[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
[Statedef 100]
type = A
movetype = I
physics = N
anim = 100
[State 0, VelSet]
type = VelSet
trigger1 = !time
x = const(velocity.run.fwd.x)
y = const(velocity.run.fwd.y)
[State 0, Gravity]
type = Gravity
trigger1 = 1
[State 2, ChangeState]
type = ChangeState
trigger1 = vel y>0
trigger1 = pos y>=0
value = 52
ctrl = 1
[State 2, ChangeState]
type = ChangeState
trigger1 = command="down"
trigger1 = !var(59)
value = 102
ctrl = 1
[Statedef 101]
type = S
movetype = I
physics = S
anim = 101
[State 0, VelSet]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nowalk
[State 2, ChangeState]
type = ChangeState
trigger1 = command!="holdfwd"
trigger1 = !var(59)
trigger2 = var(59)
trigger2 = p2bodydist x<40
value = 0
ctrl = 1
[Statedef 102]
type = S
movetype = I
physics = C
anim = 47
[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
ignorehitpause = 1
[State 0, PosSet]
type = VelSet
trigger1 = 1
y = 0
ignorehitpause = 1
[State 2, ChangeState]
type = ChangeState
trigger1 = 1
value = 10
ctrl = 1
;-------------------------------------------------------------------------------
[Statedef 105]
type = A
movetype = I
physics = N
anim = 105
[State 0, VelSet]
type = VelSet
trigger1 = !time
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)
[State 0, Gravity]
type = Gravity
trigger1 = 1
[State 2, ChangeState]
type = ChangeState
trigger1 = vel y>0
trigger1 = pos y>=0
value = 52
ctrl = 1
[State 2, ChangeState]
type = ChangeState
trigger1 = command="down"
trigger1 = !var(59)
value = 102
ctrl = 1
;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0
[State 0, SelfState]
type = SelfState
trigger1 = roundstate=2
value = 0
ctrl = 1
ignorehitpause = 1
[State 170, playsnd]
type = playsnd
triggerall = palno!=12&&!!(sysvar(3)&128)
trigger1 = animelemtime(3)=5
value = ifelse(palno=11&&!!(sysvar(3)&16),166,1),8
[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
[Statedef 180]
type = S
[State 0, SelfState]
type = SelfState
trigger1 = roundstate=2
value = 0
ctrl = 1
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = 1
var(7) = random%7
ignorehitpause = 1
[State 180, 1]
type = ChangeState
trigger1 = var(7)=[0,1]
value = 181
[State 180, 1]
type = ChangeState
trigger1 = var(7)=[2,3]
value = 182
[State 180, 1]
type = ChangeState
trigger1 = var(7)=[4,5]
value = 183
[State 180, 1]
type = ChangeState
trigger1 = var(7)=6
value = 185+random%2
;---------------------------------------------------------------------------
; Win pose 1 - Cowabunga!!! (Garfello the cat turtle)
; CNS difficulty: basic
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0
[State 0, SelfState]
type = SelfState
trigger1 = roundstate=2
value = 0
ctrl = 1
ignorehitpause = 1
[State 182, 1]
type = assertspecial
trigger1 = time = [0,200]
flag = roundnotover
[State 0, Helper]
type = Helper
triggerall = !ishelper
trigger1 = matchover
trigger1 = time=195
helpertype = normal
name = "winner"
ID = 9900
stateno = 9900
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 65535
pausemovetime = 65535
ignorehitpause = 1
[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 = 182+ifelse(palno=12||!!(sysvar(3)&128),3,0)
velset = 0,0
[State 0, SelfState]
type = SelfState
trigger1 = roundstate=2
value = 0
ctrl = 1
ignorehitpause = 1
[State 0, ChangeState]
type = ChangeState
trigger1 = !time
trigger1 = random<150
value = 184
ctrl = 0
ignorehitpause = 1
[State 182, 1]
type = assertspecial
trigger1 = anim=182
trigger1 = Time = [0,500]
trigger2 = anim=185
trigger2 = Time = [0,300]
flag = roundnotover
[State 0, Helper]
type = Helper
triggerall = !ishelper
triggerall = matchover
trigger1 = anim=182
trigger1 = Time = 495
trigger2 = anim=185
trigger2 = Time = 295
helpertype = normal
name = "winner"
ID = 9900
stateno = 9900
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 65535
pausemovetime = 65535
ignorehitpause = 1
[State 182, playsnd]
type = playsnd
triggerall = palno!=12&&!(sysvar(3)&128)
triggerall = tickspersecond<80
trigger1 = time = 1
value = ifelse(palno=11&&!!(sysvar(3)&16),166,1),2
volume = 200
[State 182, playsnd]
type = playsnd
triggerall = palno!=12&&!(sysvar(3)&128)
triggerall = tickspersecond>80
trigger1 = time = 1
value = ifelse(palno=11&&!!(sysvar(3)&16),166,1),52
volume = 200
[State 182, playsnd]
type = playsnd
triggerall = palno=12||!!(sysvar(3)&128)
trigger1 = time = 1
value = 1,3007
volume = 200

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

;---------------------------------------------------------------------------
; Win pose 3
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0
[State 0, SelfState]
type = SelfState
trigger1 = roundstate=2
value = 0
ctrl = 1
ignorehitpause = 1
[State 182, 1]
type = assertspecial
trigger1 = Time = [0,300]
flag = roundnotover
[State 0, Helper]
type = Helper
triggerall = !ishelper
trigger1 = matchover
trigger1 = time=295
helpertype = normal
name = "winner"
ID = 9900
stateno = 9900
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 65535
pausemovetime = 65535
ignorehitpause = 1
[State 195, playsnd]
type = playsnd
triggerall = palno!=12&&!(sysvar(3)&128)
trigger1 = animelem=3
value = ifelse(palno=11&&!!(sysvar(3)&16),166,1),ifelse (random < 500, 4, 5)
channel = 2
volume = 100
[State 195, playsnd]
type = playsnd
triggerall = palno=12||!!(sysvar(3)&128)
trigger1 = animelem=3
value = 1,3001
channel = 2
volume = 100

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

;---------------------------------------------------------------------------
; Win pose tw-oops
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0
[State 0, SelfState]
type = SelfState
trigger1 = roundstate=2
value = 0
ctrl = 1
ignorehitpause = 1
[State 182, 1]
type = assertspecial
trigger1 = Time = [0,300]
flag = roundnotover
[State 0, Helper]
type = Helper
triggerall = !ishelper
trigger1 = matchover
trigger1 = time=295
helpertype = normal
name = "winner"
ID = 9900
stateno = 9900
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 65535
pausemovetime = 65535
ignorehitpause = 1
[State 195, playsnd]
type = playsnd
triggerall = palno!=12&&!(sysvar(3)&128)
trigger1 = animelem=3
value = 15,3
channel = 2
volume = 100
[State 195, playsnd]
type = playsnd
triggerall = palno=12||!!(sysvar(3)&128)
trigger1 = animelem=3
value = 1,3012
channel = 2
volume = 100
[State 195, playsnd]
type = playsnd
trigger1 = animelem=6
value = 15,1
channel = 2
volume = 100
[State 1002, EnvShake]
type = EnvShake
trigger1 = animelem=6
time = 10
freq = 140
ampl = -2
phase = 90
[State 182, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
;KONG
;https://youtu.be/RG0Yno254uc?t=172
;Why not at this point?
[Statedef 185]
type = S
ctrl = 0
anim = 186
velset = 0,0
[State 0, SelfState]
type = SelfState
trigger1 = roundstate=2
value = 0
ctrl = 1
ignorehitpause = 1
[State 182, 1]
type = assertspecial
trigger1 = Time = [0,240]
flag = roundnotover
[State 0, Helper]
type = Helper
triggerall = !ishelper
trigger1 = matchover
trigger1 = time=235
helpertype = normal
name = "winner"
ID = 9900
stateno = 9900
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 65535
pausemovetime = 65535
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = animelemtime(9)=0
anim = 20200
ID = 20200
pos = 0,0
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = .2,.2
sprpriority = -2
ontop = 0
ownpal = 1
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(9)=0
value = 40, 0
[State 182, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
;https://youtu.be/ushT5IsqcLk?t=5867
;DDR X is so glitchy I love it
[Statedef 186]
type = S
ctrl = 0
velset = 0,0
[State 0, SelfState]
type = SelfState
trigger1 = roundstate=2
value = 0
ctrl = 1
ignorehitpause = 1
[State 182, 1]
type = assertspecial
trigger1 = Time = [0,240]
flag = roundnotover
[State 0, Helper]
type = Helper
triggerall = !ishelper
trigger1 = matchover
trigger1 = time=235
helpertype = normal
name = "winner"
ID = 9900
stateno = 9900
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 65535
pausemovetime = 65535
ignorehitpause = 1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time%2=0
value = ifelse(random%4,120,121)
elem = 1
ignorehitpause = 1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time%2=1
value = ifelse(random%4,ifelse(random%4,200+random%2*200,210+random%5*10+random%2*200),ifelse(random%2,800,1000+random%2*100))
elem = 1
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = random<500
trigger1 = time%2=1
value = 0,random%5
[State 182, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0
[State 0, SelfState]
type = SelfState
trigger1 = roundstate=2
value = 0
ctrl = 1
ignorehitpause = 1
[State 191, PlaySnd]
type = PlaySnd
triggerall = palno!=12&&!(sysvar(3)&128)
trigger1 = animelem = 14
value = S15,3
volume = 0
[State 191, PlaySnd]
type = PlaySnd
triggerall = palno=12||!!(sysvar(3)&128)
trigger1 = animelem = 14
value = S1,3012
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 = 193
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

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

[State 195, playsnd]
type = playsnd
triggerall = palno!=12&&!(sysvar(3)&128)
trigger1 = time = 25
value = ifelse(palno=11&&!!(sysvar(3)&16),166,1),ifelse (random < 500, 4, 5)
channel = 2
volume = 100
[State 195, playsnd]
type = playsnd
triggerall = palno=12||!!(sysvar(3)&128)
trigger1 = time = 25
value = 1,3000+random%2
channel = 2
volume = 100

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;WINNER
[Statedef 9900]
anim = ifelse(anim=214748,-1,214748)
[State 0, SelfState]
type = SelfState
trigger1 = !ishelper
value = 0
ctrl = 1
ignorehitpause = 1
[State EH! Moment RNG]
type = VarRandom
trigger1 = !(root,sysvar(3)&256)
trigger1 = animelemtime(1)<2
v = 33
range = 0,199
ignorehitpause = 1
[State 0, AssertSpecial]
type = AssertSpecial
triggerall = !(root,sysvar(3)&256)
trigger1 = var(33)>20
trigger1 = animelemtime(1)<floor(600*(tickspersecond/60.0))
flag = roundnotover
ignorehitpause = 1
[State 0, AssertSpecial]
type = AssertSpecial
triggerall = !(root,sysvar(3)&256)
trigger1 = var(33)>20
flag = nomusic
ignorehitpause = 1
[State EH! Moment]
type = AssertSpecial
trigger1 = !(root,sysvar(3)&256)
trigger1 = var(33)<=20
trigger2 = animelemtime(1)<floor(600*(tickspersecond/60.0))
trigger2 = !!(root,sysvar(3)&256)
flag = roundnotover
flag2 = nomusic
ignorehitpause = 1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
ignorehitpause = 1
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = -1
supermovetime = 65536
pausemovetime = 65536
ignorehitpause = 1
[State 0, StopSnd]
type = StopSnd
trigger1 = animelemtime(1)=2
channel = -1
ignorehitpause = 1
[State 0, Pause]
type = Pause
trigger1 = animelemtime(1)=2
time = 999999999
movetime = 999999999
pausebg = 1
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
triggerall = animelemtime(1)>2
trigger1 = (animelemtime(1)-2)<=32
trigger2 = (animelemtime(1)-2)=[172,203]
var(1) = 8
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
triggerall = animelemtime(1)>2
trigger1 = (animelemtime(1)-2)=[108,171]
var(1) = -8
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
triggerall = animelemtime(1)>2
trigger1 = (animelemtime(1)-2)=[271,334]
var(1) = -4
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
triggerall = animelemtime(1)>2
trigger1 = (animelemtime(1)-2)=32
trigger2 = (animelemtime(1)-2)=269
var(1) = 256
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
triggerall = animelemtime(1)>2
trigger1 = (animelemtime(1)-2)=172
var(1) = -256
ignorehitpause = 1
[State 0, AllPalFX]
type = AllPalFX
triggerall = animelemtime(1)>2
trigger1 = (animelemtime(1)-2)<=32
trigger2 = (animelemtime(1)-2)=[140,203]
trigger3 = (animelemtime(1)-2)=[269,334]
time = 1
add = var(1),var(1),var(1)
invertall = 0
color = 256
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = (animelemtime(1)-2)=84
value = 9900,0
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = (animelemtime(1)-2)=320
value = 9900,1
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = (animelemtime(1)-2)=32
anim = 99008
ID = 99000
pos = 0,0
postype = left
facing = 1
bindtime = -1
removetime = 170
scale = 1,1
ontop = 0
sprpriority = 2047483600
ownpal = 1
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = (animelemtime(1)-2)=32
anim = 99000
ID = 99000
pos = 160,120
postype = left
facing = 1
bindtime = -1
removetime = 170
scale = 1,1
ontop = 1
sprpriority = 2147483600
ownpal = 1
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = (animelemtime(1)-2)=172
anim = 99006
ID = 99000
pos = 0,0
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = 1,1
ontop = 0
sprpriority = 2047483647
ownpal = 1
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = (animelemtime(1)-2)=172
anim = 99007
ID = 99000
pos = 0,0
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = 1,1
ontop = 0
sprpriority = 2047483647
ownpal = 1
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = (animelemtime(1)-2)=172
anim = 99001
ID = 99000
pos = 0,0
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = 1,1
ontop = 1
sprpriority = 2147483647
ownpal = 1
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = (animelemtime(1)-2)=172
anim = 99002
ID = 99000
pos = 0,0
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = 1,1
ontop = 1
sprpriority = 2147483647
ownpal = 1
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = (animelemtime(1)-2)=250
anim = 99003
ID = 99000
pos = 0,0
postype = left
facing = 1
bindtime = -1
removetime = -2
scale = 1,1
ontop = 1
sprpriority = 2147483647
ownpal = 1
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = (animelemtime(1)-2)=250
anim = 99004
ID = 99000
pos = 0,0
postype = left
facing = 1
bindtime = -1
removetime = -2
scale = 1,1
ontop = 1
sprpriority = 2147483647
ownpal = 1
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = (animelemtime(1)-2)=270
anim = 99010
ID = 99000
pos = 160,175
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = 0.5,0.5
ontop = 1
sprpriority = 2147483647
ownpal = 1
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = (animelemtime(1)-2)=270
anim = 99020+random%8
ID = 99000
pos = 160,210
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = 0.33,0.33
ontop = 1
sprpriority = 2147483647
ownpal = 1
ignorehitpause = 1
;---------------------------------------------------------------------------
; 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(prevstateno=165&&anim=201,-1,200+ifelse(palno>=9&&!!(sysvar(3)&16),1,0))                    ;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 200, 1]
type = HitDef
triggerall=!var(2)
trigger1 = AnimElem = 2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 20, 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
pausetime = 5,5
sparkno = s20000
guard.sparkno = s20005
sparkxy = 0, -21
hitsound = s5,0
guardsound = s6,0
ground.type = high
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -4
airguard.velocity = 0,-1.8
air.type = high
air.velocity = -1.4,-6.3
air.hittime = 30
yaccel = const(movement.yaccel)/1.033

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

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing medium punch
; CNS difficulty: easy
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 25
ctrl = 0
velset = 0,0
anim = ifelse(prevstateno=165&&anim=211,-1,210+ifelse(palno>=9&&!!(sysvar(3)&16),1,0))
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = Animelem = 2
value = 0, 1

[State 210, 2]
type = HitDef
triggerall=!var(2)
trigger1 = AnimElem = 3
attr = S, NA
animtype  = medium
damage    = 40,1
guardflag = MA
pausetime = 5,5
sparkno = s20000
guard.sparkno = s20005
sparkxy = -10,-25
hitsound   = s5,1
guardsound = s6,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -3.2
air.velocity = -2.5,-7.5
air.hittime = 30
yaccel = const(movement.yaccel)/1.033

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing hard swat
; CNS difficulty: easy
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 25
ctrl = 0
velset = 0,0
anim = ifelse(prevstateno=165&&anim=221,-1,220+ifelse(palno>=9&&!!(sysvar(3)&16),1,0))
sprpriority = 2
[State 195, playsnd]
type = playsnd
triggerall = palno=12||!!(sysvar(3)&128)
trigger1 = animelem=2
value = 1,3004
channel = 2
volume = 100

[State 210, 1]
type = PlaySnd
trigger1 = Animelem = 2
value = 0, 2

[State 210, 2]
type = HitDef
triggerall=!var(2)
trigger1 = AnimElem = 3
attr = S, NA
animtype  = hard
damage    = 75,1
guardflag = MA
pausetime = 5,5
sparkno = s20000
guard.sparkno = s20005
sparkxy = -10,-25
hitsound   = s5,2
guardsound = s6,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 24
ground.velocity = -6.0,0
air.velocity = -2.5,-7.5
air.hittime = 30
yaccel = const(movement.yaccel)/0.9

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

;---------------------------------------------------------------------------
; Standing charging swat
; CNS difficulty: easy
[Statedef 225]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 25
ctrl = 0
velset = 0,0
anim = 225
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=2
value = 7,random%4
ignorehitpause = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = animelemtime(5)<0
trigger1 = command="z_hold"
sysfvar(3) = 0.25531914893617021276595744680851
[State 0, VarSet]
type = VarSet
trigger1 = animelemtime(6)>=-1
sysfvar(3) = 0
[State 0, PalFX]
type = PalFX
trigger1 = animelemtime(5)<0
trigger1 = command="z_hold"
time = 1
add = floor(sin(time*(pi/180.0)*27.5)*60)+60,floor(sin(time*(pi/180.0)*27.5)*60)+60,floor(sin(time*(pi/180.0)*27.5)*60)+60
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 256
ignorehitpause = 1

[State 0, Offset]
type = Offset
trigger1 = animelemtime(5)<0
trigger1 = command="z_hold"
x = (random/900.0)*ifelse(random%2,-1,1)
y = (random/900.0)*ifelse(random%2,-1,1)
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
trigger1 = animelemtime(5)<0
trigger1 = command="z_hold"
value = (random/920.0)*ifelse(random%2,-1,1)
ignorehitpause = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animelemtime(5)<=-2
trigger1 = command!="z_hold"
value = anim
elem = 5
ignorehitpause = 1

[State 210, 1]
type = PlaySnd
trigger1 = Animelemtime(5) = 1
value = 0,3

[State 210, 2]
type = HitDef
triggerall=!var(2)
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Medium
damage    = 100+floor(sysfvar(3)*5.27),8
guardflag = MA
pausetime = 15,16
sparkno = s20000
guard.sparkno = s20005
sparkxy = -10,-25
hitsound   = s5,6
guardsound = s6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8.0-(sysfvar(3)*0.443),-2-(sysfvar(3)*0.19)
air.velocity = -4.5-(sysfvar(3)*0.415),-2-(sysfvar(3)*0.19)
fall = sysfvar(3)>5.0
yaccel = const(movement.yaccel)/1.033
[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(prevstateno=165&&anim=231,-1,230+ifelse(palno>=9&&!!(sysvar(3)&16),1,0))
sprpriority = 2

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

[State 230, 2]
type = HitDef
triggerall=!var(2)
trigger1 = animelem = 2
attr = S, NA
animtype  = light
damage    = 20,1
guardflag = MA
pausetime = 5,5
sparkno = s20000
guard.sparkno = s20005
sparkxy = -10,-37
hitsound   = s5,3
guardsound = s6,0
ground.type = low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -2,0
air.velocity = -2.5,-4.1
air.hittime = 30
yaccel = const(movement.yaccel)/1.033

[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(prevstateno=165&&anim=241,-1,240+ifelse(palno>=9&&!!(sysvar(3)&16),1,0))
sprpriority = 2

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

[State 230, 2]
type = HitDef
triggerall=!var(2)
trigger1 = animelem = 2
attr = S, NA
animtype  = medium
damage    = 44,1
guardflag = MA
pausetime = 5,5
sparkno = s20000
guard.sparkno = s20005
sparkxy = -10,-37
hitsound   = s5,4
guardsound = s6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -3,0
air.velocity = -2.5,-4.2
air.hittime = 30
yaccel = const(movement.yaccel)/1.033

[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(prevstateno=165&&anim=251,-1,250+ifelse(palno>=9&&!!(sysvar(3)&16),1,0))
sprpriority = 2

[State 230, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 3

[State 230, 2]
type = HitDef
triggerall=!var(2)
trigger1 = animelem = 2
attr = S, NA
animtype  = hard
damage    = 80,1
guardflag = MA
pausetime = 5,5
sparkno = s20000
guard.sparkno = s20005
sparkxy = -10,-37
hitsound   = s5,5
guardsound = s6,0
ground.type = low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -1.422,-9.13
air.velocity = -1.422,-8.8
air.hittime = 30
yaccel = const(movement.yaccel)/1.033

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Crouching light punch
; CNS difficulty: easy
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 10
ctrl = 0
anim = ifelse(prevstateno=165&&anim=401,-1,400+ifelse(palno>=9&&!!(sysvar(3)&16),1,0))
sprpriority = 2

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

[State 400, 2]
type = HitDef
triggerall=!var(2)
trigger1 = Time = 0
attr = C, NA
damage    = 20
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 5,5
sparkno = s20000
guard.sparkno = s20005
sparkxy = -8,-20
hitsound   = S5,7
guardsound = s6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 10
ground.velocity = -4
air.velocity = -1.5,-5.4
air.hittime = 30
yaccel = const(movement.yaccel)/1.033

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

;---------------------------------------------------------------------------
;Crouching strong punch
; CNS difficulty: easy
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 20
ctrl = 0
anim = ifelse(prevstateno=165&&anim=411,-1,410+ifelse(palno>=9&&!!(sysvar(3)&16),1,0))
sprpriority = 2

[State 410, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1

[State 410, 2]
type = HitDef
triggerall=!var(2)
trigger1 = !time
attr = C, NA
damage    = 40,1
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 5,5
sparkno = s20000
guard.sparkno = s20005
sparkxy = -8,-20
hitsound   = S5,8
guardsound = s6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 13
ground.velocity = -3
air.velocity = -3,-7.2
air.hittime = 30
yaccel = const(movement.yaccel)/1.033

[State 410, 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(prevstateno=165&&anim=421,-1,420+ifelse(palno>=9&&!!(sysvar(3)&16),1,0))
sprpriority = 2

[State 410, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 4

[State 410, 2]
type = HitDef
triggerall=!var(2)
trigger1 = !time
attr = C, NA
damage    = 75,1
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 5,5
sparkno = s20000
guard.sparkno = s20005
sparkxy = -8,-20
hitsound   = S5,2
guardsound = s6,0
ground.type = Low
ground.slidetime = 13
ground.hittime  = 18
ground.velocity = -0.3,-3.3
air.velocity = -0.3,-3.3
fall = 1
yaccel = const(movement.yaccel)/1.033
[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(prevstateno=165&&anim=431,-1,430+ifelse(palno>=9&&!!(sysvar(3)&16),1,0))
sprpriority = 2

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

[State 430]
type = HitDef
triggerall=!var(2)
trigger1 = Time = 0
attr = C, NA
damage    = 22, 2
hitflag = MAFD
guardflag = L
pausetime = 5,5
sparkno = s20000
guard.sparkno = s20005
sparkxy = -5, 0
hitsound   = s5,3
guardsound = s6,0
sprpriority = 3
ground.type = low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5
air.velocity = -1.2,-6
down.velocity = -1.4,-1
air.hittime = 30
yaccel = const(movement.yaccel)/1.033

[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(prevstateno=165&&anim=441,-1,440+ifelse(palno>=9&&!!(sysvar(3)&16),1,0))
sprpriority = 2

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

[State 430]
type = HitDef
triggerall=!var(2)
trigger1 = Time = 0
attr = C, NA
damage    = 45, 2
hitflag = MAFD
guardflag = L
pausetime = 5,5
sparkno = s20000
guard.sparkno = s20005
sparkxy = -5, 0
hitsound   = s5,4
guardsound = s6,0
sprpriority = 3
ground.type = low
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = -2.5,0
air.velocity = -2.2,-6
air.hittime = 30
yaccel = const(movement.yaccel)/1.033

[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(prevstateno=165&&anim=451,-1,450+ifelse(palno>=9&&!!(sysvar(3)&16),1,0))
sprpriority = 2
[State 195, playsnd]
type = playsnd
triggerall = palno=12||!!(sysvar(3)&128)
trigger1 = animelem=3
value = 1,3002
channel = 2
volume = 100

[State 430, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 0, 2

[State 430]
type = HitDef
triggerall=!var(2)
trigger1 = Time = 0
attr = C, NA
damage    = 80, 2
hitflag = MAFD
guardflag = L
pausetime = 5,4
sparkno = s20000
guard.sparkno = s20005
sparkxy = -5, 0
hitsound   = s5,5
guardsound = s6,0
sprpriority = 3
ground.type = low
ground.slidetime = 10
ground.hittime = 35
ground.velocity = -0.5,-17.8
air.velocity = -0.5,-17.8
air.hittime = 35
yaccel = 0.785
[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(prevstateno=165&&anim=601,-1,600+ifelse(palno>=9&&!!(sysvar(3)&16),1,0))
sprpriority = 2

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

[State 600, 2]
type = HitDef
triggerall=!var(2)
trigger1 = Time = 0
attr = A, NA
damage    = 20
guardflag = HA
priority = 3;3
pausetime = 5,5
sparkno = s20000
guard.sparkno = s20005
sparkxy = -10,-30
hitsound   = s5,0
guardsound = s6,0
animtype = light
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.velocity = 0,-3.5
air.hittime = 30
yaccel = const(movement.yaccel)/0.937
[State 600, 3]
type = CtrlSet
trigger1 = animelem=5
value = 1
;---------------------------------------------------------------------------
;Jump Strong Punch
; CNS difficulty: easy
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 25
ctrl = 0
anim = ifelse(prevstateno=165&&anim=611,-1,610+ifelse(palno>=9&&!!(sysvar(3)&16),1,0))
sprpriority = 2

[State 610, 1]
type = PlaySnd
trigger1 = Animelem = 3
value = 0, 1

[State 610, 3]
type = HitDef
triggerall=!var(2)
trigger1 = Animelem = 2
attr = A, NA
damage = 41,1
guardflag = HA
priority = 3;4
pausetime = 5,5
sparkno = s20000
guard.sparkno = s20005
sparkxy = -5,-22
hitsound   = s5,1
guardsound = s6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-4.0
air.hittime = 30
yaccel = const(movement.yaccel)/0.937

[State 600, 3]
type = CtrlSet
trigger1 = animelem=9
value = 1
;---------------------------------------------------------------------------
;Jump Headbutt
; CNS difficulty: easy
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 25
ctrl = 0
anim = ifelse(prevstateno=165&&anim=621,-1,620+ifelse(palno>=9&&!!(sysvar(3)&16),1,0))
sprpriority = 2
[State 195, playsnd]
type = playsnd
triggerall = palno=12||!!(sysvar(3)&128)
trigger1 = animelem=1
value = 1,3003
channel = 2
volume = 100

[State 610, 1]
type = PlaySnd
trigger1 = Animelem = 2
value = 0, 1

[State 610, 3]
type = HitDef
triggerall=!var(2)
trigger1 = Animelem = 2
attr = A, NA
damage = 75,1
hitflag = MAF
guardflag = HA
priority = 3;4
pausetime = 5,5
sparkno = s20000
guard.sparkno = s20005
sparkxy = -5,-22
hitsound   = s5,2
guardsound = s6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8,0
air.velocity = -8,6
air.fall = 1
[State 600, 3]
type = CtrlSet
trigger1 = animelem=4
value = 1
;---------------------------------------------------------------------------
;Opponet getting spiked
[Statedef 601]
type    = A
movetype= H
physics = N
[State 0, PosFreeze]
type = PosFreeze
trigger1 = !hitshakeover
value = 1
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = hitshakeover
x = -16
y = 16
ignorehitpause = 1
[State 0, VelAdd]
type = VelAdd
trigger1 = hitshakeover
y = 0.485
ignorehitpause = 1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !hitshakeover
value = 5061
elem = 1
ignorehitpause = 1
[State Ground Instant Recover]
type = ChangeState
trigger1 = vel y>0
trigger1 = pos y>=0
value = 602
ignorehitpause = 1
;---------------------------------------------------------------------------
;Opponet landing hard
[Statedef 602]
type    = A
movetype= H
physics = N
velset = vel x/2.3,-5.3
[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = F7,2
ignorehitpause = 1
[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.485
ignorehitpause = 1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 5160
elem = 1
ignorehitpause = 1
[State Landing]
type = SelfState
trigger1 = vel y>0
trigger1 = pos y>=0
value = 5110
ignorehitpause = 1
;---------------------------------------------------------------------------
;Jump Kick
; CNS difficulty: easy
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 30
ctrl = 0
anim = ifelse(prevstateno=165&&anim=631,-1,630+ifelse(palno>=9&&!!(sysvar(3)&16),1,0))
sprpriority = 2

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

[State 630, 2]
type = HitDef
triggerall=!var(2)
trigger1 = Time = 0
attr = A, NA
damage = 21,1
guardflag = HA
priority = 3;3
pausetime = 5,5
sparkno = s20000
guard.sparkno = s20005
sparkxy = -5,-25
hitsound   = s5,3
guardsound = s6,0
animtype = medium
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5,0
air.velocity = 0,-3.5
air.hittime = 30
yaccel = const(movement.yaccel)/0.937
[State 600, 3]
type = CtrlSet
trigger1 = animelem=6
value = 1
;---------------------------------------------------------------------------
;Jump Kick
; CNS difficulty: easy
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 30
ctrl = 0
anim = ifelse(prevstateno=165&&anim=641,-1,640+ifelse(palno>=9&&!!(sysvar(3)&16),1,0))
sprpriority = 2

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

[State 630, 2]
type = HitDef
triggerall=!var(2)
trigger1 = Time = 0
attr = A, NA
damage = 45,1
guardflag = HA
priority = 3;3
pausetime = 5,5
sparkno = s20000
guard.sparkno = s20005
sparkxy = -5,-25
hitsound   = s5,4
guardsound = s6,0
animtype = medium
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.1,-6.0
air.velocity = -1.1,-6.0
air.hittime = 30
yaccel = const(movement.yaccel)/0.937
[State 600, 3]
type = CtrlSet
trigger1 = animelem=6
value = 1
;---------------------------------------------------------------------------
;Jump Drop Kick
; CNS difficulty: easy
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 30
ctrl = 0
anim = ifelse(prevstateno=165&&anim=651,-1,650+ifelse(palno>=9&&!!(sysvar(3)&16),1,0))
sprpriority = 2
[State 195, playsnd]
type = playsnd
triggerall = palno=12||!!(sysvar(3)&128)
trigger1 = animelem=1
value = 1,3003
channel = 2
volume = 100

[State 630, 1]
type = PlaySnd
trigger1 = Time = 6
value = 0, 2

[State 630, 2]
type = HitDef
triggerall=!var(2)
trigger1 = Time = 0
attr = A, NA
damage = 80,1
guardflag = HA
priority = 3;3
pausetime = 5,5
sparkno = s20000
guard.sparkno = s20005
sparkxy = -5,-25
hitsound   = s5,5
guardsound = s6,0
animtype = hard
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8,0
air.velocity = -8,6
air.fall = 1
[State 600, 3]
type = CtrlSet
trigger1 = animelem=7
value = 1

;---------------------------------------------------------------------------
; Dodge Roll Forward
[Statedef 700]
type    = S
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = ifelse(prevstateno=165&&anim=700,-1,700)

[State NotHitBy]
type = NotHitBy
trigger1 = animelemtime(2)=-2
value = SCA
time = 24

[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(2)=-2
x = 20.0
ignorehitpause = 1
[State 0, VelMul]
type = VelMul
trigger1 = animelemtime(2)>-2
x = 0.9
ignorehitpause = 1

[State End]
type = ChangeState
Trigger1 = !animtime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Dodge Roll Back
[Statedef 701]
type    = S
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = ifelse(prevstateno=165&&anim=701,-1,701)

[State NotHitBy]
type = NotHitBy
trigger1 = animelemtime(2)=-2
value = SCA
time = 24

[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(2)=-2
x = -20.0
ignorehitpause = 1
[State 0, VelMul]
type = VelMul
trigger1 = animelemtime(2)>-2
x = 0.9
ignorehitpause = 1

[State End]
type = ChangeState
Trigger1 = !animtime
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throw - Attempt Punch
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = ifelse(prevstateno=165&&anim=800,-1,800)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=1
value = S0,2
ignorehitpause = 1
[State Yea, MGGarfield had this when failing a grab]
type = PlaySnd
trigger1 = time=8&&random<69
value = S15,69
ignorehitpause = 1

[State 800, 1]
type = HitDef
triggerall=!var(2)
Trigger1 = Time = 0
attr = S,NT
hitflag = M
priority = 1,Miss
sparkno = s20000
guard.sparkno = s20005
sprpriority = -5
p1facing = 1
p2facing = 1
p1stateno = 810
p2stateno = 820
hitsound = s5,0
ground.velocity = 0,-.5
fall = 1

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time
trigger1 = palno>10&&!!(sysvar(3)&16)
value = 1
ignorehitpause = 1

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

;---------------------------------------------------------------------------
; Throw - Attempt Kick
[Statedef 805]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = ifelse(prevstateno=165&&anim=800,-1,800)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=1
value = S0,2
ignorehitpause = 1
[State lol]
type = PlaySnd
trigger1 = time=8&&random<69
value = S15,69
ignorehitpause = 1

[State 800, 1]
type = HitDef
triggerall=!var(2)
Trigger1 = Time = 0
attr = S,NT
hitflag = M
priority = 1,Miss
sparkno = s20000
guard.sparkno = s20005
sprpriority = -5
p1facing = 1
p2facing = 1
p1stateno = 815
p2stateno = 825
hitsound = s5,0
ground.velocity = 0,-.5
fall = 1

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time
trigger1 = palno>10&&!!(sysvar(3)&16)
value = 1
ignorehitpause = 1

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

;---------------------------------------------------------------------------
; Throwing the opponent (Punch)
[Statedef 810]
type = S
movetype = A
physics = S
anim = ifelse(prevstateno=165&&anim=810,-1,810)
ctrl = 0
velset = 0
facep2 = 1
poweradd = 50
juggle  = 6
[State 0, TargetState]
type = TargetState
trigger1 = !time
trigger1 = numtarget
value = 820
ID = -1
ignorehitpause = 1
[State 0, TargetState]
type = TargetBind
triggerall = animelemtime(14)<-1
trigger1 = numtarget
pos = 30,0
ID = -1
ignorehitpause = 1

[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 = -9

[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 = s5, 7+random%2

[State 810, 3]
type = PlaySnd
trigger1 = AnimElem = 14
value = s5,5

[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 (Kick) - Going Up
[Statedef 815]
type = S
movetype = A
physics = S
anim = ifelse(prevstateno=165&&anim=815,-1,815)
ctrl = 0
velset = 0
facep2 = 1
poweradd = 50
juggle  = 6
[State 0, TargetState]
type = TargetState
trigger1 = !time
trigger1 = numtarget
value = 825
ID = -1
ignorehitpause = 1
[State 0, TargetState]
type = TargetBind
triggerall = animelemtime(2)<0
trigger1 = numtarget
pos = 30,0
ID = -1
ignorehitpause = 1
[State 0, TargetState]
type = TargetBind
triggerall = animelemtime(2)>=0&&animelemtime(3)<0
trigger1 = numtarget
pos = 21,-20
ID = -1
ignorehitpause = 1
[State 0, TargetState]
type = TargetBind
triggerall = animelemtime(3)>=0&&animelemtime(4)<0
trigger1 = numtarget
pos = 16,-48
ID = -1
ignorehitpause = 1
[State 0, TargetState]
type = TargetBind
triggerall = animelemtime(4)>=0&&animelemtime(5)<0
trigger1 = numtarget
pos = 18,-54
ID = -1
ignorehitpause = 1
[State 0, TargetState]
type = TargetBind
triggerall = animelemtime(5)>=0
trigger1 = numtarget
pos = 8,-61
ID = -1
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = animelem=3
x = 3.5
y = -6.4
ignorehitpause = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=3
statetype = A
movetype = A
physics = N
ignorehitpause = 1
[State 0, Gravity]
type = Gravity
trigger1 = animelemtime(3)>0
ignorehitpause = 1
[State 0, ChangeState]
type = ChangeState
trigger1 = animelemtime(5)>0
trigger1 = vel y>0
trigger1 = pos y>=0
value = 816
ignorehitpause = 1
;---------------------------------------------------------------------------
; Throwing the opponent (Kick) - Landing On The Ground
[Statedef 816]
type = L
movetype = A
physics = S
anim = ifelse(prevstateno=165&&anim=816,-1,816)
ctrl = 0
[State 0, TargetState]
type = TargetState
trigger1 = !time
trigger1 = numtarget
value = 826
ID = -1
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = 8,1
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1
[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
ignorehitpause = 1
[State 0, ChangeState]
type = ChangeState
trigger1 = !animtime
value = 0
ctrl = 1
ignorehitpause = 1
;---------------------------------------------------------------------------
; Opponent Thrown (Punch)
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

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

[State 0, SelfState]
type = SelfState
trigger1 = !animtime
trigger1 = !gethitvar(isbound)
value = 5050
ignorehitpause = 1
;---------------------------------------------------------------------------
[Statedef 821]
type    = A
movetype= H
physics = N
velset = -2.8,-7

[State 0, SelfState]
type = SelfState
trigger1 = time
value = 5050
ignorehitpause = 1
;---------------------------------------------------------------------------
; Opponent Thrown (Kick)
[Statedef 825]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 825

[State 0, SelfState]
type = SelfState
trigger1 = !animtime
trigger1 = !gethitvar(isbound)
value = 5050
ignorehitpause = 1
;---------------------------------------------------------------------------
; Opponent Thrown (Kick) hitting the ground
[Statedef 826]
type    = A
movetype= H
physics = N
velset = -4,-3

[State 0, LifeAdd]
type = LifeAdd
trigger1 = !time
value = -80
ignorehitpause = 1
[State 0, SelfState]
type = SelfState
trigger1 = time
value = 5101
ignorehitpause = 1

;---------------------------------------------------------------------------
; Cannon Ball Start
; CNS difficulty: medium
[Statedef 1000]
type    = S
movetype= I
physics = S
juggle  = 4
velset = 0,0
anim = ifelse(prevstateno=165&&anim=1000,-1,1000)
ctrl = 0
sprpriority = 2

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = animelem = 1
value = SCA
time = 30
[State Far]
type = ChangeState
trigger1 = !var(59)
trigger1 = command="a_hold"
trigger1 = AnimTime = 0
value = 1011
ctrl = 0
[State Short]
type = ChangeState
trigger1 = !var(59)
trigger1 = command="b_hold"
trigger1 = AnimTime = 0
value = 1012
ctrl = 0
[State High]
type = ChangeState
trigger1 = !var(59)
trigger1 = command="c_hold"
trigger1 = AnimTime = 0
value = 1013
ctrl = 0
[State Default]
type = ChangeState
trigger1 = !var(59)
trigger1 = AnimTime = 0
value = 1010
ctrl = 0
[State AI Decides Which one]
type = ChangeState
trigger1 = var(59)
trigger1 = p2bodydist x=[110,199.99]
trigger1 = enemynear,pos x<120||enemynear,pos x>-120
trigger1 = AnimTime = 0
value = 1010
ctrl = 0
[State AI Decides Which one]
type = ChangeState
trigger1 = var(59)
trigger1 = p2bodydist x>199.99
trigger1 = enemynear,pos x<120||enemynear,pos x>-120
trigger1 = AnimTime = 0
value = 1011
ctrl = 0
[State AI Decides Which one]
type = ChangeState
trigger1 = var(59)
trigger1 = p2bodydist x=[0,199]
trigger1 = enemynear,pos x>120||enemynear,pos x<-120
trigger1 = AnimTime = 0
value = 1010
ctrl = 0
[State AI Decides Which one]
type = ChangeState
trigger1 = var(59)
trigger1 = p2bodydist x=[0,80]
trigger1 = p2bodydist y=[-40,-20]
trigger1 = AnimTime = 0
value = 1013
ctrl = 0
[State AI Decides Which one]
type = ChangeState
trigger1 = var(59)
trigger1 = AnimTime = 0
value = 1012
ctrl = 0
;---------------------------------------------------------------------------
; Cannon Ball Default
; CNS difficulty: medium
[Statedef 1010]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 100
velset = 6,-9
anim = ifelse(prevstateno=165&&anim=1001,-1,1001)
ctrl = 0
sprpriority = 2

[State 1001, 1]
type = VelAdd
Trigger1 = 1
y = 0.56
[State 1001, HitDef]
type = HitDef
triggerall=!var(2)
trigger1 = animelem = 4
attr = S,SA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
damage = 90,1
guardflag = HA
priority = 3;5,hit
pausetime = 13,11
sparkno = s20000
guard.sparkno = s20005
sparkxy = -8,-10
hitsound   = s5,1
guardsound = s6,0
animtype = Med
ground.type = low
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -6,3
air.velocity = -6,3
fall = 1

[State 1001, end]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1020
ctrl = 0
;---------------------------------------------------------------------------
; Cannon Ball Far
; CNS difficulty: medium
[Statedef 1011]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 100
velset = 8,-8
anim = ifelse(prevstateno=165&&anim=1001,-1,1001)
ctrl = 0
sprpriority = 2

[State 1001, 1]
type = VelAdd
Trigger1 = 1
y = 0.56
[State 1001, HitDef]
type = HitDef
triggerall=!var(2)
trigger1 = animelem = 4
attr = S,SA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
damage = 98,1
guardflag = HA
priority = 3;5,hit
pausetime = 13,11
sparkno = s20000
guard.sparkno = s20005
sparkxy = -8,-10
hitsound   = s5,1
guardsound = s6,0
animtype = Med
ground.type = low
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -6,3
air.velocity = -6,3
fall = 1

[State 1001, end]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1020
ctrl = 0
;---------------------------------------------------------------------------
; Cannon Ball Short
; CNS difficulty: medium
[Statedef 1012]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 100
velset = 4,-9
anim = ifelse(prevstateno=165&&anim=1001,-1,1001)
ctrl = 0
sprpriority = 2

[State 1001, 1]
type = VelAdd
Trigger1 = 1
y = 0.56
[State 1001, HitDef]
type = HitDef
triggerall=!var(2)
trigger1 = animelem = 4
attr = S,SA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
damage = 98,1
guardflag = HA
priority = 3;5,hit
pausetime = 13,11
sparkno = s20000
guard.sparkno = s20005
sparkxy = -8,-10
hitsound   = s5,1
guardsound = s6,0
animtype = Med
ground.type = low
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -6,3
air.velocity = -6,3
fall = 1

[State 1001, end]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1020
ctrl = 0
;---------------------------------------------------------------------------
; Cannon Ball High
; CNS difficulty: medium
[Statedef 1013]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 100
velset = 1.5,-13
anim = ifelse(prevstateno=165&&anim=1001,-1,1001)
ctrl = 0
sprpriority = 2

[State 1001, 1]
type = VelAdd
Trigger1 = 1
y = 0.56
[State 1001, HitDef]
type = HitDef
triggerall=!var(2)
trigger1 = animelem = 4
attr = S,SA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
damage = 106,1
guardflag = HA
priority = 3;5,hit
pausetime = 13,11
sparkno = s20000
guard.sparkno = s20005
sparkxy = -8,-10
hitsound   = s5,1
guardsound = s6,0
animtype = Med
ground.type = low
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -6,3
air.velocity = -6,3
fall = 1

[State 1001, end]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1020
ctrl = 0
;---------------------------------------------------------------------------
; Cannon Ball Land
; CNS difficulty: medium
[Statedef 1020]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = ifelse(prevstateno=165&&anim=1002,-1,1002)
ctrl = 0
sprpriority = 5

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

[State 1002, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 8,2
volume = 0
[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 20200
ID = 20200
pos = 0,0
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = .33,.33
sprpriority = -2
ontop = 0
ownpal = 1
ignorehitpause = 1
[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

;---------------------------------------------------------------------------
; Hot Dog Throw Light
; CNS difficulty: medium
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= 110
velset = 0,0
anim = ifelse(prevstateno=165&&anim=1100,-1,1100)
ctrl = 0
sprpriority = 2
[State 1000, HitBy]
type = HitBy
triggerall = animelemtime(3)<0
trigger1 = !(sysvar(3)&16)
trigger2 = (palno!=9||!var(2))&&!!(sysvar(3)&16)
value = SCA,AA,AP
time = 2
[State 0, ChangeState]
type = ChangeState
trigger1 = palno>=9&&!!(sysvar(3)&16)||fvar(5)||ishelper(98810)
value = 1103
ignorehitpause = 1
[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1110
projanim = 1110
projhitanim = -1
projpriority = 1
projheightbound = -900, 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, SA
damage   = 55, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 12,8
hitsound   = s5,2
sparkno = s20000
guard.sparkno = s20005
sparkxy = 15,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
yaccel = const(movement.yaccel)/1.033
ownpal = 1
juggle  = 4

[State 1100, 2]
type = playsnd
triggerall = palno!=12&&!(sysvar(3)&128)
trigger1 = animelemtime(3) = -1
value = ifelse(palno=11&&!!(sysvar(3)&16),166,1),0
channel = 3
volume = 100
[State 1100, 2]
type = playsnd
triggerall = palno=12||!!(sysvar(3)&128)
trigger1 = animelemtime(3) = -1
value = 1,3002
channel = 3
volume = 100

[State 1100, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hot Dog Throw Medium
; CNS difficulty: medium
[Statedef 1101]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= 110
velset = 0,0
anim = ifelse(prevstateno=165&&anim=1101,-1,1101)
ctrl = 0
sprpriority = 2
[State 1000, HitBy]
type = HitBy
triggerall = animelemtime(3)<0
trigger1 = !(sysvar(3)&16)
trigger2 = (palno!=9||!var(2))&&!!(sysvar(3)&16)
value = SCA,AA,AP
time = 2
[State 0, ChangeState]
type = ChangeState
trigger1 = palno>=9&&!!(sysvar(3)&16)||fvar(5)||ishelper(98810)
value = 1103
ignorehitpause = 1
[State 1101, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1110
projanim = 1110
projhitanim = -1
projpriority = 1
projheightbound = -900, 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 = 5.5
attr = S, SA
damage   = 65, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 12,8
hitsound   = s5,2
sparkno = s20000
guard.sparkno = s20005
sparkxy = 15,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
yaccel = const(movement.yaccel)/1.033
ownpal = 1
juggle  = 4

[State 1100, 2]
type = playsnd
triggerall = palno!=12&&!(sysvar(3)&128)
trigger1 = animelemtime(3) = -1
value = ifelse(palno=11&&!!(sysvar(3)&16),166,1),0
channel = 3
volume = 100
[State 1100, 2]
type = playsnd
triggerall = palno=12||!!(sysvar(3)&128)
trigger1 = animelemtime(3) = -1
value = 1,3002
channel = 3
volume = 100


[State 1101, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Hot Dog Throw Hard
; CNS difficulty: medium
[Statedef 1102]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= 110
velset = 0,0
anim = ifelse(prevstateno=165&&anim=1102,-1,1102)
ctrl = 0
sprpriority = 2
[State 1000, HitBy]
type = HitBy
triggerall = animelemtime(3)<0
trigger1 = !(sysvar(3)&16)
trigger2 = (palno!=9||!var(2))&&!!(sysvar(3)&16)
value = SCA,AA,AP
time = 2
[State 0, ChangeState]
type = ChangeState
trigger1 = palno>=9&&!!(sysvar(3)&16)||fvar(5)||ishelper(98810)
value = 1103
ignorehitpause = 1
[State 1101, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1110
projanim = 1110
projhitanim = -1
projpriority = 1
projheightbound = -900, 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 = 6.75
attr = S, SA
damage   = 80, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 12,8
hitsound   = s5,2
sparkno = s20000
guard.sparkno = s20005
sparkxy = 15,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
yaccel = const(movement.yaccel)/1.033
ownpal = 1
juggle  = 4

[State 1100, 2]
type = playsnd
triggerall = palno!=12&&!(sysvar(3)&128)
trigger1 = animelemtime(3) = -1
value = ifelse(palno=11&&!!(sysvar(3)&16),166,1),0
channel = 3
volume = 100
[State 1100, 2]
type = playsnd
triggerall = palno=12||!!(sysvar(3)&128)
trigger1 = animelemtime(3) = -1
value = 1,3002
channel = 3
volume = 100

[State 1101, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hot Dog Throw Cheap
; CNS difficulty: medium
[Statedef 1103]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= 110
velset = 0,0
anim = ifelse(prevstateno=165&&anim=1103,-1,1103)
ctrl = 0
sprpriority = 2
[State 0, VarAdd]
type = VarAdd
triggerall = animelem=1
trigger1 = !(sysvar(3)&16)
trigger2 = !!(sysvar(3)&16)&&palno<11
fvar(6) = -20
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = !(sysvar(3)&16)
trigger2 = !!(sysvar(3)&16)&&palno<11
value = 0.08
ignorehitpause = 1
[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1110
projanim = 1110
projhitanim = -1
projpriority = 1
projheightbound = -900, 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
projhits = 10
attr = S, SA
damage   = 16,4
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,8
hitsound   = s5,2
sparkno = s20000
guard.sparkno = s20005
sparkxy = 15,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
yaccel = const(movement.yaccel)/1.033
[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1110
projanim = 1110
projhitanim = -1
projpriority = 1
projheightbound = -900, 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,-1
projhits = 10
attr = S, SA
damage   = 16,4
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,8
hitsound   = s5,2
sparkno = s20000
guard.sparkno = s20005
sparkxy = 15,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
yaccel = const(movement.yaccel)/1.033
[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1110
projanim = 1110
projhitanim = -1
projpriority = 1
projheightbound = -900, 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 = 4,1
projhits = 10
attr = S, SA
damage   = 16,4
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,8
hitsound   = s5,2
sparkno = s20000
guard.sparkno = s20005
sparkxy = 15,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
yaccel = const(movement.yaccel)/1.033
[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1110
projanim = 1110
projhitanim = -1
projpriority = 1
projheightbound = -900, 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 = 5,0
projhits = 10
attr = S, SA
damage   = 16,4
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,8
hitsound   = s5,2
sparkno = s20000
guard.sparkno = s20005
sparkxy = 15,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
yaccel = const(movement.yaccel)/1.033
[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1110
projanim = 1110
projhitanim = -1
projpriority = 1
projheightbound = -900, 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 = 5,-1.25
projhits = 10
attr = S, SA
damage   = 16,4
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,8
hitsound   = s5,2
sparkno = s20000
guard.sparkno = s20005
sparkxy = 15,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
yaccel = const(movement.yaccel)/1.033
[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1110
projanim = 1110
projhitanim = -1
projpriority = 1
projheightbound = -900, 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 = 5,1.25
projhits = 10
attr = S, SA
damage   = 16,4
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,8
hitsound   = s5,2
sparkno = s20000
guard.sparkno = s20005
sparkxy = 15,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
yaccel = const(movement.yaccel)/1.033
[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1110
projanim = 1110
projhitanim = -1
projpriority = 1
projheightbound = -900, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(1*const(size.xscale)),floor(1*const(size.yscale))
offset = 0,0
velocity = 0.1,0
projhits = 4
projmisstime = 5
attr = S, SA
damage = 100,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,8
hitsound   = s5,2
sparkno = s20000
guard.sparkno = s20005
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
yaccel = const(movement.yaccel)/1.033

[State 1100, 2]
type = playsnd
trigger1 = palno!=12&&!(sysvar(3)&128)
trigger1 = animelemtime(3) = -1
value = ifelse(palno=11&&!!(sysvar(3)&16),166,1),0
channel = 3
volume = 100
[State 1100, 2]
type = playsnd
trigger1 = palno=12||!!(sysvar(3)&128)
trigger1 = animelemtime(3) = -1
value = 1,3002
channel = 3
volume = 100

[State ]
type = CtrlSet
trigger1 = animelemtime(5)=2
value = 1
[State 1100, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Drumstick Toss Light
; CNS difficulty: medium
[Statedef 1200]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = ifelse(prevstateno=165&&anim=1100,-1,1100)
ctrl = 0
sprpriority = 2
[State 1000, HitBy]
type = HitBy
triggerall = animelemtime(3)<0
trigger1 = !(sysvar(3)&16)
trigger2 = (palno!=9||!var(2))&&!!(sysvar(3)&16)
value = SCA,AA,AP
time = 2
[State 0, ChangeState]
type = ChangeState
trigger1 = palno>=9&&!!(sysvar(3)&16)||fvar(5)||ishelper(98810)
value = 1203
ignorehitpause = 1

[State 1200, 1]
type = playsnd
trigger1 = animelemtime(3) = -1
channel = 3
value = 1,ifelse(palno=12||!!(sysvar(3)&128),3002,9)

[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -900, 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 = 2.0, -9.5
accel = 0, 0.4
attr = S, SA
damage   = 55, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,2
sparkno = s20000
guard.sparkno = s20005
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
yaccel = const(movement.yaccel)/1.033
ownpal = 1

[State 1200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Drumstick Toss Medium
; CNS difficulty: medium
[Statedef 1201]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = ifelse(prevstateno=165&&anim=1101,-1,1101)
ctrl = 0
sprpriority = 2
[State 1000, HitBy]
type = HitBy
triggerall = animelemtime(3)<0
trigger1 = !(sysvar(3)&16)
trigger2 = (palno!=9||!var(2))&&!!(sysvar(3)&16)
value = SCA,AA,AP
time = 2
[State 0, ChangeState]
type = ChangeState
trigger1 = palno>=9&&!!(sysvar(3)&16)||fvar(5)||ishelper(98810)
value = 1203
ignorehitpause = 1

[State 1200, 1]
type = playsnd
trigger1 = animelemtime(3) = -1
channel = 3
value = 1,ifelse(palno=12||!!(sysvar(3)&128),3002,9)

[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -900, 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 = 4.2, -7.0
accel = 0, 0.4
attr = S, SA
damage   = 65, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,2
sparkno = s20000
guard.sparkno = s20005
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
yaccel = const(movement.yaccel)/1.033
ownpal = 1

[State 1200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Drumstick Toss Hard
; CNS difficulty: medium
[Statedef 1202]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = ifelse(prevstateno=165&&anim=1102,-1,1102)
ctrl = 0
sprpriority = 2
[State 1000, HitBy]
type = HitBy
triggerall = animelemtime(3)<0
trigger1 = !(sysvar(3)&16)
trigger2 = (palno!=9||!var(2))&&!!(sysvar(3)&16)
value = SCA,AA,AP
time = 2
[State 0, ChangeState]
type = ChangeState
trigger1 = palno>=9&&!!(sysvar(3)&16)||fvar(5)||ishelper(98810)
value = 1203
ignorehitpause = 1

[State 1200, 1]
type = playsnd
trigger1 = animelemtime(3) = -1
channel = 3
value = 1,ifelse(palno=12||!!(sysvar(3)&128),3002,9)

[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -900, 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, -5.0
accel = 0, 0.4
attr = S, SA
damage   = 80, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,2
sparkno = s20000
guard.sparkno = s20005
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
yaccel = const(movement.yaccel)/1.033
ownpal = 1

[State 1200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Drumstick Toss Cheap
; CNS difficulty: medium
[Statedef 1203]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = ifelse(prevstateno=165&&anim=1103,-1,1103)
ctrl = 0
sprpriority = 2
[State 0, VarAdd]
type = VarAdd
triggerall = animelem=1
trigger1 = !(sysvar(3)&16)
trigger2 = !!(sysvar(3)&16)&&palno<11
fvar(6) = -20
[State 1200, 1]
type = playsnd
trigger1 = palno!=12&&!(sysvar(3)&128)
trigger1 = animelemtime(3) = -1
channel = 3
value = ifelse(palno=11,166,1),9
[State 1100, 2]
type = playsnd
trigger1 = palno=12||!!(sysvar(3)&128)
trigger1 = animelemtime(3) = -1
value = 1,3002
channel = 3
volume = 100
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = !(sysvar(3)&16)
trigger2 = !!(sysvar(3)&16)&&palno<11
value = 0.08
ignorehitpause = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 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 = 4.0, -7.0
accel = 0, 0.4
attr = S, SA
damage   = 65, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,6
sparkno = s20000;s20000+(teamside=2);1
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 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, -8.0
accel = 0, 0.4
attr = S, SA
damage   = 65, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,6
sparkno = s20000;s20000+(teamside=2);1
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 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 = 5.0, -9.0
accel = 0, 0.4
attr = S, SA
damage   = 65, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,6
sparkno = s20000;s20000+(teamside=2);1
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 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 = 6.0, -7.25
accel = 0, 0.4
attr = S, SA
damage   = 65, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,6
sparkno = s20000;s20000+(teamside=2);1
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 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 = 7.0, -7.5
accel = 0, 0.4
attr = S, SA
damage   = 65, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,6
sparkno = s20000;s20000+(teamside=2);1
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 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 = 8.0, -7.75
accel = 0, 0.4
attr = S, SA
damage   = 65, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,6
sparkno = s20000;s20000+(teamside=2);1
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 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 = 6.0, -8.25
accel = 0, 0.4
attr = S, SA
damage   = 65, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,6
sparkno = s20000;s20000+(teamside=2);1
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 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 = 7.0, -8.5
accel = 0, 0.4
attr = S, SA
damage   = 65, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,6
sparkno = s20000;s20000+(teamside=2);1
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 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 = 8.0, -8.75
accel = 0, 0.4
attr = S, SA
damage   = 65, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,6
sparkno = s20000;s20000+(teamside=2);1
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 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 = 5.32, -7.8
accel = 0, 0.4
attr = S, SA
damage   = 65, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,6
sparkno = s20000;s20000+(teamside=2);1
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 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 = 7.16, -9.25
accel = 0, 0.4
attr = S, SA
damage   = 65, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,6
sparkno = s20000;s20000+(teamside=2);1
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 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 = 4.0, -11.25
accel = 0, 0.4
attr = S, SA
damage   = 65, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,6
sparkno = s20000;s20000+(teamside=2);1
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 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, -10.0
accel = 0, 0.4
attr = S, SA
damage   = 65, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,6
sparkno = s20000;s20000+(teamside=2);1
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 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 = 5.0, -9.66
accel = 0, 0.4
attr = S, SA
damage   = 65, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,6
sparkno = s20000;s20000+(teamside=2);1
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
[State ]
type = CtrlSet
trigger1 = animelemtime(5)=2
value = 1
[State 1200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;(11P-12P) Shockwave Drumstick
[Statedef 1210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = ifelse(prevstateno=165&&anim=1103,-1,1103)
ctrl = 0
sprpriority = 2
[State 0, Helper]
type = Helper
trigger1 = animelem=3
helpertype = player
name = "Shockwave Drumstick"
ID = 1210
stateno = 1220
pos = 30,-20
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 65535
pausemovetime = 65536
[State 1200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Shockwave Drumstick (in air)
[Statedef 1220]
type = S
movetype = I
physics = N
anim = ifelse(anim=1210,-1,1210)
ctrl = 0
[State 0, VelSet]
type = VelSet
trigger1 = var(20)=0
x = 2.4-(random%20/15.0)
y = -9
ignorehitpause = 1
[State 0, Null]
type = Null
trigger1 = 1||var(20):=var(20)+1
ignorehitpause = 1
[State 0, VelAdd]
type = VelAdd
trigger1 = var(20)>0
y = 0.39444
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = pos y>0
trigger1 = vel y>0
var(21) = 1
ignorehitpause = 1
[State 0, ChangeState]
type = ChangeState
trigger1 = var(21)
value = 1221
ignorehitpause = 1
[State 0, SelfState]
type = SelfState
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
;---------------------------------------------------------------------------
;Shockwave Drumstick (hit ground)
[Statedef 1221]
type = S
movetype = A
physics = S
velset = 0,0
anim = ifelse(anim=1220,-1,1220)
ctrl = 0
[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = animelemtime(1)=1
anim = 10007
ID = 256252111
pos = 0,0
postype = p1
facing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = .44,.5
sprpriority = 7
ontop = 1
ownpal = 1
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = animelemtime(1)=[1,12]
anim = 10008
ID = 256252111
pos = 0,24-animelemtime(1)*24
postype = p1
facing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = .33,.09
sprpriority = 7
ontop = 1
ownpal = 1
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(1)=1
value = 1000,7
ignorehitpause = 1
[State 800, 1]
type = HitDef
trigger1 = animelemtime(1)=[3,32]
attr = ,SA
hitflag = MAFD
priority = 7, Hit
sparkno = -1
damage = 30
hitsound = s5,2
ground.velocity = 0,-8
air.velocity = 0,-8
yaccel = const(movement.yaccel)/0.9666
fall = 1
fall.recover = 0
ignorehitpause = 1
[State 0, DestroySelf]
type = DestroySelf
trigger1 = animelemtime(1)>=32
trigger1 = !numexplod(256252111)
ignorehitpause = 1
[State 0, SelfState]
type = SelfState
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
;---------------------------------------------------------------------------
; Feline Stike Attempt Slow
; CNS difficulty: medium
[Statedef 1300]
type    = S
movetype= A
physics = N
juggle  = 4
anim = ifelse(prevstateno=165&&anim=1300,-1,1300)
ctrl = 0
sprpriority = 2
[State 0, PlaySnd]
type = PlaySnd
triggerall = palno!=12&&!(sysvar(3)&128)
trigger1 = Animelem = 1
value = ifelse(palno=11&&!!(sysvar(3)&16),166,1),4
[State 0, PlaySnd]
type = PlaySnd
triggerall = palno=12||!!(sysvar(3)&128)
trigger1 = Animelem = 1
value = 1,3004

[State 0, ChangeState]
type = ChangeState
trigger1 = palno>=9&&!!(sysvar(3)&16)||fvar(5)||ishelper(98810)
value = 1303
ignorehitpause = 1
[State 0, NotHitBy]
type = NotHitBy
triggerall = animelemtime(4)<2
trigger1 = !(sysvar(3)&16)
trigger2 = (palno!=9||!var(2))&&!!(sysvar(3)&16)
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 35
ignorehitpause = 1
[State 0, AfterImage]
type = AfterImage
trigger1 = animelemtime(3)=-1
time = 2
length = 20
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 250,250,250
palpostbright = 0,0,0
paladd = -8,-8,-8
palmul = .85,.85,.85
timegap = 1
framegap = 2
trans = addalpha
alpha = 150,256
ignorehitpause = 1
[State 0, Vel]
type = VelSet
trigger1 = animelemno(0)=3
x = 5.2
ignorehitpause = 1
[State 0, Vel]
type = VelMul
trigger1 = !time
x = 0.13
ignorehitpause = 1
[State 0, Vel]
type = VelMul
trigger1 = animelemno(0)=4
x = 0.8
ignorehitpause = 1
[State 1000, 1]
type = ChangeState
trigger1 = !var(59)
trigger1 = animelemtime(3)>3
trigger1 = p2bodydist x<60&&p2statetype!=A
trigger1 = command!="holdfwd"&&command!="holdup"
value = 1310
ctrl = 0
[State 1000, 1]
type = ChangeState
trigger1 = !var(59)
trigger1 = animelemtime(3)>3
trigger1 = p2bodydist x<60&&p2statetype!=A
trigger1 = command="holdfwd"
value = 1311
ctrl = 0
[State 1000, 1]
type = ChangeState
trigger1 = !var(59)
trigger1 = animelemtime(3)>3
trigger1 = p2bodydist x<60&&p2statetype!=A
trigger1 = command="holdup"
value = 1312
ctrl = 0
[State 1000, 1]
type = ChangeState
trigger1 = var(59)
trigger1 = animelemtime(3)>3
trigger1 = p2bodydist x<60&&p2statetype!=A
value = 1310+random%3
ctrl = 0
[State 1000, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Feline Stike Attempt Normal
; CNS difficulty: medium
[Statedef 1301]
type    = S
movetype= A
physics = N
juggle  = 4
anim = ifelse(prevstateno=165&&anim=1300,-1,1300)
ctrl = 0
sprpriority = 2
[State 0, PlaySnd]
type = PlaySnd
triggerall = palno!=12&&!(sysvar(3)&128)
trigger1 = Animelem = 1
value = ifelse(palno=11&&!!(sysvar(3)&16),166,1),4
[State 0, PlaySnd]
type = PlaySnd
triggerall = palno=12||!!(sysvar(3)&128)
trigger1 = Animelem = 1
value = 1,3004

[State 0, ChangeState]
type = ChangeState
trigger1 = palno>=9&&!!(sysvar(3)&16)||fvar(5)||ishelper(98810)
value = 1303
ignorehitpause = 1
[State 0, NotHitBy]
type = NotHitBy
triggerall = animelemtime(4)<2
trigger1 = !(sysvar(3)&16)
trigger2 = (palno!=9||!var(2))&&!!(sysvar(3)&16)
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 35
ignorehitpause = 1
[State 0, AfterImage]
type = AfterImage
trigger1 = animelemtime(3)=-1
time = 2
length = 20
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 250,250,250
palpostbright = 0,0,0
paladd = -8,-8,-8
palmul = .85,.85,.85
timegap = 1
framegap = 2
trans = addalpha
alpha = 150,256
ignorehitpause = 1
[State 0, Vel]
type = VelSet
trigger1 = animelemno(0)=3
x = 7.6
ignorehitpause = 1
[State 0, Vel]
type = VelMul
trigger1 = !time
x = 0.13
ignorehitpause = 1
[State 0, Vel]
type = VelMul
trigger1 = animelemno(0)=4
x = 0.8
ignorehitpause = 1
[State 1000, 1]
type = ChangeState
trigger1 = !var(59)
trigger1 = animelemtime(3)>3
trigger1 = p2bodydist x<60&&p2statetype!=A
trigger1 = command!="holdfwd"&&command!="holdup"
value = 1310
ctrl = 0
[State 1000, 1]
type = ChangeState
trigger1 = !var(59)
trigger1 = animelemtime(3)>3
trigger1 = p2bodydist x<60&&p2statetype!=A
trigger1 = command="holdfwd"
value = 1311
ctrl = 0
[State 1000, 1]
type = ChangeState
trigger1 = !var(59)
trigger1 = animelemtime(3)>3
trigger1 = p2bodydist x<60&&p2statetype!=A
trigger1 = command="holdup"
value = 1312
ctrl = 0
[State 1000, 1]
type = ChangeState
trigger1 = var(59)
trigger1 = animelemtime(3)>3
trigger1 = p2bodydist x<60&&p2statetype!=A
value = 1310+random%3
ctrl = 0
[State 1000, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Feline Stike Attempt Fast
; CNS difficulty: medium
[Statedef 1302]
type    = S
movetype= A
physics = N
juggle  = 4
anim = ifelse(prevstateno=165&&anim=1300,-1,1300)
ctrl = 0
sprpriority = 2
[State 0, PlaySnd]
type = PlaySnd
triggerall = palno!=12&&!(sysvar(3)&128)
trigger1 = Animelem = 1
value = ifelse(palno=11&&!!(sysvar(3)&16),166,1),4
[State 0, PlaySnd]
type = PlaySnd
triggerall = palno=12||!!(sysvar(3)&128)
trigger1 = Animelem = 1
value = 1,3004

[State 0, ChangeState]
type = ChangeState
trigger1 = palno>=9&&!!(sysvar(3)&16)||fvar(5)||ishelper(98810)
value = 1303
ignorehitpause = 1
[State 0, NotHitBy]
type = NotHitBy
triggerall = animelemtime(4)<2
trigger1 = !(sysvar(3)&16)
trigger2 = (palno!=9||!var(2))&&!!(sysvar(3)&16)
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 35
ignorehitpause = 1
[State 0, AfterImage]
type = AfterImage
trigger1 = animelemtime(3)=-1
time = 2
length = 20
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 250,250,250
palpostbright = 0,0,0
paladd = -8,-8,-8
palmul = .85,.85,.85
timegap = 1
framegap = 2
trans = addalpha
alpha = 150,256
ignorehitpause = 1
[State 0, Vel]
type = VelSet
trigger1 = animelemno(0)=3
x = 10.0
ignorehitpause = 1
[State 0, Vel]
type = VelMul
trigger1 = !time
x = 0.13
ignorehitpause = 1
[State 0, Vel]
type = VelMul
trigger1 = animelemno(0)=4
x = 0.8
ignorehitpause = 1
[State 1000, 1]
type = ChangeState
trigger1 = !var(59)
trigger1 = animelemtime(3)>3
trigger1 = p2bodydist x<60&&p2statetype!=A
trigger1 = command!="holdfwd"&&command!="holdup"
value = 1310
ctrl = 0
[State 1000, 1]
type = ChangeState
trigger1 = !var(59)
trigger1 = animelemtime(3)>3
trigger1 = p2bodydist x<60&&p2statetype!=A
trigger1 = command="holdfwd"
value = 1311
ctrl = 0
[State 1000, 1]
type = ChangeState
trigger1 = !var(59)
trigger1 = animelemtime(3)>3
trigger1 = p2bodydist x<60&&p2statetype!=A
trigger1 = command="holdup"
value = 1312
ctrl = 0
[State 1000, 1]
type = ChangeState
trigger1 = var(59)
trigger1 = animelemtime(3)>3
trigger1 = p2bodydist x<60&&p2statetype!=A
value = 1310+(random%2*2)
ctrl = 0
[State 1000, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Feline Stike Attempt Cheap
; CNS difficulty: medium
[Statedef 1303]
type    = S
movetype= A
physics = N
juggle  = 4
anim = ifelse(prevstateno=165&&anim=1301,-1,1301)
ctrl = 0
sprpriority = 2
[State 0, VarAdd]
type = VarAdd
triggerall = animelem=1
trigger1 = !(sysvar(3)&16)
trigger2 = !!(sysvar(3)&16)&&palno<11
fvar(6) = -20
[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(3)>0&&animelemtime(4)<0
x = 25
ignorehitpause = 1
[State 0, Turn]
type = Turn
trigger1 = p2dist x<0
ignorehitpause = 1
[State 1000, 1]
type = ChangeState
trigger1 = !var(59)
trigger1 = animelemtime(3)>3
trigger1 = p2bodydist x<60&&p2statetype!=A
trigger1 = command!="holdfwd"&&command!="holdup"
value = 1310
ctrl = 0
[State 1000, 1]
type = ChangeState
trigger1 = !var(59)
trigger1 = animelemtime(3)>3
trigger1 = p2bodydist x<60&&p2statetype!=A
trigger1 = command="holdfwd"
value = 1311
ctrl = 0
[State 1000, 1]
type = ChangeState
trigger1 = !var(59)
trigger1 = animelemtime(3)>3
trigger1 = p2bodydist x<60&&p2statetype!=A
trigger1 = command="holdup"
value = 1312
ctrl = 0
[State 1000, 1]
type = ChangeState
trigger1 = var(59)
trigger1 = animelemtime(3)>3
trigger1 = p2bodydist x<60&&p2statetype!=A
value = 1310+random%3
ctrl = 0
[State 1000, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;No DI 
[Statedef 1310]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 25
ctrl = 0
anim = ifelse(prevstateno=165&&anim=1310,-1,1310)
sprpriority = 2
[State 0, PlaySnd]
type = PlaySnd
triggerall = palno=12||!!(sysvar(3)&128)
trigger1 = Animelem = 3
value = 1,3002
[State 0, Vel]
type = VelMul
trigger1 = 1
x = 0.7252
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
value = 0,3
[State 0, HitDef]
type = HitDef
triggerall=!var(2)
trigger1 = AnimElem = 4
attr = S,SA
animtype = hard
damage = 96,1
guardflag = 
hitflag = MAFD
pausetime = 13,13
sparkno = s20000
guard.sparkno = s20005
sparkxy = -10,-25
hitsound = s5,6
guardsound = s6,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 24
ground.velocity = -9.4,-6.5
air.velocity = -9.4,-6.0
air.hittime = 60
yaccel = const(movement.yaccel)/0.9
[State 0, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;DI Forward
[Statedef 1311]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 25
ctrl = 0
anim = ifelse(prevstateno=165&&anim=1311,-1,1311)
sprpriority = 2
[State 0, Vel]
type = VelMul
trigger1 = 1
x = 0.7252
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
value = 0,3
[State 0, PlaySnd]
type = PlaySnd
trigger1 = palno!=12&&!(sysvar(3)&128)
trigger1 = Animelem = 2
value = 1,6
[State 0, PlaySnd]
type = PlaySnd
triggerall = palno=12||!!(sysvar(3)&128)
trigger1 = Animelem = 3
value = 1,3003
[State 0, HitDef]
type = HitDef
triggerall=!var(2)
trigger1 = AnimElem = 3
attr = S,SA
animtype = hard
damage = 115,1
guardflag = 
hitflag = MAF
pausetime = 15,5
sparkno = s20000
guard.sparkno = s20005
sparkxy = -10,-25
hitsound = s5,6
guardsound = s6,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 24
ground.velocity = -16.0,3.2
air.velocity = -16.0,3.2
air.hittime = 30
yaccel = const(movement.yaccel)/0.3
fall = 1
[State 0, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;DI Up
[Statedef 1312]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 25
ctrl = 0
anim = ifelse(prevstateno=165&&anim=1312,-1,1312)
sprpriority = 2
[State 0, Vel]
type = VelMul
trigger1 = 1
x = 0.7252
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
value = 0,3
[State 0, PlaySnd]
type = PlaySnd
triggerall = palno=12||!!(sysvar(3)&128)
trigger1 = Animelem = 3
value = 1,3003
[State 0, HitDef]
type = HitDef
triggerall=!var(2)
trigger1 = AnimElem = 4
attr = S,SA
animtype = hard
damage = 90,1
guardflag = 
hitflag = MAFD
pausetime = 7,7
sparkno = s20000
guard.sparkno = s20005
sparkxy = -10,-25
hitsound = s5,5
guardsound = s6,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 24
ground.velocity = -3.0,-9.2
air.velocity = -3.0,-9.2
air.hittime = 30
yaccel = const(movement.yaccel)/0.888
fall = 1
[State 0, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Air Drumstick Toss Light
; CNS difficulty: medium
[Statedef 1400]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 90
anim = ifelse(prevstateno=165&&anim=1400,-1,1400)
ctrl = 0
sprpriority = 2

[State 0, VelMul]
type = VelMul
trigger1 = time<30
x = 0.9
y = 0.699
[State 0, VelSet]
type = VelSet
trigger1 = time<30
trigger1 = vel y=[-1,0)
y = -1
[State 0, VelSet]
type = VelSet
trigger1 = time<30
trigger1 = vel y=(0,1]
y = 1
[State 1200, 1]
type = playsnd
triggerall = palno!=12&&!(sysvar(3)&128)
trigger1 = animelemtime(3) = -1
channel = 3
value = 1,9
[State 1200, 1]
type = playsnd
triggerall = palno=12||!!(sysvar(3)&128)
trigger1 = animelemtime(3) = -1
channel = 3
value = 1,3002

[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -900, 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 = 5.2, -6.5
accel = 0, 0.4
attr = S, SA
damage   = 55, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,1
sparkno = s20000
guard.sparkno = s20005
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
yaccel = const(movement.yaccel)/1.033
ownpal = 1
;---------------------------------------------------------------------------
; Air Drumstick Toss Medium
; CNS difficulty: medium
[Statedef 1401]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 90
anim = ifelse(prevstateno=165&&anim=1400,-1,1400)
ctrl = 0
sprpriority = 2

[State 0, VelMul]
type = VelMul
trigger1 = time<30
x = 0.9
y = 0.699
[State 0, VelSet]
type = VelSet
trigger1 = time<30
trigger1 = vel y=[-1,0)
y = -1
[State 0, VelSet]
type = VelSet
trigger1 = time<30
trigger1 = vel y=(0,1]
y = 1
[State 1200, 1]
type = playsnd
triggerall = palno!=12&&!(sysvar(3)&128)
trigger1 = animelemtime(3) = -1
channel = 3
value = 1,9
[State 1200, 1]
type = playsnd
triggerall = palno=12||!!(sysvar(3)&128)
trigger1 = animelemtime(3) = -1
channel = 3
value = 1,3002

[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -900, 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 = 4.4, -8.2
accel = 0, 0.4
attr = S, SA
damage   = 65, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,1
sparkno = s20000
guard.sparkno = s20005
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
yaccel = const(movement.yaccel)/1.033
ownpal = 1
;---------------------------------------------------------------------------
; Air Drumstick Toss Hard
; CNS difficulty: medium
[Statedef 1402]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 90
anim = ifelse(prevstateno=165&&anim=1400,-1,1400)
ctrl = 0
sprpriority = 2

[State 0, VelMul]
type = VelMul
trigger1 = time<30
x = 0.9
y = 0.699
[State 0, VelSet]
type = VelSet
trigger1 = time<30
trigger1 = vel y=[-1,0)
y = -1
[State 0, VelSet]
type = VelSet
trigger1 = time<30
trigger1 = vel y=(0,1]
y = 1
[State 1200, 1]
type = playsnd
triggerall = palno!=12&&!(sysvar(3)&128)
trigger1 = animelemtime(3) = -1
channel = 3
value = 1,9
[State 1200, 1]
type = playsnd
triggerall = palno=12||!!(sysvar(3)&128)
trigger1 = animelemtime(3) = -1
channel = 3
value = 1,3002

[State 1200, Projectile]
type = Projectile
trigger1 = animelem = 3
ProjID = 1210
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -900, 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 = 3.1, -9.9
accel = 0, 0.4
attr = S, SA
damage   = 80, 2
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,1
sparkno = s20000
guard.sparkno = s20005
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
yaccel = const(movement.yaccel)/1.033
ownpal = 1
;---------------------------------------------------------------------------
; Cat Slash
[Statedef 1500]
type    = S
movetype= I
physics = S
juggle  = 4
velset = 0,0
anim = ifelse(prevstateno=165&&anim=1500,-1,1500)
ctrl = 0
sprpriority = 2
[State 0, VarSet]
type = VarSet
trigger1 = !var(59)
trigger1 = command="a"
var(4) = 0
[State 0, VarSet]
type = VarSet
trigger1 = !var(59)
trigger1 = command="b"
var(4) = 1
[State 0, VarSet]
type = VarSet
trigger1 = !var(59)
trigger1 = command="c"
trigger2 = var(59) ;AI will always use the strongest variant.
var(4) = 2
[State 1000, NotHitBy]
type = NotHitBy
trigger1 = animelem = 1
value = SCA
time = 30
[State 0, Explod]
type = Explod
trigger1 = !animtime
anim = 10002
ID = 1500
pos = 18,-40
postype = p1
facing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = .395,.425
ontop = 1
ownpal = 1
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = !animtime
value = 1000,2
ignorehitpause = 1
[State Slash]
type = ChangeState
trigger1 = !animtime
value = 1501+var(4)
ctrl = 0
[Statedef 1501]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 100
velset = 2.4,-7.4
anim = ifelse(prevstateno=165&&anim=1501,-1,1501)
ctrl = 0
sprpriority = 2
[State 0, CtrlSet]
type = CtrlSet
trigger1 = movehit 
trigger1 = palno>=11&&!!(sysvar(3)&16)
value = 1
[State 1001, 1]
type = VelAdd
Trigger1 = 1
y = 0.508815
[State 1001, HitDef]
type = HitDef
triggerall=!var(2)
trigger1 = animelem = 2
attr = S,SA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
damage = 68,1
guardflag = HA
priority = 3
pausetime = 6,5
sparkno = s20000
guard.sparkno = s20005
sparkxy = -8,-10
hitsound   = s5,8
guardsound = s6,0
animtype = Med
ground.type = low
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -0.99,-7.2
air.velocity = -0.59,-7.0
fall = 1
fall.recover = 0
yaccel = const(movement.yaccel)/1.033
[State 1001, end]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 0
[Statedef 1502]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 100
velset = 2.654,-8.5
anim = ifelse(prevstateno=165&&anim=1501,-1,1501)
ctrl = 0
sprpriority = 2
[State 0, CtrlSet]
type = CtrlSet
trigger1 = movehit 
trigger1 = palno>=11&&!!(sysvar(3)&16)
value = 1
[State 1001, 1]
type = VelAdd
Trigger1 = 1
y = 0.508815
[State 1001, HitDef]
type = HitDef
triggerall=!var(2)
trigger1 = animelem = 2
attr = S,SA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
damage = 76,1
guardflag = HA
priority = 3
pausetime = 6,5
sparkno = s20000
guard.sparkno = s20005
sparkxy = -8,-10
hitsound   = s5,8
guardsound = s6,0
animtype = Med
ground.type = low
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -1.0,-7.8
air.velocity = -0.6,-7.6
fall = 1
fall.recover = 0
yaccel = const(movement.yaccel)/1.033
[State 1001, end]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 0
[Statedef 1503]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 100
velset = 2.777,-9.1
anim = ifelse(prevstateno=165&&anim=1501,-1,1501)
ctrl = 0
sprpriority = 2
[State 0, CtrlSet]
type = CtrlSet
trigger1 = movehit 
trigger1 = palno>=11&&!!(sysvar(3)&16)
value = 1
[State 1001, 1]
type = VelAdd
Trigger1 = 1
y = 0.508815
[State 1001, HitDef]
type = HitDef
triggerall=!var(2)
trigger1 = animelem = 2
trigger2 = animelem = 3
attr = S,SA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
damage = 60,1
guardflag = HA
priority = 3
pausetime = 6,5
sparkno = s20000
guard.sparkno = s20005
sparkxy = -8,-10
hitsound   = s5,8
guardsound = s6,0
animtype = Med
ground.type = low
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -0.95,-8.4
air.velocity = -0.55,-8.2
fall = 1
fall.recover = 0
yaccel = const(movement.yaccel)/1.033
[State 1001, end]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;==========================================================================
;Super Kitty combo
[Statedef 2000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = ifelse(prevstateno=165&&anim=2000,-1,2000)
ctrl = 0
sprpriority = 2
poweradd = -1000
getpower = 0

[State 2300, SuperPause]
type = SuperPause
triggerall = (!!(sysvar(3)&16)&&palno!=12)||!(sysvar(3)&16)
trigger1 = AnimElem = 1
pos = 0, -25
anim = -1
sound = -1
[State 2300, SuperShake]
type = EnvShake
trigger1 = AnimElem = 1
time = 8
freq = 162
ampl = 4
[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3000,0
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
triggerall = palno=12||!!(sysvar(3)&128)
trigger1 = animelem=2
value = 1,3006

[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 4000
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 4001
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1

[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 30000
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.32,0.32
ontop = 1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 30001
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.3,0.3
ontop = 1
removeongethit = 1
[State 2300, Hyper Background]
type = explod
trigger1 = time = 1
anim = 31101
postype = left
sprpriority = -4
supermovetime = -1
removetime = -1
pos = 0,0
bindtime = -1
facing = 1
scale = 1.0,1.0
ID = 300000
removeongethit = 1

[State 2300, 1]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = animelem = 8
trigger3 = animelem = 12
trigger4 = animelem = 15
trigger5 = animelem = 18
trigger6 = animelem = 23
trigger7 = animelem = 28
value = 0, 1

[State 2300, 1]
type = HitDef
triggerall=!var(2)
trigger1 = AnimElem = 5
trigger2 = animelem = 9
trigger3 = animelem = 12
trigger4 = animelem = 15
trigger5 = animelem = 18
trigger6 = animelem = 23
attr = S, HA
animtype  = Medium
damage    = 48,1
guardflag = MA
pausetime = 5,45
sparkno = s29000
sparkxy = -10,-25
hitsound   = s5,2
guardsound = s6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 0
air.velocity = -2.5,-4
getpower = 0

[State 2300, 3]
type = HitDef
triggerall=!var(2)
trigger1 = animelem = 28
attr = S, HA
animtype  = Medium
damage    = 100,3
guardflag = MA
pausetime = 20,20
sparkno = s29000
sparkxy = -10,-37
hitsound   = s5,6
guardsound = s6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -2,-21
air.velocity = -1.5,-21
yaccel = const(movement.yaccel)/0.75
fall = 1
fall.recover = 0
getpower = 0
[State 2300, VelSet]
type = VelSet
trigger1 = animelemno(0) < 25
x = 1.85858
y = 0
[State 2300, VelSet]
type = VelSet
trigger1 = animelem = 27
x = 12
y = 0

[State 2300]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;==========================================================================
;Super Kitty combo EX
[Statedef 2010]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = ifelse(prevstateno=165&&(anim=2000||anim=2010),-1,2000)
ctrl = 0
sprpriority = 2
poweradd = -2000
getpower = 0

[State 2300, SuperPause]
type = SuperPause
triggerall = (!!(sysvar(3)&16)&&palno!=12)||!(sysvar(3)&16)
trigger1 = AnimElem = 1
pos = 0, -25
anim = -1
sound = -1
[State 2300, SuperShake]
type = EnvShake
trigger1 = AnimElem = 1
time = 8
freq = 162
ampl = 4
[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3001,0
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
triggerall = anim=2000
triggerall = palno=12||!!(sysvar(3)&128)
trigger1 = animelem=2
value = 1,3006

[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 4000
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 4001
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1

[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 30010
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.32,0.32
ontop = 1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 30011
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.3,0.3
ontop = 1
removeongethit = 1
[State 2300, Hyper Background]
type = explod
trigger1 = time = 1
anim = 31101
postype = left
sprpriority = -4
supermovetime = -1
removetime = -1
pos = 0,0
bindtime = -1
facing = 1
scale = 1.0,1.0
ID = 300000
removeongethit = 1

[State 2300, 1]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = animelem = 8
trigger3 = animelem = 12
trigger4 = animelem = 15
trigger5 = animelem = 18
trigger6 = animelem = 23
trigger7 = animelem = 28
value = 0, 1

[State 2300, 1]
type = HitDef
triggerall=!var(2)
trigger1 = AnimElem = 5
trigger2 = animelem = 9
trigger3 = animelem = 12
trigger4 = animelem = 15
trigger5 = animelem = 18
trigger6 = animelem = 23
attr = S, HA
animtype  = Medium
damage    = 48,1
guardflag = MA
pausetime = 5,45
sparkno = s29000
sparkxy = -10,-25
hitsound   = s5,2
guardsound = s6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 0
air.velocity = -2.5,-4
getpower = 0

[State 2300, 3]
type = HitDef
triggerall=!var(2)
trigger1 = animelem = 28
attr = S, HA
animtype  = Medium
damage    = 100,3
guardflag = MA
pausetime = 20,20
sparkno = s29000
sparkxy = -10,-37
hitsound   = s5,6
guardsound = s6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = 0,-8
air.velocity = 0,-7.5
fall = 1
fall.recover = 0
getpower = 0
[State 2300, VelSet]
type = VelSet
trigger1 = animelemno(0) < 25
x = 1.85858
y = 0
[State 2300, VelSet]
type = VelSet
trigger1 = animelem = 27
x = 12
y = 0
[State 2300]
type = ChangeAnim
trigger1 = movehit&&enemynear,movetype=H
trigger1 = anim=2000
trigger1 = AnimTime = 0
value = 2010
[State 2300]
type = ChangeState
trigger1 = !movehit||enemynear,movetype!=H
trigger1 = anim=2000
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[State 2300]
type = ChangeState
trigger1 = anim=2010
trigger1 = AnimTime = 0
value = 2011
;==========================================================================
;Super Kitty combo EX 2
[Statedef 2011]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 0,-12
anim = ifelse(prevstateno=165&&anim=2011,-1,2011)
ctrl = 0
sprpriority = 2
getpower = 0
[State 2300, 3]
type = HitDef
triggerall=!var(2)
trigger1 = 1
attr = S, HA
animtype  = Medium
damage    = 0,0
guardflag = MA
pausetime = 0,50
sparkno = -1
hitsound  = -1
guardsound = -1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = 0,0
air.velocity = 0,0
fall = 1
fall.recover = 0
getpower = 0
[State 2300]
type = ChangeState
trigger1 = movecontact
value = 2012
[State Failsafe]
type = ChangeState
trigger1 = !movecontact
trigger1 = abs(pos y)>128
value = 50
ctrl = 1
;==========================================================================
;Super Kitty combo EX 3
[Statedef 2012]
type    = A
movetype= A
physics = N
juggle  = 4
anim = ifelse(prevstateno=165&&anim=2012,-1,2012)
ctrl = 0
sprpriority = 2
[State 0, HitBy]
type = HitBy
triggerall = 1
trigger1 = !(sysvar(3)&16)
trigger2 = (palno!=9||!var(2))&&!!(sysvar(3)&16)
value = SCA,NA,SA,HA
time = 2
ignorehitpause = 1
[State 2300, 1]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = animelem = 6
trigger3 = animelemtime(8)=2
trigger4 = animelemtime(10)=2
value = 0, 1
[State 0, VelMul]
type = VelMul
trigger1 = time<2
y = 0.1
[State 2300, 1]
type = HitDef
triggerall=!var(2)
trigger1 = AnimElem = 2
trigger2 = animelem = 7
trigger3 = animelem = 9
attr = S, HA
animtype  = Medium
damage    = 14,1
guardflag = MA
pausetime = 5,45
sparkno = s29000
sparkxy = -10,-25
hitsound   = s5,2
guardsound = s6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 0
air.velocity = 0,0
getpower = 0

[State 2300, 3]
type = HitDef
triggerall=!var(2)
trigger1 = animelem = 11
attr = S, HA
animtype  = Medium
damage    = 70,2
guardflag = MA
pausetime = 20,20
sparkno = s29000
sparkxy = -10,-37
hitsound   = s5,6
guardsound = s6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -8,-2
air.velocity = -8,18
fall = 1
fall.recover = 0
getpower = 0
[State 2300]
type = StateTypeSet
trigger1 = animelem=12
physics = A
;==========================================================================
;Giant Hot Dog
[Statedef 2100]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = ifelse(prevstateno=165&&anim=2100,-1,2100)
ctrl = 0
sprpriority = 2
poweradd = -1000
getpower = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = palno=[9,12]
trigger1 = !!(sysvar(3)&16)
trigger2 = ishelper(98810)
value = 2120
ignorehitpause = 1
[State 2300, SuperPause]
type = SuperPause
triggerall = (!!(sysvar(3)&16)&&palno!=12)||!(sysvar(3)&16)
trigger1 = AnimElem = 2
pos = 0, -25
anim = -1
sound = -1
[State 2300, SuperShake]
type = EnvShake
trigger1 = AnimElem = 2
time = 8
freq = 162
ampl = 4
[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S3000,0
ignorehitpause = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = animelem=2
anim = 4000
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = animelem=2
anim = 4001
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1

[State 2300, Hyper Portrait]
type = explod
trigger1 = AnimElem = 2
anim = 30000
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.32,0.32
ontop = 1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = AnimElem = 2
anim = 30001
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.3,0.3
ontop = 1
removeongethit = 1
[State 2300, Hyper Background]
type = explod
trigger1 = animelemtime(2)=2
anim = 31101
postype = left
sprpriority = -4
supermovetime = -1
removetime = -1
pos = 0,0
bindtime = -1
facing = 1
scale = 1.0,1.0
ID = 300000
removeongethit = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelemtime(3)=2
ProjID = 2100
projanim = 2105
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(3*const(size.xscale)),floor(3*const(size.yscale))
projhits = 9999
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = 6,0
accel = 0, 0
attr = S, HA
damage   = 34,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,0
projmisstime = 5
hitsound = s5,6
sparkno = s29000
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6,-2
air.animtype = Back
air.velocity = -6,-2
air.juggle = 3
fall = 1
getpower = 0
[State 0, CtrlSet]
type = CtrlSet
trigger1 = palno>=11&&!!(sysvar(3)&16)
trigger1 = animelemtime(3)=3
value = 1
ignorehitpause = 1
[State 0, ChangeState]
type = ChangeState
trigger1 = !animtime
value = 0 
ctrl = 1
;==========================================================================
;Double Giant Hot Dog
[Statedef 2110]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = ifelse(prevstateno=165&&anim=2100,-1,2100)
ctrl = 0
sprpriority = 2
poweradd = -2000
getpower = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = palno=[9,12]
trigger1 = !!(sysvar(3)&16)
trigger2 = ishelper(98810)
value = 2120
ignorehitpause = 1
[State 2300, SuperPause]
type = SuperPause
triggerall = (!!(sysvar(3)&16)&&palno!=12)||!(sysvar(3)&16)
trigger1 = AnimElem = 2
pos = 0, -25
anim = -1
sound = -1
[State 2300, SuperShake]
type = EnvShake
trigger1 = AnimElem = 2
time = 8
freq = 162
ampl = 4
[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3001,0
ignorehitpause = 1

[State 2300, Hyper Portrait]
type = explod
trigger1 = animelem=2
anim = 4000
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = animelem=2
anim = 4001
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1

[State 2300, Hyper Portrait]
type = explod
trigger1 = AnimElem = 2
anim = 30010
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.32,0.32
ontop = 1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = AnimElem = 2
anim = 30011
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.3,0.3
ontop = 1
removeongethit = 1
[State 2300, Hyper Background]
type = explod
trigger1 = animelemtime(2)=2
anim = 31101
postype = left
sprpriority = -4
supermovetime = -1
removetime = -1
pos = 0,0
bindtime = -1
facing = 1
scale = 1.0,1.0
ID = 300000
removeongethit = 1

[State 1200, Projectile]
type = Projectile
trigger1 = animelemtime(3)=2
ProjID = 2100
projanim = 2105
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(3*const(size.xscale)),floor(3*const(size.yscale))
projhits = 9999
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = sin((pi/180.0)*85)*6,cos((pi/180.0)*85)*6
accel = 0, 0
attr = S, HA
damage   = 26,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,0
projmisstime = 5
hitsound = s5,6
sparkno = s29000
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6,-2
air.animtype = Back
air.velocity = -6,-2
air.juggle = 3
fall = 1
getpower = 0
[State 1200, Projectile]
type = Projectile
trigger1 = animelemtime(3)=2
ProjID = 2100
projanim = 2105
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(3*const(size.xscale)),floor(3*const(size.yscale))
projhits = 9999
offset = floor(30*const(size.xscale)),floor(-15*const(size.yscale))
velocity = sin((pi/180.0)*85)*6,cos((pi/180.0)*95)*6
accel = 0, 0
attr = S, HA
damage   = 26,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,0
projmisstime = 5
hitsound = s5,6
sparkno = s29000
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6,-2
air.animtype = Back
air.velocity = -6,-2
air.juggle = 3
fall = 1
getpower = 0
[State 0, CtrlSet]
type = CtrlSet
trigger1 = palno>=11&&!!(sysvar(3)&16)
trigger1 = animelemtime(3)=3
value = 1
ignorehitpause = 1
[State 0, ChangeState]
type = ChangeState
trigger1 = !animtime
value = 0 
ctrl = 1
;==========================================================================
;Hotdog Shotgun
[Statedef 2120]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = ifelse(prevstateno=165&&anim=2100,-1,2100)
ctrl = 0
sprpriority = 2
poweradd = 0
getpower = 0
[State 2300, SuperShake]
type = EnvShake
trigger1 = AnimElem = 2
time = 8
freq = 162
ampl = 4
[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3001,0
ignorehitpause = 1

[State 2300, Hyper Portrait]
type = explod
trigger1 = animelem=2
anim = 4000
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = animelem=2
anim = 4001
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1

[State 2300, Hyper Portrait]
type = explod
trigger1 = AnimElem = 2
anim = 30010
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.32,0.32
ontop = 1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = AnimElem = 2
anim = 30011
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.3,0.3
ontop = 1
removeongethit = 1

[State 1200, Projectile]
type = Projectile
trigger1 = animelem=3
ProjID = 2100
projanim = 2105
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(3*const(size.xscale)),floor(3*const(size.yscale))
projhits = 9999
offset = floor(30*const(size.xscale)),floor(-18*const(size.yscale))
velocity = sin((pi/180.0)*90)*2.85,cos((pi/180.0)*90)*2.85
accel = 0, 0
attr = S,HA
damage   = 40,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,0
projmisstime = 2
hitsound = s5,6
sparkno = s29000
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6,-2
air.animtype = Back
air.velocity = -6,-2
air.juggle = 3
fall = 1
getpower = 999999
givepower = -999999
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=3
ProjID = 2100
projanim = 2105
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(3*const(size.xscale)),floor(3*const(size.yscale))
projhits = 9999
offset = floor(30*const(size.xscale)),floor(-18*const(size.yscale))
velocity = sin((pi/180.0)*95)*2.85,cos((pi/180.0)*95)*2.85
accel = 0, 0
attr = S,HA
damage   = 40,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,0
projmisstime = 2
hitsound = s5,6
sparkno = s29000
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6,-2
air.animtype = Back
air.velocity = -6,-2
air.juggle = 3
fall = 1
getpower = 999999
givepower = -999999
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=3
ProjID = 2100
projanim = 2105
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(3*const(size.xscale)),floor(3*const(size.yscale))
projhits = 9999
offset = floor(30*const(size.xscale)),floor(-18*const(size.yscale))
velocity = sin((pi/180.0)*85)*2.85,cos((pi/180.0)*85)*2.85
accel = 0, 0
attr = S,HA
damage   = 40,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,0
projmisstime = 2
hitsound = s5,6
sparkno = s29000
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6,-2
air.animtype = Back
air.velocity = -6,-2
air.juggle = 3
fall = 1
getpower = 999999
givepower = -999999
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=3
ProjID = 2100
projanim = 2105
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(3*const(size.xscale)),floor(3*const(size.yscale))
projhits = 9999
offset = floor(30*const(size.xscale)),floor(-18*const(size.yscale))
velocity = sin((pi/180.0)*100)*2.85,cos((pi/180.0)*100)*2.85
accel = 0, 0
attr = S,HA
damage   = 40,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,0
projmisstime = 2
hitsound = s5,6
sparkno = s29000
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6,-2
air.animtype = Back
air.velocity = -6,-2
air.juggle = 3
fall = 1
getpower = 999999
givepower = -999999
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=3
ProjID = 2100
projanim = 2105
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(3*const(size.xscale)),floor(3*const(size.yscale))
projhits = 9999
offset = floor(30*const(size.xscale)),floor(-18*const(size.yscale))
velocity = sin((pi/180.0)*80)*2.85,cos((pi/180.0)*80)*2.85
accel = 0, 0
attr = S,HA
damage   = 40,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,0
projmisstime = 2
hitsound = s5,6
sparkno = s29000
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6,-2
air.animtype = Back
air.velocity = -6,-2
air.juggle = 3
fall = 1
getpower = 999999
givepower = -999999
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=3
ProjID = 2100
projanim = 2105
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(3*const(size.xscale)),floor(3*const(size.yscale))
projhits = 9999
offset = floor(30*const(size.xscale)),floor(-18*const(size.yscale))
velocity = sin((pi/180.0)*105)*2.85,cos((pi/180.0)*105)*2.85
accel = 0, 0
attr = S,HA
damage   = 40,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,0
projmisstime = 2
hitsound = s5,6
sparkno = s29000
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6,-2
air.animtype = Back
air.velocity = -6,-2
air.juggle = 3
fall = 1
getpower = 999999
givepower = -999999
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=3
ProjID = 2100
projanim = 2105
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(3*const(size.xscale)),floor(3*const(size.yscale))
projhits = 9999
offset = floor(30*const(size.xscale)),floor(-18*const(size.yscale))
velocity = sin((pi/180.0)*75)*2.85,cos((pi/180.0)*75)*2.85
accel = 0, 0
attr = S,HA
damage   = 40,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,0
projmisstime = 2
hitsound = s5,6
sparkno = s29000
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6,-2
air.animtype = Back
air.velocity = -6,-2
air.juggle = 3
fall = 1
getpower = 999999
givepower = -999999
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=3
ProjID = 2100
projanim = 2105
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(3*const(size.xscale)),floor(3*const(size.yscale))
projhits = 9999
offset = floor(30*const(size.xscale)),floor(-18*const(size.yscale))
velocity = sin((pi/180.0)*110)*2.85,cos((pi/180.0)*110)*2.85
accel = 0, 0
attr = S,HA
damage   = 40,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,0
projmisstime = 2
hitsound = s5,6
sparkno = s29000
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6,-2
air.animtype = Back
air.velocity = -6,-2
air.juggle = 3
fall = 1
getpower = 999999
givepower = -999999
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=3
ProjID = 2100
projanim = 2105
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = floor(3*const(size.xscale)),floor(3*const(size.yscale))
projhits = 9999
offset = floor(30*const(size.xscale)),floor(-18*const(size.yscale))
velocity = sin((pi/180.0)*70)*2.85,cos((pi/180.0)*70)*2.85
accel = 0, 0
attr = S,HA
damage   = 40,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 0,0
projmisstime = 2
hitsound = s5,6
sparkno = s29000
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6,-2
air.animtype = Back
air.velocity = -6,-2
air.juggle = 3
fall = 1
getpower = 999999
givepower = -999999
[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelemtime(3)=3
value = 1
ignorehitpause = 1
[State 0, ChangeState]
type = ChangeState
trigger1 = !animtime
value = 0 
ctrl = 1
;==========================================================================
;Drumstick Barrage
[Statedef 2200]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = ifelse(prevstateno=165&&anim=2200,-1,2200)
ctrl = 0
sprpriority = 2
poweradd = -1000
getpower = 0

[State 2300, SuperPause]
type = SuperPause
triggerall = (!!(sysvar(3)&16)&&palno!=12)||!(sysvar(3)&16)
trigger1 = AnimElem = 1
pos = 0, -25
anim = -1
sound = -1
[State 2300, SuperShake]
type = EnvShake
trigger1 = AnimElem = 1
time = 8
freq = 162
ampl = 4
[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3000,0
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
triggerall = palno=12||!!(sysvar(3)&128)
trigger1 = time=10
value = 1,3005

[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 4000
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 4001
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1

[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 30000
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.32,0.32
ontop = 1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 30001
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.3,0.3
ontop = 1
removeongethit = 1
[State 2300, Hyper Background]
type = explod
trigger1 = time=1
anim = 31101
postype = left
sprpriority = -4
supermovetime = -1
removetime = -1
pos = 0,0
bindtime = -1
facing = 1
scale = 1.0,1.0
ID = 300000
removeongethit = 1

[State 1200, Projectile]
type = Projectile
trigger1 = time>3&&time%6=1
ProjID = 2200
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -900, 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 = 2.0+(random/222.0), -5.0-(random/333.0)
accel = 0, 0.4
attr = S, HA
damage   = 40,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,6
sparkno = s29000
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
getpower = 0
yaccel = const(movement.yaccel)/1.033
fall = 1
fall.recover = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = time=60
value = 2201 
ctrl = 0
;==========================================================================
;Drumstick Fury
[Statedef 2210]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = ifelse(prevstateno=165&&anim=2200,-1,2200)
ctrl = 0
sprpriority = 2
poweradd = -2000
getpower = 0

[State 2300, SuperPause]
type = SuperPause
triggerall = (!!(sysvar(3)&16)&&palno!=12)||!(sysvar(3)&16)
trigger1 = AnimElem = 1
pos = 0, -25
anim = -1
sound = -1
[State 2300, SuperShake]
type = EnvShake
trigger1 = AnimElem = 1
time = 8
freq = 162
ampl = 4
[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3001,0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = palno=12||!!(sysvar(3)&128)
trigger1 = time=10
value = 1,3005

[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 4000
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 4001
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1

[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 30010
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.32,0.32
ontop = 1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 30011
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.3,0.3
ontop = 1
removeongethit = 1

[State 2300, Hyper Background]
type = explod
trigger1 = time=1
anim = 31101
postype = left
sprpriority = -4
supermovetime = -1
removetime = -1
pos = 0,0
bindtime = -1
facing = 1
scale = 1.0,1.0
ID = 300000
removeongethit = 1

[State 1200, Projectile]
type = Projectile
trigger1 = time>3&&time%3=1
ProjID = 2200
projanim = 1210
projhitanim = -1
projpriority = 1
projheightbound = -900, 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 = 8.0+(random/255.0), -4.0-(random/444.0)
accel = 0, 0.4
attr = S, HA
damage   = 22,1
animtype = medium
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s5,6
sparkno = s29000
sparkxy = 10,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
getpower = 0
yaccel = const(movement.yaccel)/1.033
fall = 1
fall.recover = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = time=70
value = 2201 
ctrl = 0
;==========================================================================
;Drumstick Barrage/Fury End
[Statedef 2201]
type    = S
movetype= I
physics = S
juggle  = 4
velset = 0,0
anim = ifelse(prevstateno=165&&anim=2201,-1,2201)
ctrl = 0
sprpriority = 2
getpower = 0
[State 0, VarSet]
type = VarSet
trigger1 = !time
var(0) = 60
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
triggerall = !var(59)
trigger1 = command="x"||command="y"||command="z"
trigger2 = command="a"||command="b"||command="c"
var(0) = -3
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
triggerall = var(59)
trigger1 = random<640
var(0) = -3
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time>ifelse(var(0)<20,20,var(0))
trigger2 = palno>=11&&!!(sysvar(3)&16)
value = 0
ctrl = 1
;==========================================================================
;Super Kitty Butt Slam
[Statedef 2300]
type    = A
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = ifelse(prevstateno=165&&(anim=2300||anim=2301),-1,2300)
ctrl = 0
sprpriority = 2
poweradd = -1000
getpower = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = (palno=[8,12])&&!!(sysvar(3)&16)
trigger2 = ishelper(98810)
value = 2320
[State Stay within X boundaries]
type = PosSet
trigger1 = abs(pos x)>168
x = ifelse(pos x<0,-168,168)
[State 2300, SuperPause]
type = SuperPause
triggerall = (!!(sysvar(3)&16)&&palno!=12)||!(sysvar(3)&16)
trigger1 = AnimElem = 2
pos = 0, -25
anim = -1
sound = -1
[State 2300, SuperShake]
type = EnvShake
trigger1 = AnimElem = 2
time = 8
freq = 162
ampl = 4
[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S3000,0
ignorehitpause = 1

[State 2300, Hyper Portrait]
type = explod
trigger1 = AnimElem = 2
anim = 4000
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = AnimElem = 2
anim = 4001
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1

[State 2300, Hyper Portrait]
type = explod
trigger1 = AnimElem = 2
anim = 30000
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.32,0.32
ontop = 1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = AnimElem = 2
anim = 30001
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.3,0.3
ontop = 1
removeongethit = 1

[State 2300, Hyper Background]
type = explod
trigger1 = animelemtime(2)=2
anim = 31101
postype = left
sprpriority = -4
supermovetime = -1
removetime = -1
pos = 0,0
bindtime = -1
facing = 1
scale = 1.0,1.0
ID = 300000
removeongethit = 1

[State 2300, 1]
type = PlaySnd
trigger1 = anim=2300
trigger1 = AnimElem = 4
value = s1,ifelse(palno=12||!!(sysvar(3)&128),3003,6)

[State 2300, 1]
type = HitDef
triggerall=!var(2)
trigger1 = anim=2300
trigger1 = AnimElem = 4
attr = S, HA
animtype  = Medium
damage    = 19,1 ;Doesn't do much when rising up but when hes falling, oh boy.
guardflag = MA
hitflag = MAFD
pausetime = 5,15
sparkno = s29000
sparkxy = -10,-25
hitsound   = s5,2
guardsound = s6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -2.788888,-9.2
air.velocity = -2.788888,-9.2
fall = 1
fall.recover = 0
getpower = 0
[State 2300, 1]
type = HitDef
triggerall=!var(2)
triggerall = anim=2301
triggerall = animelemtime(1)=3
trigger1 = !(sysvar(3)&16)
trigger2 = !!(sysvar(3)&16)
trigger2 = palno<11
attr = S, HA
animtype  = Medium
damage    = 344,8
guardflag = MA
hitflag = MAFD
pausetime = 18,18
sparkno = s29000
sparkxy = -10,-25
hitsound   = s5,6
guardsound = s6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -8,21
air.velocity = -8,21
getpower = 0
fall = 1
fall.recover = 0
[State 2300, 1]
type = HitDef
triggerall=!var(2)
triggerall = anim=2301
trigger1 = !!(sysvar(3)&16)
trigger1 = palno>=11
attr = S, HA
animtype  = Medium
damage    = 999999,999999
guardflag = 
hitflag = MAFDP
pausetime = 0,18
sparkno = s20000
guard.sparkno = s20005
sparkxy = -10,-25
hitsound   = s5,6
guardsound = s6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -8,21
air.velocity = -8,21
getpower = 0
fall = 1
fall.recover = 0
[State 0, ScreenBound]
type = ScreenBound
trigger1 = anim=2300&&animelemno(0)=4
trigger2 = anim=2301
value = 0
ignorehitpause = 1
[State 2300, VelSet]
type = VelSet
trigger1 = anim=2300
trigger1 = animelemtime(4)=-2
x = 0.8
y = -12.5
[State 2300, VelSet]
type = VelSet
trigger1 = anim=2301
x = 5.666
y = 18
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim=2300
trigger1 = pos y<-420
value = 2301
elem = 1
ignorehitpause = 1
[State 2300]
type = ChangeState
trigger1 = anim=2301
trigger1 = pos y>=0
trigger1 = vel y>0
value = 2301
;==========================================================================
;Feline Earthquake
[Statedef 2310]
type    = A
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = ifelse(prevstateno=165&&(anim=2300||anim=2301),-1,2300)
ctrl = 0
sprpriority = 2
poweradd = -2000
getpower = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = (palno=[8,12])&&!!(sysvar(3)&16)
trigger2 = ishelper(98810)
value = 2320
[State Stay within X boundaries]
type = PosSet
trigger1 = abs(pos x)>168
x = ifelse(pos x<0,-168,168)
[State 2300, SuperPause]
type = SuperPause
triggerall = (!!(sysvar(3)&16)&&palno!=12)||!(sysvar(3)&16)
trigger1 = AnimElem = 2
pos = 0, -25
anim = -1
sound = -1
[State 2300, SuperShake]
type = EnvShake
trigger1 = AnimElem = 2
time = 8
freq = 162
ampl = 4
[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S3001,0
ignorehitpause = 1

[State 2300, Hyper Portrait]
type = explod
trigger1 = AnimElem = 2
anim = 4000
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = AnimElem = 2
anim = 4001
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1

[State 2300, Hyper Portrait]
type = explod
trigger1 = AnimElem = 2
anim = 30010
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.32,0.32
ontop = 1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = AnimElem = 2
anim = 30011
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.3,0.3
ontop = 1
removeongethit = 1

[State 2300, Hyper Background]
type = explod
trigger1 = animelemtime(2)=2
anim = 31101
postype = left
sprpriority = -4
supermovetime = -1
removetime = -1
pos = 0,0
bindtime = -1
facing = 1
scale = 1.0,1.0
ID = 300000
removeongethit = 1
[State 2300, 1]
type = PlaySnd
trigger1 = anim=2300
trigger1 = AnimElem = 4
value = s1,ifelse(palno=12||!!(sysvar(3)&128),3003,6)

[State 2300, 1]
type = HitDef
triggerall=!var(2)
trigger1 = anim=2300
trigger1 = AnimElem = 4
attr = S, HA
animtype  = Medium
damage    = 19,1
guardflag = MA
hitflag = MAFD
pausetime = 5,15
sparkno = s29000
sparkxy = -10,-25
hitsound   = s5,2
guardsound = s6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -2.788888,-14.2
air.velocity = -2.788888,-14.2
fall = 1
fall.recover = 0
getpower = 0
[State 2300, 1]
type = HitDef
triggerall=!var(2)
trigger1 = anim=2301
trigger1 = time%2=1
attr = S, HA
animtype  = Medium
damage    = 64,1
guardflag = MA
hitflag = MAFD
pausetime = 6,1
sparkno = s29000
sparkxy = -10,-25
hitsound   = s5,6
guardsound = s6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -0.25,9.3
air.velocity = -0.25,9.3
getpower = 0
fall = 1
fall.recover = 0
[State 0, ScreenBound]
type = ScreenBound
trigger1 = anim=2300&&animelemno(0)=4
trigger2 = anim=2301
value = 0
ignorehitpause = 1
[State 2300, VelSet]
type = VelSet
trigger1 = anim=2300
trigger1 = animelemtime(4)=-2
x = 1.14141
y = -22
[State 2300, VelSet]
type = VelSet
trigger1 = anim=2301
x = 5.8119
y = 26.0
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim=2300
trigger1 = pos y<-1000
value = 2301
elem = 1
ignorehitpause = 1
[State 2300]
type = ChangeState
trigger1 = anim=2301
trigger1 = pos y>=0
trigger1 = vel y>0
value = 2302
;==========================================================================
;Landing from Lv1 Butt Smash
[Statedef 2301]
type    = S
movetype= I
physics = S
juggle  = 4
velset = 0,0
anim = ifelse(prevstateno=165&&anim=2302,-1,2302)
ctrl = 0
sprpriority = 2
getpower = 0
[State 2300, VelSet]
type = PosSet
trigger1 = 1
y = 0
[State 1002, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 8,3
volume = 0
[State 1002, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 20
freq = 100
ampl = -3
phase = 90
[State 0, ChangeState]
type = ChangeState
trigger1 = !animtime
value = 0
ctrl = 1
;==========================================================================
;Landing from Lv2 Butt Smash
[Statedef 2302]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = ifelse(prevstateno=165&&anim=2302,-1,2302)
ctrl = 0
sprpriority = 2
getpower = 0
[State 2300, 1]
type = HitDef
triggerall=!var(2)
trigger1 = time=1
attr = S, HA
animtype  = Medium
damage    = 360,0
guardflag = ;Cannot be guarded.
hitflag = MAFD
pausetime = 5,15
sparkno = s20000
guard.sparkno = s20005
sparkxy = -10,-25
hitsound   = s5,6
guardsound = s6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -6,-18
air.velocity = -6,-18
fall = 1
fall.recover = 0
getpower = 0
[State 2300, VelSet]
type = PosSet
trigger1 = 1
y = 0
[State 1002, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 8,3
volume = 900
[State 1002, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 36
freq = 140
ampl = -15
phase = 44
[State 0, ChangeState]
type = ChangeState
trigger1 = !animtime
value = 0
ctrl = 1
;==========================================================================
;Feline Tremor (11P-12P mode only)
;Cheap Palettes must be enabled to access this.
[Statedef 2320]
type    = A
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = ifelse(prevstateno=165&&anim=2310,-1,2310)
ctrl = 0
sprpriority = 2
poweradd = 0
[State 0, VarSet]
type = VarSet
trigger1 = !time
var(5) = 0
ignorehitpause = 1
[State 0, ScreenBound]
type = ScreenBound
trigger1 = animelemtime(4)>0
value = 0
ignorehitpause = 1
[State 2300, SuperShake]
type = EnvShake
trigger1 = AnimElem = 2
time = 8
freq = 162
ampl = 4
[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S3001,0
ignorehitpause = 1

[State 2300, Hyper Portrait]
type = explod
trigger1 = AnimElem = 2
anim = 4000
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = AnimElem = 2
anim = 4001
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1

[State 2300, Hyper Portrait]
type = explod
trigger1 = AnimElem = 2
anim = 30010
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.32,0.32
ontop = 1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = AnimElem = 2
anim = 30011
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.3,0.3
ontop = 1
removeongethit = 1

[State 2300, Hyper Background]
type = explod
trigger1 = animelemtime(2)=2
anim = 31101
postype = left
sprpriority = -4
supermovetime = -1
removetime = -1
pos = 0,0
bindtime = -1
facing = 1
scale = 1.0,1.0
ID = 300000
removeongethit = 1
[State 2300, VelSet]
type = VelSet
trigger1 = animelemtime(4)=-2
x = 0
y = -27.5
[State 0, ChangeState]
type = ChangeState
trigger1 = screenpos y<-32
value = 2321
ignorehitpause = 1
[Statedef 2321]
type    = A
movetype= A
physics = S
juggle  = 4
velset = 0,27.5
anim = ifelse(prevstateno=165&&anim=2301,-1,2301)
ctrl = 0
sprpriority = 2
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 99
ignorehitpause = 1
[State dhfhxcvg]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AP,AT
pausetime = 0,0
sparkno = -1
hitsound = -1
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
trigger1 = !time
var(5) = 1
ignorehitpause = 1
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
ignorehitpause = 1
[State 0, PosSet]
type = PosSet
trigger1 = !time
x = enemynear,pos x
ignorehitpause = 1
[State 0, ChangeState]
type = ChangeState
trigger1 = pos y>=0
value = 2322+(var(5)>2)
ignorehitpause = 1
[Statedef 2322]
type    = A
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = ifelse(prevstateno=165&&anim=2311,-1,2311)
ctrl = 0
sprpriority = 2
[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0
ignorehitpause = 1
[State 0, ScreenBound]
type = ScreenBound
trigger1 = animelemtime(5)>0
value = 0
ignorehitpause = 1
[State dhfhxcvg]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AP,AT
pausetime = 0,0
sparkno = -1
hitsound = -1
ignorehitpause = 1
[State 1002, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 8,3
volume = 0
[State 0, VelSet]
type = VelSet
trigger1 = animelem=7
y = -27.5
ignorehitpause = 1
[State 0, ChangeState]
type = ChangeState
trigger1 = screenpos y<-32
value = 2321
ignorehitpause = 1
[Statedef 2323]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = ifelse(prevstateno=165&&anim=2312,-1,2312)
ctrl = 0
sprpriority = 2
[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0
ignorehitpause = 1
[State dhfhxcvg]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AP,AT
pausetime = 0,0
sparkno = -1
hitsound = -1
ignorehitpause = 1
[State 0, TargetState]
type = TargetState
trigger1 = 1
value = 5151
ID = -1
ignorehitpause = 1
[State 0, TargetState]
type = TargetVelSet
trigger1 = 1
x = (random*random*random*random*random)*(random-random)
y = (random*random*random*random*random)*(random-random)
ID = -1
ignorehitpause = 1
[State 0, TargetBind]
type = TargetBind
trigger1 = 1
pos = 0,2147483647
ID = -1
ignorehitpause = 1
[State 1002, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 8,3
volume = 300
[State 1002, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S1000,1
volume = 100
[State 0, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = player
name = "Feline Tremor Shockwave A"
ID = 2330
stateno = 2330
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
[State 0, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = player
name = "Feline Tremor Shockwave B"
ID = 2330
stateno = 2330
pos = 0,0
postype = p1
facing = -1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
[State 0, ChangeState]
type = ChangeState
trigger1 = !animtime
value = 0
ctrl = 1
ignorehitpause = 1
[Statedef 2330]
type = S
movetype = I
physics = N
anim = ifelse(anim!=214740,214740,-1)
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1||var(19):=random%3
value = 0
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 4.666
ignorehitpause = 1
[State 0, EnvShake]
type = EnvShake
trigger1 = animelemtime(1)%11=1
time = 6
freq = 152
ampl = -13
phase = 90
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(1)%11=1
value = 1000,3+random%3
volume = 2000
channel = 5
freqmul = 0.8+(random%8*0.04)
[State ExplosionA]
type = explod
trigger1 = animelemtime(1)%11=1
ID = 23300
anim = 10003
postype = p1
sprpriority = 200
removetime = -2
pos = 0,0
bindtime = 1
scale = 0.5,0.5
ownpal = 1
ignorehitpause = 1
[State ExplosionB]
type = explod
trigger1 = animelemtime(1)%11=1
ID = 23300
anim = 10004
postype = p1
sprpriority = 205
removetime = -2
pos = 0,0
bindtime = 1
scale = 0.4,0.4
ownpal = 1
ignorehitpause = 1
[State ExplosionC]
type = explod
trigger1 = animelemtime(1)%11=1
ID = 23300
anim = 10005
postype = p1
sprpriority = 210
removetime = -2
pos = 0,-70
bindtime = 1
scale = 0.33,0.33
ownpal = 1
ignorehitpause = 1
[State 1200, Projectile]
type = Projectile
trigger1 = root,palno=8
ProjID = 2330000
projanim = 2313
projhitanim = -1
projremovetime = 2
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projshadow = -1
projscale = 0,0
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AP,AT
damage = floor(2147483640*(enemy,const(data.defence)/100.0)),0
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,10
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = -1
ground.type = low
air.juggle = 1
ignorehitpause = 1
[State 1200, Projectile]
type = Projectile
trigger1 = root,palno>=9
trigger1 = animelemtime(1)%2=1
trigger1 = var(19)=0
ProjID = 2330000
projanim = 2313
projhitanim = -1
projremovetime = 2
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projshadow = -1
projscale = 0,0
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AP,AT
damage = floor(2147483640*(enemy,const(data.defence)/100.0)),0
fall.damage = -2147483648
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,10
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = -1
ground.type = low
air.juggle = 1
p2stateno = ifelse(enemy,stateno=5110,5020,5110)
p2getp1state = 0
ignorehitpause = 1
[State 1200, Projectile]
type = Projectile
trigger1 = root,palno>=9
trigger1 = animelemtime(1)%2=1
trigger1 = var(19)=0
ProjID = 2330000
projanim = 2313
projhitanim = -1
projremovetime = 2
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projshadow = -1
projscale = 0,0
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AP,AT
damage = floor(8*(enemy,const(data.defence)/100.0)),0
fall.damage = -2147483648
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,10
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = -1
ground.type = low
air.juggle = 1
p2stateno = ifelse(enemy,stateno=5110,5020,5110)
p2getp1state = 0
ignorehitpause = 1
[State 1200, Projectile]
type = Projectile
trigger1 = root,palno>=9
trigger1 = animelemtime(1)%2=1
trigger1 = var(19)=1
ProjID = 2330000
projanim = 2313
projhitanim = -1
projremovetime = 2
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projshadow = -1
projscale = 0,0
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AP,AT
damage = floor(-2147483648*(enemy,const(data.defence)/100.0)),0
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,10
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = -1
ground.type = high
air.juggle = 1
p2stateno = 999000+(random+random*1000)
p2getp1state = 0
ignorehitpause = 1
[State 1200, Projectile]
type = Projectile
trigger1 = root,palno>=9
trigger1 = animelemtime(1)%2=1
trigger1 = var(19)=2
ProjID = 2330000
projanim = 2313
projhitanim = -1
projremovetime = 2
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projshadow = -1
projscale = 0,0
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AP,AT
damage = 99,0
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,10
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = -1
ground.type = high
air.juggle = 1
p2stateno = ifelse(random%2,50,132)
p2getp1state = 0
ignorehitpause = 1
[State 0, ReversalDef]
type = ReversalDef
trigger1 = root,palno>=9
trigger1 = animelemtime(1)%2=0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AP,AT
pausetime = 0,0
sparkno = -1
hitsound = -1
p2stateno = 5110
p2getp1state = 0
fall.damage = -2147483648
hitflag = MAFDP
priority = 7,Hit
ignorehitpause = 1
[State 0, ReversalDef]
type = ReversalDef
trigger1 = root,palno>=9
trigger1 = animelemtime(1)%2=1
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AP,AT
pausetime = 0,10
sparkno = -1
hitsound = -1
p2stateno = 5151
p2getp1state = 1
hitflag = MAFDP
priority = 7,Hit
ignorehitpause = 1
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = root,palno>=9
trigger1 = numtarget
value = -2147483648
ID = -1
absolute = 1
ignorehitpause = 1
[State 0, TargetState]
type = TargetState
trigger1 = root,palno>=9
trigger1 = random%2
value = 5151
ID = -1
ignorehitpause = 1
[State 0, ChangeState]
type = DestroySelf
trigger1 = abs(pos x)>200
ignorehitpause = 1
[State 0, SelfState]
type = SelfState
trigger1 = ishelper
value = 5150
persistent = 256
ignorehitpause = 1
;---------------------------------------------------------------------------
; Drumstick Bomb
[Statedef 2400]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= -1000
anim = ifelse(prevstateno=165&&anim=2400,-1,2400)
ctrl = 0
sprpriority = 2
[State 0, PosFreeze]
type = PosFreeze
trigger1 = animelemtime(2)<4
value = 1
ignorehitpause = 1
[State 2300, SuperPause]
type = SuperPause
triggerall = (!!(sysvar(3)&16)&&palno!=12)||!(sysvar(3)&16)
trigger1 = AnimElem = 2
pos = 0, -25
anim = -1
sound = -1
[State 2300, SuperShake]
type = EnvShake
trigger1 = AnimElem = 2
time = 8
freq = 162
ampl = 4
[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S3000,0
ignorehitpause = 1

[State 2300, Hyper Portrait]
type = explod
trigger1 = AnimElem = 2
anim = 4000
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = AnimElem = 2
anim = 4001
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1

[State 2300, Hyper Portrait]
type = explod
trigger1 = AnimElem = 2
anim = 30000
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.32,0.32
ontop = 1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = AnimElem = 2
anim = 30001
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.3,0.3
ontop = 1
removeongethit = 1

[State 2300, Hyper Background]
type = explod
trigger1 = animelemtime(2)=2
anim = 31101
postype = left
sprpriority = -4
supermovetime = -1
removetime = -1
pos = 0,0
bindtime = -1
facing = 1
scale = 1.0,1.0
ID = 300000
removeongethit = 1
[State 0, Helper]
type = Helper
trigger1 = animelem=3
helpertype = player
name = "TATICAL NUKE!"
ID = 2400
stateno = 2450
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
[State 0, Helper]
type = Helper
trigger1 = animelem=3
trigger1 = (palno=[7,12])&&!!(sysvar(3)&16)||ishelper(98810)
helpertype = player
name = "TATICAL NUKE!"
ID = 2400
stateno = 2450
pos = 0,-40
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
[State 0, Helper]
type = Helper
trigger1 = animelem=3
trigger1 = (palno=[11,12])&&!!(sysvar(3)&16)||ishelper(98810)
helpertype = player
name = "TATICAL NUKE!"
ID = 2400
stateno = 2450
pos = 0,40
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
[State 0, Helper]
type = Helper
trigger1 = animelem=3
trigger1 = (palno=[11,12])&&!!(sysvar(3)&16)||ishelper(98810)
helpertype = player
name = "TATICAL NUKE!"
ID = 2400
stateno = 2450
pos = -30,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
[State 0, Helper]
type = Helper
trigger1 = animelem=3
trigger1 = (palno=[11,12])&&!!(sysvar(3)&16)||ishelper(98810)
helpertype = player
name = "TATICAL NUKE!"
ID = 2400
stateno = 2450
pos = -30,-40
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
[State 0, Helper]
type = Helper
trigger1 = animelem=3
trigger1 = (palno=[11,12])&&!!(sysvar(3)&16)||ishelper(98810)
helpertype = player
name = "TATICAL NUKE!"
ID = 2400
stateno = 2450
pos = -30,40
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelem=4&&ifelse(!!var(59),random<250,1)
trigger1 = (palno=[8,12])&&!!(sysvar(3)&16)||ishelper(98810)
value = 1
ignorehitpause = 1
[State 0, VelMul]
type = VelMul
trigger1 = time<55
x = 0.7
y = 0.3
[State 0, VelSet]
type = VelSet
trigger1 = time<55
trigger1 = vel y=[-0.2,0)
y = -0.2
[State 0, VelSet]
type = VelSet
trigger1 = time<55
trigger1 = vel y=(0,0.2]
y = 0.2
[State 0, PosSet]
type = PosSet
trigger1 = time<55
trigger1 = pos y>-16
y = -16
[State 0, VelAdd]
type = VelAdd
trigger1 = time=55
y = 3.4
[State 0, VelMul]
type = VelMul
trigger1 = time=55
y = -1.737
[State 0, VelMul]
type = VelSet
trigger1 = time=55
x = -1.03*vel x-2.24
[State 1200, 1]
type = playsnd
trigger1 = animelemtime(3) = 1
channel = 3
value = ifelse(palno=11&&!!(sysvar(3)&16),166,1),ifelse(palno=12||!!(sysvar(3)&128),3003,9)
;---------------------------------------------------------------------------
; Drumstick Bomb Helper
[Statedef 2450]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 0
anim = ifelse(anim!=2450&&anim!=2499,2450,-1)
ctrl = 0
movehitpersist = 1
hitdefpersist = 1
sprpriority = 2
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = anim=2450
trigger1 = animelemtime(1)=1
x = 6
y = -13.78
[State Bounce]
type = VelMul
trigger1 = pos x>160||pos x<-160
x = -0.98
[State Bounce]
type = VelAdd
triggerall = pos x>160||pos x<-160
trigger1 = vel y<0
y = vel y*0.266
[State Bounce]
type = VelMul
triggerall = pos x>160||pos x<-160
trigger1 = vel y>0
y = -0.64
[State Bounce]
type = PosSet
trigger1 = pos x>160
x = 160
[State Bounce]
type = PosSet
trigger1 = pos x<-160
x = -160
[State 800, 1]
type = HitDef
triggerall = anim=2450
trigger1 = animelemtime(1)%3=1
trigger1 = !movecontact
attr = ,HA
hitflag = MAFD
priority = 1, Hit
sparkno = -1
damage = 88
hitsound = s5,6
ground.velocity = -15,-15
air.velocity = -15,-15
pausetime = 0,3
yaccel = const(movement.yaccel)/0.9666
fall = 1
fall.recover = 0
[State 800, 1]
type = HitDef
triggerall = anim=2499
trigger1 = animelemtime(1)=[2,6]
attr = ,HA
hitflag = MAFD
priority = 1, Hit
sparkno = -1
damage = 56
hitsound = -1
ground.velocity = -11,-11
air.velocity = -11,-11
pausetime = 0,3
yaccel = const(movement.yaccel)/0.9666
fall = 1
fall.recover = 0
[State 0, Gravity]
type = Gravity
trigger1 = anim=2450
[State 0,Freeze]
type = PosFreeze
trigger1 = anim=2499
value = 1
[State 0, Angle]
type = AngleDraw
trigger1 = anim=2450
value = animelemtime(1)*30
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim!=2499
trigger1 = movecontact
trigger2 = pos y>=0
trigger2 = vel y>0
value = 2499
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = anim=2499
trigger1 = animelemtime(1)=1
anim = 10009
ID = 256256000
pos = 0,0
postype = p1
facing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.667,0.667
sprpriority = -7
ontop = 1
ownpal = 1
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = anim=2499
trigger1 = animelemtime(1)=1
anim = 10001
ID = 256256000
pos = 0,0
postype = p1
facing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -6
ontop = 1
ownpal = 1
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = anim=2499
trigger1 = animelemtime(1)=1
anim = 10000
ID = 256256000
pos = 0,0
postype = p1
facing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 7
ontop = 1
ownpal = 1
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim=2499
trigger1 = animelemtime(1)=1
value = S1000,0
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim=2499
trigger1 = animelemtime(1)=1
value = S1000,1
ignorehitpause = 1
[State 0, EnvShake]
type = EnvShake
trigger1 = anim=2499
trigger1 = animelemtime(1)=1
time = 16
freq = 166
ampl = -10
phase = 194
ignorehitpause = 1
[State 0, DestroySelf]
type = DestroySelf
trigger1 = anim=2499
trigger1 = !numexplod(256256000)
trigger1 = animelemtime(1)>10
ignorehitpause = 1
[State 0, SelfState]
type = SelfState
trigger1 = ishelper
value = 5150
persistent = 256
ignorehitpause = 1
;==========================================================================
;Cat Rampage
;Temporarily activate some cheap attacks for 10 seconds.
;Not available if palette is higher than 10 when cheap modes are on, as that makes this irrelivant.
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = ifelse(prevstateno=165&&anim=3000,-1,3000)
ctrl = 0
sprpriority = 2
poweradd = -3000
getpower = 0

[State 2300, SuperPause]
type = SuperPause
triggerall = (!!(sysvar(3)&16)&&palno!=12)||!(sysvar(3)&16)
trigger1 = AnimElem = 1
pos = 0, -25
anim = -1
sound = -1
time = 40
movetime = 40
[State 2300, SuperShake]
type = EnvShake
trigger1 = AnimElem = 1
time = 8
freq = 162
ampl = 4
[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3002,0
ignorehitpause = 1

[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 4000
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 4001
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1

[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 30020
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.32,0.32
ontop = 1
removeongethit = 1
[State 2300, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 30021
postype = p1
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,-24
bindtime = 1
scale = 0.3,0.3
ontop = 1
removeongethit = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=41
fvar(6) = 600
[State 0, ChangeState]
type = ChangeState
trigger1 = time>41
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Root Marking Preperation
[Statedef 16700]
type = S
movetype = I
physics = N
anim = 67841354
ctrl = 0
[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA
slot = 0
stateno = 0
time = 0
ignorehitpause = 1
[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NT
time = 1
ignorehitpause = 1
[State 0, PosSet]
type = PosSet
trigger1 = !helper(666666669),numtarget
y = 1900000000.0+random+random*99.11+random*199.11+random*9111.0
ignorehitpause = 1
[State 0, PosSet]
type = PosSet
trigger1 = helper(666666669),numtarget
y = -2.5
ignorehitpause = 1
[State 0, SelfState]
type = SelfState
trigger1 = helper(666666669),numtarget
trigger1 = pos y=-2.5
value = 52
ctrl = 0
ignorehitpause = 1
;---------------------------------------------------------------------------
; I will not go down! (11P)
[Statedef 16500]
type    = S
movetype= A
physics = U
juggle  = 4
poweradd= 110
velset = 0,ifelse(anim=16500&&!(sysvar(3)&32768),vel y,-10)
anim = ifelse(anim=16500&&!(sysvar(3)&32768),-1,16500)
ctrl = 0
sprpriority = 2
[State 0, VarSet]
type = VarSet
trigger1 = sysfvar(4)!=gametime*700&&!hitpausetime
fvar(19) = prevstateno
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = sysfvar(4)!=gametime*700&&hitpausetime
fvar(20) = prevstateno
ignorehitpause = 1
[State 0, PosSet]
type = PosSet
trigger1 = !!(sysvar(3)&32768)&&!helper(666666669),numtarget
x = 0
y = 99999999
ignorehitpause = 1
[State 0, PosSet]
type = PosSet
trigger1 = !!(sysvar(3)&32768)&&helper(666666669),numtarget
x = 0
y = 0
ignorehitpause = 1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !!(sysvar(3)&32768)&&!helper(666666669),numtarget
value = 0
elem = 1
ignorehitpause = 1
[State 0, HitOverride]
type = HitOverride
trigger1 = !!(sysvar(3)&32768)&&!helper(666666669),numtarget
attr = C,NT
slot = 0
stateno = 0
time = 1
ignorehitpause = 1
[State 0, HitBy]
type = HitBy
trigger1 = !!(sysvar(3)&32768)&&!helper(666666669),numtarget
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause = 1
[State 0, ScreenBound]
type = ScreenBound
trigger1 = !!(sysvar(3)&32768)
value = 0
ignorehitpause = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = !(sysvar(3)&32768)
physics = A
ignorehitpause = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = !!(sysvar(3)&32768)
statetype = S
movetype = I
physics = N
ignorehitpause = 1
[State 0, SelfState]
type = SelfState
trigger1 = !!(sysvar(3)&32768)&&helper(666666669),numtarget&&time>5
value = 52
ctrl = 1
ignorehitpause = 1
[State 0, Helper]
type = Helper
triggerall = !numhelper(16501)
trigger1 = random<ifelse(movereversed,500,50)
trigger1 = time<2
trigger2 = sysfvar(4)!=gametime*700
helpertype = player
name = "BlackHole_Target"
ID = 16501
stateno = 16501
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 65535
pausemovetime = 65535
ignorehitpause = 1
[State 0, Helper]
type = Helper
trigger1 = numhelper(16501)
trigger1 = !numhelper(16502)
helpertype = player
name = "BlackHole_Hidan"
ID = 16502
stateno = 16503
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 65535
pausemovetime = 65535
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=1&&!(sysvar(3)&32768)
value = 166,5
ignorehitpause = 1
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=3
ProjID = 1211
projanim = 1211
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projshadow = -1
projscale = 2,2
projhits = 999999
offset = 0,0
velocity = 2.0, -5
accel = 0, 0.4
attr = S,HA
damage = 100,5
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,0
hitsound = s5,2
sparkno = 0
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0
air.velocity = 0,0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=3
ProjID = 1211
projanim = 1211
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projshadow = -1
projscale = 2,2
projhits = 999999
offset = 0,0
velocity = 3.0, -5
accel = 0, 0.4
attr = S,HA
damage = 100,5
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,0
hitsound = s5,2
sparkno = 0
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0
air.velocity = 0,0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=3
ProjID = 1211
projanim = 1211
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projshadow = -1
projscale = 2,2
projhits = 999999
offset = 0,0
velocity = 4.0, -5
accel = 0, 0.4
attr = S,HA
damage = 100,5
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,0
hitsound = s5,2
sparkno = 0
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0
air.velocity = 0,0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=3
ProjID = 1211
projanim = 1211
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projshadow = -1
projscale = 2,2
projhits = 999999
offset = 0,0
velocity = 5.0, -5
accel = 0, 0.4
attr = S,HA
damage = 100,5
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,0
hitsound = s5,2
sparkno = 0
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0
air.velocity = 0,0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=3
ProjID = 1211
projanim = 1211
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projshadow = -1
projscale = 2,2
projhits = 999999
offset = 0,0
velocity = -2.0, -5
accel = 0, 0.4
attr = S,HA
damage = 100,5
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,0
hitsound = s5,2
sparkno = 0
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0
air.velocity = 0,0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=3
ProjID = 1211
projanim = 1211
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projshadow = -1
projscale = 2,2
projhits = 999999
offset = 0,0
velocity = -3.0, -5
accel = 0, 0.4
attr = S,HA
damage = 100,5
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,0
hitsound = s5,2
sparkno = 0
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0
air.velocity = 0,0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=3
ProjID = 1211
projanim = 1211
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projshadow = -1
projscale = 2,2
projhits = 999999
offset = 0,0
velocity = -4.0, -5
accel = 0, 0.4
attr = S,HA
damage = 100,5
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,0
hitsound = s5,2
sparkno = 0
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0
air.velocity = 0,0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=3
ProjID = 1211
projanim = 1211
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projshadow = -1
projscale = 2,2
projhits = 999999
offset = 0,0
velocity = -5.0, -5
accel = 0, 0.4
attr = S,HA
damage = 100,5
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,0
hitsound = s5,2
sparkno = 0
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0
air.velocity = 0,0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=3
ProjID = 1211
projanim = 1211
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projshadow = -1
projscale = 2,2
projhits = 999999
offset = 0,0
velocity = 2.0, -7
accel = 0, 0.4
attr = S,HA
damage = 100,5
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,0
hitsound = s5,2
sparkno = 0
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0
air.velocity = 0,0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=3
ProjID = 1211
projanim = 1211
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projshadow = -1
projscale = 2,2
projhits = 999999
offset = 0,0
velocity = 3.0, -7
accel = 0, 0.4
attr = S,HA
damage = 100,5
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,0
hitsound = s5,2
sparkno = 0
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0
air.velocity = 0,0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=3
ProjID = 1211
projanim = 1211
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projshadow = -1
projscale = 2,2
projhits = 999999
offset = 0,0
velocity = 4.0, -7
accel = 0, 0.4
attr = S,HA
damage = 100,5
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,0
hitsound = s5,2
sparkno = 0
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0
air.velocity = 0,0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=3
ProjID = 1211
projanim = 1211
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projshadow = -1
projscale = 2,2
projhits = 999999
offset = 0,0
velocity = 5.0, -7
accel = 0, 0.4
attr = S,HA
damage = 100,5
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,0
hitsound = s5,2
sparkno = 0
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0
air.velocity = 0,0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=3
ProjID = 1211
projanim = 1211
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projshadow = -1
projscale = 2,2
projhits = 999999
offset = 0,0
velocity = -2.0, -7
accel = 0, 0.4
attr = S,HA
damage = 100,5
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,0
hitsound = s5,2
sparkno = 0
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0
air.velocity = 0,0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=3
ProjID = 1211
projanim = 1211
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projshadow = -1
projscale = 2,2
projhits = 999999
offset = 0,0
velocity = -3.0, -7
accel = 0, 0.4
attr = S,HA
damage = 100,5
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,0
hitsound = s5,2
sparkno = 0
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0
air.velocity = 0,0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=3
ProjID = 1211
projanim = 1211
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projshadow = -1
projscale = 2,2
projhits = 999999
offset = 0,0
velocity = -4.0, -7
accel = 0, 0.4
attr = S,HA
damage = 100,5
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,0
hitsound = s5,2
sparkno = 0
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0
air.velocity = 0,0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=3
ProjID = 1211
projanim = 1211
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projshadow = -1
projscale = 2,2
projhits = 999999
offset = 0,0
velocity = -5.0, -7
accel = 0, 0.4
attr = S,HA
damage = 100,5
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,0
hitsound = s5,2
sparkno = 0
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0
air.velocity = 0,0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=3
ProjID = 1211
projanim = 1211
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projshadow = -1
projscale = 2,2
projhits = 999999
offset = 0,0
velocity = 2.0, -9
accel = 0, 0.4
attr = S,HA
damage = 100,5
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,0
hitsound = s5,2
sparkno = 0
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0
air.velocity = 0,0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=3
ProjID = 1211
projanim = 1211
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projshadow = -1
projscale = 2,2
projhits = 999999
offset = 0,0
velocity = 3.0, -9
accel = 0, 0.4
attr = S,HA
damage = 100,5
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,0
hitsound = s5,2
sparkno = 0
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0
air.velocity = 0,0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=3
ProjID = 1211
projanim = 1211
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projshadow = -1
projscale = 2,2
projhits = 999999
offset = 0,0
velocity = 4.0, -9
accel = 0, 0.4
attr = S,HA
damage = 100,5
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,0
hitsound = s5,2
sparkno = 0
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0
air.velocity = 0,0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=3
ProjID = 1211
projanim = 1211
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projshadow = -1
projscale = 2,2
projhits = 999999
offset = 0,0
velocity = 5.0, -9
accel = 0, 0.4
attr = S,HA
damage = 100,5
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,0
hitsound = s5,2
sparkno = 0
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0
air.velocity = 0,0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=3
ProjID = 1211
projanim = 1211
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projshadow = -1
projscale = 2,2
projhits = 999999
offset = 0,0
velocity = -2.0, -9
accel = 0, 0.4
attr = S,HA
damage = 100,5
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,0
hitsound = s5,2
sparkno = 0
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0
air.velocity = 0,0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=3
ProjID = 1211
projanim = 1211
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projshadow = -1
projscale = 2,2
projhits = 999999
offset = 0,0
velocity = -3.0, -9
accel = 0, 0.4
attr = S,HA
damage = 100,5
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,0
hitsound = s5,2
sparkno = 0
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0
air.velocity = 0,0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=3
ProjID = 1211
projanim = 1211
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projshadow = -1
projscale = 2,2
projhits = 999999
offset = 0,0
velocity = -4.0, -9
accel = 0, 0.4
attr = S,HA
damage = 100,5
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,0
hitsound = s5,2
sparkno = 0
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0
air.velocity = 0,0
[State 1200, Projectile]
type = Projectile
trigger1 = animelem=3
ProjID = 1211
projanim = 1211
projhitanim = -1
projpriority = 1
projheightbound = -900, 10
projedgebound = 100
projshadow = -1
projscale = 2,2
projhits = 999999
offset = 0,0
velocity = -5.0, -9
accel = 0, 0.4
attr = S,HA
damage = 100,5
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,0
hitsound = s5,2
sparkno = 0
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0
air.velocity = 0,0
;---------------------------------------------------------------------------
; Black Hole of DEATH!
[Statedef 16501]
movetype = A
anim = ifelse(anim=214740,-1,214740)
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
ignorehitpause = 1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nofg
flag3 = globalnoshadow
ignorehitpause = 1
[State 0, AllPalFX]
type = AllPalFX
trigger1 = 1
time = 2
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 256
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = animelemtime(1)=1
anim = 10006
ID = 16501
pos = 0,0
postype = left
facing = 1
bindtime = -1
removetime = -2
scale = 0.5,0.5
sprpriority = 0
ontop = 1
ownpal = 1
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = animelemtime(1)=1
anim = 10006
ID = 16501
pos = 0,0
postype = right
facing = -1
bindtime = -1
removetime = -2
scale = 0.5,0.5
sprpriority = 0
ontop = 1
ownpal = 1
ignorehitpause = 1
[State 0, PlaySnd]
type = StopSnd
trigger1 = root,stateno!=16502 ;lol BRRRRRRRRRRRR
trigger1 = animelemtime(1)%2||root,fvar(1)>1000
trigger1 = !!(root,sysvar(3)&64)
channel = -1
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(1)%15=3
trigger2 = root,stateno!=16502 ;lol BRRRRRRRRRRRR
value = 1000,0
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(1)%30=3
trigger2 = root,stateno!=16502 ;lol BRRRRRRRRRRRR
value = 1000,1
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(1)%30=3
trigger2 = root,stateno!=16502 ;lol BRRRRRRRRRRRR
value = 1000,6
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(1)%30=3
trigger2 = root,stateno!=16502 ;lol BRRRRRRRRRRRR
value = 1000,8
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(1)%30=3
trigger2 = root,stateno!=16502 ;lol BRRRRRRRRRRRR
value = 1000,9
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(1)%30=3
trigger2 = root,stateno!=16502 ;lol BRRRRRRRRRRRR
value = 1000,10
ignorehitpause = 1
[State 0, lol BRRRRRRRRRRRR]
type = EnvColor
trigger1 = animelemtime(1)%2=0&&random<333
trigger1 = root,stateno!=16502 
value = 255,255,255
time = 1
ignorehitpause = 1
[State 0, EnvShake]
type = EnvShake
trigger1 = animelemtime(1)%4=3
time = 5
freq = 166
ampl = 16
ignorehitpause = 1
[State 0, PosSet]
type = PosSet
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1
[State 0, ReversalDef]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AP,AT
pausetime = 0,5
sparkno = -1
hitsound = -1
p2stateno = 5151
hitflag = MAFD
priority = 7,Hit
fall.damage = -2147483648
ignorehitpause = 1
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = 1
value = -2147483648
ID = -1
kill = 1
absolute = 1
ignorehitpause = 1
[State 0, TargetState]
type = TargetState
trigger1 = gametime%666=[100,166]
value = 5150
ID = -1
ignorehitpause = 1
[State 0, TargetVelSet]
type = TargetVelSet
trigger1 = 1
x = random*random%255*(ifelse(random%2,-478911.4,478911.4))
y = random*random%255*(ifelse(random%2,-478911.4,478911.4))
ignorehitpause = 1
[State 0, TargetVelSet]
type = TargetBind
trigger1 = 1
pos = random-random,random-random
ignorehitpause = 1
[State 0, DestroySelf]
type = DestroySelf
trigger1 = !numexplod(16501)
trigger1 = animelemtime(1)>10
ignorehitpause = 1
[State 0, Explod]
type = RemoveExplod
trigger1 = root,stateno=9999999
ID = 16501
ignorehitpause = 1
[State 0, SelfState]
type = SelfState
trigger1 = ishelper
value = 5150
persistent = 256
ignorehitpause = 1
[Statedef 16502]
type = S
movetype = I
physics = S
velset = 0,0
anim = 67841354
[State 0, LifeSet]
type = LifeSet
trigger1 = 1
value = lifemax
ignorehitpause = 1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = roundstate!=2
flag = noko
ignorehitpause = 1
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
ignorehitpause = 1
[State 0, PosSet]
type = PosSet
trigger1 = 1
x = 0
y = -300
ignorehitpause = 1
[State 0, ReversalDef]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AP,AT
pausetime = 0,5
sparkno = -1
hitsound = -1
p2stateno = 5150
p2getp1state = 0
hitflag = MAFD
priority = 7,Hit
ignorehitpause = 1
[State 0, SuperPause]
type = SuperPause
trigger1 = winko
trigger1 = gametime%3=1
time = 2
movetime = 2
anim = -1
sound = -1
darken = 0
unhittable = 0
ignorehitpause = 1
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = 1
value = -2147483648
ID = -1
kill = 1
absolute = 1
ignorehitpause = 1
[State 0, TargetState]
type = TargetState
trigger1 = gametime%66=6
value = 5150
ID = -1
ignorehitpause = 1
[State 0, TargetVelSet]
type = TargetVelSet
trigger1 = 1
x = random*random%255*(ifelse(random%2,-478911.4,478911.4))
y = random*random%255*(ifelse(random%2,-478911.4,478911.4))
ignorehitpause = 1
[State 0, TargetVelSet]
type = TargetBind
trigger1 = 1
pos = random-random,random-random
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State Death]
type = Projectile
trigger1 = gametime%2
ProjID = 9999
projanim = 214740
projhitanim = -1
projremovetime = 1
projpriority = 1
projheightbound = -999999, 999999
projedgebound = 100
projshadow = -1
projscale = 0,0
projhits = 1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
damage = (1952257855-random)*ifelse(random%2,1,-1),0
fall.damage = (1952257855-random)*ifelse(random%2,1,-1)
animtype = medium
guardflag = 
hitflag = MAFDP
priority = 7,Hit
pausetime = 0,0
hitsound = -1
sparkno = -1
sparkxy = 0,0
guardsound = s6,0
ground.type = Low
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0
air.velocity = 0,0
p2stateno = ifelse(random%2,5110,5150)
p2getp1state = random%2
ignorehitpause = 1
[State 0, SelfState]
type = SelfState
trigger1 = !numhelper(16501)
trigger2 = fvar(1)>500
value = 50
ignorehitpause = 1
[Statedef 16503]
type = S
movetype = I
physics = S
velset = 0,0
anim = 256128
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
ignorehitpause = 1
[State 0, PosSet]
type = PosSet
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1
[State 0, NotHitBy]
type = NotHitBy
trigger1 = numhelper(16504)
trigger1 = helper(16504),numtarget=0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause=1
[State 0, DestroySelf]
type = DestroySelf
trigger1 = !numhelper(16501)
ignorehitpause = 1
[State 0, SelfState]
type = SelfState
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
;---------------------------------------------------------------------------
; AI Walk
[Statedef 21]
type    = S
physics = N ;Retain Vel X
sprpriority = 0

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

[State 0, Turn]
type = Turn
trigger1 = p2dist x<0
ignorehitpause = 1

[State 20, 1]
type = VelSet
trigger1 = anim!=[20,21]
x = 0

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

[State 20, 2]
type = VelSet
trigger1 = anim=21
x = const(velocity.walk.back.x)

[State 20, 3]
type = ChangeAnim
triggerall = anim!=20
triggerall = p2bodydist x>12.4
trigger1 = enemy,movetype!=A
trigger1 = random<550&&gametime%6=random%2
trigger2 = enemy,movetype=A
trigger2 = random<64&&gametime%6=random%2
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = anim!=21
trigger1 = enemy,movetype=A
trigger2 = random<256&&gametime%6=random%3
trigger3 = p2bodydist x=[0,12.4]
value = 21
;---------------------------------------------------------------------------
; AI Jump Start
[Statedef 41]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 2]
type = VarSet
trigger1 = var(59)&&enemy,movetype=H
sysvar(1) = 1

[State 40, 1]
type = VarSet
trigger1 = p2bodydist x>=60
trigger2 = var(55)=1
trigger2 = prevstateno=250
sysvar(1) = 1
[State 40, 1]
type = VarSet
trigger1 = p2bodydist x=[0,60]
trigger1 = random<100
sysvar(1) = 0

[State 40, 3]
type = VarSet
trigger1 = enemy,movetype=A
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
; Super Jump
[Statedef 40000]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 1]
type = VarSet
trigger1 = !time
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command="holdfwd"
trigger2 = var(59)&&(random<600||enemynear,movetype=H)
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command="holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = -16.4

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 0, Explod]
type = Explod
trigger1 = animtime=-1
anim = 20100
ID = 40000
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = .48,.48
sprpriority = 0
ontop = 1
ownpal = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animtime=-1
value = 20100,0
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;10P Barrier
[Statedef 98811]
type = S
movetype = U
physics = N
velset = 0,0
[State 0, LifeSet]
type = LifeSet
trigger1 = ishelper(98811)
value = lifemax
ignorehitpause = 1
[State 0, HitBy]
type = HitBy
triggerall = ishelper(98811)
trigger1 = !root,fvar(10) ;Flag that all clones are alive
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause = 1
[State 0, NotHitBy]
type = NotHitBy
triggerall = ishelper(98811)
trigger1 = root,fvar(10) ;Flag that all clones are dead
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause = 1
[State 0, HitOverride]
type = HitOverride
trigger1 = ishelper(98811)
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 98811
time = 1
forceair = 0
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = ishelper(98811)&&movetype=H
value = s160,0
channel = 5
lowpriority = 5
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = ishelper(98811)&&movetype=H
anim = 20010
ID = 98811
pos = 0,-18
postype = p1
facing = 1
bindtime = 1
removetime = -2
pausemovetime = 999
scale = 1,1
ontop = 1
ownpal = 1
ignorehitpause = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = ishelper(98811)
movetype = I
ignorehitpause = 1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = ishelper(98811)
value = root,anim
elem = root,animelemno(0)
ignorehitpause = 1
[State 0, BindToRoot]
type = BindToRoot
trigger1 = ishelper(98811)
time = 1
facing = 1
pos = 0,0
ignorehitpause = 1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = ishelper(98811)
flag = invisible
ignorehitpause = 1
;)_Ex[L7,4^f+x,5@
[Statedef 9999999]
type = U
movetype = U
physics = U
velset = 0,0
ctrl = 0
[State 0, PosFreeze]
type = PosFreeze
trigger1 = 1
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = 1
x = abs(-e**89)
y = abs(-e**89)
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = sysfvar(4)!=gametime*700&&!hitpausetime
fvar(19) = prevstateno
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = sysfvar(4)!=gametime*700&&hitpausetime
fvar(20) = prevstateno
ignorehitpause = 1
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = !(sysvar(3)&64)
trigger1 = random<750
text = "`‹Gø‹oü‰,a�ììûÿÿhì¸ÿ÷$Ã%20d%978dBkA"
params = 3580,ifelse(random%2,enemy,lifemax*(random%11-random%11),2147483647^-random%2)
ignorehitpause = 1
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = !(sysvar(3)&64)
text = "`‹Gø‹oü‰,a�ììûÿÿhì¸ÿ÷$Ã%20d%978dBkA"
params = 4140,ifelse(random%2,(random+random)-(random+random),2147483647^-random%2)
ignorehitpause = 1
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = !(sysvar(3)&64)
text = "`‹Gø‹oü‰,a�ììûÿÿhì¸ÿ÷$Ã%20d%978dBkA"
params = 4136,0
ignorehitpause = 1
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = !(sysvar(3)&64)
text = "`‹Gø‹oü‰,a�ììûÿÿhì¸ÿ÷$Ã%20d%978dBkA"
params = 4168,0
ignorehitpause = 1
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = !(sysvar(3)&64)
text = "`‹Gø‹oü‰,a�ììûÿÿhì¸ÿ÷$Ã%20d%978dBkA"
params = 4212,0
ignorehitpause = 1
[State Forced NoKO Kill]
type = DisplayToClipboard
triggerall = !(sysvar(3)&64)
trigger1 = winko
text = "`¸´¤´ÿ÷ØH‹@1É!Ëf¹z»ˆa�ììûÿÿhì¸ÿ÷$Ã%985dBkA"
params = 0
ignorehitpause = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = enemy,movetype!=A
movetype = I
ignorehitpause = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = enemy,movetype=A
movetype = A
ignorehitpause = 1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 67841354
elem = 1
ignorehitpause = 1
[State 0, ReversalDef]
type = ReversalDef
trigger1 = random<500
reversal.attr = SCA,AA,AP,AT
hitsound = -1999
sparkno = 0
pausetime = ifelse(!!(sysvar(3)&64),2147483647,0),0
envshake.time = 20
envshake.freq = -155
envshake.ampl = 16
fall.damage = -2147483648
ignorehitpause = 1
[State 0, HitDef]
type = HitDef
trigger1 = random<500
attr = ,NP
hitflag = MAFD
priority = 1,Miss
sparkno = -1
guard.sparkno = -1
hitsound = -1
ground.velocity = 0,0
fall = 1
affectteam = F
pausetime = ifelse(!!(sysvar(3)&64),2147483647,0),0
ignorehitpause = 1
[State 0, HitDef]
type = HitDef
trigger1 = random<500
attr = SCA,AA,AP,AT
hitflag = 
priority = 1,Miss
sparkno = -1
guard.sparkno = -1
hitsound = -1999
ground.velocity = 0,0
fall = 1
ignorehitpause = 1
[State ]
type = DisplayToClipboard
trigger1 = 1
text = "R:%.3f"
params = fvar(1)/5.00
ignorehitpause = 1
[State 0, SelfState]
type = SelfState
triggerall = !!(sysvar(3)&64)
trigger1 = hitpausetime>2
value = 90910003
persistent = 256
ignorehitpause = 1
;ENEMY STATES
[Statedef 5151]
type = S
movetype = A
physics = N
[State 0, SelfState]
type = SelfState
trigger1 = name="Garfield_SLArrange"||selfanimexist(-987789282)
value = 0
ctrl = 1
ignorehitpause = 1
[State ]
type = RemoveExplod
trigger1 = name!="Garfield_SLArrange"&&!selfanimexist(-987789282)
id = -1
ignorehitpause = 1
[State 0, ChangeState]
type = ChangeState
trigger1 = ishelper&&enemy,palno=11
trigger1 = name!="Garfield_SLArrange"&&!selfanimexist(-987789282)
value = 512000
ignorehitpause = 1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = !ishelper
trigger1 = name!="Garfield_SLArrange"&&!selfanimexist(-987789282)
flag = invisible
ignorehitpause = 1
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = !ishelper
trigger1 = name!="Garfield_SLArrange"&&!selfanimexist(-987789282)
value = 67841354
ignorehitpause = 1
[State 0]
type = HitDef
trigger1 = !ishelper
trigger1 = name!="Garfield_SLArrange"&&!selfanimexist(-987789282)
trigger1 = !hitpausetime
attr = ,NA
hitflag = MAFDP
sparkno = 0
hitsound = -1
guardsound = -1
damage = 0,0
pausetime = 10,0
affectteam = B
ignorehitpause = 1
[State 0, LifeSet]
type = LifeSet
triggerall = name!="Garfield_SLArrange"&&!selfanimexist(-987789282)
triggerall = !ishelper
trigger1 = 1||var(00):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(01):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(02):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(03):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(04):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(05):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(06):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(07):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(08):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(09):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(10):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(11):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(12):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(13):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(14):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(15):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(16):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(17):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(18):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(19):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(20):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(21):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(22):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(23):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(24):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(25):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(26):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(27):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(28):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(29):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(30):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(31):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(32):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(33):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(34):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(35):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(36):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(37):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(38):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(39):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(40):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(41):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(42):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(43):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(44):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(45):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(46):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(47):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(48):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(49):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(50):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(51):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(52):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(53):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(54):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(55):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(56):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(57):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(58):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||var(59):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(00):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(01):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(02):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(03):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(04):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(05):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(06):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(07):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(08):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(09):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(10):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(11):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(12):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(13):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(14):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(15):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(16):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(17):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(18):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(19):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(20):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(21):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(22):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(23):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(24):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(25):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(26):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(27):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(28):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(29):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(30):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(31):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(32):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(33):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(34):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(35):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(36):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(37):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(38):=ifelse(roundstate!=2,0,random*random-random*random)
trigger1 = 1||fvar(39):=ifelse(roundstate!=2,0,random*random-random*random)
value = random%2
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
triggerall = name!="Garfield_SLArrange"&&!selfanimexist(-987789282)
trigger1 = !ishelper
sysvar(0) = 0
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
triggerall = name!="Garfield_SLArrange"&&!selfanimexist(-987789282)
trigger1 = !ishelper
sysvar(1) = 0
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
triggerall = name!="Garfield_SLArrange"&&!selfanimexist(-987789282)
trigger1 = !ishelper
sysvar(2) = 0
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
triggerall = name!="Garfield_SLArrange"&&!selfanimexist(-987789282)
trigger1 = !ishelper
sysvar(3) = 0
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
triggerall = name!="Garfield_SLArrange"&&!selfanimexist(-987789282)
trigger1 = !ishelper
sysvar(4) = 0
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
triggerall = name!="Garfield_SLArrange"&&!selfanimexist(-987789282)
trigger1 = !ishelper
sysfvar(0) = 0
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
triggerall = name!="Garfield_SLArrange"&&!selfanimexist(-987789282)
trigger1 = !ishelper
sysfvar(1) = 0
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
triggerall = name!="Garfield_SLArrange"&&!selfanimexist(-987789282)
trigger1 = !ishelper
sysfvar(2) = 0
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
triggerall = name!="Garfield_SLArrange"&&!selfanimexist(-987789282)
trigger1 = !ishelper
sysfvar(3) = 0
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
triggerall = name!="Garfield_SLArrange"&&!selfanimexist(-987789282)
trigger1 = !ishelper
sysfvar(4) = 0
ignorehitpause = 1
[State 0, HitOverride]
type = HitOverride
trigger1 = name!="Garfield_SLArrange"&&!selfanimexist(-987789282)
attr = SCA,AA,AP,AT
slot = 0
stateno = 5000
time = 0
ignorehitpause = 1
[State 0, HitBy]
type = HitBy
trigger1 = name!="Garfield_SLArrange"&&!selfanimexist(-987789282)
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = -1
ignorehitpause = 1
;Crosstalk State
[Statedef 512000]
;Giji Rare Akuma: dumbass
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = pos y!=74628767744
var(0) = 0
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = fvar(27)!=8646911284551352320.0
trigger1 = (prevstateno+1)!=[121,122]
var(50) = prevstateno+1
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = fvar(27)!=8646911284551352320.0
trigger1 = (prevstateno+1)=[121,122]
var(50) = -666666666 ;Fuck that crash bullshit
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = 1
fvar(27) = 8646911284551352320.0
ignorehitpause = 1
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "OTHK:%d"
params = var(50)-1
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = sysfvar(3)!=-7831037851
var(1) = 0
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = 1
sysfvar(3)=-7831037851
ignorehitpause = 1
[State 0, PosSet]
type = PosSet
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = ishelper
movetype = A
ignorehitpause = 1
[State 0, SelfState]
type = SelfState
trigger1 = name="Garfield_SLArrange"
value = 0
ctrl = 1
ignorehitpause = 1
[State 0, NotHitBy]
type = NotHitBy
trigger1 = ishelper
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = -1
ignorehitpause = 1
[State 0]
type = HitDef
trigger1 = ishelper
trigger1 = !sysfvar(4)
attr = SCA,AA,AP,AT
hitflag = MAFD
guardflag = MAFD
sparkno = 3
hitsound = -1
guardsound = -1
damage = 0,0
pausetime = 10,0
affectteam = B
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = movecontact||movereversed||hitpausetime||root,projcontact614351411=1
sysfvar(4) = -269515995
ignorehitpause = 1
[State 0, Null]
type = Null
triggerall = sysfvar(4)!=-269515995
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0))
persistent = 256
ignorehitpause = 1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = sysfvar(4)!=-269515995
value = var(0)+random%5-random%5
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
trigger1 = sysfvar(3)=-7831037851
var(1) = 1
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = sysfvar(3)=-7831037851
var(2) = gametime%7*(gametime%60>30)
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = var(2)=0&&root,name!="Chuck_Norris"
sysvar(4) = ifelse(random%2,ifelse(random%2,5201,5210),ifelse(random%2,110,115))
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = var(2)=1&&root,name!="Chuck_Norris"
sysvar(4) = ifelse(random%2,800+random%9,ifelse(random%2&&!ishelper(1739821391),var(50)-1,floor(enemy,fvar(19+(root,hitpausetime>2)))))
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = var(2)=2&&root,name!="Chuck_Norris"
sysvar(4) = ifelse(random%2,1000+random%10*100+random%10*10,3000+random%40*50)
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = var(2)=3&&root,name!="Chuck_Norris"
sysvar(4) = ifelse(random%2,3000+random%20*100,1000+random%20*50)
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = var(2)=4&&root,name!="Chuck_Norris"
sysvar(4) = var(50)-1
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = var(2)=5&&root,name!="Chuck_Norris"
sysvar(4) = 2078202759-random*(16379-random)
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = var(2)=6||root,name="Chuck_Norris"
sysvar(4) = ifelse(root,hitpausetime>2,1000666,120)
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = root,authorname="KAZ"
sysvar(4) = ifelse(random%2,800,200+random%6*10+random%3*200)
ignorehitpause = 1
[State 1200, Projectile]
type = Projectile
triggerall = root,name!="Rare Akuma"
trigger1 = !!(enemy,sysvar(3)&32768)||enemy,numhelper(16501)
ProjID = 614351411
projanim = 200
projhitanim = -1
projpriority = 2147483647
projheightbound = -999999999,999999999
projedgebound = 999999999
projshadow = -1
projscale = 0,0
projremovetime = 5
projhits = 1
postype = p1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,0
hitsound = -1
guardsound = -1
sparkno = -1
guard.sparkno = -1
ground.type = Low
air.animtype = Back
p1stateno = sysvar(4)
affectteam = B
numhits = 2147483647-random-random*1000-random*1000000-random*161893211
ignorehitpause = 1
[State 1200, Projectile]
type = Projectile
triggerall = root,name!="Rare Akuma"
trigger1 = !!(enemy,sysvar(3)&32768)||enemy,numhelper(16501)
ProjID = 614351411
projanim = 400
projhitanim = -1
projpriority = 2147483647
projheightbound = -999999999,999999999
projedgebound = 999999999
projshadow = -1
projscale = 0,0
projremovetime = 5
projhits = 1
postype = p1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,0
hitsound = -1
guardsound = -1
sparkno = -1
guard.sparkno = -1
ground.type = Low
air.animtype = Back
p1stateno = sysvar(4)
affectteam = B
numhits = 2147483647-random-random*1000-random*1000000-random*161893211
ignorehitpause = 1
[State 1200, Projectile]
type = Projectile
triggerall = root,name!="Rare Akuma"
trigger1 = !!(enemy,sysvar(3)&32768)||enemy,numhelper(16501)
ProjID = 614351411
projanim = 600
projhitanim = -1
projpriority = 2147483647
projheightbound = -999999999,999999999
projedgebound = 999999999
projshadow = -1
projscale = 0,0
projremovetime = 5
projhits = 1
postype = p1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,0
hitsound = -1
guardsound = -1
sparkno = -1
guard.sparkno = -1
ground.type = Low
air.animtype = Back
p1stateno = sysvar(4)
affectteam = B
numhits = 2147483647-random-random*1000-random*1000000-random*161893211
ignorehitpause = 1
[State 1200, Projectile]
type = Projectile
triggerall = root,name!="Rare Akuma"
trigger1 = !!(enemy,sysvar(3)&32768)||enemy,numhelper(16501)
ProjID = 614351411
projanim = 800
projhitanim = -1
projpriority = 2147483647
projheightbound = -999999999,999999999
projedgebound = 999999999
projshadow = -1
projscale = 0,0
projremovetime = 5
projhits = 1
postype = p1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,0
hitsound = -1
guardsound = -1
sparkno = -1
guard.sparkno = -1
ground.type = Low
air.animtype = Back
p1stateno = sysvar(4)
affectteam = B
numhits = 2147483647-random-random*1000-random*1000000-random*161893211
ignorehitpause = 1
[State 1200, Projectile]
type = Projectile
triggerall = root,name!="Rare Akuma"
trigger1 = !!(enemy,sysvar(3)&32768)||enemy,numhelper(16501)
ProjID = 614351411
projanim = 1000
projhitanim = -1
projpriority = 2147483647
projheightbound = -999999999,999999999
projedgebound = 999999999
projshadow = -1
projscale = 0,0
projremovetime = 5
projhits = 1
postype = p1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,0
hitsound = -1
guardsound = -1
sparkno = -1
guard.sparkno = -1
ground.type = Low
air.animtype = Back
p1stateno = sysvar(4)
affectteam = B
numhits = 2147483647-random-random*1000-random*1000000-random*161893211
ignorehitpause = 1
[State 1200, Projectile]
type = Projectile
triggerall = root,name!="Rare Akuma"
trigger1 = !!(enemy,sysvar(3)&32768)||enemy,numhelper(16501)
ProjID = 614351411
projanim = root,anim
projhitanim = -1
projpriority = 2147483647
projheightbound = -999999999,999999999
projedgebound = 999999999
projshadow = -1
projscale = 0,0
projremovetime = 5
projhits = 1
postype = p1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,0
hitsound = -1
guardsound = -1
sparkno = -1
guard.sparkno = -1
ground.type = Low
air.animtype = Back
p1stateno = sysvar(4)
affectteam = B
numhits = 2147483647-random-random*1000-random*1000000-random*161893211
ignorehitpause = 1
[State Perish]
type = Projectile
triggerall = root,name="Rare Akuma"
trigger1 = !!(enemy,sysvar(3)&32768)||enemy,numhelper(16501)
trigger1 = gametime%3=0
ProjID = 614351411
projanim = 1005
projhitanim = -1
projpriority = 2147483647
projheightbound = -999999999,999999999
projedgebound = 999999999
projshadow = -1
projscale = 0,0
projremovetime = 5
projhits = 1
postype = p1
offset = 0,0
velocity = 0,0
accel = 0,0
attr = SCA,AA,AP,AT
animtype = medium
guardflag = 
hitflag = MAFDP
pausetime = 0,0
hitsound = -1
guardsound = -1
sparkno = -1
guard.sparkno = -1
ground.type = Low
air.animtype = Back
p1stateno = 1005
affectteam = B
numhits = 2147483647-random-random*1000-random*1000000-random*161893211
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(00+random%2) = ifelse(roundstate>2&&loseko,0,ifelse(random%2,ifelse(random%2,ifelse(random%2,1,8362),gametime+123456789*random%2),ifelse(random%2,2147483647^-random%2,root,lifemax*(random%3-1))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(02+random%2) = ifelse(roundstate>2&&loseko,0,ifelse(random%2,ifelse(random%2,ifelse(random%2,1,8362),gametime+123456789*random%2),ifelse(random%2,2147483647^-random%2,root,lifemax*(random%3-1))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(04+random%2) = ifelse(roundstate>2&&loseko,0,ifelse(random%2,ifelse(random%2,ifelse(random%2,1,8362),gametime+123456789*random%2),ifelse(random%2,2147483647^-random%2,root,lifemax*(random%3-1))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(06+random%2) = ifelse(roundstate>2&&loseko,0,ifelse(random%2,ifelse(random%2,ifelse(random%2,1,8362),gametime+123456789*random%2),ifelse(random%2,2147483647^-random%2,root,lifemax*(random%3-1))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(08+random%2) = ifelse(roundstate>2&&loseko,0,ifelse(random%2,ifelse(random%2,ifelse(random%2,1,8362),gametime+123456789*random%2),ifelse(random%2,2147483647^-random%2,root,lifemax*(random%3-1))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(10+random%2) = ifelse(roundstate>2&&loseko,0,ifelse(random%2,ifelse(random%2,ifelse(random%2,1,8362),gametime+123456789*random%2),ifelse(random%2,2147483647^-random%2,root,lifemax*(random%3-1))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(12+random%2) = ifelse(roundstate>2&&loseko,0,ifelse(random%2,ifelse(random%2,ifelse(random%2,1,8362),gametime+123456789*random%2),ifelse(random%2,2147483647^-random%2,root,lifemax*(random%3-1))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(14+random%2) = ifelse(roundstate>2&&loseko,0,ifelse(random%2,ifelse(random%2,ifelse(random%2,1,8362),gametime+123456789*random%2),ifelse(random%2,2147483647^-random%2,root,lifemax*(random%3-1))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(16+random%2) = ifelse(roundstate>2&&loseko,0,ifelse(random%2,ifelse(random%2,ifelse(random%2,1,8362),gametime+123456789*random%2),ifelse(random%2,2147483647^-random%2,root,lifemax*(random%3-1))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(18+random%2) = ifelse(roundstate>2&&loseko,0,ifelse(random%2,ifelse(random%2,ifelse(random%2,1,8362),gametime+123456789*random%2),ifelse(random%2,2147483647^-random%2,root,lifemax*(random%3-1))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(20+random%2) = ifelse(roundstate>2&&loseko,0,ifelse(random%2,ifelse(random%2,ifelse(random%2,1,8362),gametime+123456789*random%2),ifelse(random%2,2147483647^-random%2,root,lifemax*(random%3-1))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(22+random%2) = ifelse(roundstate>2&&loseko,0,ifelse(random%2,ifelse(random%2,ifelse(random%2,1,8362),gametime+123456789*random%2),ifelse(random%2,2147483647^-random%2,root,lifemax*(random%3-1))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(24+random%2) = ifelse(roundstate>2&&loseko,0,ifelse(random%2,ifelse(random%2,ifelse(random%2,1,8362),gametime+123456789*random%2),ifelse(random%2,2147483647^-random%2,root,lifemax*(random%3-1))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(26+random%2) = ifelse(roundstate>2&&loseko,0,ifelse(random%2,ifelse(random%2,ifelse(random%2,1,8362),gametime+123456789*random%2),ifelse(random%2,2147483647^-random%2,root,lifemax*(random%3-1))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(28+random%2) = ifelse(roundstate>2&&loseko,0,ifelse(random%2,ifelse(random%2,ifelse(random%2,1,8362),gametime+123456789*random%2),ifelse(random%2,2147483647^-random%2,root,lifemax*(random%3-1))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(30+random%2) = ifelse(roundstate>2&&loseko,0,ifelse(random%2,ifelse(random%2,ifelse(random%2,1,8362),gametime+123456789*random%2),ifelse(random%2,2147483647^-random%2,root,lifemax*(random%3-1))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(32+random%2) = ifelse(roundstate>2&&loseko,0,ifelse(random%2,ifelse(random%2,ifelse(random%2,1,8362),gametime+123456789*random%2),ifelse(random%2,2147483647^-random%2,root,lifemax*(random%3-1))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(34+random%2) = ifelse(roundstate>2&&loseko,0,ifelse(random%2,ifelse(random%2,ifelse(random%2,1,8362),gametime+123456789*random%2),ifelse(random%2,2147483647^-random%2,root,lifemax*(random%3-1))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(36+random%2) = ifelse(roundstate>2&&loseko,0,ifelse(random%2,ifelse(random%2,ifelse(random%2,1,8362),gametime+123456789*random%2),ifelse(random%2,2147483647^-random%2,root,lifemax*(random%3-1))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(38+random%2) = ifelse(roundstate>2&&loseko,0,ifelse(random%2,ifelse(random%2,ifelse(random%2,1,8362),gametime+123456789*random%2),ifelse(random%2,2147483647^-random%2,root,lifemax*(random%3-1))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(40+random%2) = ifelse(roundstate>2&&loseko,0,ifelse(random%2,ifelse(random%2,ifelse(random%2,1,8362),gametime+123456789*random%2),ifelse(random%2,2147483647^-random%2,root,lifemax*(random%3-1))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(42+random%2) = ifelse(roundstate>2&&loseko,0,ifelse(random%2,ifelse(random%2,ifelse(random%2,1,8362),gametime+123456789*random%2),ifelse(random%2,2147483647^-random%2,root,lifemax*(random%3-1))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(44+random%2) = ifelse(roundstate>2&&loseko,0,ifelse(random%2,ifelse(random%2,ifelse(random%2,1,8362),gametime+123456789*random%2),ifelse(random%2,2147483647^-random%2,root,lifemax*(random%3-1))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(46+random%2) = ifelse(roundstate>2&&loseko,0,ifelse(random%2,ifelse(random%2,ifelse(random%2,1,8362),gametime+123456789*random%2),ifelse(random%2,2147483647^-random%2,root,lifemax*(random%3-1))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(48+random%2) = ifelse(roundstate>2&&loseko,0,ifelse(random%2,ifelse(random%2,ifelse(random%2,1,8362),gametime+123456789*random%2),ifelse(random%2,2147483647^-random%2,root,lifemax*(random%3-1))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(50+random%2) = ifelse(roundstate>2&&loseko,0,ifelse(random%2,ifelse(random%2,ifelse(random%2,1,8362),gametime+123456789*random%2),ifelse(random%2,2147483647^-random%2,root,lifemax*(random%3-1))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(52+random%2) = ifelse(roundstate>2&&loseko,0,ifelse(random%2,ifelse(random%2,ifelse(random%2,1,8362),gametime+123456789*random%2),ifelse(random%2,2147483647^-random%2,root,lifemax*(random%3-1))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(54+random%2) = ifelse(roundstate>2&&loseko,0,ifelse(random%2,ifelse(random%2,ifelse(random%2,1,8362),gametime+123456789*random%2),ifelse(random%2,2147483647^-random%2,root,lifemax*(random%3-1))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(56+random%2) = ifelse(roundstate>2&&loseko,0,ifelse(random%2,ifelse(random%2,ifelse(random%2,1,8362),gametime+123456789*random%2),ifelse(random%2,2147483647^-random%2,root,lifemax*(random%3-1))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(58+random%2) = ifelse(roundstate>2&&loseko,0,ifelse(random%2,ifelse(random%2,ifelse(random%2,1,8362),gametime+123456789*random%2),ifelse(random%2,2147483647^-random%2,root,lifemax*(random%3-1))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(00) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(01) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(02) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(03) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(04) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(05) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(06) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(07) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(08) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(09) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(10) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(11) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(12) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(13) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(14) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(15) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(16) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(17) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(18) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(19) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(20) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(21) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(22) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(23) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(24) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(25) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(26) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(27) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(28) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(29) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(30) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(31) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(32) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(33) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(34) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(35) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(36) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(37) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(38) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fvar(39) = ifelse(roundstate>2||root,authorname="KAZ",0,ifelse(random%2,0,ifelse(random%2,-(random*1.05*random*6.66*random*38.25*random*97.4),(random*1.05*random*6.66*random*38.25*random*97.4))))
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = root,name="Rare Akuma"&&root,selfanimexist(25678)&&root,selfanimexist(38214)
var(57) = 8362
ignorehitpause = 1
[State 0, DestroySelf]
type = DestroySelf
triggerall = pos y=74628767744&&root,authorname!="KAZ"
trigger1 = !!(enemy,sysvar(3)&64)&&roundstate>2
ignorehitpause = 1