.ampl = 6


[State 2300, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
time = 80
pos = 0, -25
anim = 100
sound = 20, 1
movetime = 11

[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 2105
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
scale = 1.2*(Const(size.xscale)),1.2*(Const(size.xscale))
bindtime = -1
removeongethit = 1

[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 2104
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
scale = 1.4*(Const(size.xscale)),1.4*(Const(size.xscale))
bindtime = -1
removeongethit = 1

[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 2103
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
scale = 1.6*(Const(size.xscale)),1.6*(Const(size.xscale))
bindtime = -1
removeongethit = 1

[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 2102
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
scale = 1.8*(Const(size.xscale)),1.8*(Const(size.xscale))
bindtime = -1
removeongethit = 1

[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 2101
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
scale = 2*(Const(size.xscale)),2*(Const(size.xscale))
pos = 0,0
bindtime = -1
removeongethit = 1

[State 2000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = ifelse(palno=10,4666,4000)
postype = back
sprpriority = -3
supermovetime = -1
pausemovetime = -1
removetime = 52
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = ifelse(palno=10,1,4001)
postype = back
sprpriority = -3
supermovetime = -1
pausemovetime = -1
removetime = 52
pos = 0,0
bindtime = -1
removeongethit = 1

[State 2300]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;Raging Cat
[Statedef 2150]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = ifelse(anim=2150,-1,2150)
ctrl = 0
sprpriority = 3
poweradd = -3000
getpower = 0

[State 0, VelSet]
type = VelSet
trigger1 = Animelem=2
x = 5.5

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = MA ;hehe
priority = 1, Miss
sparkno = -1
sprpriority = -5
p1facing = 1
p2facing = 1
p1stateno = 2151
p2stateno = 2160

[State 2300, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
time = 45
pos = 0, -25
anim = 102
sound = 20, 1
movetime = 1

[State 2000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = ifelse(palno=10,4666,4000)
postype = back
sprpriority = -3
supermovetime = -1
pausemovetime = -1
removetime = 52
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = ifelse(palno=10,1,4001)
postype = back
sprpriority = -3
supermovetime = -1
pausemovetime = -1
removetime = 52
pos = 0,0
bindtime = -1
removeongethit = 1

[State 2300]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Raging Cat
[Statedef 2151]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = ifelse(anim=2151,-1,2151)
ctrl = 0
sprpriority = 3
poweradd = 0
getpower = 0

[State 0, TargetBind]
type = TargetBind
trigger1 = 1
time = 1
id = -1
pos = 31,0

[State 2300]
type = playsnd
trigger1 = time = [18,161]
trigger1 = time%5 = 1
value = S5,0+(random%7)

[State 2300]
type = hitadd
trigger1 = time = [18,161]
trigger1 = time%5 = 1
value = 1

[State 2300]
type = explod
trigger1 = time = [18,161]
trigger1 = time%5 = 1
anim = F0+(random%3)
postype = p2
ontop=1
sprpriority = 999999999
supermovetime = -1
removetime = -2
pos = 0+(random%40),0-(random%40)
bindtime = -1
removeongethit = 1

[State Env]
type = EnvColor
trigger1 = time = [18,161]
value = 0,0,0
time = 1

[State 2300]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Target
[Statedef 2160]
type    = S
movetype= H
physics = N
juggle  = 4
velset = 0,0
ctrl = 0
sprpriority = -3
poweradd = 0
getpower = 0

[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = Anim!=2160
value = 2160

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = [18,158]
trigger1 = name!="Tengoku" || name!="Meikai"
trigger1 = time%5 = 1
value = -ifelse(enemynear,name="MGMURROWGarfield By Sfaa3222",18,4)
kill = 0
absolute = 1

[State 0, LifeAdd] ;Anti-Cheap LOL!
type = VarAdd
trigger1 = time = [18,158]
trigger1 = name="Tengoku" || name="Meikai"
trigger1 = time%5 = 1
v = 15
value = 4

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 161
trigger1 = name!="Tengoku" || name!="Meikai"
value = -ifelse(enemynear,name="MGMURROWGarfield By Sfaa3222",78,23)
kill = 0
absolute = 1

[State 0, LifeAdd] ;Anti-Cheap LOL!
type = VarAdd
trigger1 = time = 161
trigger1 = name="Tengoku" || name="Meikai"
v = 15
value = 23

[State 2300]
type = SelfState
trigger1 = AnimTime = 0
value = 5120

;SPINNING HEAD CRUSH
[Statedef 2500]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = ifelse(anim=2500,-1,2500)
ctrl = 0
sprpriority = 2
poweradd = -2000
getpower = 0

[State 0, VelSet]
type = VelSet
trigger1 = Animelemno(0) > 3
x = 5
;ignorehitpause =
;persistent =

[State 2300, 1]
type = HitDef
trigger1 = Time%3 = 0
attr = S, HA
animtype  = Medium
damage    = 22,2
guardflag = MA
pausetime = 0,3
sparkno = 3
sparkxy = -10,-25
hitsound   = S5,7
guardsound = 6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 0
air.velocity = -2.5,-0.5
getpower = 0

[State 2300, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
pos = 0, -25
anim = 100
sound = 20, 1
movetime = 6

[State 2000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = ifelse(palno=10,4666,4000)
postype = back
sprpriority = -3
supermovetime = -1
pausemovetime = -1
removetime = 52
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = ifelse(palno=10,1,4001)
postype = back
sprpriority = -3
supermovetime = -1
pausemovetime = -1
removetime = 52
pos = 0,0
bindtime = -1
removeongethit = 1

[State 2300]
type = ChangeState
trigger1 = Time = 70
value = 50
ctrl = 1

;DOUBLE TEAM
[Statedef 2200]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = ifelse(anim=2200,-1,2200)
ctrl = 0
sprpriority = 2
poweradd = -1000
getpower = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = Var(14) > 111 && Time = 1
v = 14    ;fv =
value = -111
;ignorehitpause =
;persistent =

[State 0, VarAdd]
type = VarAdd
trigger1 = Time = 2
fv = 14    ;fv =
value = 0.1
;ignorehitpause =
;persistent =

[State 2300, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
time = 76
pos = 0, -25
anim = 100
sound = 20, 1
movetime = 76

[State 2000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = ifelse(palno=10,4666,4000)
postype = back
sprpriority = -3
supermovetime = -1
pausemovetime = -1
removetime = 52
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = ifelse(palno=10,1,4001)
postype = back
sprpriority = -3
supermovetime = -1
pausemovetime = -1
removetime = 52
pos = 0,0
bindtime = -1
removeongethit = 1

[State 2300]
type = ChangeState
trigger1 = Time = 76
value = 2201
ctrl = 0

;DOUBLE TEAM END
[Statedef 2201]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = ifelse(anim=2201,-1,2201)
ctrl = 0
sprpriority = 2
getpower = 0

[State 0, Helper]
type = Helper
trigger1 = Numhelper(256) <= ifelse(fvar(29),999,ifelse(palno=12,ifelse(Life<600,7,3),0))
helpertype = player ;player
name = "Garfield"
ID = 256
stateno = 50
pos = 0,-150
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
[State 0, Helper]
type = Helper
trigger1 = fvar(29)
helpertype = player ;player
name = "Garfield"
ID = 256
stateno = 50
pos = 50-(random%101),-100+(random%101)
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 2300]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;FOOD BARRAGE
[Statedef 2250]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = ifelse(anim=2250,-1,2250)
ctrl = 0
sprpriority = 2
poweradd = -1000
getpower = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=5
value = S7655,0

[State 1200, Projectile]
type = Projectile
trigger1 = animelemno(0) > 1
trigger1 = animelem=3
ProjID = 2250
projanim = ifelse(random<500,1110,ifelse(random<500,1130,1210))
projhitanim = -1
projhits = ifelse(palno=12,65535,1)
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(33*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 5+(random%27*.09), -3-(random%52*.07)
accel = 0,0.4
attr = S,HA
damage   = 11,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,15
hitsound   = -1
sparkno = 2
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-3
air.animtype = Back
air.velocity = -4,-6
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelemno(0) > 1
trigger1 = palno=12
ProjID = 2250
projanim = ifelse(random<500,1110,ifelse(random<500,1130,1210))
projhitanim = -1
projhits = ifelse(palno=12,65535,1)
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(33*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 5+(random%27*.09), -3-(random%52*.07)
accel = 0,0.4
attr = S,HA
damage   = 11,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,15
hitsound   = -1
sparkno = 2
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-3
air.animtype = Back
air.velocity = -4,-6
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelemno(0) > 1
trigger1 = palno=12
ProjID = 2250
projanim = ifelse(random<500,1110,ifelse(random<500,1130,1210))
projhitanim = -1
projhits = ifelse(palno=12,65535,1)
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(33*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 5+(random%27*.09), -3-(random%52*.07)
accel = 0,0.4
attr = S,HA
damage   = 11,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,15
hitsound   = -1
sparkno = 2
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-3
air.animtype = Back
air.velocity = -4,-6
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelemno(0) > 1
trigger1 = palno=12
ProjID = 2250
projanim = ifelse(random<500,1110,ifelse(random<500,1130,1210))
projhitanim = -1
projhits = ifelse(palno=12,65535,1)
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(33*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 5+(random%27*.09), -3-(random%52*.07)
accel = 0,0.4
attr = S,HA
damage   = 11,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,15
hitsound   = -1
sparkno = 2
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-3
air.animtype = Back
air.velocity = -4,-6
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelemno(0) > 1
trigger1 = palno=12
ProjID = 2250
projanim = ifelse(random<500,1110,ifelse(random<500,1130,1210))
projhitanim = -1
projhits = ifelse(palno=12,65535,1)
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(33*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 5+(random%27*.09), -3-(random%52*.07)
accel = 0,0.4
attr = S,HA
damage   = 11,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,15
hitsound   = -1
sparkno = 2
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-3
air.animtype = Back
air.velocity = -4,-6
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelemno(0) > 1
trigger1 = palno=12
ProjID = 2250
projanim = ifelse(random<500,1110,ifelse(random<500,1130,1210))
projhitanim = -1
projhits = ifelse(palno=12,65535,1)
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(33*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 5+(random%27*.09), -3-(random%52*.07)
accel = 0,0.4
attr = S,HA
damage   = 11,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,15
hitsound   = -1
sparkno = 2
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-3
air.animtype = Back
air.velocity = -4,-6
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelemno(0) > 1
trigger1 = palno=12
ProjID = 2250
projanim = ifelse(random<500,1110,ifelse(random<500,1130,1210))
projhitanim = -1
projhits = ifelse(palno=12,65535,1)
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(33*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 5+(random%27*.09), -3-(random%52*.07)
accel = 0,0.4
attr = S,HA
damage   = 11,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,15
hitsound   = -1
sparkno = 2
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-3
air.animtype = Back
air.velocity = -4,-6
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelemno(0) > 1
trigger1 = palno=12
ProjID = 2250
projanim = ifelse(random<500,1110,ifelse(random<500,1130,1210))
projhitanim = -1
projhits = ifelse(palno=12,65535,1)
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(33*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 5+(random%27*.09), -3-(random%52*.07)
accel = 0,0.4
attr = S,HA
damage   = 11,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,15
hitsound   = -1
sparkno = 2
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-3
air.animtype = Back
air.velocity = -4,-6
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelemno(0) > 1
trigger1 = palno=12
ProjID = 2250
projanim = ifelse(random<500,1110,ifelse(random<500,1130,1210))
projhitanim = -1
projhits = ifelse(palno=12,65535,1)
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(33*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 5+(random%27*.09), -3-(random%52*.07)
accel = 0,0.4
attr = S,HA
damage   = 11,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,15
hitsound   = -1
sparkno = 2
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-3
air.animtype = Back
air.velocity = -4,-6
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelemno(0) > 1
trigger1 = palno=12
ProjID = 2250
projanim = ifelse(random<500,1110,ifelse(random<500,1130,1210))
projhitanim = -1
projhits = ifelse(palno=12,65535,1)
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(33*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 5+(random%27*.09), -3-(random%52*.07)
accel = 0,0.4
attr = S,HA
damage   = 11,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,15
hitsound   = -1
sparkno = 2
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-3
air.animtype = Back
air.velocity = -4,-6
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelemno(0) > 1
trigger1 = palno=12
ProjID = 2250
projanim = ifelse(random<500,1110,ifelse(random<500,1130,1210))
projhitanim = -1
projhits = ifelse(palno=12,65535,1)
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(33*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 5+(random%27*.09), -3-(random%52*.07)
accel = 0,0.4
attr = S,HA
damage   = 11,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,15
hitsound   = -1
sparkno = 2
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-3
air.animtype = Back
air.velocity = -4,-6
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelemno(0) > 1
trigger1 = palno=12
ProjID = 2250
projanim = ifelse(random<500,1110,ifelse(random<500,1130,1210))
projhitanim = -1
projhits = ifelse(palno=12,65535,1)
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(33*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 5+(random%27*.09), -3-(random%52*.07)
accel = 0,0.4
attr = S,HA
damage   = 11,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,15
hitsound   = -1
sparkno = 2
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-3
air.animtype = Back
air.velocity = -4,-6
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelemno(0) > 1
trigger1 = palno=12
ProjID = 2250
projanim = ifelse(random<500,1110,ifelse(random<500,1130,1210))
projhitanim = -1
projhits = ifelse(palno=12,65535,1)
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(33*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 5+(random%27*.09), -3-(random%52*.07)
accel = 0,0.4
attr = S,HA
damage   = 11,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,15
hitsound   = -1
sparkno = 2
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-3
air.animtype = Back
air.velocity = -4,-6
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelemno(0) > 1
trigger1 = palno=12
ProjID = 2250
projanim = ifelse(random<500,1110,ifelse(random<500,1130,1210))
projhitanim = -1
projhits = ifelse(palno=12,65535,1)
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(33*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 5+(random%27*.09), -3-(random%52*.07)
accel = 0,0.4
attr = S,HA
damage   = 11,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,15
hitsound   = -1
sparkno = 2
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-3
air.animtype = Back
air.velocity = -4,-6
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelemno(0) > 1
trigger1 = palno=12
ProjID = 2250
projanim = ifelse(random<500,1110,ifelse(random<500,1130,1210))
projhitanim = -1
projhits = ifelse(palno=12,65535,1)
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(33*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 5+(random%27*.09), -3-(random%52*.07)
accel = 0,0.4
attr = S,HA
damage   = 11,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,15
hitsound   = -1
sparkno = 2
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-3
air.animtype = Back
air.velocity = -4,-6
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelemno(0) > 1
trigger1 = palno=12
ProjID = 2250
projanim = ifelse(random<500,1110,ifelse(random<500,1130,1210))
projhitanim = -1
projhits = ifelse(palno=12,65535,1)
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(33*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 5+(random%27*.09), -3-(random%52*.07)
accel = 0,0.4
attr = S,HA
damage   = 11,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,15
hitsound   = -1
sparkno = 2
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-3
air.animtype = Back
air.velocity = -4,-6
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelemno(0) > 1
trigger1 = palno=12
ProjID = 2250
projanim = ifelse(random<500,1110,ifelse(random<500,1130,1210))
projhitanim = -1
projhits = ifelse(palno=12,65535,1)
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(33*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 5+(random%27*.09), -3-(random%52*.07)
accel = 0,0.4
attr = S,HA
damage   = 11,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,15
hitsound   = -1
sparkno = 2
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-3
air.animtype = Back
air.velocity = -4,-6
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelemno(0) > 1
trigger1 = palno=12
ProjID = 2250
projanim = ifelse(random<500,1110,ifelse(random<500,1130,1210))
projhitanim = -1
projhits = ifelse(palno=12,65535,1)
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(33*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 5+(random%27*.09), -3-(random%52*.07)
accel = 0,0.4
attr = S,HA
damage   = 11,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,15
hitsound   = -1
sparkno = 2
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-3
air.animtype = Back
air.velocity = -4,-6
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelemno(0) > 1
trigger1 = palno=12
ProjID = 2250
projanim = ifelse(random<500,1110,ifelse(random<500,1130,1210))
projhitanim = -1
projhits = ifelse(palno=12,65535,1)
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(33*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 5+(random%27*.09), -3-(random%52*.07)
accel = 0,0.4
attr = S,HA
damage   = 11,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,15
hitsound   = -1
sparkno = 2
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-3
air.animtype = Back
air.velocity = -4,-6
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelemno(0) > 1
trigger1 = palno=12
ProjID = 2250
projanim = ifelse(random<500,1110,ifelse(random<500,1130,1210))
projhitanim = -1
projhits = ifelse(palno=12,65535,1)
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(33*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 5+(random%27*.09), -3-(random%52*.07)
accel = 0,0.4
attr = S,HA
damage   = 11,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,15
hitsound   = -1
sparkno = 2
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-3
air.animtype = Back
air.velocity = -4,-6
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelemno(0) > 1
trigger1 = palno=12
ProjID = 2250
projanim = ifelse(random<500,1110,ifelse(random<500,1130,1210))
projhitanim = -1
projhits = ifelse(palno=12,65535,1)
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(33*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 5+(random%27*.09), -3-(random%52*.07)
accel = 0,0.4
attr = S,HA
damage   = 11,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,15
hitsound   = -1
sparkno = 2
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-3
air.animtype = Back
air.velocity = -4,-6
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelemno(0) > 1
trigger1 = palno=12
ProjID = 2250
projanim = ifelse(random<500,1110,ifelse(random<500,1130,1210))
projhitanim = -1
projhits = ifelse(palno=12,65535,1)
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(33*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 5+(random%27*.09), -3-(random%52*.07)
accel = 0,0.4
attr = S,HA
damage   = 11,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,15
hitsound   = -1
sparkno = 2
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-3
air.animtype = Back
air.velocity = -4,-6
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelemno(0) > 1
trigger1 = palno=12
ProjID = 2250
projanim = ifelse(random<500,1110,ifelse(random<500,1130,1210))
projhitanim = -1
projhits = ifelse(palno=12,65535,1)
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(33*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 5+(random%27*.09), -3-(random%52*.07)
accel = 0,0.4
attr = S,HA
damage   = 11,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,15
hitsound   = -1
sparkno = 2
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-3
air.animtype = Back
air.velocity = -4,-6
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelemno(0) > 1
trigger1 = palno=12
ProjID = 2250
projanim = ifelse(random<500,1110,ifelse(random<500,1130,1210))
projhitanim = -1
projhits = ifelse(palno=12,65535,1)
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(33*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 5+(random%27*.09), -3-(random%52*.07)
accel = 0,0.4
attr = S,HA
damage   = 11,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,15
hitsound   = -1
sparkno = 2
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-3
air.animtype = Back
air.velocity = -4,-6
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelemno(0) > 1
trigger1 = palno=12
ProjID = 2250
projanim = ifelse(random<500,1110,ifelse(random<500,1130,1210))
projhitanim = -1
projhits = ifelse(palno=12,65535,1)
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(33*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 5+(random%27*.09), -3-(random%52*.07)
accel = 0,0.4
attr = S,HA
damage   = 11,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,15
hitsound   = -1
sparkno = 2
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-3
air.animtype = Back
air.velocity = -4,-6
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelemno(0) > 1
trigger1 = palno=12
ProjID = 2250
projanim = ifelse(random<500,1110,ifelse(random<500,1130,1210))
projhitanim = -1
projhits = ifelse(palno=12,65535,1)
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(33*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 5+(random%27*.09), -3-(random%52*.07)
accel = 0,0.4
attr = S,HA
damage   = 11,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,15
hitsound   = -1
sparkno = 2
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-3
air.animtype = Back
air.velocity = -4,-6
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1

[State 2300, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
time = 80
pos = 0, -25
anim = 100
sound = 20, 1
movetime = 1

[State 2000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = ifelse(palno=10,4666,4000)
postype = back
sprpriority = -3
supermovetime = -1
pausemovetime = -1
removetime = 52
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = ifelse(palno=10,1,4001)
postype = back
sprpriority = -3
supermovetime = -1
pausemovetime = -1
removetime = 52
pos = 0,0
bindtime = -1
removeongethit = 1

[State 2300]
type = ChangeState
trigger1 = time=133
value = 195
ctrl = 0

;TAKE DOWN
[Statedef 2400]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = ifelse(anim=2400,-1,2400)
ctrl = 0
sprpriority = 2
poweradd = -1000
getpower = 0

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, HA                     ;Attribute: Standing, Normal Attack
damage = 5, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 45                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = 0, -21               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 0                  ;Sound to play on hit
guardsound = 6, 0                ;Sound to play on guard
ground.type = low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 1             ;Time that the opponent slides back
ground.hittime  = 10             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = 0,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12
p1stateno = 2401

[State 2300, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
time = 45
pos = 0, -25
anim = 100
sound = 20, 1

[State 2000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = ifelse(palno=10,4666,4000)
postype = back
sprpriority = -3
supermovetime = -1
pausemovetime = -1
removetime = 52
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = ifelse(palno=10,1,4001)
postype = back
sprpriority = -3
supermovetime = -1
pausemovetime = -1
removetime = 52
pos = 0,0
bindtime = -1
removeongethit = 1

[State 0, VelSet]
type = VelSet
trigger1 = Animelemno(0) > 1
x = 6
;ignorehitpause =
;persistent =

[State 2300]
type = ChangeState
trigger1 = Time = 60
value = 0
ctrl = 1

;TAKE DOWN
[Statedef 2401]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = ifelse(anim=2401,-1,2401)
ctrl = 0
sprpriority = 2
getpower = 0

[State 2300, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
time = 46
pos = 0, -25
anim = -1
movetime = 46

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, HA                     ;Attribute: Standing, Normal Attack
damage = 333, 15                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 15                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = 0, -21               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 9                  ;Sound to play on hit
guardsound = 6, 0                ;Sound to play on guard
ground.type = low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 1             ;Time that the opponent slides back
ground.hittime  = 10             ;Time opponent is in hit state
ground.velocity = -15,-8             ;Velocity at which opponent is pushed
airguard.velocity = 0,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12
fall = 1
envshake.time = 15
envshake.freq = 179
envshake.ampl = 6

[State 0, GIDBR]
type = LifeAdd
trigger1 = aNIMTime = -1
value = -12
kill = 1
absolute = 1
;ignorehitpause =
;persistent =

[State 2300]
type = ChangeState
trigger1 = aNIMTime = 0
value = 0
ctrl = 1

;SIBERIAN POUNCE
[Statedef 2450]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = ifelse(anim=2450,-1,2450)
ctrl = 0
sprpriority = 2
poweradd = -1000
getpower = 0

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 2
y = -7
[State 0, VelAdd]
type = VelAdd
trigger1 = animelemno(0)>2
y = 0.4

[State 200, 1]
type = HitDef
trigger1 = animelemno(0)=2
trigger1 = 1
attr = S, HA                     ;Attribute: Standing, Normal Attack
damage = 25, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0,0                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = 0, -21               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 2                  ;Sound to play on hit
guardsound = 6, 0                ;Sound to play on guard
ground.type = low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 1             ;Time that the opponent slides back
ground.hittime  = 10             ;Time opponent is in hit state
ground.velocity = -1,-7.2            ;Velocity at which opponent is pushed
airguard.velocity = 0,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1,-7.2          ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12

[State 2300, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
time = 45
pos = 0, -25
anim = 100
sound = 20, 1

[State 2000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = ifelse(palno=10,4666,4000)
postype = back
sprpriority = -3
supermovetime = -1
pausemovetime = -1
removetime = 52
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = ifelse(palno=10,1,4001)
postype = back
sprpriority = -3
supermovetime = -1
pausemovetime = -1
removetime = 52
pos = 0,0
bindtime = -1
removeongethit = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = vel y > 0 && pos y > 0
value = 52

;Combo Helper
[Statedef 2550]
type    = S
movetype= I
physics = N
juggle  = 4
anim = 2600
ctrl = 0
sprpriority = 2
getpower = 0

[State 0, VarSet]
type = VarSet
trigger1 = Root,Statetype = A && Root,Movehit
v = 55   ;fv = 10
value = 1
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = EnemyNear,Movetype = H
v = 56   ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarAdd
trigger1 = EnemyNear,Movetype != H
v = 56   ;fv = 10
value = 1
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 57   ;fv = 10
value = EnemyNear,GethitVar(Hitcount)
;ignorehitpause =
;persistent =

[State 0, YES]
type = PlaySnd
trigger1 = (Var(56) = 2) && (Var(57) = [2,3])
value = S1112,0
;ignorehitpause =
;persistent =

[State 0, GOOD]
type = PlaySnd
trigger1 = (Var(56) = 2) && (Var(57) = [4,5])
value = S1112,1
;ignorehitpause =
;persistent =

[State 0, GREAT]
type = PlaySnd
trigger1 = (Var(56) = 2) && (Var(57) = [6,7])
value = S1112,2
;ignorehitpause =
;persistent =

[State 0, VERY GOOD]
type = PlaySnd
trigger1 = (Var(56) = 2) && (Var(57) = [7,12])
value = S1112,3
;ignorehitpause =
;persistent =

[State 0, WONDERFUL]
type = PlaySnd
trigger1 = (Var(56) = 2) && (Var(57) = [13,30])
value = S1112,4
;ignorehitpause =
;persistent =

[State 0, FANTASTIC!]
type = PlaySnd
trigger1 = (Var(56) = 2) && (Var(57) = [31,60])
value = S1112,5
;ignorehitpause =
;persistent =

[State 0, MONSTER!]
type = PlaySnd
trigger1 = (Var(56) = 2) && (Var(57) = [61,200])
value = S1112,6
;ignorehitpause =
;persistent =

[State 0, MARVELOUS!]
type = PlaySnd
trigger1 = (Var(56) = 2) && (Var(57) = [201,400])
value = S1112,7
[State 0, SCC!]
type = PlaySnd
trigger1 = (Var(56) = 2) && (Var(57) = [401,700])
value = S1112,9
[State 0, HOLY ****ING ****!]
type = PlaySnd
trigger1 = (Var(56) = 2) && (Var(57) > 700)
value = S1112,10
volumescale = 2147483647
[State 0, HOLY ****ING ****!]
type = PlaySnd
trigger1 = (Var(56) = 2) && (Var(57) > 700)
value = S1112,10
volumescale = 2147483647
[State 0, HOLY ****ING ****!]
type = PlaySnd
trigger1 = (Var(56) = 2) && (Var(57) > 700)
value = S1112,10
volumescale = 2147483647
[State 0, HOLY ****ING ****!]
type = PlaySnd
trigger1 = (Var(56) = 2) && (Var(57) > 700)
value = S1112,10
volumescale = 2147483647

[State 0, AIR COMBO!]
type = PlaySnd
trigger1 = (Var(56) = 43) && (Var(57) >= 4) && Var(55) = 1
value = S1112,8
;ignorehitpause =
;persistent =

[State 0, DestroySelf]
type = DestroySelf
trigger1 = (Var(56) = 45)
;ignorehitpause =
;persistent =

;PERFECT THROW SLAM
[Statedef 2600]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = ifelse(anim=2550,-1,2550)
ctrl = 0
sprpriority = 2
poweradd = -1000
getpower = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 3
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = A         ;A,C,S,N
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = Time = 3
x = 4
y = -8
;ignorehitpause =
;persistent =

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, HT          ;Attributes: Standing, Hyper Throw
hitflag = MAF
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
sprpriority = -5       ;Draw in front of p2
p1facing = 1 ;Turn if holding forwards
p2facing = 1          ;Force p2 to face player
p1stateno = 2601       ;On success, player changes to state 2601
p2stateno = 2610       ;If hit, p2 changes to state 2610 in player's cns
fall = 1              ;Force p2 into falling down

[State 0, Pause]
type = Pause
trigger1 = Time = 1
time = 60
movetime = 1
pausebg = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = F20,1
;ignorehitpause =
;persistent =

[State 2000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = ifelse(palno=10,4666,4000)
postype = back
sprpriority = -3
supermovetime = -1
pausemovetime = -1
removetime = 52
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = ifelse(palno=10,1,4001)
postype = back
sprpriority = -3
supermovetime = -1
pausemovetime = -1
removetime = 52
pos = 0,0
bindtime = -1
removeongethit = 1

[State 2300]
type = Null;ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;PERFECT THROW SLAM
[Statedef 2601]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = ifelse(anim=2551,-1,2551)
ctrl = 0
sprpriority = 2
poweradd = 0
getpower = 0

[State 0, TargetBind]
type = TargetBind
trigger1 = 1
pos = 0,0
;ignorehitpause =
;persistent =

[State 0, AngleSet]
type = AngleSet
trigger1 = 1
value = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !(Time%8)
value = S0,1
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = Time = [26,35]
y = -2
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = Time > 35
y = -7
;ignorehitpause =
;persistent =

[State 2300]
type = ChangeState
trigger1 = Time = 115
value = 2602
ctrl = 1

;PERFECT THROW SLAM
[Statedef 2602]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = ifelse(anim=2552,-1,2552)
ctrl = 0
sprpriority = 2
poweradd = 0
getpower = 0

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2603

[State 0, VelSet]
type = VelSet
trigger1 = Time >= 81
y = 25
;ignorehitpause =
;persistent =

[State 0, ChangeAnim] ; Freeze Anim Until Time Is Right
type = ChangeAnim
trigger1 = Time < 81
value = 2552
elem = 1
;ignorehitpause =
;persistent =

[State 2300]
type = Null;ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;PERFECT THROW SLAM
[Statedef 2603]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = ifelse(anim=2552,-1,2552)
ctrl = 0
sprpriority = 2
poweradd = 0
getpower = 0

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Palno=12
value = -8080808
ID = -1
kill = 1
absolute = 1

[State 0, VelSet]
type = PosSet
trigger1 = Time = 0
y = 0
;ignorehitpause =
;persistent =

[State 2300, 1]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = Medium
damage    = ifelse(palno=12,1,175),15
guardflag = MA
pausetime = 0,3
sparkno = 3
sparkxy = -10,-25
hitsound   = S5,5
guardsound = 6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 0
air.velocity = -2.5,-0.5
getpower = 0
p1stateno = 2603
p2stateno = 2613

[State 0, ChangeAnim] ; Freeze Anim Until Time Is Right
type = ChangeAnim
trigger1 = Time = 0
value = 2552
elem = 3
;ignorehitpause =
;persistent =

[State 2300]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 2610]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = Time = [26,35]
y = -2
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = Time > 35
y = -7
;ignorehitpause =
;persistent =

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 2560
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = Time = 115
value = 2611
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
[Statedef 2611]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 0, PosSet]
type = PosAdd
trigger1 = Time = 0
x = -9
;ignorehitpause =
;persistent =

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 2561
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = 1
y = 25
;ignorehitpause =
;persistent =

[State 821, 4] ;Hit ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2612 ;Hit ground

;---------------------------------------------------------------------------
[Statedef 2612]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 0, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 2562
;ignorehitpause =
;persistent =

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
[Statedef 2613]
type    = A
movetype= H
physics = N
velset = -3,-13
ctrl = 0

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .31
;ignorehitpause =
;persistent =

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 2563
;ignorehitpause =
;persistent =

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;FINISHER
[Statedef 2650]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = ifelse(anim=2650,-1,2650)
ctrl = 0
sprpriority = 2
poweradd = -5000
getpower = 0

[State 2000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = ifelse(palno=10,4666,4000)
postype = back
sprpriority = -3
supermovetime = -1
pausemovetime = -1
removetime = 52
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = ifelse(palno=10,1,4001)
postype = back
sprpriority = -3
supermovetime = -1
pausemovetime = -1
removetime = 52
pos = 0,0
bindtime = -1
removeongethit = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = Animelemno(0) = 7
time = 2
freq = 180
ampl = -5+(random%11)
;ignorehitpause =
;persistent =

[State 2300, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
time = 79
pos = 0, -25
anim = 100
sound = 20, 1
movetime = 79

[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 7
ProjID = 100001
projanim = 100001
projhitanim = -1
projhits = 9999
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(7.5*const(size.xscale)),floor(7.5*const(size.yscale))
projremovetime = 80
offset = floor(34*const(size.xscale)),floor(-27*const(size.yscale))
velocity = 0, 0
accel = 0, 0
attr = S, HP
damage   = 25,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,5
hitsound   = S5,0+(random%10)
sparkno = 0+(random%4)
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1

[State 2300]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;TGHD
[Statedef 2700]
juggle  = 4
velset = 0,0
anim = ifelse(anim=2700,-1,2700)
ctrl = 0
sprpriority = 2
poweradd = -1000
getpower = 0

[State 0, ScreenBound]
type = ScreenBound
trigger1 = ProjHit(100001) >= 1

value = 0

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelem = 4 && palno = 12
value = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = pos y >= 0
statetype = S
movetype = A
physics = N
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = pos y < 0
statetype = A
movetype = A
physics = N

[State 2000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = ifelse(palno=10,4666,4000)
postype = back
sprpriority = -3
supermovetime = -1
pausemovetime = -1
removetime = 52
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = ifelse(palno=10,1,4001)
postype = back
sprpriority = -3
supermovetime = -1
pausemovetime = -1
removetime = 52
pos = 0,0
bindtime = -1
removeongethit = 1

[State 2300, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
time = 45
pos = 0, -25
anim = 100
sound = 20, 1
movetime = 4

[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 100001
projanim = 2701
projhitanim = -1
projhits = 10
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = 2,2
projremovetime = 80
offset = floor(34*const(size.xscale)),floor(-27*const(size.yscale))
velocity = 7, 0
accel = 0, 0
attr = S, HP
damage   = 19,4
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 4,2
hitsound   = S5,7
sparkno = 0+(random%4)
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5,-1
air.animtype = Back
air.velocity = -5,-1
air.juggle = 3
fall = 1
down.velocity = -5,-1
down.hittime = 30
down.bounce = 0
ownpal = 1

[State 2300]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(statetype=A,50,0)
ctrl = 1

;Butt SLAM!
[Statedef 2750]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = ifelse(anim=2750,-1,2750)
ctrl = 0
sprpriority = 2
poweradd = -1000
getpower = 0

[State 0, VelSet]
type = VelSet
trigger1 = Animelemno(0)=2
y = 10

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2 || Palno=12
attr = S, NA
hitflag = MAFDP
animtype  = Medium
damage    = ifelse(Palno=12,100,5),1
guardflag = MA
pausetime = 0,0
sparkno = 2
sparkxy = -10,-25
hitsound   = S5,1
guardsound = 6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 0
air.velocity = 0,20
fall = 1

[State 2000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = ifelse(palno=10,4666,4000)
postype = back
sprpriority = -3
supermovetime = -1
pausemovetime = -1
removetime = 52
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = ifelse(palno=10,1,4001)
postype = back
sprpriority = -3
supermovetime = -1
pausemovetime = -1
removetime = 52
pos = 0,0
bindtime = -1
removeongethit = 1

[State 2300, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
time = 45
pos = 0, -25
anim = 100
sound = 20, 1
movetime = 4

[State 2300]
type = ChangeState
trigger1 = Pos Y > 0
value = 2751

;Butt LAND!
[Statedef 2751]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = ifelse(anim=2751,-1,2751)
ctrl = 0
sprpriority = 2
poweradd = 0
getpower = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem=1
value = S2750,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=50
value = S2750,1

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

[State 0, VelSet]
type = VelSet
trigger1 = Animelem=2
x = -8
y = -7

[State 0, VelSet]
type = VelAdd
trigger1 = Animelemno(0)>1
y = .3875

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1 || Palno=12
attr = S, NA
hitflag = MAFDP
animtype  = Medium
damage    = 218,1
guardflag = MA
pausetime = 0,0
sparkno = 2
sparkxy = -10,-25
hitsound   = S5,6
guardsound = 6,0
ground.type = low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0,20
p2stateno = 2760

[State 2300]
type = ChangeState
trigger1 = Time > 53 && Pos Y > 0
value = 52

;Butt LAND!
[Statedef 2760]
type    = L
movetype= H
physics = N
juggle  = 4
velset = 0,0
anim = 5110
ctrl = 0

[State 2300]
type = SelfState
trigger1 = Time > 120
value = 5120

;THA12DS! GRND
[Statedef 2800]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = ifelse(anim=2800,-1,2800)
ctrl = 0
sprpriority = 3
poweradd = -2000
getpower = 0

[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 12
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 12, 0
accel = 0,0
attr = S, HP
damage   = 25, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,20
hitsound   = S5,6
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 12
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 12, -1.5
accel = 0,0
attr = S, HP
damage   = 25, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,20
hitsound   = S5,6
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 12
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 12, -3
accel = 0,0
attr = S, HP
damage   = 25, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,20
hitsound   = S5,6
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 4
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 12
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 12, 1
accel = 0,0
attr = S, HP
damage   = 25, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,20
hitsound   = S5,6
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 4
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 12
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 12, 2.5
accel = 0,0
attr = S, HP
damage   = 25, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,20
hitsound   = S5,6
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 4
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 12
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 12, 4
accel = 0,0
attr = S, HP
damage   = 25, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,20
hitsound   = S5,6
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 6
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 12
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 12, -1
accel = 0,0
attr = S, HP
damage   = 25, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,20
hitsound   = S5,6
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 6
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 12
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 12, -2.5
accel = 0,0
attr = S, HP
damage   = 25, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,20
hitsound   = S5,6
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 6
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 12
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 12, -4
accel = 0,0
attr = S, HP
damage   = 25, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,20
hitsound   = S5,6
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 7
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 12
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 12, 1.5
accel = 0,0
attr = S, HP
damage   = 25, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,20
hitsound   = S5,6
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 7
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 12
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 12, 3
accel = 0,0
attr = S, HP
damage   = 25, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,20
hitsound   = S5,6
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 7
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 12
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 12, 4.5
accel = 0,0
attr = S, HP
damage   = 25, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,20
hitsound   = S5,6
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6

[State 2300, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
time = 45
pos = 0, -25
anim = 101
sound = 20, 1
movetime = 1

[State 2000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = ifelse(palno=10,4666,4000)
postype = back
sprpriority = -3
supermovetime = -1
pausemovetime = -1
removetime = 52
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = ifelse(palno=10,1,4001)
postype = back
sprpriority = -3
supermovetime = -1
pausemovetime = -1
removetime = 52
pos = 0,0
bindtime = -1
removeongethit = 1

[State 2300]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;THA12DS! AIR
[Statedef 2810]
type    = A
movetype= A
physics = A
juggle  = 4
velset = 0,0
anim = ifelse(anim=2810,-1,2810)
ctrl = 0
sprpriority = 3
poweradd = -2000
getpower = 0

[State 0]
type = VelSet
trigger1 = Animelem=2
trigger2 = Animelem=9
trigger3 = Animelem=16
x = -0.5
y = -5

[State 0]
type = PlaySnd
trigger1 = Animelem=6
trigger2 = Animelem=13
trigger3 = Animelem=20
value=S1,9

[State 0]
type = PlaySnd
trigger1 = Animelem=5
trigger2 = Animelem=12
trigger3 = Animelem=19
value=S0,3

[State 0]
type = Ctrlset
trigger1 = Animelem=24
value=1

[State 1200, Projectile]
type = Projectile
trigger1 = Animelem=6
trigger2 = Animelem=13
trigger3 = Animelem=20
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 12
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = const(size.xscale),const(size.yscale)
offset = -((9)*(const(size.xscale))),-((51)*(const(size.xscale)))
velocity = 0,12
accel = 0,0
attr = S, HP
damage   = 25, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,20
hitsound   = S5,6
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
[State 1200, Projectile]
type = Projectile
trigger1 = Animelem=6
trigger2 = Animelem=13
trigger3 = Animelem=20
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 12
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = const(size.xscale),const(size.yscale)
offset = -((9)*(const(size.xscale))),-((51)*(const(size.xscale)))
velocity = 1.5,12
accel = 0,0
attr = S, HP
damage   = 25, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,20
hitsound   = S5,6
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
[State 1200, Projectile]
type = Projectile
trigger1 = Animelem=6
trigger2 = Animelem=13
trigger3 = Animelem=20
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 12
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = const(size.xscale),const(size.yscale)
offset = -((9)*(const(size.xscale))),-((51)*(const(size.xscale)))
velocity = 3,12
accel = 0,0
attr = S, HP
damage   = 25, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,20
hitsound   = S5,6
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
[State 1200, Projectile]
type = Projectile
trigger1 = Animelem=6
trigger2 = Animelem=13
trigger3 = Animelem=20
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 12
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = const(size.xscale),const(size.yscale)
offset = -((9)*(const(size.xscale))),-((51)*(const(size.xscale)))
velocity = -1.5,12
accel = 0,0
attr = S, HP
damage   = 25, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,20
hitsound   = S5,6
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
[State 1200, Projectile]
type = Projectile
triggerall = palno=12
trigger1 = Animelem=6
trigger2 = Animelem=13
trigger3 = Animelem=20
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 12
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projhits = 9999
projshadow = -1
projscale = const(size.xscale)*1.56,const(size.yscale)*1.56
offset = -((9)*(const(size.xscale))),-((51)*(const(size.xscale)))
velocity = .56,11
accel = 0,0
attr = S, HP
damage   = 37, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,20
hitsound   = S5,6
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-4
air.animtype = Back
air.velocity = -4,-4
fall = 1
[State 1200, Projectile]
type = Projectile
triggerall = palno=12
trigger1 = Animelem=6
trigger2 = Animelem=13
trigger3 = Animelem=20
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 12
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projhits = 9999
projshadow = -1
projscale = const(size.xscale)*1.56,const(size.yscale)*1.56
offset = -((9)*(const(size.xscale))),-((51)*(const(size.xscale)))
velocity = -.56,11
accel = 0,0
attr = S, HP
damage   = 37, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,20
hitsound   = S5,6
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4,-4
air.animtype = Back
air.velocity = -4,-4
fall = 1


[State 2300, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
time = 45
pos = 0, -25
anim = 101
sound = 20, 1
movetime = 1

[State 2000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = ifelse(palno=10,4666,4000)
postype = back
sprpriority = -3
supermovetime = -1
pausemovetime = -1
removetime = 52
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = ifelse(palno=10,1,4001)
postype = back
sprpriority = -3
supermovetime = -1
pausemovetime = -1
removetime = 52
pos = 0,0
bindtime = -1
removeongethit = 1

;Zawarudo
[Statedef 2950]
type    = S
movetype= I
physics = N
juggle  = 4
velset = 0,0
anim = ifelse(anim=2950,-1,2950)
ctrl = 0
sprpriority = 2
poweradd = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem=3
value = S2750,1

[State 2300]
type = ChangeState
trigger1 = !Animtime
value = 0
ctrl=1

;Zawarudo
[Statedef 2960]
type    = A
movetype= I
physics = N
juggle  = 4
velset = 0,0
anim = ifelse(anim=2960,-1,2960)
ctrl = 0
sprpriority = 2
poweradd = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem=2
value = S1,4

[State 0, VarSet]
type = VarSet
trigger1 = Animelem=3
v = 50
value = 0

[State 2300]
type = ChangeState
trigger1 = !Animtime
value = ifelse(Pos Y <0,50,0)
ctrl=1

;GEHOAAIML
[Statedef 3000]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = ifelse(anim=3000,-1,3000)
ctrl = 0
sprpriority = 2
poweradd = -5000
getpower = 0

[State 0, Turn]
type = Turn
trigger1 = palno=12 && p2dist x < 0

[State 800, 1]
type = HitDef
Trigger1 = 1
attr = S,NT
hitflag = MP
priority = 1, Miss
sparkno = -1
sprpriority = -5
p1facing = 1
p2facing = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 3001

[State 0, VelSet]
type = VelSet
trigger1 = time=3
x = 20

[State 0, VelSet]
type = VelAdd
trigger1 = time>3 && vel x<20
x = 2

[State 2300, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
pos = 0, -25
anim = 102
sound = 20, 1
movetime = 2

[State 2000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = ifelse(palno=10,4666,4000)
postype = back
sprpriority = -3
supermovetime = -1
pausemovetime = -1
removetime = 52
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = ifelse(palno=10,1,4001)
postype = back
sprpriority = -3
supermovetime = -1
pausemovetime = -1
removetime = 52
pos = 0,0
bindtime = -1
removeongethit = 1

[State 2300]
type = ChangeState
trigger1 = Time = ifelse(palno=12,200,44)
value = 0
ctrl = 1

;GEHOAAIML
[Statedef 3001]
type    = U
movetype= A
physics = U
juggle  = 4
velset = 0,0
anim = ifelse(anim=3001,-1,3001)
ctrl = 0
sprpriority = 2

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

[State 2300, 1]
type = HitDef
trigger1 = Animelem = 2
trigger2 = Animelem = 4
trigger3 = Animelem = 6
trigger4 = Animelem = 8
trigger5 = Animelem = 10
trigger6 = Animelem = 12
trigger7 = Animelem = 14
attr = S,HA
animtype  = Medium
damage    = 7,1
guardflag = MA
pausetime = 1,50
sparkno = 3
sparkxy = -11,-25
hitsound   = S5,1
guardsound = 6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 0
air.velocity = 0,0
getpower = 0

[State 2300]
type = ChangeState
trigger1 = Time = 183
value = 3002

;GEHOAAIML
[Statedef 3002]
type    = U
movetype= A
physics = U
juggle  = 4
velset = 0,0
anim = ifelse(anim=3002,-1,3002)
ctrl = 0
sprpriority = 2

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

[State 2300, 1]
type = HitDef
trigger1 = Animelem = 3
attr = S,HA
animtype  = Medium
damage    = 33,1
guardflag = MA
pausetime = 0,256
sparkno = 3
sparkxy = -11,-25
hitsound   = S5,8
guardsound = 6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 0
air.velocity = 0,0
getpower = 0

[State 2300]
type = ChangeState
trigger1 = !Animtime
value = 3003

;GEHOAAIML
[Statedef 3003]
type    = U
movetype= A
physics = U
juggle  = 4
velset = 0,0
anim = ifelse(anim=3003,-1,3003)
ctrl = 0
sprpriority = 2

[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = 1
ignorehitpause = 1
persistent = 2147483647
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = 1
ignorehitpause = 1
persistent = 1

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

[State 0, EnvColor]
type = EnvColor
trigger1 = Projhit3003=1
value = 255,255,255
time = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Projhit3003=1 && Palno=12
value = -2147483647
ID = -1
kill = 1
absolute = 1

[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 4
ProjID = 3003
projanim = 3010
projhitanim = -1
projhits = 97
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(6*const(size.xscale)),floor(6*const(size.yscale))
offset = floor(33*const(size.xscale)),floor(-16*const(size.yscale))
velocity = 20, 0
accel = 0,0
attr = S,HA
damage   = 13,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 3,7
hitsound   = S5,8
sparkno = 3
sparkxy = 10,0
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -50,-50
fall = 1
air.velocity = -50,-50
ownpal = 1
envshake.time = 15
envshake.freq = 180
envshake.ampl = 11
numhits = 4+(995*(Palno=12))

[State 2300]
type = ChangeState
trigger1 = !Animtime
value = 0
ctrl = 1
;-----------------------------------------------------------------------------
 ;Summon Jon
[Statedef 8490]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = ifelse(anim=1300,-1,1300)
ctrl = 0
sprpriority = 2
poweradd = 20

[State 8490, 1]
type = PlaySnd
trigger1 = animelem = 3
value = s15,9
channel = 0

[State 8490, Helper]
type = Helper
trigger1 = time = 10
helpertype = normal ;player
name = "Jon"
ID = 8500
stateno = 8500
pos = -30,-35
postype = back  ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

[State 8490]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=========================================================================='
;Jon
[Statedef 8500]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 8500
ctrl = 0
sprpriority = 2

[State 8500, VelSet]
type = VelSet
trigger1 = time = 1
x = 5

[State 8500, Projectile]
type = Projectile
trigger1 = time = 25
ProjID = 8550
projanim = 8550
projhitanim = -1
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = 65,-48
velocity = 4
accel = 0.01, 0.05
attr = S, SP
damage   = 67, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 12,8
hitsound   = S5,7
sparkno = 1
sparkxy = 15,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
juggle  = 4
projremovetime = 45

[State 8500, VelSet]
type = VelSet
trigger1 = time = 5
x = 0

[State 8500, VelSet]
type = VelSet
trigger1 = animelem = 3
x = -5

[State 8500, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 8600
time = 1
forceair = 0

[State 8500, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;---------------------------------------------------------------------------
[Statedef 8600]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 8600
ctrl = 0
sprpriority = 2

[State 8600, DestroySelf]
type = DestroySelf
trigger1 = time = 20

;========================================================================
;Dodge
[Statedef 7000]
type    = S
movetype= I
physics = N
velset = 0,0
anim = ifelse(anim=7000,-1,7000)
ctrl = 0
sprpriority = -4

[State 7000, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 15
length = 20
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 120,120,220
palpostbright = 0,0,0
paladd = 0,0,0
palmul = .65,.65,.75
timegap = 1
framegap = 4
trans = none ;"none","add1","sub"

[State 7000, HitBy]
type = HitBy
trigger1 = time = 1
value = SCA,NT,ST,HT
time = 19

[State 7000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Dodge fwd
[Statedef 7050]
type    = S
movetype= I
physics = N
velset = 0,0
anim = ifelse(anim=7050,-1,7050)
ctrl = 0
sprpriority = -4

[State 7050, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 3.5

[State 7050, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 7050, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 20
length = 20
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 120,120,220
palpostbright = 0,0,0
paladd = 10,10,25
palmul = .65,.65,.75
timegap = 1
framegap = 4
trans = none ;"none","add1","sub"

[State 7050, HitBy]
type = HitBy
trigger1 = time = 1
value = SCA,NT,ST,HT
time = 20

[State 7050]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------------
;Dodge back
[Statedef 7100]
type    = S
movetype= I
physics = N
velset = 0,0
anim = ifelse(anim=7050,-1,7050)
ctrl = 0
sprpriority = -4

[State 7100, VelSet]
type = VelSet
trigger1 = animelem = 2
x = -3.5

[State 7100, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 7100, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 20
length = 20
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 120,120,220
palpostbright = 0,0,0
paladd = 10,10,25
palmul = .65,.65,.75
timegap = 1
framegap = 4
trans = none ;"none","add1","sub"

[State 7100, HitBy]
type = HitBy
trigger1 = time = 1
value = SCA,NT,ST,HT
time = 20

[State 7100]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Super Armor
[Statedef 9000]
type    = U
movetype= H
physics = U
ctrl = 1

[State 00000000000000000000]
type = PalFX
trigger1 = Alive
trigger1 = !Time
trigger2 = Time = 1
time = 20
add  = -100,-100,-100
sinadd = 14,113,195, 3
color = 0

[State 9000, PosFreeze]
type = PosFreeze
trigger1 = Alive
trigger1 = 1
value = 1

[State 9000, ChangeAnim]
type = ChangeAnim
trigger1 = Time < floor(gethitvar(hittime) * 1.11)
value = Anim
elem  = var(30)

[State 9000, End]
type = ChangeState
trigger1 = Alive
trigger1 = Time >= floor(gethitvar(hittime) * 1.11)
value = ifelse((var(46)=[8080,8082]),(ifelse(statetype=A,50,0)),(var(46)))
CTRL = ifelse(anim=0 || anim=10 || anim=11 || anim=12 || anim=20 || anim=21,1,0)

[State 9000, VelSet]
type = VelSet
trigger1 = !Alive
x = gethitvar(xvel)
y = gethitvar(yvel)

[State 9000, End]
type = ChangeState
trigger1 = !Alive
value = 5050

;Proj Armor / 12p Low Damage no flinch
[Statedef 9001]
type = S
movetype = I
physics = S

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

[State 0, HitBy]
type = HitBy
trigger1 = Root,Palno!=12
value = SCA,NP,SP
time = -1

[State 0, NotHitBy]
type = NotHitBy
triggerall = root,fvar(29)!=1
trigger1 = root,movetype=H || Gethitvar(damage)>75
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2
[State 0, NotHitBy]
type = HitBy
triggerall = root,fvar(29)=1
trigger1 = 1
value = SCA,AA,AP,AT
time = 2147483647

[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
facing = 1
pos = 0,0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = root,anim
elem = root,animelemno(0)

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 9001

;12p Aura
[Statedef 913370]
type = S
movetype = I
physics = S

[State 0, Trans]
type = Trans
trigger1 = root,fvar(12)<=22
trans = addalpha
alpha = 256-(Gametime%25*fvar(6)),8+(Gametime%25*fvar(6))
[State 0, AngleDraw]
type = AngleDraw
trigger1 = root,fvar(12)<=22
scale = 1+(gametime%25*(fvar(19)*.12)),1+(gametime%25*(fvar(19)*.12))
[State 0, UBER TICKED OFF!]
type = Trans
trigger1 = root,fvar(12)>22
trans = addalpha
alpha = 256-(Gametime%5*(fvar(6)*5)),8+(Gametime%5*(fvar(6)*5))
[State 0, UBER TICKED OFF!]
type = AngleDraw
trigger1 = root,fvar(12)>22
scale = 1+(gametime%5*(fvar(19)*.75)),1+(gametime%5*(fvar(19)*.75))

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

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 999

[State 0, BindToRoot]
type = BindToRoot
trigger1 = root,fvar(29)<=22
facing = 1
pos = -1 + random%3 , 0 + (gametime%25*(fvar(19)*1.3)) + random%3
[State 0, UBER TICKED OFF!]
type = BindToRoot
trigger1 = root,fvar(12)>22
facing = 1
pos = -1 + (random%3*1.2) , 0 + (gametime%5*((fvar(19)*1.677)*5)) + (random%3*1.2)

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 18
value = 2.5
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 19
value = fvar(18)/(fvar(18)*10)
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 5
value = 256.0
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 6
value = fvar(5)/(fvar(18)*10)

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = root,anim
elem = root,animelemno(0)

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 9001

[State 0, DestroySelf]
type = DestroySelf
trigger1 = root,fvar(12)>22

;12p Aura
[Statedef 913371]
type = S
movetype = I
physics = S

[State 0, Trans]
type = Trans
trigger1 = root,fvar(12)<=22
trans = addalpha
alpha = 256-(Gametime%25*fvar(6)),8+(Gametime%25*fvar(6))
[State 0, AngleDraw]
type = AngleDraw
trigger1 = root,fvar(12)<=22
scale = 1+(gametime%25*(fvar(19)*.12)),1+(gametime%25*(fvar(19)*.12))
[State 0, UBER TICKED OFF!]
type = Trans
trigger1 = root,fvar(12)>22
trans = add
[State 0, UBER TICKED OFF!]
type = AngleDraw
trigger1 = root,fvar(12)>22
scale = 1+(gametime%5*(fvar(19)*1)),1+(gametime%5*(fvar(19)*1))

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

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 999

[State 0, BindToRoot]
type = BindToRoot
trigger1 = root,fvar(29)<=22
facing = 1
pos = -1 + random%3 , 0 + (gametime%25*(fvar(19)*1.3)) + random%3
[State 0, UBER TICKED OFF!]
type = BindToRoot
trigger1 = root,fvar(12)>22
facing = 1
pos = -1 + (random%3*.9) , 0 + (gametime%5*((fvar(19)*1.677)*10)) + (random%3*.9)

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 18
value = 2.5
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 19
value = fvar(18)/(fvar(18)*10)
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 5
value = 256.0
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 6
value = fvar(5)/(fvar(18)*10)

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = root,anim
elem = root,animelemno(0)

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 9001

;Music Killer
[Statedef 3537442]
type = S
movetype = I
physics = N
anim = 1

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

;COUNTER (Cheap Edition)
[Statedef 16500]
type = A
movetype = A
physics = S
anim = ifelse(anim=16500,-1,16500)

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 1
y = -6

[State 0, LifeAdd]
type = LifeAdd
trigger1 = 1
value = (Gethitvar(damage)*(30-(Var(41)*0.303030303030303)))
kill = 0
absolute = 1

[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3 && Palno=12
ProjID = 1210
projanim = 1210
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projhits = 65535
projscale = floor(2*const(size.xscale)),floor(2*const(size.yscale))
offset = floor(0*const(size.xscale)),floor(0*const(size.yscale))
velocity = -4,-6
attr = S,SP
damage   = 20,20
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,6
hitsound = S5,8
sparkno = 1
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5
accel = 0,.4
air.velocity = -4,-6
[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3 && Palno=12
ProjID = 1210
projanim = 1210
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projhits = 65535
projscale = floor(2*const(size.xscale)),floor(2*const(size.yscale))
offset = floor(0*const(size.xscale)),floor(0*const(size.yscale))
velocity = -4,-7
attr = S,SP
damage   = 20,20
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,6
hitsound = S5,8
sparkno = 1
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5
accel = 0,.4
air.velocity = -4,-6
[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3 && Palno=12
ProjID = 1210
projanim = 1210
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projhits = 65535
projscale = floor(2*const(size.xscale)),floor(2*const(size.yscale))
offset = floor(0*const(size.xscale)),floor(0*const(size.yscale))
velocity = -5,-6
attr = S,SP
damage   = 20,20
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,6
hitsound = S5,8
sparkno = 1
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5
accel = 0,.4
air.velocity = -4,-6
[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3 && Palno=12
ProjID = 1210
projanim = 1210
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projhits = 65535
projscale = floor(2*const(size.xscale)),floor(2*const(size.yscale))
offset = floor(0*const(size.xscale)),floor(0*const(size.yscale))
velocity = -5,-7
attr = S,SP
damage   = 20,20
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,6
hitsound = S5,8
sparkno = 1
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5
accel = 0,.4
air.velocity = -4,-6
[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3 && Palno=12
ProjID = 1210
projanim = 1210
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projhits = 65535
projscale = floor(2*const(size.xscale)),floor(2*const(size.yscale))
offset = floor(0*const(size.xscale)),floor(0*const(size.yscale))
velocity = -6,-6
attr = S,SP
damage   = 20,20
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,6
hitsound = S5,8
sparkno = 1
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5
accel = 0,.4
air.velocity = -4,-6
[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3 && Palno=12
ProjID = 1210
projanim = 1210
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projhits = 65535
projscale = floor(2*const(size.xscale)),floor(2*const(size.yscale))
offset = floor(0*const(size.xscale)),floor(0*const(size.yscale))
velocity = -6,-7
attr = S,SP
damage   = 20,20
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,6
hitsound = S5,8
sparkno = 1
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5
accel = 0,.4
air.velocity = -4,-6
[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3 && Palno=12
ProjID = 1210
projanim = 1210
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projhits = 65535
projscale = floor(2*const(size.xscale)),floor(2*const(size.yscale))
offset = floor(0*const(size.xscale)),floor(0*const(size.yscale))
velocity = 4,-6
attr = S,SP
damage   = 20,20
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,6
hitsound = S5,8
sparkno = 1
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5
accel = 0,.4
air.velocity = -4,-6
[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3 && Palno=12
ProjID = 1210
projanim = 1210
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projhits = 65535
projscale = floor(2*const(size.xscale)),floor(2*const(size.yscale))
offset = floor(0*const(size.xscale)),floor(0*const(size.yscale))
velocity = 4,-7
attr = S,SP
damage   = 20,20
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,6
hitsound = S5,8
sparkno = 1
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5
accel = 0,.4
air.velocity = -4,-6
[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3 && Palno=12
ProjID = 1210
projanim = 1210
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projhits = 65535
projscale = floor(2*const(size.xscale)),floor(2*const(size.yscale))
offset = floor(0*const(size.xscale)),floor(0*const(size.yscale))
velocity = 5,-6
attr = S,SP
damage   = 20,20
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,6
hitsound = S5,8
sparkno = 1
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5
accel = 0,.4
air.velocity = -4,-6
[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3 && Palno=12
ProjID = 1210
projanim = 1210
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projhits = 65535
projscale = floor(2*const(size.xscale)),floor(2*const(size.yscale))
offset = floor(0*const(size.xscale)),floor(0*const(size.yscale))
velocity = 5,-7
attr = S,SP
damage   = 20,20
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,6
hitsound = S5,8
sparkno = 1
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5
accel = 0,.4
air.velocity = -4,-6
[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3 && Palno=12
ProjID = 1210
projanim = 1210
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projhits = 65535
projscale = floor(2*const(size.xscale)),floor(2*const(size.yscale))
offset = floor(0*const(size.xscale)),floor(0*const(size.yscale))
velocity = 6,-6
attr = S,SP
damage   = 20,20
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,6
hitsound = S5,8
sparkno = 1
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5
accel = 0,.4
air.velocity = -4,-6
[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3 && Palno=12
ProjID = 1210
projanim = 1210
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projhits = 65535
projscale = floor(2*const(size.xscale)),floor(2*const(size.yscale))
offset = floor(0*const(size.xscale)),floor(0*const(size.yscale))
velocity = 6,-7
attr = S,SP
damage   = 20,20
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,6
hitsound = S5,8
sparkno = 1
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5
accel = 0,.4
air.velocity = -4,-6
[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3 && Palno=12
ProjID = 1210
projanim = 1210
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projhits = 65535
projscale = floor(2*const(size.xscale)),floor(2*const(size.yscale))
offset = floor(0*const(size.xscale)),floor(0*const(size.yscale))
velocity = -4,-3
attr = S,SP
damage   = 20,20
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,6
hitsound = S5,8
sparkno = 1
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5
accel = 0,.4
air.velocity = -4,-6
[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3 && Palno=12
ProjID = 1210
projanim = 1210
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projhits = 65535
projscale = floor(2*const(size.xscale)),floor(2*const(size.yscale))
offset = floor(0*const(size.xscale)),floor(0*const(size.yscale))
velocity = -4,-4
attr = S,SP
damage   = 20,20
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,6
hitsound = S5,8
sparkno = 1
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5
accel = 0,.4
air.velocity = -4,-6
[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3 && Palno=12
ProjID = 1210
projanim = 1210
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projhits = 65535
projscale = floor(2*const(size.xscale)),floor(2*const(size.yscale))
offset = floor(0*const(size.xscale)),floor(0*const(size.yscale))
velocity = -5,-3
attr = S,SP
damage   = 20,20
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,6
hitsound = S5,8
sparkno = 1
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5
accel = 0,.4
air.velocity = -4,-6
[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3 && Palno=12
ProjID = 1210
projanim = 1210
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projhits = 65535
projscale = floor(2*const(size.xscale)),floor(2*const(size.yscale))
offset = floor(0*const(size.xscale)),floor(0*const(size.yscale))
velocity = -5,-4
attr = S,SP
damage   = 20,20
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,6
hitsound = S5,8
sparkno = 1
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5
accel = 0,.4
air.velocity = -4,-6
[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3 && Palno=12
ProjID = 1210
projanim = 1210
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projhits = 65535
projscale = floor(2*const(size.xscale)),floor(2*const(size.yscale))
offset = floor(0*const(size.xscale)),floor(0*const(size.yscale))
velocity = -6,-3
attr = S,SP
damage   = 20,20
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,6
hitsound = S5,8
sparkno = 1
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5
accel = 0,.4
air.velocity = -4,-6
[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3 && Palno=12
ProjID = 1210
projanim = 1210
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projhits = 65535
projscale = floor(2*const(size.xscale)),floor(2*const(size.yscale))
offset = floor(0*const(size.xscale)),floor(0*const(size.yscale))
velocity = -6,-4
attr = S,SP
damage   = 20,20
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,6
hitsound = S5,8
sparkno = 1
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5
accel = 0,.4
air.velocity = -4,-6
[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3 && Palno=12
ProjID = 1210
projanim = 1210
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projhits = 65535
projscale = floor(2*const(size.xscale)),floor(2*const(size.yscale))
offset = floor(0*const(size.xscale)),floor(0*const(size.yscale))
velocity = 4,-3
attr = S,SP
damage   = 20,20
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,6
hitsound = S5,8
sparkno = 1
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5
accel = 0,.4
air.velocity = -4,-6
[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3 && Palno=12
ProjID = 1210
projanim = 1210
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projhits = 65535
projscale = floor(2*const(size.xscale)),floor(2*const(size.yscale))
offset = floor(0*const(size.xscale)),floor(0*const(size.yscale))
velocity = 4,-4
attr = S,SP
damage   = 20,20
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,6
hitsound = S5,8
sparkno = 1
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5
accel = 0,.4
air.velocity = -4,-6
[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3 && Palno=12
ProjID = 1210
projanim = 1210
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projhits = 65535
projscale = floor(2*const(size.xscale)),floor(2*const(size.yscale))
offset = floor(0*const(size.xscale)),floor(0*const(size.yscale))
velocity = 5,-3
attr = S,SP
damage   = 20,20
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,6
hitsound = S5,8
sparkno = 1
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5
accel = 0,.4
air.velocity = -4,-6
[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3 && Palno=12
ProjID = 1210
projanim = 1210
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projhits = 65535
projscale = floor(2*const(size.xscale)),floor(2*const(size.yscale))
offset = floor(0*const(size.xscale)),floor(0*const(size.yscale))
velocity = 5,-4
attr = S,SP
damage   = 20,20
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,6
hitsound = S5,8
sparkno = 1
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5
accel = 0,.4
air.velocity = -4,-6
[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3 && Palno=12
ProjID = 1210
projanim = 1210
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projhits = 65535
projscale = floor(2*const(size.xscale)),floor(2*const(size.yscale))
offset = floor(0*const(size.xscale)),floor(0*const(size.yscale))
velocity = 6,-3
attr = S,SP
damage   = 20,20
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,6
hitsound = S5,8
sparkno = 1
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5
accel = 0,.4
air.velocity = -4,-6
[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3 && Palno=12
ProjID = 1210
projanim = 1210
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projhits = 65535
projscale = floor(2*const(size.xscale)),floor(2*const(size.yscale))
offset = floor(0*const(size.xscale)),floor(0*const(size.yscale))
velocity = 6,-4
attr = S,SP
damage   = 20,20
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,6
hitsound = S5,8
sparkno = 1
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5
accel = 0,.4
air.velocity = -4,-6
[State 1100, Projectile]
type = Projectile
trigger1 = Palno=12
ProjID = 123456
projanim = 123456
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projhits = 65535
projscale = floor(2*const(size.xscale)),floor(2*const(size.yscale))
offset = floor(0*const(size.xscale)),floor(0*const(size.yscale))
velocity = 6,-4
attr = S,SP
damage   = 20,20
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,6
hitsound = 6,0
sparkno = -1
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5
PROJREMOVETIME = 2
air.velocity = -4,-6
[State 1100, Projectile]
type = Projectile
trigger1 = Palno=12
ProjID = 123456
projanim = 123456
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projhits = 65535
projscale = floor(2*const(size.xscale)),floor(2*const(size.yscale))
offset = floor(0*const(size.xscale)),floor(0*const(size.yscale))
velocity = 6,-4
attr = S,SP
damage   = 20,20
animtype = medium
guardflag = MA
hitflag = MAFD
pausetime = 0,6
hitsound = 6,0
sparkno = -1
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5
PROJREMOVETIME = 2
air.velocity = -4,-6
[State 1100, Projectile]
type = Projectile
trigger1 = Palno=12
ProjID = 123456
projanim = 123456
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projhits = 65535
projscale = floor(2*const(size.xscale)),floor(2*const(size.yscale))
offset = floor(0*const(size.xscale)),floor(0*const(size.yscale))
velocity = 6,-4
attr = S,SP
damage   = 20,20
animtype = medium
guardflag = MA
hitflag = MAF
pausetime = 0,6
hitsound = 6,0
sparkno = -1
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5
PROJREMOVETIME = 2
air.velocity = -4,-6
[State 1100, Projectile]
type = Projectile
trigger1 = Palno=12
ProjID = 123456
projanim = 123456
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projhits = 65535
projscale = floor(2*const(size.xscale)),floor(2*const(size.yscale))
offset = floor(0*const(size.xscale)),floor(0*const(size.yscale))
velocity = 6,-4
attr = S,SP
damage   = 20,20
animtype = medium
guardflag = MA
hitflag = MA
pausetime = 0,6
hitsound = 6,0
sparkno = -1
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5
PROJREMOVETIME = 2
air.velocity = -4,-6
[State 1100, Projectile]
type = Projectile
trigger1 = Palno=12
ProjID = 123456
projanim = 123456
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projhits = 65535
projscale = floor(2*const(size.xscale)),floor(2*const(size.yscale))
offset = floor(0*const(size.xscale)),floor(0*const(size.yscale))
velocity = 6,-4
attr = S,SP
damage   = 20,20
animtype = medium
guardflag = MA
hitflag = M
pausetime = 0,6
hitsound = 6,0
sparkno = -1
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -5
PROJREMOVETIME = 2
air.velocity = -4,-6

[State 0, VarAdd]
type = NULL;VarAdd
triggerall = palno=12
trigger1 = time=1
fv = 12
value = 1

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .5

[State 0, SelfState]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1,5
[State 0, SelfState]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1,5

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = unguardable

[State 210, 2]
type = HitDef
trigger1 = Palno!=12
attr = S, NA
animtype  = Medium
damage    = 7,1
guardflag = MA
pausetime = 0,0
sparkno = 2
sparkxy = -10,-25
hitsound   = S5,8
guardsound = 6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -90,-90
air.velocity = -90,-90
fall=1
envshake.time = 40
envshake.freq = 175
envshake.ampl = -8

[State 0, SelfState]
type = SelfState
trigger1 = Vel Y >0 && Pos Y >=0
value = 52
ctrl =1

;---------------------------------------------------------------------------
; CNS difficulty: Med/Hard
[Statedef 1206080]
type = S
ctrl = 0
velset = 0,0

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = Random%361
scale = .2,.2

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Time%3=[0,1]
flag = invisible

[State 0, Explod]
type = Explod
trigger1 = 1
anim = 150010+(Root,Var(7))
ID = 65535
pos = 0,0
postype = p1
facing = 1
removetime = -2
pausemovetime = 65535
supermovetime = 65535
scale = .9,.9
sprpriority = -1
ontop = 0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
trigger1 = 1
anim = 150000+(Root,Var(7))
ID = 20212
pos = 0,0
postype = p1
facing = 1
removetime = 1
pausemovetime = 65535
supermovetime = 65535
scale = .1,.1
sprpriority = -1
ontop = 0
ownpal = 1
bindtime=-1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Anim!=150020+(Root,Var(7))
value = 150020+(Root,Var(7))

[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
facing = 1
pos = 0+(sin((gametime*1)*.07)*35),-26+(cos((gametime*1)*.07)*35)

;---------------------------------------------------------------------------
; CNS difficulty: Med
[Statedef 152500]
type = S
ctrl = 0
velset = 0,0
anim=ifelse(anim=152500,-1,152500)
[State 0, VarSet]
type = VarSet
trigger1 = Time=0
v = 7
value = 1
[State 0, Red=Power]
type = PalFX
trigger1 = Time=1
time = 15
add = 120,0,0
mul = 256,136,136
sinadd = 120,0,0,3
invertall = 0
color = 50
[State 0, ChangeState]
type = ChangeState
trigger1 = Time=20
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; CNS difficulty: Med
[Statedef 152501]
type = S
ctrl = 0
velset = 0,0
anim=ifelse(anim=152500,-1,152500)
[State 0, VarSet]
type = VarSet
trigger1 = Time=0
v = 7
value = 2
[State 0, Blue=Speed]
type = PalFX
trigger1 = Time=1
time = 15
add = 0,0,120
mul = 136,136,256
sinadd = 0,0,120,3
invertall = 0
color = 50
[State 0, ChangeState]
type = ChangeState
trigger1 = Time=20
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; CNS difficulty: Med
[Statedef 152502]
type = S
ctrl = 0
velset = 0,0
anim=ifelse(anim=152500,-1,152500)
[State 0, VarSet]
type = VarSet
trigger1 = Time=0
v = 7
value = 0
[State 0, Green=Normal]
type = PalFX
trigger1 = Time=1
time = 15
add = 0,120,0
mul = 136,256,136
sinadd = 0,120,0,3
invertall = 0
color = 50
[State 0, ChangeState]
type = ChangeState
trigger1 = Time=20
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[Statedef -2]

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = palno=12 && p2life!=0 
flag = noko

[State 0, LifeSet]
type = LifeSet
trigger1 = palno=12
value = lifemax

[State 0, LifeSet]
type = LifeAdd
trigger1 = palno=12
value = lifemax

[State 0, EnvColor]
type = EnvColor
trigger1 = projhit2250 = 1
value = 255,255,255
time = 1
under = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = projhit2250 = 1
value = S5,6
channel = 8

[State 0, LifeSet]
type = LifeSet
triggerall = palno = 12
trigger1 = Var(20)=2147483647||fvar(39)=-2147483648.0
value = 0

[State 0, ScreenBound]
type = ScreenBound
trigger1 = teamside = 1
trigger1 = P1name = "Stanley Ipkiss" || P3name = "Stanley Ipkiss"
trigger2 = teamside = 2
trigger2 = P2name = "Stanley Ipkiss" || P4name = "Stanley Ipkiss"
value = 0

[State 0, VictoryQuote]
type = VictoryQuote
trigger1 = Teamside = 1
trigger1 = P2name != "MGMURROW Donald by Doomermaster" && P4name != "MGMURROW Donald by Doomermaster"
trigger1 = P2name != "Giratina" && P4name != "Giratina"
trigger1 = P2name != "Homer" && P4name != "Homer"
trigger1 = P2name != "Homero" && P4name != "Homero"
trigger1 = P2name != "Sora" && P4name != "Sora"
trigger1 = P2name != "Dante Guernsey" && P4name != "Dante Guernsey"
trigger1 = P2name != "Kukulkan" && P4name != "Kukulkan"
trigger1 = P2name != "Odie" && P4name != "Odie"
trigger1 = P2name != "Parace" && P4name != "Parace"
trigger2 = Teamside = 2
trigger2 = P1name != "MGMURROW Donald by Doomermaster" && P3name != "MGMURROW Donald by Doomermaster"
trigger2 = P1name != "Giratina" && P3name != "Giratina"
trigger2 = P1name != "Homer" && P3name != "Homer"
trigger2 = P1name != "Homero" && P3name != "Homero"
trigger2 = P1name != "Sora" && P3name != "Sora"
trigger2 = P1name != "Dante Guernsey" && P3name != "Dante Guernsey"
trigger2 = P1name != "Kukulkan" && P3name != "Kukulkan"
trigger2 = P1name != "Odie" && P3name != "Odie"
trigger2 = P1name != "Parace" && P3name != "Parace"
value = 1+random%6

[State 0, VictoryQuote]
type = VictoryQuote
trigger1 = Teamside = 1
trigger1 = P2name = "MGMURROW Donald by Doomermaster" || P4name = "MGMURROW Donald by Doomermaster"
trigger2 = Teamside = 2
trigger2 = P1name = "MGMURROW Donald by Doomermaster" || P3name = "MGMURROW Donald by Doomermaster"
value = 7

[State 0, VictoryQuote]
type = VictoryQuote
trigger1 = Teamside = 1
trigger1 = P2name = "Giratina" || P4name = "Giratina"
trigger2 = Teamside = 2
trigger2 = P1name = "Giratina" || P3name = "Giratina"
value = 8

[State 0, VictoryQuote]
type = VictoryQuote
trigger1 = Teamside = 1
trigger1 = P2name = "Homer" || P4name = "Homer"
trigger2 = Teamside = 2
trigger2 = P1name = "Homer" || P3name = "Homer"
trigger3 = Teamside = 1
trigger3 = P2name = "Homero" || P4name = "Homero"
trigger4 = Teamside = 2
trigger4 = P1name = "Homero" || P3name = "Homero"
value = 9

[State 0, VictoryQuote]
type = VictoryQuote
trigger1 = Teamside = 1
trigger1 = P2name = "Sora" || P4name = "Sora"
trigger2 = Teamside = 2
trigger2 = P1name = "Sora" || P3name = "Sora"
value = 10

[State 0, VictoryQuote]
type = VictoryQuote
trigger1 = Teamside = 1
trigger1 = P2name = "Dante Guernsey" || P4name = "Dante Guernsey"
trigger2 = Teamside = 2
trigger2 = P1name = "Dante Guernsey" || P3name = "Dante Guernsey"
value = 11

[State 0, VictoryQuote]
type = VictoryQuote
trigger1 = Teamside = 1
trigger1 = P2name = "Kukulkan" || P4name = "Kukulkan"
trigger2 = Teamside = 2
trigger2 = P1name = "Kukulkan" || P3name = "Kukulkan"
value = 12

[State 0, VictoryQuote]
type = VictoryQuote
trigger1 = Teamside = 1
trigger1 = P2name = "Odie" || P4name = "Odie"
trigger2 = Teamside = 2
trigger2 = P1name = "Odie" || P3name = "Odie"
value = 13

[State 0, VictoryQuote]
type = VictoryQuote
trigger1 = Teamside = 1
trigger1 = P2name = "Parace" || P4name = "Parace"
trigger2 = Teamside = 2
trigger2 = P1name = "Parace" || P3name = "Parace"
value = 14

[State 0, LifeSet]
type = LifeSet
trigger1 = command = "Cheat_Curaga" && !var(59)
value = Lifemax

[State 0, LifeSet]
type = PowerAdd
trigger1 = command = "Cheat_Power" && !var(59)
value = 2500

[State 1200, Projectile]
type = Projectile
trigger1 = gethitvar(damage) && palno=12 && random<100
trigger2 = gethitvar(damage) && enemynear,name="2HM2"
trigger3 = gethitvar(damage) && enemynear,name="Perfect Weapon MB-02"
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = 10-(random%21),-(random%51)
velocity = 3-(random%13*.5), -1-(random%13*.5)
accel = 0,0.4
attr = S, SA
damage   = 25,8
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S5,7
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1

[State 1200, Projectile]
type = Projectile
trigger1 = gethitvar(damage) && palno=12 && random<800-(Life/(Lifemax/19))
trigger2 = gethitvar(damage) && enemynear,name="2HM2"
trigger3 = gethitvar(damage) && enemynear,name="Perfect Weapon MB-02"
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = 10-(random%21),-(random%51)
velocity = 3-(random%13*.5), -1-(random%13*.5)
accel = 0,0.4
attr = S, SA
damage   = 25,8
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S5,7
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1

[State 1200, Projectile]
type = Projectile
trigger1 = gethitvar(damage) && palno=12 && random<900-(Life/(Lifemax/18))
trigger2 = gethitvar(damage) && enemynear,name="2HM2"
trigger3 = gethitvar(damage) && enemynear,name="Perfect Weapon MB-02"
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = 10-(random%21),-(random%51)
velocity = 3-(random%13*.5), -1-(random%13*.5)
accel = 0,0.4
attr = S, SA
damage   = 25,8
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S5,7
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1

[State 1200, Projectile]
type = Projectile
trigger1 = gethitvar(damage) && palno=12 && random<80
trigger2 = gethitvar(damage) && enemynear,name="2HM2"
trigger3 = gethitvar(damage) && enemynear,name="Perfect Weapon MB-02"
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = 10-(random%21),-(random%51)
velocity = 3-(random%13*.5), -1-(random%13*.5)
accel = 0,0.4
attr = S, SA
damage   = 10,3
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S5,7
sparkno = 1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ownpal = 1
projhits = 9999

[State 0, LifeAdd]
type = LifeAdd
trigger1 = palno=12 && alive
value = 9999999

[State 0, LifeAdd]
type = LifeAdd
trigger1 = palno=12 && enemynear,name="Garfields" && enemynear,var(9)=5 && gametime%2=1
value = 9999
kill = 1
absolute = 0

[State 0, SelfState]
type = SelfState
trigger1 = enemynear,name="Perfect Weapon MB-02" && Movetype=H
trigger1 = stateno!=[5000,5150]
value = 1250

[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = enemynear,name="Perfect Weapon MB-02"
value = 99

[State 0, CtrlSet]
type = CtrlSet
trigger1 = Movetype=H && alive && enemynear,name="Perfect Weapon MB-02"
value = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = alive && enemynear,name="Perfect Weapon MB-02"
value = 500
kill = 0
absolute = 1

[State 0, PalFXWiz]
type = PalFX
trigger1 = enemynear,name="Perfect Weapon MB-02" && gametime%30=0
time = -1
add = 127,0,0
mul = 256,156,156
sinadd = 128,0,0,30
invertall = 0
color = 200


[State 0, PlaySnd]
type = PlaySnd
trigger1 = stateno=[5000,5159]
trigger1 = gethitvar(damage) && random<100
value = S5001,23
channel = 5

[State 0, Explod]
type = Explod
trigger1 = !ishelper
anim = 20000
ID = 286032
pos = 315,230
postype = left
facing = -1
bindtime = 1
removetime = -2
scale = 1,1
ontop = 1
ownpal = 1
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = !ishelper
anim = 20001
ID = 286032
pos = 314,230
postype = left
facing = -1
bindtime = 1
removetime = -2
scale = (Lifemax*(var(41)*.015))/(900),1
ontop = 1
ownpal = 1
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = !ishelper
anim = 20000
ID = 286032
pos = 314-((Lifemax*(var(41)*.015))/(900)),230
postype = left
facing = -1
bindtime = 1
removetime = -2
scale = 1,1
ontop = 1
ownpal = 1
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = !ishelper
anim = 20002
ID = 286032
pos = 314,230
postype = left
facing = -1
bindtime = 1
removetime = -2
scale = (Life*(var(41)*.015))/(900),1
ontop = 1
ownpal = 1
ignorehitpause = 1

[State Once More]
type = LifeAdd
trigger1 = var(12)>1&&life<=1&& enemynear,name="OB1"
value = gethitvar(damage)
kill = 0
absolute = 1
[State Once More]
type = LifeSet
trigger1 = var(12)>1&&life<=1&& enemynear,name="OB1"
value = 1
kill = 0
absolute = 1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = var(12)>1&& enemynear,name="OB1"
flag = noko

[State 0, VarAdd]
type = VarAdd
trigger1 = gethitvar(damage)
v = 12
value = 1

[State 0, VarAdd]
type = VarSet
trigger1 = movetype!=H
v = 12
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = Palno<11 && enemynear,name="OB1"
v = 41
value = 70 ;Lv 71 (recommended)
[State 0, VarSet]
type = VarSet
trigger1 = enemynear,name="GarfieldRPFG"
v = 41
value = 98

[State 0, CtrlSet]
type = CtrlSet
trigger1 = movecontact&&palno=12
value = 1

[State 0, Offset]
type = Offset
trigger1 = Var(45)
x = 0
y = ifelse(gametime%2=0,3,-3)

[State 0, VarSet]
type = VarSet
trigger1 = Palno<11 && enemynear,name="Garfield's Third Boss"
v = 41
value = 39 ; Lv 40

[State 1200, Projectile]
type = Projectile
trigger1 = Var(45) && Var(45)%ifelse(palno=12,1,0)=0
ProjID = 1337
projanim = 1337
projremovetime = 1
projhitanim = -1
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = 0,0
offset = 0,0
velocity = 0,0
accel = 0,0
attr = S,NA
damage   = ifelse(Palno=12,99999,ifelse(var(41),2+(Var(41)/3),1)),ifelse(Palno=12,99999,ifelse(enemynear,name="A Garfield Boss",80,1))
guardflag =
hitflag = MLAFDPH
pausetime = 0,0
sparkno = 0
sparkxy = 0,0
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,1
air.velocity = 0,1
forceair = 1
givepower = -999999
[State 0, TargetState]
type = TargetState
trigger1 = Var(45)&&Palno=12
value = 5110
ID = -1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Var(45)
flag = nomusic
ignorehitpause = 1
[State 0, StopSnd]
type = StopSnd
trigger1 = !Var(45)
channel = 6
[State 0, NotHitBy]
type = NotHitBy
trigger1 = Var(45)
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2
[State 0, PalFXWiz]
type = PalFX
trigger1 = Var(45)
time = 2
add = 256-(random%513),256-(random%513),256-(random%513)
mul = 512-(random%513),512-(random%513),512-(random%513)
invertall = random%2
color = 256-(random%257)
[State 0, VarAdd]
type = VarAdd
trigger1 = Var(45)
v = 45
value = -1
ignorehitpause = 1
[State 0, LifeAdd]
type = LifeAdd
trigger1 = 1
value = -(Gethitvar(damage)*(30-(Var(41)*0.303030303030303)))
kill = 1
absolute = 1

[State 0, VarSet]
type = VarSet
trigger1 = !ishelper
v = 6
value = random%361

[State 0, VarSet]
type = VarSet
trigger1 = stateno!=9000
v = 30
value = animelemno(0)

[State 0, VarSet]
type = VarSet
trigger1 = palno=12
fvar(9) = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = var(7)=1 && Life>10
value = (gethitvar(damage)/6)
kill = 1
absolute = 1
[State 0, LifeAdd]
type = LifeAdd
trigger1 = var(7)=2 && Life>10
value = -(gethitvar(damage)/2)
kill = 1
absolute = 1

[State 0, HitOverride]
type = HitOverride
trigger1 = Palno=12
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 1
stateno = ifelse((stateno=[120,159]),(140),(ifelse(statetype=A,5020,5000)))
time = 2

[State 0, ChangeState]
type = ChangeState
triggerall = ishelper && !ishelper(256)
trigger1 = root,stateno=[180,189]
trigger1 = stateno!=[181,189]
value = 181+(random%6)
ctrl = 0

[State 0, LifeAdd]
type = LifeAdd
trigger1 = sysvar(2)=1 && gametime%3=1
value = 7
kill = 1
absolute = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = ishelper(256)
v = 48
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = ishelper(256) && var(48)>=1000


[State 0, GrooveSet]
type = VarSet
trigger1 = RoundNo=1 && Roundstate=0
v = 7
value = 1
       ; 0 Norm   1 Power    2 Speed

[State GPM 1=PAM 0=Default]
type = VarSet
trigger1 = !ishelper
v = 8
value = ifelse(palno=12,1,0)

[State 0, LifeAdd]
type = LifeAdd
trigger1 = Var(8)=1 && ((Helper(9001),Gethitvar(damage)))
value = -1575
kill = 1
absolute = 1

[State 0, NotHitBy]
type = HitBy
trigger1 = Var(8)=1 && Palno!=12 && Movetype!=H
value = SCA,AA,AT,HP
time = 2
ignorehitpause=1
[State 0, NotHitBy]
type = NOTHitBy
trigger1 = Var(8)=1 && Palno=12 && Movetype!=H
value = SCA
time = 2
ignorehitpause=1
[State 0, NotHitBy]
type = NotHitBy
trigger1 = Var(8)=1&&fvar(29)
value = SCA,AA,AP,AT
time = 9
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
triggerall = palno!=12
triggerall = !fvar(29)
trigger1 = Helper(9001),Gethitvar(damage)>75
value = 5050
ctrl = 0

[State 0, ORB-Helper]
type = Helper
trigger1 = !Ishelper&&!Numhelper(12068)
helpertype = normal
name = "Orb"
ID = 12068
stateno = 1206080
pos = -900,-900
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 65535
pausemovetime = 65535
size.xscale=1.1
size.yscale=1.1
[State 0, ORB-Helper]
type = Helper
trigger1 = !Ishelper&&!Numhelper(125)&&Var(40)
helpertype = normal
name = "Aura"
ID = 125
stateno = 7787777
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 65535
pausemovetime = 65535


[State 0, ORB-Helper]
type = Helper
trigger1 = !Ishelper&&!Numhelper(9001)&&Var(8)=1
helpertype = normal
name = "ProjArmor"
ID = 9001
stateno = 9001
pos = 0,0
postype = p1
facing = 1
ownpal = 1
supermovetime = 65535
pausemovetime = 65535

[State 0, PalFXWiz]
type = PalFX
trigger1 = Palno=10
trigger1 = Gametime%30=1
time = -1
add = -36,-22,-11
mul = 256,156,56
sinadd = 36,20,10,30
invertall = 0
color = 128
ignorehitpause=1
[State 0, PalFXWiz]
type = BGPalFX
trigger1 = Var(50)
trigger1 = Gametime%10=1
time = 10
add = 0,50,240
mul = 120,224,150
sinadd = 85,55,110,10
invertall = 1
color = 0
ignorehitpause=1
[State 0, Pause]
type = Pause
trigger1 = Var(50)&&Gametime%15<=13 || Var(50)&&Palno=12
time = 2
movetime = 2
ignorehitpause=1
[State 0, VarSet]
type = VarSet
trigger1 = Stateno=2950&&Animelem=2
v = 50
value = 1
ignorehitpause=1
[State 0, ChangeState]
type = ChangeState
triggerall = Var(52)
trigger1 = Stateno!=2960&&Var(51)>Var(52)
value = 2960
ignorehitpause=1
[State 0, VarSet]
type = VarAdd
trigger1 = Var(50)
v = 51
value = ifelse(Stateno!=2950,1,0)
ignorehitpause=1
[State 0, VarReSet]
type = VarSet
trigger1 = !Var(50)
v = 51
value = 0
ignorehitpause=1
[State 0, VarReSet]
type = VarSet
trigger1 = !Var(50)
v = 52
value = 0
ignorehitpause=1
[State 0, VarSet]
type = VarSet
trigger1 = Var(51)=1
v = 52
value = (Power/4)
ignorehitpause=1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = Var(50)
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2

[State 0, VarSet]
type = VarSet
trigger1 = Movetype=H
v = 3
value = Gethitvar(hitcount)
[State 0, VarSet]
type = VarSet
trigger1 = Movetype=H
v = 4
value = Gethitvar(damage)
[State 0, VarSet]
type = VarSet
trigger1 = Movetype=H
v = 5
value = Gethitvar(fall.damage)
[State 0, VarSet]
type = VarSet
trigger1 = Movetype!=H
v = 3
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = Movetype!=H
v = 4
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = Movetype!=H
v = 5
value = 0

[State 0, NoKO]
type = SelfState
triggerall = Ishelper
trigger1 = Var(4) > 999
trigger2 = Var(3) > 100
value = 16500
[State Self]
type = SelfState
triggerall = Palno=12
trigger1 = Var(4) > 300
trigger2 = Var(3) > 50
trigger3 = Var(5) > 300
value = 16500
[State 0, NoKO]
type = SelfState
triggerall = Ishelper
triggerall = !Ishelper(3000)
triggerall = !Ishelper(3010)
triggerall = !Ishelper(3020)
trigger1 = Movereversed
value = 50
[State 0, NoKO]
type = HitOverride
triggerall = Ishelper
trigger1 = !Ishelper(3000)
trigger1 = !Ishelper(3010)
trigger1 = !Ishelper(3020)
trigger1 = !Ishelper(8500)
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 1
stateno = ifelse(((stateno=[120,159])),(140),(5000))
time = 2

[State 0, CtrlSet]
type = CtrlSet
trigger1 = !roundstate
value = 0
ignorehitpause =1

[State 0, EnvShake]
type = EnvShake
trigger1 = ProjGuarded = 1
time = 12
freq = 180
ampl = 1

[State 0, Helper]
type = Helper
trigger1 = Enemy,Name = "Jon Arbuckle" && !Numhelper(9001)
helpertype = normal ;player
name = "No_Music"
ID = 9001
stateno = 3537442
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999
pausemovetime = 999999
;size.xscale =
;size.yscale =
;size.ground.back =
;size.ground.front =
;size.air.back =
;size.air.front =
;size.height =
;size.proj.doscale =
;size.head.pos = ,
;size.mid.pos = ,
;size.shadowoffset =
;ignorehitpause =
;persistent =

[State 0, Pause]
type = Pause
triggerall = Gametime%30 = [0,28]
trigger1 = Enemy,Name = "Jon Arbuckle" && Enemy,Alive = 0 && Enemy,Stateno != 5150
time = 2
movetime = 0
;endcmdbuftime = 0
;pausebg = 1
;ignorehitpause =
;persistent =

[State 0, PlayerPush]
type = PlayerPush
trigger1 = Ishelper(256)
value = 0
;ignorehitpause =
;persistent =

[State 0, SuperPause]
type = SuperPause
trigger1 = Enemy,Alive = 0 && Hitdefattr = SCA,HA,HP,HT && var(10) = 2
time = 60
anim = -1
sound = S5000,2
pos = 0,0
move = 0
movetime = 0
darken = 0
p2defmul = 0
poweradd = 0
unhittable = 1
ignorehitpause = 1
;persistent =

[State 0, BGPalFX]
type = BGPalFX
trigger1 = Enemy,Alive = 0 && Hitdefattr = SCA,HA,HP,HT && var(10) = 1
time = 60
add = 0,0,0
mul = 256,256,256
sinadd = 200,215,225,3
color = 256
ignorehitpause = 1
;persistent =

[State 0, VarAdd]
type = VarAdd
trigger1 = Enemy,Alive = 0
v = 10    ;fv =
value = 1
ignorehitpause = 1
;persistent =

[State 0, LifeAdd]
type = LifeAdd
trigger1 = Life < 489 && Roundstate < 2
value = 10
kill = 1
absolute = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Stateno = 5000
trigger2 = Stateno = 5010
trigger3 = Stateno = 5020
triggerall = Gethitvar(damage)
value = S5001,(random%23)
channel = 7
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Stateno = 5120
triggerall = Time=1
value = S5120,(random%7)
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Stateno = 150
trigger2 = Stateno = 152
trigger3 = Stateno = 154
triggerall = time=0 && !Ishelper
value = S120,(random%10)
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Stateno = 140
triggerall = time=0 && Ishelper
value = S120,(random%10)
ignorehitpause = 1

[State 0, Trans]
type = Trans
trigger1 = Ishelper(256)
trans = add

[State 0, PalFX]
type = PalFX
trigger1 = Ishelper(256)
time = -1
add = 0-((Var(48)*.256)),0-((Var(48)*.256)),0-((Var(48)*.256))
mul = 336,336,336
color = 0

[State 0, VarSet]
type = VarSet
trigger1 = AiLevel > 0
trigger2 = ishelper
v = 59    ;fv = 10
value = 1
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = AiLevel = 0
v = 59    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State 0, CtrlSet]
type = CtrlSet
triggerall = Movetype=H
trigger1 = Ishelper && alive
trigger2 = Palno=12 && alive
trigger3 = sysvar(2)=1
value = 1
;ignorehitpause =
;persistent =

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Var(2) >= 333 && !alive
flag = invisible

[State 0, Explod]
type = Explod
trigger1 = (!alive) && (Var(2) = [333,355])
anim = 5150
ID = 666666
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -9+(random%18),-8+(random%2)
accel = 0,0.44
random = 25,25
removetime = 150
pausemovetime = 0
scale = 0.333333,0.333333
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
[State 1200, Projectile]
type = Projectile
triggerall = ishelper && Var(9)>=0
trigger1 = (!alive) && (Var(2) = [333,355])
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = -9+(random%18),-8+(random%2)
accel = 0,0.45
attr = S,SA
damage   = 5,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,0
hitsound   = S5,0
sparkno = -1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -4,25
air.animtype = Back
air.velocity = -4,25
fall = 1
projhits = 9999
[State 1200, Projectile]
type = Projectile
triggerall = ishelper && Var(9)>=2
trigger1 = (!alive) && (Var(2) = [333,355])
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = -9+(random%18),-8+(random%2)
accel = 0,0.45
attr = S,SA
damage   = 14,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,0
hitsound   = S5,0
sparkno = -1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -4,25
air.animtype = Back
air.velocity = -4,25
fall = 1
projhits = 9999
[State 1200, Projectile]
type = Projectile
triggerall = ishelper && Var(9)>=4
trigger1 = (!alive) && (Var(2) = [333,355])
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = -9+(random%18),-8+(random%2)
accel = 0,0.45
attr = S,SA
damage   = 33,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,0
hitsound   = S5,0
sparkno = -1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -4,25
air.animtype = Back
air.velocity = -4,25
fall = 1
projhits = 9999
[State 1200, Projectile]
type = Projectile
triggerall = ishelper && Var(9)>=6
trigger1 = (!alive) && (Var(2) = [333,355])
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -240, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = -9+(random%18),-8+(random%2)
accel = 0,0.45
attr = S,SA
damage   = 65,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,0
hitsound   = S5,0
sparkno = -1
sparkxy = 10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -4,25
air.animtype = Back
air.velocity = -4,25
fall = 1
projhits = 9999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !alive && Var(2) = 333
value = S1111,0
volume = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !alive && Var(2) = 333
value = S1111,0
volume = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !alive && Time%15 && Var(2) < 333
value = S1111,0
volume = 0
channel = 6


[State 0, VarAdd]
type = VarAdd
trigger1 = !alive
v = 2    ;fv =
value = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = !alive && Time%15 && Var(2) < 333 ;how long the death anim will last
anim = F2
ID = 666666
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 43,48
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0

[State 0, Explod]
type = Explod
trigger1 = (!alive) && (Var(2) = [333,355])
anim = F1+(random%3)
ID = 666666
pos = 0,-24
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 25,25
removetime = -2
pausemovetime = 0
scale = 4,4
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0

[State 0, PalFXWiz]
type = PalFX
trigger1 = Life = [7500,15000]
time = 3
add = 256-4*(Gametime%64),0,0
mul = 256,0+4*(Gametime%64),0+4*(Gametime%64)
sinadd = 0,0,0,1
invertall = 0
color = 0+4*(Gametime%64)
;ignorehitpause = 0
;persistent = 1

[State 0, PalFXWiz]
type = PalFX
trigger1 = Life = [4500,7499]
time = 3
add = 256-7*(Gametime%32),0,0
mul = 256,0+7*(Gametime%32),0+7*(Gametime%32)
sinadd = 0,0,0,1
invertall = 0
color = 0+7*(Gametime%32)
;ignorehitpause = 0
;persistent = 1

[State 0, PalFXWiz]
type = PalFX
trigger1 = Life <= 149*30 && Var(2) < 333
time = 3
add = 256-9*(Gametime%16),0,0
mul = 256,0+9*(Gametime%16),0+9*(Gametime%16)
sinadd = 0,0,0,1
invertall = 0
color = 0+9*(Gametime%16)
;ignorehitpause = 0
;persistent = 1

[State 0, PalFXWiz]
type = PalFX
trigger1 = !Alive && Var(2) >= 333
time = -1
add = 0,0,0
mul = 11,15,7
sinadd = 0,0,0,1
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1

[State 0, Turn]

type = Turn
trigger1 = Ishelper && P2Dist X < 0 && Stateno = 0
trigger2 = Ishelper && P2Dist X < 0 && Stateno = 20
trigger3 = Ishelper && P2Dist X < 0 && Stateno = 11
;ignorehitpause =
;persistent =

[State 0, LifeAdd]
type = LifeAdd
trigger1 = Life > 0 && Life < 100 && Palno = 12 && EnemyNear,Name = "Perfect Weapon MB-02"
value = 11
kill = 1
absolute = 0
;ignorehitpause =
;persistent =

[State 0, LifeAdd]
type = LifeAdd
trigger1 = Life >= 100 && Palno = 12 && EnemyNear,Name = "Perfect Weapon MB-02"
trigger1 = Time = 1
value = 11
kill = 1
absolute = 0
;ignorehitpause =
;persistent =

[State -2]
type = VarSet
trigger1 = Life > 1
trigger1 = MoveType != H
trigger1 = StateNo != 9000
var(46) = StateNo
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = Life > 1
trigger1 = StateNo = [120,159]
trigger1 = StateNo != 9000
var(46) = StateNo
ignorehitpause = 1

;Modes 1-6 And 8-10 = Normal 7 = Armor 11 = Clone 12 = Cheap

[State 0, AngleDraw]
type = AngleDraw
trigger1 = Palno = 7 && stateno != 650
value = 0
scale = 1.04,1.04
ignorehitpause = 1
;persistent =

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Ishelper(256)
trigger1 = Root,Var(14) > 1500
trigger2 = Ishelper(256) && !Alive
;ignorehitpause =
;persistent =

[State 0, PalFXWiz]
type = PalFX
trigger1 = Ishelper && Stateno = 5000 && Time = 1 && Alive
trigger2 = Ishelper && Stateno = 5010 && Time = 1 && Alive
trigger3 = Ishelper && Stateno = 5020 && Time = 1 && Alive
time = 3
add = 0,0,0
mul = 33,33,33
sinadd = 0,0,0,1
invertall = 1
color = 0
;ignorehitpause = 0
;persistent = 1

[State 0, Helper]
type = Helper
trigger1 = Movehit = 1 && !Numhelper(2550)
trigger2 = Projhit = 1 && !Numhelper(2550)
helpertype = normal ;player
name = "Combo"
ID = 2550
stateno = 2550
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
;size.xscale =
;size.yscale =
;size.ground.back =
;size.ground.front =
;size.air.back =
;size.air.front =
;size.height =
;size.proj.doscale =
;size.head.pos = ,
;size.mid.pos = ,
;size.shadowoffset =
;ignorehitpause =
;persistent =

[State 0, VarAdd]
type = VarAdd
trigger1 = Life <= (Lifemax/5)
v = 21    ;fv =
value = 1
;ignorehitpause =
;persistent =

[State 0, VarAdd]
type = VarSet
trigger1 = Life > (Lifemax/5)
v = 21    ;fv =
value = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = Var(21) = 1
anim = 100000
ID = 99999
pos = ifelse(Teamside = 2,222,0),50
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = .7,.7
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
;trans =
;persistent =
;supermove = 0
;pausemove = 0

[State 0, Explod]
type = Explod
trigger1 = Ishelper
anim = 99999
ID = 99999
pos = -24,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 1
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
;trans =
;persistent =
;supermove = 0
;pausemove = 0

[State 0, Explod]
type = Explod
trigger1 = Ishelper
anim = 99991+1*(Life<=(Lifemax/2))+1*(Life<=(Lifemax/6))
ID = 99999
pos = -24,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 1
pausemovetime = 0
scale = 0+(Life*1.111111111111111e-5),1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
;trans =
;persistent =
;supermove = 0
;pausemove = 0

[State 0, Clone Difficulty Set]
type = VarSet
trigger1 = 1
v = 9    ;fv = 10
value = 7      ;1 Easy 2 Easy Med 3 Med 4 Hard 5-6 Master 7 Shadow Ronald?!?! 8 Unkillable Ishelper256s 8 Is Very VERY Hard
;ignorehitpause =
;persistent =

[State 0, LifeAdd]
type = LifeAdd
trigger1 = Ishelper(256) && Var(9) >= 8 && !(Gametime%5) && Alive
value = 15*30
ignorehitpause = 1
;persistent =

[State 0, LifeAdd]
type = LifeAdd
triggerall = var(9)!=7
triggerALL = !Ishelper(256)
trigger1 = Ishelper && Var(9) >= 8 && Alive
value = 214474*30
ignorehitpause = 1
;persistent =

[State 0, LifeAdd]
type = LifeAdd
triggerall = var(9)!=7
trigger1 = Ishelper && Var(9) >= 5 && !(Gametime%2) && Alive
value = 600
ignorehitpause = 1
;persistent =

[State 0, LifeAdd]
type = LifeAdd
triggerall = var(9)!=7
trigger1 = Ishelper && Var(9) >= 3 && !(Gametime%5) && Alive
value = 330
ignorehitpause = 1
;persistent =

[State 0, LifeAdd]
type = LifeAdd
triggerall = var(9)!=7
trigger1 = Ishelper && Var(9) && Alive && !(Gametime%9)
value = 60
ignorehitpause = 1
;persistent =

[State 0, LifeAdd]
type = LifeAdd
triggerall = var(9)=7
trigger1 = Ishelper && Alive && !(Gametime%2)
value = 15*30
ignorehitpause = 1
;persistent =

[State 0, LifeAdd]
type = LifeAdd
trigger1 = Ishelper(256) && Alive
value = 0-(GethitVar(Damage)*96)
ignorehitpause = 1
;persistent =

[State 0, LifeAdd]
type = LifeAdd
trigger1 = Palno = 12 && Life<100*30 && gametime%50=1
value = 90
ignorehitpause = 1

[State 0, VarAdd]
type = VarSet
trigger1 = gametime%4=1
fv = 14
value = (1+(var(41)*.0613) * ifelse(sysvar(2)=1,20,ifelse(Var(7)=1,1.4,ifelse(Var(7)=2,0.7,1)))) * (ifelse(random<20,2.5,1.0))

[State 0, VarSet]
type = VarSet
trigger1 = enemynear,name="Garfields"&&enemynear,var(9)=6 ;|| 1
v = 41
value = 75  ; U MAD?
[State 0, VarSet]
type = VarSet
trigger1 = enemynear,name="Garfields"&&enemynear,var(9)=5 ;|| 1
v = 41
value = ifelse(Palno=12,15,99)  ; STONES ARE WORSE!!!!!!!!!!!!!!  WAAAAAAAAAAAYYYYYYYY WORSE!

[State 0, AttackMulSet]
type = AttackMulSet
triggerall = palno!=12
trigger1 = (Enemy,Movetype = H) && EnemyNear,Gethitvar(Hitcount) < 8
trigger1 = stateno!=[2000,3999]
value = (1-((EnemyNear,Gethitvar(Hitcount))*.1))*(fvar(14))
[State 0, AttackMulSet]
type = AttackMulSet
triggerall = palno!=12
trigger1 = (Enemy,Movetype = H) && EnemyNear,Gethitvar(Hitcount) < 16
trigger1 = stateno=[2000,3999]
value = (1-((EnemyNear,Gethitvar(Hitcount))*.05))*(fvar(14))
[State 0, AttackMulSet]
type = AttackMulSet
triggerall = palno!=12
trigger1 = (Enemy,Movetype != H)
value = 1*(fvar(14))
[State 0, AttackMulSet]
type = AttackMulSet
triggerall = palno!=12
trigger1 = (Enemy,Movetype = H) && EnemyNear,Gethitvar(Hitcount) >= 8
trigger1 = stateno!=[2000,3999]
value = .001*(fvar(14))
[State 0, AttackMulSet]
type = AttackMulSet
triggerall = palno!=12
trigger1 = (Enemy,Movetype = H) && EnemyNear,Gethitvar(Hitcount) >= 16
trigger1 = stateno=[2000,3999]
value = .15*(fvar(14))

[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = Palno=12 && Life>2200*30
value = 1.5*(fvar(14))
ignorehitpause = 1
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = Palno=12 && Life<=2200*30 && Life>1700*30
value = 3*(fvar(14))
ignorehitpause = 1
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = Palno=12 && Life<=1700*30 && Life>900*30
value = 6*(fvar(14))
ignorehitpause = 1
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = Palno=12 && Life<=900*30 && Life>400*30
value = 12*(fvar(14))
ignorehitpause = 1
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = Palno=12 && Life<=400*30
value = 100*(fvar(14))
ignorehitpause = 1

[State 0, Helper]
type = Helper
trigger1 = Palno = 11
triggerall = Numhelper(300001) = 0
helpertype = player ;player
name = "Garfield1"
ID = 300001
stateno = 191+(random%7)
pos = -25,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = Palno = 11
triggerall = Numhelper(300002) = 0
helpertype = player ;player
name = "Garfield2"
ID = 300002
stateno = 191+(random%7)
pos = -50,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = Palno = 11
triggerall = Numhelper(300003) = 0
helpertype = player ;player
name = "Garfield5"
ID = 300003
stateno = 191+(random%7)
pos = -25,0
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = Palno = 11
triggerall = Numhelper(300004) = 0
helpertype = player ;player
name = "Garfield4"
ID = 300004
stateno = 191+(random%7)
pos = -50,0
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = Palno = 11
triggerall = Numhelper(300005) = 0
helpertype = player ;player
name = "Garfield3"
ID = 300005
stateno = 191+(random%7)
pos = -75,0
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
;ignorehitpause =
;persistent =

[State -2, PalFXWiz]
type = PalFX
trigger1 = stateno = 181
trigger2 = stateno = 182
time = 99999
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256

[State -2, 1]
type = StopSnd
trigger1 = stateno != 195
channel = 2

[State -2, 1]
type = StopSnd
trigger1 = stateno = 181
channel = 0

[State -2, 1]
type = StopSnd
trigger1 = stateno = 182
channel = 0

[State -2, 2]
type = StopSnd
trigger1 = movetype = H
channel = 3

[State -2, 3]
type = StopSnd
trigger1 = stateno != 1300
trigger1 = stateno != 1310
channel = 4

[State 0, Debug]
type = DisplayToClipboard
trigger1 = 1
text = "DMG=%d CC=%d MHT=%d NEHP=%d PS=%d "
params = Var(37),EnemyNear,Gethitvar(hitcount),Movehit,EnemyNear,Life,Prevstateno
ignorehitpause = 1
[State 0, Debug]
type = AppendToClipboard
trigger1 = 1
text = "f(12)=%d ATK=%d\n"
params = fvar(12),((const(data.attack))*fvar(14))
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = EnemyNear,Gethitvar(Damage)
v = 37
value = EnemyNear,Gethitvar(Damage)
ignorehitpause = 1

[State 0, Debug]
type = AppendToClipboard
trigger1 = 1
text = "DMT=%d MM=%f AILV=%d NAT=%d "
params = Var(14),FVar(14),AIlevel,Var(47)
ignorehitpause = 1
[State 0, Debug]
type = AppendToClipboard
trigger1 = Var(7)=0
text = "GT=Normal"
ignorehitpause = 1
[State 0, Debug]
type = AppendToClipboard
trigger1 = Var(7)=1
text = "GT=Power"
ignorehitpause = 1
[State 0, Debug]
type = AppendToClipboard
trigger1 = Var(7)=2
text = "GT=Speed"
ignorehitpause = 1

[State 0, SelfState]
type = SelfState
triggerall = !ishelper
triggerall = palno=12
triggerall = sysfvar(3)!=gametime
trigger1 = anim=0||anim=40||anim=105
trigger2 = anim=[10,12]
trigger3 = anim=[181,189]
trigger4 = anim=[200,250]
trigger5 = anim=[400,451]
trigger17 = anim=170
trigger6 = anim=[600,650]
trigger7 = anim=[1000,1052]
trigger8 = anim=[1250,1252]
trigger9 = anim=[1350,1351]
trigger10 = anim=[440000,440050]
trigger11 = anim=1400
trigger12 = anim=[1700,1800]
trigger13 = anim=[1900,1903]
trigger14 = anim=[2000,2401]
trigger15 = anim=[2650,3003]
trigger16 = anim=1300||anim=16500||anim=152500
value = anim

[State 0, SelfState]
type = SelfState
triggerall = !ishelper
triggerall = palno=12
triggerall = sysfvar(3)!=gametime
trigger1 = anim=[20,21]
value = 20

[State 0, SelfState]
type = SelfState
triggerall = !ishelper
triggerall = palno=12
triggerall = sysfvar(3)!=gametime
trigger1 = anim=[41,46]
value = 50

[State 0, SelfState]
type = SelfState
triggerall = !ishelper
triggerall = palno=12
triggerall = sysfvar(3)!=gametime
trigger1 = anim=47
value = 52

[State 0, SelfState]
type = SelfState
triggerall = !ishelper
triggerall = palno=12
triggerall = sysfvar(3)!=gametime
trigger1 = anim=[100,101]
value = 100

[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = palno=12 && enemynear,name="Garfields" && enemynear,var(9)=5
value = 20

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------


[Statedef -3]

[State 0, VarSet]
type = VarSet
trigger1 = palno=12
sysfvar(3) = gametime

[State 0, VarSet]
type = VarSet
trigger1 = Stateno = 9000 && !Time
v = 47    ;fv = 10
value = 38
ignorehitpause = 1

[State 0, VarSet]
type = VarAdd
trigger1 = !(Gametime%1) && Var(47) != 0
v = 47    ;fv = 10
value = -1
ignorehitpause = 1

[State 0, VarSet]
type = VarAdd
trigger1 = Stateno != 9000 && Stateno = 5000 && Time = 1 && Var(47) != 0
trigger2 = Stateno != 9000 && Stateno = 5010 && Time = 1 && Var(47) != 0
trigger3 = Stateno != 9000 && Stateno = 5020 && Time = 1 && Var(47) != 0
v = 47    ;fv = 10
value = 11+(random%6*3)
;ignorehitpause =
;persistent =

[State -3]
type = HitOverride
trigger1 = alive
trigger1 = Anim != 5300
trigger1 = StateNo != [120,159]
trigger1 = palno = 7 || palno = 9
trigger1 = !gethitvar(fall)
time = 1
slot = 7
attr = SCA, AA, AP
stateno = 9000

;This controller plays a sound everytime KFM lands from a jump, or
;from his back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0

[State 0, Explod]
type = Explod
triggerall = (Time = 1)&&(sysfvar(4)=[0,4.5])
trigger1 = stateno = 52
trigger2 = stateno = 106
anim = 4744
ID = 4744
pos = 2,0
postype = p1
facing = 1
removetime = -2
scale = .4,.4
sprpriority = -999
ownpal = 1
[State 0, Explod]
type = Explod
triggerall = (Time = 1)&&(sysfvar(4)=[4.5001,9])
trigger1 = stateno = 52
trigger2 = stateno = 106
anim = 4744
ID = 4744
pos = 2,0
postype = p1
facing = 1
removetime = -2
scale = .6,.6
sprpriority = -999
ownpal = 1
[State 0, Explod]
type = Explod
triggerall = (Time = 1)&&(sysfvar(4)=[4.5001,9])
trigger1 = stateno = 52
trigger2 = stateno = 106
anim = F60
ID = 4744
pos = 2,0
postype = p1
facing = 1
removetime = -2
scale = .5,.5
sprpriority = -999
ownpal = 1
[State 0, Explod]
type = Explod
triggerall = (Time = 1)&&(sysfvar(4)>=9.0001)
trigger1 = stateno = 52
trigger2 = stateno = 106
anim = F62
ID = 4744
pos = 2,0
postype = p1
facing = 1
removetime = -2
scale = 1,1
sprpriority = 99999
ownpal = 1
[State 0, Explod]
type = Explod
triggerall = (Time = 1)&&(sysfvar(4)>=9.0001)
trigger1 = stateno = 52
trigger2 = stateno = 106
anim = F61
ID = 4744
pos = 2,0
postype = p1
facing = 1
removetime = -2
scale = 1.2,1.2
sprpriority = -999
ownpal = 1
[State 0, Explod]
type = Explod
triggerall = (Time = 1)&&(sysfvar(4)>=9.0001)
trigger1 = stateno = 52
trigger2 = stateno = 106
anim = 4744
ID = 4744
pos = 2,0
postype = p1
facing = 1
removetime = -2
scale = 1.1,1.1
sprpriority = -999
ownpal = 1

[State 0, LifeAdd]
type = LifeAdd
triggerall = (Time = 1)&&(sysfvar(4)>=9.0001)
trigger1 = stateno = 52
trigger2 = stateno = 106
value = -7
kill = 1

[State 0, SelfState]
type = SelfState
triggerall = (Time = 1)&&(sysfvar(4)>=9.0001)
trigger1 = stateno = 52
trigger2 = stateno = 106
value = 5050


[State 0, VarSet]
type = VarSet
trigger1 = statetype=A
sysfvar(4) = ((vel y)*.48)


[State -3, ChangeState]
type = Changestate
triggerall = stateno = 0
trigger1 = life <150*30
value = 2

[State -3, running Sound]
type = PlaySnd
triggerall = stateno = 100
trigger1 =  animelem = 1
trigger2 =  animelem = 3
trigger3 =  animelem = 5
value = s40, 0
volume = 200
freqmul = 0.8
