;---------------------------------------------------------------------------
;Call Helper (Mizuchi)

[Statedef 13000]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
poweradd = 0
anim = 13000
ctrl = 0
sprpriority = 1

[State 25002, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1000,15
volume = 404

[State 8800, 3]
type = Helper
trigger1 = Time = 0
trigger1 = facing = 1
trigger1 = numhelper(25000) = 0
helpertype = normal
name = "Mizuchi"
id = 25000
postype = left
facing = 1
pos = 0,-10
stateno = 25000
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 8800, 4]
type = Helper
trigger1 = Time = 0
trigger1 = facing = -1
trigger1 = numhelper(25000) = 0
helpertype = normal
name = "Mizuchi"
id = 25000
postype = right
facing = -1
pos = 0,-10
stateno = 25000
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 8800, End1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 8800, End2]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = P2BodyDist X <= 100
value = 0
ctrl = 1

[State 8800, End3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = P2BodyDist X > 100
value = 1

;---------------------------------------------------------------------------
;Mizuchi
[Statedef 25000]
type    = A
movetype= A
physics = N
velset = 34,0
ctrl = 0
anim = 25000

[State 25000, 1]
type = HitOverride
trigger1 = Time = 1
attr = SCA, AA, AP, AT
stateno = 25004
time = -1

[State 25000, 1]
type = Playerpush
trigger1 = time >= 1
value = 1

[State 25000, 3]
type = SprPriority
trigger1 = Time = 1
value = 43

[State 25000, 2]
type = VelAdd
trigger1 = Time >= 1
x = 0
y =.50

[State 8800, End1]
type = ChangeState
trigger1 = AnimTime = 0
value = 25002
ctrl = 1

;---------------------------------------------------------------------------
;Mizuchi Attack
[Statedef 25002]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 25002
ctrl = 0

[State 3002, VelSet]
type = VelSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 8
trigger6 = AnimElem = 10
trigger7 = AnimElem = 11
trigger8 = AnimElem = 13
trigger9 = AnimElem = 15
x = 5

[State cutter explod]
type = Explod
trigger1 = animelem = 12
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
vel = 1,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0

[State 3002, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 8
trigger6 = AnimElem = 10
trigger7 = AnimElem = 11
trigger8 = AnimElem = 13
attr = S,NA
damage = 20,1
animtype = High
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 11,11
sparkno = 2
sparkxy = -10, -60
guard.sparkno = 2
hitsound = 5,4
guardsound = 5,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -6
air.type = Low
air.hittime = 18
air.velocity = -6,-7
envshake.time = 7
envshake.ampl = 7
fall.envshake. = 7
fall.envshake.freq = 7
fall.envshake.ampl = 7
palfx.time = 5
palfx.add = 256,256,256
palfx.mul = 256,256,256
palfx.sinadd = -256,256,256,1
palfx.color = 0;

[State 1205, 1]
type = HitDef
trigger1 = AnimElem = 15
attr = S, HP
animtype = Heavy
damage = 29, 5
hitflag = MAF
priority = 4, Hit
guardflag = M
pausetime = 2,4
sparkno = 2
sparkxy = 0,0
hitsound   = 5,2
guardsound = 5,0
guard.sparkno = 2
ground.type = Low
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -9,-1
air.animtype = Back
air.velocity = -5,-3
air.juggle = 10
air.fall = 1
fall = 1
fall.recover = 0
palfx.time = 10
palfx.add = 256,256,256
palfx.mul = 256,256,256
palfx.sinadd = -256,256,256,1
palfx.color = 0;

[State 25002, Win]
type = changestate
triggerall = time >= 1
trigger1 = win
trigger2 = RoundState = 4
value = 25003
ctrl = 0

[State 25002, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = 200,0

[State 25002, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12
value = 210,2

[State 25002, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12
value = 240,1

[State 25002, Lose]
type = changestate
triggerall = time >= 1
trigger1 = LoseKo
trigger2 = RoundState = 4
value = 25001
ctrl = 0

[State 25002, 5]
type = ChangeState
trigger1 = animtime = 0
value = 25006

;---------------------------------------------------------------------------
; Mizuchi Injured
[Statedef 25004]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 25004

[State 25006, 1]
type = VelSet
trigger1 = time = 1
x = -30

[State 25002, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1110,0
volume = 404

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

[State 25004, 1]
type = SprPriority
trigger1 = Time = 0
value = -1

[State 25002, Win]
type = changestate
triggerall = time >= 30
trigger1 = win
trigger2 = RoundState = 4
value = 25003
ctrl = 0

[State 25002, Lose]
type = changestate
triggerall = time >= 10
trigger1 = LoseKo
trigger2 = RoundState = 4
value = 25001
ctrl = 0

[State 25004, 3]
type = DestroySelf
trigger1 = Time = 60

;---------------------------------------------------------------------------
; Mizuchi Return
[Statedef 25006]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 25006

[State 25006, 1]
type = SprPriority
trigger1 = Time = 0
value = -1

[State 25002, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 255,1
volume = 404

[State 25002, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1181,0
volume = 404

[State 25002, Win]
type = changestate
triggerall = time >= 1
trigger1 = win
trigger2 = RoundState = 4
value = 25003
ctrl = 0

[State 25002, Lose]
type = changestate
triggerall = time >= 1
trigger1 = LoseKo
trigger2 = RoundState = 1
value = 25001
ctrl = 0

[State 25006, 1]
type = HitOverride
trigger1 = Time = 0
attr = SCA, AA, AP, AT
stateno = 25004
time = -1

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

[State 25006, 1]
type = VelSet
trigger1 = time = 30
x = -30

[State 25006, 3]
type = DestroySelf
trigger1 = Time = 60

;--------------------------------------------------------------------------
;Mizuchi Win pose
[Statedef 25003]
type = S
anim = 25003
velset = 0,0
ctrl = 0

[State 25002, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 255,1
volume = 404

[State 25002, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 57
value = 1181,0
volume = 404

[State 25003, 1]
type = velset
trigger1 = time >= 0
x = 0
y = 0

;--------------------------------------------------------------------------
;Mizuchi Lose Pose
[Statedef 25001]
type = S
movetype = I
physics = N
anim = 25001
velset = 0,0

[State 25002, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1110,0
volume = 404

[State 25001, 1]
type = velset
trigger1 = time >= 0
x = 0
y = 0

;---------------------------------------------------------------------------
;Call Helper (Dark Donald)
[Statedef 13001]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
poweradd = 0
anim = 13000
ctrl = 0
sprpriority = 1

[State 25002, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1000,15
volume = 404

[State 8800, 3]
type = Helper
trigger1 = Time = 0
trigger1 = facing = 1
trigger1 = numhelper(81000) = 0
helpertype = normal
name = "Dark Donald"
id = 81000
postype = left
facing = 1
pos = 0,-10
size.xscale = 0.5
size.yscale = 0.5
stateno = 81000
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 8800, 4]
type = Helper
trigger1 = Time = 0
trigger1 = facing = -1
trigger1 = numhelper(81000) = 0
helpertype = normal
name = "Dark Donald"
id = 81000
postype = right
facing = -1
pos = 0,-10
stateno = 81000
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 8800, End1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 8800, End2]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = P2BodyDist X <= 100
value = 0
ctrl = 1

[State 8800, End3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = P2BodyDist X > 100
value = 1
;---------------------------------------------------------------------------
;Dark Donald
[Statedef 81000]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 81000

[State 25006, 1]
type = VelSet
trigger1 = time = 1
x = 2

[State 25002, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 81000,1
volume = 404

[State 8101, 1]
type = HitOverride
trigger1 = Time = 1
attr = SCA, AA, AP, AT
stateno = 81030
time = -1

[State 25000, 1]
type = Playerpush
trigger1 = time >= 10
value = 1

[State 25000, 3]
type = SprPriority
trigger1 = Time = 1
value = 43

[State 8800, End1]
type = ChangeState
trigger1 = AnimTime = 0
value = 81010
ctrl = 1

;---------------------------------------------------------------------------
;Dark Donald Attack
[Statedef 81010]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 81010
ctrl = 0

[State 25002, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 62,0
volume = 404

[State 1200, ѓo] ;
type = Projectile
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
attr = S, SP ;Standing, Special ProjectileiKEZ̔ѓj
damage = 25,5
getpower = 10
animtype = Diagup
pausetime = 0,12
offset = 75,-60             ;ѓ̏oʒu
velocity = 6.5,-5.5             ;ѓ̈ړx
accel = 0,0.4               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 1            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, ѓo] ;
type = Projectile
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
attr = S, SP ;Standing, Special ProjectileiKEZ̔ѓj
damage = 25,5
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 75,-60             ;ѓ̏oʒu
velocity = 7.5,-6.5             ;ѓ̈ړx
accel = 0,0.4               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 1            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, ѓo] ;
type = Projectile
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
attr = S, SP ;Standing, Special ProjectileiKEZ̔ѓj
damage = 25,5
getpower = 10
animtype = diagup
pausetime = 0,12
offset = 75,-60             ;ѓ̏oʒu
velocity = 8.5,-1.5             ;ѓ̈ړx
accel = 0,0.4               ;ѓ̉x
projID = 1200               ;ѓ̂hcio[
projanim = 1202             ;ѓ̃Aj
projhitanim = 1203          ;ѓqbg̃Aj
projremanim = 1204          ;ѓ鎞̃Aj
projscale = 0.5,0.5         ;ѓ̑傫
projshadow = 0,0,0          ;ѓ̉ei݂0,0,0Ȃ̂ŉej
projhits = 1                ;ѓ̃qbg
projmisstime = 1            ;ѓqbgȂԊuiQqbgȏ̂ݍpj
projpriority = 1            ;ѓ̍UDx
projremovetime = -1         ;ѓ܂ł̎ԁi-1Ȃ̂ŉʊOɏo邩܂ŏȂj
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1 ;ѓ̏ꍇ͂ŃWO|Cgݒ肷Kv
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 25002, Win]
type = changestate
triggerall = time >= 1
trigger1 = win
trigger2 = RoundState = 4
value = 81050
ctrl = 0

[State 25002, Lose]
type = changestate
triggerall = time >= 1
trigger1 = LoseKo
trigger2 = RoundState = 4
value = 810600
ctrl = 0

[State 25002, 5]
type = ChangeState
trigger1 = animtime = 0
value = 81040

;---------------------------------------------------------------------------
;Dark Donald Injured
[Statedef 81030]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 81030

[State 25006, 1]
type = VelSet
trigger1 = time = 1
x = -10
y = -10
[State 8101, 1]
type = HitOverride
trigger1 = Time = 1
attr = SCA, AA, AP, AT
stateno = 81030
time = -1

[State 25002, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 111,0
volume = 404

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

[State 25004, 1]
type = SprPriority
trigger1 = Time = 0
value = -1

[State 25002, Win]
type = changestate
triggerall = time >= 1
trigger1 = win
trigger2 = RoundState = 4
value = 81050
ctrl = 0

[State 25002, Lose]
type = changestate
triggerall = time >= 1
trigger1 = LoseKo
trigger2 = RoundState = 4
value = 810600
ctrl = 0

[State 25004, 3]
type = DestroySelf
trigger1 = Time = 60

;---------------------------------------------------------------------------
;Dark Donald Return
[Statedef 81040]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 81040

[State 25006, 1]
type = SprPriority
trigger1 = Time = 1
value = -1

[State 25002, Win]
type = changestate
triggerall = time >= 1
trigger1 = win
trigger2 = RoundState = 4
value = 81050
ctrl = 0

[State 25002, Lose]
type = changestate
triggerall = time >= 1
trigger1 = LoseKo
trigger2 = RoundState = 4
value = 810600
ctrl = 0

[State 25006, 1]
type = HitOverride
trigger1 = Time = 1
attr = SCA, AA, AP, AT
stateno = 81030
time = -1

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

[State 25006, 1]
type = VelSet
trigger1 = time = 1
x = -2

[State 25006, 3]
type = DestroySelf
trigger1 = Time = 50

;--------------------------------------------------------------------------
;Dark Donald Win pose
[Statedef 81050]
type = S
anim = 81050
velset = 0,0
ctrl = 0

[State 25002, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000,0
volume = 404
[State 8101, 1]
type = HitOverride
trigger1 = Time = 1
attr = SCA, AA, AP, AT
stateno = 81030
time = -1

[State 25003, 1]
type = velset
trigger1 = time >= 0
x = 0
y = 0

;--------------------------------------------------------------------------
;Dark Donald Lose Pose
[Statedef 810600]
type = S
movetype = I
physics = N
anim = 810600
velset = 0,0
[State 8101, 1]
type = HitOverride
trigger1 = Time = 1
attr = SCA, AA, AP, AT
stateno = 81030
time = -1

[State 25002, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 111,0
volume = 404

[State 25001, 1]
type = velset
trigger1 = time >= 0
x = 0
y = 8

;---------------------------------------------------------------------------
;Call Helper (Manny)

[Statedef 1320]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
poweradd = 0
anim = 13000
ctrl = 0
sprpriority = 1

[State 8100, 3]
type = Helper
trigger1 = Time = 0
trigger1 = facing = 1
trigger1 = numhelper(1340) = 0
helpertype = normal
name = "Manny"
id = 1340
postype = left
facing = 1
pos = 0,0
stateno = 1340
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 8100, 4]
type = Helper
trigger1 = Time = 0
trigger1 = facing = -1
trigger1 = numhelper(1340) = 0
helpertype = normal
name = "Manny"
id = 1340
postype = right
facing = -1
pos = 0,0
stateno = 1340
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 8800, End1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 8800, End2]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = P2BodyDist X <= 100
value = 0
ctrl = 1

[State 8800, End3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = P2BodyDist X > 100
value = 1
;---------------------------------------------------------------------------
;Manny
[Statedef 1340]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 1340

[State 25006, 1]
type = VelSet
trigger1 = time = 1
x = 3

[State 1205, 1]
type = HitDef
trigger1 = !time
attr = S, HP
animtype = Heavy
damage = 29, 5
hitflag = MAF
priority = 4, Hit
guardflag = M
pausetime = 2,4
sparkno = s8220
sparkxy = 0,0
hitsound   = S8000,2
guardsound = s8500,0
guard.sparkno = s6767
ground.type = Low
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -50,-1
air.animtype = Back
air.velocity = -50,-1
air.juggle = 10
air.fall = 1
fall = 1
fall.recover = 0
palfx.time = 10
palfx.add = 256,256,256
palfx.mul = 256,256,256
palfx.sinadd = -256,256,256,1
palfx.color = 0;
[State 8101, 1]
type = HitOverride
trigger1 = Time = 1
attr = SCA, AA, AP, AT
stateno = 1343
time = -1

[State 25000, 1]
type = Playerpush
trigger1 = time >= 10
value = 1

[State 25000, 3]
type = SprPriority
trigger1 = Time = 1
value = 43

[State 8800, End1]
type = ChangeState
trigger1 = AnimTime = 0
value = 1341
ctrl = 1

;---------------------------------------------------------------------------
;Manny Attack
[Statedef 1341]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1341
ctrl = 0

[State explod]
type = Explod
trigger1 = AnimElem = 4
anim = F2
id = 22
sprpriority = 5
postype = p1
pos = 20,-40
bindtime = 1
supermove = 1
ignorehitpause = 0
ontop = 1

[State 25002, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1050,0
volume = 404

[State 1100, Projectile]
type = Projectile
trigger1 = AnimElem = 4
ProjID = 1342
projanim = 1342
projhitanim = 1342
projremanim = 1342
projcancelanim = 1342
projscale = 1, 1
projremove = 1
projremovetime = -1
velocity= 10, .6
velmul = 1
projhits = 4
projmiss = 0
projpriority = 1
projsprpriority = 3
projedgebound = 100
projscreenbound = 100
projheightbound = -240, 100
offset = 61,-30
postype = p1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
attr = S, SA
animtype  = Low
damage    = 30, 1
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 8,8
sparkno = 1
sparkxy = -20,-10
hitsound = 5,1
guardsound = 5,0
guard.sparkno = 2
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
palfx.time = 10
palfx.add = 256,256,256
palfx.mul = 256,256,256
palfx.sinadd = -256,256,256,1
palfx.color = 0;

[State 25002, Win]
type = changestate
triggerall = time >= 1
trigger1 = win
trigger2 = RoundState = 4
value = 1345
ctrl = 0

[State 25002, Lose]
type = changestate
triggerall = time >= 1
trigger1 = LoseKo
trigger2 = RoundState = 4
value = 1346
ctrl = 0

[State 25002, 5]
type = ChangeState
trigger1 = animtime = 0
value = 1344

;---------------------------------------------------------------------------
;Manny Injured
[Statedef 1343]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 1343

[State 25006, 1]
type = VelSet
trigger1 = time = 1
x = -5

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

[State 25004, 1]
type = SprPriority
trigger1 = Time = 0
value = -1

[State 25002, Win]
type = changestate
triggerall = time >= 1
trigger1 = win
trigger2 = RoundState = 4
value = 1345
ctrl = 0

[State 25002, Lose]
type = changestate
triggerall = time >= 1
trigger1 = LoseKo
trigger2 = RoundState = 4
value = 1346
ctrl = 0

[State 25004, 3]
type = DestroySelf
trigger1 = Time = 60

;---------------------------------------------------------------------------
;Manny Return
[Statedef 1344]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 1344

[State 25006, 1]
type = SprPriority
trigger1 = Time = 1
value = -1

[State 25002, Win]
type = changestate
triggerall = time >= 1
trigger1 = win
trigger2 = RoundState = 4
value = 1345
ctrl = 0

[State 25002, Lose]
type = changestate
triggerall = time >= 1
trigger1 = LoseKo
trigger2 = RoundState = 4
value = 1346
ctrl = 0

[State 25006, 1]
type = HitOverride
trigger1 = Time = 1
attr = SCA, AA, AP, AT
stateno = 1343
time = -1

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

[State 25006, 1]
type = VelSet
trigger1 = time = 1
x = -5

[State 25006, 3]
type = DestroySelf
trigger1 = Time = 50

;--------------------------------------------------------------------------
;Manny Win pose
[Statedef 1345]
type = S
anim = 1345
velset = 0,0
ctrl = 0

[State 25003, 1]
type = velset
trigger1 = time >= 0
x = 0
y = 0

;--------------------------------------------------------------------------
;Manny Lose Pose
[Statedef 1346]
type = S
movetype = I
physics = N
anim = 1346
velset = 0,0

[State 25001, 1]
type = velset
trigger1 = time >= 0
x = 0
y = 0
