;-------------------------------------------------------------------------------
;Mario Throw Attempt
[Statedef 900]
type = S
movetype = A
physics = S
anim = 900
velset = 0,0
juggle = 15
sprpriority = 2
ctrl = 0

;[State 900, 0]
;type = NotHitBy
;trigger1 = AnimElem = 1
;value = SCA

[State 900, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkxy = -10, -42               
sprpriority = 1
p1sprpriority = 1
hitsound = S5,3
p1stateno = 901
p2stateno = 902
p2facing = 1
fall = 1

[State 900, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
;Mario Throw Connect
[Statedef 901]
type = S
movetype = A
physics = N
juggle = 15
anim = 901
sprpriority = 2
poweradd = 80

[State 901, 0]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA

[State 901, Whoosh]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 = AnimElem = 10
trigger4 = AnimElem = 14
value = S0, 18

[State 901, Yahoo]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0, 8

[State 901, 1]
type = TargetBind
trigger1 = AnimElem = 1
time = 10
pos = 45, -9

[State 901, 2]
type = TargetBind
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 = AnimElem = 10
trigger4 = AnimElem = 14
time = 5
pos = 25, -50

[State 901, 3]
type = TargetBind
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
trigger4 = AnimElem = 15
time = 5
pos = -15, -50

[State 901, 4]
type = TargetBind
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
trigger3 = AnimElem = 12
time = 5
pos = -15, -40

[State 901, 5]
type = TargetBind
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
trigger3 = AnimElem = 13
time = 5
pos = 25, -40

[State 901, 6]
type = TargetLifeAdd
trigger1 = AnimElem = 16
trigger1 = PalNo != 11
trigger2 = AnimElem = 16
trigger2 = PalNo != 8
value = -125

[State 901, Ghost]
type = TargetLifeAdd
trigger1 = AnimElem = 16
trigger1 = PalNo = 11
trigger2 = AnimElem = 16
trigger2 = PalNo = 8
value = -55

; turn away at end
[State 901, 7]
type = Turn
;trigger1 = AnimTime = 0
trigger1 = AnimElem = 16
trigger1 = NumTarget
trigger1 = facing = target,facing

[State 901, 8]
type = TargetState
trigger1 = AnimElem = 16
value = 903

[State 901, 9]
type = ChangeState
trigger1 = AnimTime = 0
Value = 0
ctrl = 1

;--------------------------------------------------------------------------------
;Mario Throw P2 State
[Statedef 902]
type = A
movetype = H
physics = N
juggle = 15
velset = 0,0

[State 902, 1]
type = AngleSet
trigger1 = 1
value = 90

[State 902, 2]
type = AngleDraw
trigger1 = Time > 10

[State 902, blah]
type = turn
trigger1 = animelem=3
trigger2 = animelem=5
trigger3 = animelem=7
trigger4 = animelem=9
trigger5 = animelem=11
trigger6 = animelem=13
trigger7 = animelem=15

[State 902, 3]
type = ChangeAnim2
trigger1 = Time = 0
value = 902

;-------------------------------------------------------------------------------
;Mario Throw P2 in Air
[Statedef 903]
type = A
movetype = H
physics = A
juggle = 15
velset = 10, -6.5

[State 903, 1]
type = PosSet
trigger1 = Time = 0
X = enemyNear, Pos X
Y = 0

[State 903, 2]
type = SelfState
value = 5050
trigger1 = Life <= 0

[State 903, 3]
type = SelfState
value = 5050
trigger1 = Life > 0

;-------------------------------------------------------------------------------
;Mario EXThrow Attempt
[Statedef 910]
type = S
movetype = A
physics = S
anim = 900
velset = 0,0
juggle = 1
sprpriority = 2
ctrl = 0

;[State 910, 0]
;type = NotHitBy
;trigger1 = AnimElem = 1
;value = SCA

[State 910, Shadow]
type = AfterImage
trigger1 = AnimElem = 1
trigger1 = PalNo != 8
trigger1 = PalNo != 11
time = 20
TimeGap = 1
FrameGap = 5
length = 30
PalBright   =  30, 30,  0
PalContrast =  140, 140, 40
;PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
Trans = add

[State 910, Blink Yellow]
type = PalFX
trigger1 = AnimElem = 1
time = 20
add = 64,32,0
sinadd = 64,32,5,3

[State 910, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkxy = -10, -42               
sprpriority = 1
p1sprpriority = 1
hitsound = S5,3
p1stateno = 911
p2stateno = 912
p2facing = 1
fall = 1

[State 910, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
;Mario EXThrow Connect
[Statedef 911]
type = S
movetype = A
physics = N
juggle = 1
anim = 911
sprpriority = 2
poweradd = -1000

[State 911, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 911, Shadow]
type = AfterImage
trigger1 = AnimElem = 1
trigger1 = PalNo != 8
trigger1 = PalNo != 11
time = 110
TimeGap = 1
FrameGap = 5
length = 30
PalBright   =  30, 30,  0
PalContrast =  140, 140, 40
;PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
Trans = add

[State 911, Blink Yellow]
type = PalFX
trigger1 = AnimElem = 1
time = 110
add = 64,32,0
sinadd = 64,32,5,3

[State 911, Whoosh]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 = AnimElem = 10
trigger4 = AnimElem = 14
trigger5 = AnimElem = 18
trigger6 = AnimElem = 22
trigger7 = AnimElem = 26
trigger8 = AnimElem = 30
value = S0, 18

[State 911, Yahoo]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0, 14

[State 911, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1, 31
volume = 255

[State 911, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1, 27
volume = 255

[State 911, 1]
type = TargetBind
trigger1 = AnimElem = 1
time = 10
pos = 45, -9

[State 911, 2]
type = TargetBind
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 = AnimElem = 10
trigger4 = AnimElem = 14
trigger5 = AnimElem = 18
trigger6 = AnimElem = 22
trigger7 = AnimElem = 26
trigger8 = AnimElem = 30
time = 3
pos = 25, -50

[State 911, 3]
type = TargetBind
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
trigger4 = AnimElem = 15
trigger5 = AnimElem = 19
trigger6 = AnimElem = 23
trigger7 = AnimElem = 27
trigger8 = AnimElem = 31
time = 3
pos = -15, -50

[State 911, 4]
type = TargetBind
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
trigger3 = AnimElem = 12
trigger4 = AnimElem = 16
trigger5 = AnimElem = 20
trigger6 = AnimElem = 24
trigger7 = AnimElem = 28
time = 3
pos = -15, -40

[State 911, 5]
type = TargetBind
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
trigger3 = AnimElem = 13
trigger4 = AnimElem = 17
trigger5 = AnimElem = 21
trigger6 = AnimElem = 25
trigger7 = AnimElem = 29
time = 3
pos = 25, -40

[State 911, 6]
type = TargetLifeAdd
trigger1 = AnimElem = 32
trigger1 = PalNo != 11
trigger2 = AnimElem = 32
trigger2 = PalNo != 8
value = -190

[State 911, Ghost]
type = TargetLifeAdd
trigger1 = AnimElem = 32
trigger1 = PalNo = 11
trigger2 = AnimElem = 32
trigger2 = PalNo = 8
value = -110

[State 911, 7]
type = Turn
;trigger1 = AnimTime = 0
trigger1 = AnimElem = 32
trigger1 = NumTarget
trigger1 = facing = target,facing

[State 911, 8]
type = TargetState
trigger1 = AnimElem = 32
value = 913

[State 911, 9]
type = ChangeState
trigger1 = AnimTime = 0
Value = 0
ctrl = 1

;--------------------------------------------------------------------------------
;Mario EXThrow P2 State
[Statedef 912]
type = A
movetype = H
physics = N
juggle = 1
velset = 0,0

[State 912, 1]
type = AngleSet
trigger1 = 1
value = 90

[State 912, 2]
type = AngleDraw
trigger1 = Time > 10

[State 912, blah]
type = turn
trigger1 = animelem=3
trigger2 = animelem=5
trigger3 = animelem=7
trigger4 = animelem=9
trigger5 = animelem=11
trigger6 = animelem=13
trigger7 = animelem=15
trigger8 = animelem=17
trigger9 = animelem=19
trigger10 = animelem=21
trigger11 = animelem=23
trigger12 = animelem=25
trigger13 = animelem=27
trigger14 = animelem=29
;trigger15 = animelem=31

[State 912, 3]
type = ChangeAnim2
trigger1 = Time = 0
value = 912

;-------------------------------------------------------------------------------
;Mario EXThrow P2 in Air
[Statedef 913]
type = A
movetype = H
physics = A
juggle = 1
velset = 20, -6.5

[State 913, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 913, Hit wall]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 914

[State 913, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;---------------------------------------------------------------------------
; EX Throw - hit wall
[Statedef 914]
type    = A
movetype= H
physics = N

[State 914, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 914, Pos]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 914, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 914, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 914, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 914

[State 914, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 914, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 915

;---------------------------------------------------------------------------
; EX Throw - bounce off wall
[Statedef 915]
type    = A
movetype= H
physics = N

[State 915, 1]
type = NotHitBy
trigger1 = 1
value = , NA, NP

[State 915, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -6

[State 915, Vel X]
type = VelSet
trigger1 = Time = 0
x = 1.6

[State 915, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 915, Gravity]
type = VelAdd
trigger1 = 1
y = .35

[State 915, Anim 5050] ;Self falling animation
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 915, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 915, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 915, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 915, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;-------------------------------------------------------------------------------
;Mario Air Throw Attempt
[Statedef 920]
type = A
movetype = A
physics = A
anim = 900
juggle = 7
sprpriority = 2
ctrl = 0

[State 920, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NT
hitflag = AF
priority = 1, Miss
sparkxy = -10, -42               
sprpriority = 1
p1sprpriority = 1
hitsound = S5,3
p1stateno = 921
p2stateno = 922
p2facing = 1
fall = 1

[State 920, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;-------------------------------------------------------------------------------
;Mario Air Throw Connect
[Statedef 921]
type = A
movetype = A
physics = N
anim = 921
poweradd = 80

[State 921, Whoosh]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
value = S0, 18

[State 921, Yahoo]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0, 8

[State 921, VelSet]
type = VelSet
trigger1 = Time = 0
x = -.3
y = .7

[State 921, 1]
type = TargetBind
trigger1 = AnimElem = 1
time = 10
pos = 45, -9

[State 921, 2]
type = TargetBind
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
time = 5
pos = 25, -50

[State 921, 3]
type = TargetBind
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
time = 5
pos = -15, -50

[State 921, 4]
type = TargetBind
trigger1 = AnimElem = 4
time = 5
pos = -15, -40

[State 921, 5]
type = TargetBind
trigger1 = AnimElem = 5
time = 5
pos = 25, -40

[State 921, 6]
type = TargetLifeAdd
trigger1 = AnimElem = 8
trigger1 = PalNo != 11
trigger2 = AnimElem = 8
trigger2 = PalNo != 8
value = -60

[State 921, Ghost]
type = TargetLifeAdd
trigger1 = AnimElem = 8
trigger1 = PalNo = 11
trigger2 = AnimElem = 8
trigger2 = PalNo = 8
value = -130

[State 921, 7]
type = Turn
trigger1 = AnimTime = 0
trigger2 = AnimElem = 8
trigger2 = NumTarget
trigger2 = facing = target,facing

[State 921, 8]
type = TargetState
trigger1 = AnimElem = 8
value = 923

[State 921, 9]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 921, 10]
type = VelSet
trigger1 = Pos Y >= 0
x = 0
y = 0

[State 921, 11]
type = ChangeState
trigger1 = AnimTime = 0 
Value = 50
ctrl = 1

;--------------------------------------------------------------------------------
;Mario Air Throw P2 State
[Statedef 922]
type = A
movetype = H
physics = N
velset = 0,0

[State 922, 1]
type = AngleSet
trigger1 = 1
value = 90

[State 922, 2]
type = AngleDraw
trigger1 = Time > 10

[State 922, blah]
type = turn
trigger1 = animelem=3
trigger2 = animelem=5
trigger3 = animelem=7
trigger4 = animelem=9
trigger5 = animelem=11
trigger6 = animelem=13
trigger7 = animelem=15

[State 922, 3]
type = ChangeAnim2
trigger1 = Time = 0
value = 922

;-------------------------------------------------------------------------------
;Mario Air Throw P2 in Air
[Statedef 923]
type = A
movetype = H
physics = N
velset = 5, -6.5

[State 923, VelAdd]
type = VelAdd
trigger1 = Time >= 0
y = .4

[State 923, 1]
type = SelfState
trigger1 = Pos Y >= 0
value = 5100

;-------------------------------------------------------------------------------
;Mario EXAir Throw Attempt
[Statedef 930]
type = A
movetype = A
physics = A
anim = 900
juggle = 7
sprpriority = 2
ctrl = 0

[State 930, Shadow]
type = AfterImage
trigger1 = AnimElem = 1
trigger1 = PalNo != 8
trigger1 = PalNo != 11
time = 20
TimeGap = 1
FrameGap = 5
length = 30
PalBright   =  30, 30,  0
PalContrast =  140, 140, 40
;PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
Trans = add

[State 930, Blink Yellow]
type = PalFX
trigger1 = AnimElem = 1
time = 20
add = 64,32,0
sinadd = 64,32,5,3

[State 930, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NT
hitflag = AF
priority = 1, Miss
sparkxy = -10, -42               
sprpriority = 1
p1sprpriority = 1
hitsound = S5,3
p1stateno = 931
p2stateno = 932
p2facing = 1
fall = 1

[State 930, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;-------------------------------------------------------------------------------
;Mario EXAir Throw Connect
[Statedef 931]
type = A
movetype = A
physics = N
juggle = 15
anim = 911
sprpriority = 2
poweradd = -1000

[State 931, Shadow]
type = AfterImage
trigger1 = AnimElem = 1
trigger1 = PalNo != 8
trigger1 = PalNo != 11
time = 110
TimeGap = 1
FrameGap = 5
length = 30
PalBright   =  30, 30,  0
PalContrast =  140, 140, 40
;PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
Trans = add

[State 931, Blink Yellow]
type = PalFX
trigger1 = AnimElem = 1
time = 110
add = 64,32,0
sinadd = 64,32,5,3

[State 931, Whoosh]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 = AnimElem = 10
trigger4 = AnimElem = 14
trigger5 = AnimElem = 18
trigger6 = AnimElem = 22
trigger7 = AnimElem = 26
trigger8 = AnimElem = 30
value = S0, 18

[State 931, Yahoo]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0, 14

[State 931, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1, 31
volume = 255

[State 931, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1, 27
volume = 255

[State 931, VelSet]
type = VelSet
trigger1 = Time = 0
x = -.7
y = 1.1

[State 931, 1]
type = TargetBind
trigger1 = AnimElem = 1
time = 10
pos = 45, -9

[State 931, 2]
type = TargetBind
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 = AnimElem = 10
trigger4 = AnimElem = 14
trigger5 = AnimElem = 18
trigger6 = AnimElem = 22
trigger7 = AnimElem = 26
trigger8 = AnimElem = 30
time = 3
pos = 25, -50

[State 931, 3]
type = TargetBind
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
trigger4 = AnimElem = 15
trigger5 = AnimElem = 19
trigger6 = AnimElem = 23
trigger7 = AnimElem = 27
trigger8 = AnimElem = 31
time = 3
pos = -15, -50

[State 931, 4]
type = TargetBind
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
trigger3 = AnimElem = 12
trigger4 = AnimElem = 16
trigger5 = AnimElem = 20
trigger6 = AnimElem = 24
trigger7 = AnimElem = 28
time = 3
pos = -15, -40

[State 931, 5]
type = TargetBind
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
trigger3 = AnimElem = 13
trigger4 = AnimElem = 17
trigger5 = AnimElem = 21
trigger6 = AnimElem = 25
trigger7 = AnimElem = 29
time = 3
pos = 25, -40

[State 931, 6]
type = TargetLifeAdd
trigger1 = AnimElem = 32
trigger1 = PalNo != 11
trigger2 = AnimElem = 32
trigger2 = PalNo != 8
value = -130

[State 931, Ghost]
type = TargetLifeAdd
trigger1 = AnimElem = 32
trigger1 = PalNo = 11
trigger2 = AnimElem = 32
trigger2 = PalNo = 8
value = -170

[State 931, 7]
type = Turn
trigger1 = AnimTime = 0
trigger2 = AnimElem = 32
trigger2 = NumTarget
trigger2 = facing = target,facing

[State 931, 8]
type = TargetState
trigger1 = AnimElem = 32
value = 933

[State 931, 9]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 931, 10]
type = VelSet
trigger1 = Pos Y >= 0
x = 0
y = 0

[State 931, 11]
type = ChangeState
trigger1 = AnimTime = 0
Value = 50
ctrl = 1

;--------------------------------------------------------------------------------
;Mario EXAir Throw P2 State
[Statedef 932]
type = A
movetype = H
physics = N
juggle = 15
velset = 0,0

[State 932, 1]
type = AngleSet
trigger1 = 1
value = 90

[State 932, 2]
type = AngleDraw
trigger1 = Time > 10

[State 932, blah]
type = turn
trigger1 = animelem=3
trigger2 = animelem=5
trigger3 = animelem=7
trigger4 = animelem=9
trigger5 = animelem=11
trigger6 = animelem=13
trigger7 = animelem=15
trigger8 = animelem=17
trigger9 = animelem=19
trigger10 = animelem=21
trigger11 = animelem=23
trigger12 = animelem=25
trigger13 = animelem=27
trigger14 = animelem=29
;trigger15 = animelem=31

[State 932, 3]
type = ChangeAnim2
trigger1 = Time = 0
value = 912

;-------------------------------------------------------------------------------
;Mario EXAir Throw P2 in Air
[Statedef 933]
type = A
movetype = H
physics = A
juggle = 15
velset = 20, -6.5

[State 933, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 933, Hit wall]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 934

[State 933, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;---------------------------------------------------------------------------
; EX Throw - hit wall
[Statedef 934]
type    = A
movetype= H
physics = N
juggle = 15

[State 934, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 934, Pos]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 934, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 934, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 934, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 914

[State 934, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 934, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 935

;---------------------------------------------------------------------------
; EX Throw - bounce off wall
[Statedef 935]
type    = A
movetype= H
physics = N
juggle = 15

[State 935, 1]
type = NotHitBy
trigger1 = 1
value = , NA, NP

[State 935, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -6

[State 935, Vel X]
type = VelSet
trigger1 = Time = 0
x = 1.6

[State 935, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 935, Gravity]
type = VelAdd
trigger1 = 1
y = .35

[State 935, Anim 5050] ;Self falling animation
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 935, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 935, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 935, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 935, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100
