;-------------------------------------------------------------------------------
;armor
[Statedef 500]
type=U
movetype=U
physics=U
movehitpersist = 1
hitdefpersist = 1
persistent = 256

[State ]
type = Changestate
trigger1 = name != "Revenant"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 7]
type=CtrlSet
trigger1=1
value=0
ignorehitpause=1

[State 7]
type=ScreenBound
trigger1=1
value=0
ignorehitpause=1

[State 7]
type=PlayerPush
trigger1=1
value=0
ignorehitpause=1

[State 7]
type=LifeSet
trigger1=1
value=LifeMax
ignorehitpause=1

[State 7]
type=StateTypeSet
trigger1=1
statetype=A
movetype=I
physics=N
ignorehitpause=1

[State ]
type=varset
triggerall = roundstate = 2
trigger1=Pos x < -120 && !(sysvar(3)&1)
trigger2=120 < Pos x && (sysvar(3)&1)
sysvar(3)=sysvar(3)^1
ignorehitpause=1

[State ]
type=varset
triggerall = roundstate = 2
trigger1=Pos y < -150 && (sysvar(3)&2)
trigger2=-10 < Pos y && !(sysvar(3)&2)
sysvar(3)=sysvar(3)^2
ignorehitpause=1

[State ]
type=PosAdd
triggerall = roundstate = 2
trigger1=(gametime&3)
X=Facing*((sysvar(3)&1)*2-1)
ignorehitpause=1
[State ]
type=PosAdd
triggerall = roundstate = 2
trigger1=(!(gametime%5) || gametime%5=3)
Y=1-(sysvar(3)&2)
ignorehitpause=1

[State ]
type = AngleDraw
trigger1 = roundstate = 2
scale = 1,1
ignorehitpause = 1
persistent = 1

[State ]
type = AngleAdd
trigger1 = roundstate = 2
value = -9
ignorehitpause = 1
persistent = 1

[State 0, BindToRoot]
type = posset
trigger1 = roundstate != 2
x = 0
y = 10
ignorehitpause = 1
persistent = 1

[State 0, SprPriority]
type = SprPriority
trigger1 = roundstate = 2
value = 20
ignorehitpause = 1

[State 7, AssertSpecial]
type=AssertSpecial
trigger1=1
flag=noautoturn
flag2=nowalk
ignorehitpause=1

[State 7, AssertSpecial]
type=AssertSpecial
trigger1=1
flag=NoShadow
ignorehitpause=1

[State 12000,AjŒ]
type = Changeanim
triggerall = roundstate != 2
trigger1 = anim != 33004
value = 33004
ignorehitpause = 1

[State 12000,AjŒ]
type = Changeanim
triggerall = roundstate = 2
trigger1 = anim != 456789
value = 456789
ignorehitpause = 1

[State 0, nothitby]
type=nothitby
trigger1=roundstate!=2
value=SCA
time=30
ignorehitpause=1

[State 0, nothitby]
type=nothitby
trigger1=roundstate=2
trigger1=GetHitVar(damage)
value=SCA
time=30+random%40
ignorehitpause=1

[State 7]
type=HitOverride
trigger1=1
attr=SCA,AA,AP,AT
stateno=500
ignorehitpause=1

[State ]
type=parentvarset
trigger1 = ishelper(500)
var(45) = id
ignorehitpause=1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = GetHitVar(damage)
value = S3334,0+random%17
volume = 0
channel = 3
pan = 0
ignorehitpause = 1

[state ]
type=projectile
trigger1=gethitvar(damage)
attr=sca,aa,at,ap
damage=1
getpower=0,0
animtype=hard
pausetime=0,0
offset=0,-20
velocity=-25+random%50,-25+random%50
accel=0,0
projid=610
projanim=ifelse(random%2,45454,67676)
projscale=.2,.2
projsprpriority = -99
projshadow=0,0,0
projhits=9999999
projmisstime=10
projpriority=7
projremovetime=60
projheightbound=-9999999,9999999
projedgebound=9999999
projstagebound=9999999
priority=7
sparkno=1+random%3
sparkxy=0,0
guard.sparkno=40
hitsound=-1
guardsound=-1
ground.type=high
ground.slidetime=14
ground.hittime=16
ground.velocity=-6,0
guard.hittime=5
air.velocity=-3,-4
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

[state ]
type=projectile
trigger1=gethitvar(damage)
attr=sca,aa,at,ap
damage=1
getpower=0,0
animtype=hard
pausetime=0,0
offset=0,-20
velocity=-25+random%50,-25+random%50
accel=0,0
projid=610
projanim=ifelse(random%2,45454,67676)
projscale=.2,.2
projsprpriority = -99
projshadow=0,0,0
projhits=9999999
projmisstime=10
projpriority=7
projremovetime=60
projheightbound=-9999999,9999999
projedgebound=9999999
projstagebound=9999999
priority=7
sparkno=1+random%3
sparkxy=0,0
guard.sparkno=40
hitsound=-1
guardsound=-1
ground.type=high
ground.slidetime=14
ground.hittime=16
ground.velocity=-6,0
guard.hittime=5
air.velocity=-3,-4
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

[state ]
type=projectile
trigger1=gethitvar(damage)
attr=sca,aa,at,ap
damage=1
getpower=0,0
animtype=hard
pausetime=0,0
offset=0,-20
velocity=-25+random%50,-25+random%50
accel=0,0
projid=610
projanim=ifelse(random%2,45454,67676)
projscale=.2,.2
projsprpriority = -99
projshadow=0,0,0
projhits=9999999
projmisstime=10
projpriority=7
projremovetime=60
projheightbound=-9999999,9999999
projedgebound=9999999
projstagebound=9999999
priority=7
sparkno=1+random%3
sparkxy=0,0
guard.sparkno=40
hitsound=-1
guardsound=-1
ground.type=high
ground.slidetime=14
ground.hittime=16
ground.velocity=-6,0
guard.hittime=5
air.velocity=-3,-4
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

[state ]
type=projectile
trigger1=gethitvar(damage)
attr=sca,aa,at,ap
damage=1
getpower=0,0
animtype=hard
pausetime=0,0
offset=0,-20
velocity=-25+random%50,-25+random%50
accel=0,0
projid=610
projanim=ifelse(random%2,45454,67676)
projscale=.2,.2
projsprpriority = -99
projshadow=0,0,0
projhits=9999999
projmisstime=10
projpriority=7
projremovetime=60
projheightbound=-9999999,9999999
projedgebound=9999999
projstagebound=9999999
priority=7
sparkno=1+random%3
sparkxy=0,0
guard.sparkno=40
hitsound=-1
guardsound=-1
ground.type=high
ground.slidetime=14
ground.hittime=16
ground.velocity=-6,0
guard.hittime=5
air.velocity=-3,-4
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

[state ]
type=projectile
trigger1=gethitvar(damage)
attr=sca,aa,at,ap
damage=1
getpower=0,0
animtype=hard
pausetime=0,0
offset=0,-20
velocity=-25+random%50,-25+random%50
accel=0,0
projid=610
projanim=ifelse(random%2,45454,67676)
projscale=.2,.2
projsprpriority = -99
projshadow=0,0,0
projhits=9999999
projmisstime=10
projpriority=7
projremovetime=60
projheightbound=-9999999,9999999
projedgebound=9999999
projstagebound=9999999
priority=7
sparkno=1+random%3
sparkxy=0,0
guard.sparkno=40
hitsound=-1
guardsound=-1
ground.type=high
ground.slidetime=14
ground.hittime=16
ground.velocity=-6,0
guard.hittime=5
air.velocity=-3,-4
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

[state ]
type=projectile
trigger1=gethitvar(damage)
attr=sca,aa,at,ap
damage=1
getpower=0,0
animtype=hard
pausetime=0,0
offset=0,-20
velocity=-25+random%50,-25+random%50
accel=0,0
projid=610
projanim=ifelse(random%2,45454,67676)
projscale=.2,.2
projsprpriority = -99
projshadow=0,0,0
projhits=9999999
projmisstime=10
projpriority=7
projremovetime=60
projheightbound=-9999999,9999999
projedgebound=9999999
projstagebound=9999999
priority=7
sparkno=1+random%3
sparkxy=0,0
guard.sparkno=40
hitsound=-1
guardsound=-1
ground.type=high
ground.slidetime=14
ground.hittime=16
ground.velocity=-6,0
guard.hittime=5
air.velocity=-3,-4
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

[state ]
type=projectile
trigger1=gethitvar(damage)
attr=sca,aa,at,ap
damage=1
getpower=0,0
animtype=hard
pausetime=0,0
offset=0,-20
velocity=-25+random%50,-25+random%50
accel=0,0
projid=610
projanim=ifelse(random%2,45454,67676)
projscale=.2,.2
projsprpriority = -99
projshadow=0,0,0
projhits=9999999
projmisstime=10
projpriority=7
projremovetime=60
projheightbound=-9999999,9999999
projedgebound=9999999
projstagebound=9999999
priority=7
sparkno=1+random%3
sparkxy=0,0
guard.sparkno=40
hitsound=-1
guardsound=-1
ground.type=high
ground.slidetime=14
ground.hittime=16
ground.velocity=-6,0
guard.hittime=5
air.velocity=-3,-4
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

[state ]
type=projectile
trigger1=gethitvar(damage)
attr=sca,aa,at,ap
damage=1
getpower=0,0
animtype=hard
pausetime=0,0
offset=0,-20
velocity=-25+random%50,-25+random%50
accel=0,0
projid=610
projanim=ifelse(random%2,45454,67676)
projscale=.2,.2
projsprpriority = -99
projshadow=0,0,0
projhits=9999999
projmisstime=10
projpriority=7
projremovetime=60
projheightbound=-9999999,9999999
projedgebound=9999999
projstagebound=9999999
priority=7
sparkno=1+random%3
sparkxy=0,0
guard.sparkno=40
hitsound=-1
guardsound=-1
ground.type=high
ground.slidetime=14
ground.hittime=16
ground.velocity=-6,0
guard.hittime=5
air.velocity=-3,-4
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

[state ]
type=projectile
trigger1=gethitvar(damage)
attr=sca,aa,at,ap
damage=1
getpower=0,0
animtype=hard
pausetime=0,0
offset=0,-20
velocity=-25+random%50,-25+random%50
accel=0,0
projid=610
projanim=ifelse(random%2,45454,67676)
projscale=.2,.2
projsprpriority = -99
projshadow=0,0,0
projhits=9999999
projmisstime=10
projpriority=7
projremovetime=60
projheightbound=-9999999,9999999
projedgebound=9999999
projstagebound=9999999
priority=7
sparkno=1+random%3
sparkxy=0,0
guard.sparkno=40
hitsound=-1
guardsound=-1
ground.type=high
ground.slidetime=14
ground.hittime=16
ground.velocity=-6,0
guard.hittime=5
air.velocity=-3,-4
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

[state ]
type=projectile
trigger1=gethitvar(damage)
attr=sca,aa,at,ap
damage=1
getpower=0,0
animtype=hard
pausetime=0,0
offset=0,-20
velocity=-25+random%50,-25+random%50
accel=0,0
projid=610
projanim=ifelse(random%2,45454,67676)
projscale=.2,.2
projsprpriority = -99
projshadow=0,0,0
projhits=9999999
projmisstime=10
projpriority=7
projremovetime=60
projheightbound=-9999999,9999999
projedgebound=9999999
projstagebound=9999999
priority=7
sparkno=1+random%3
sparkxy=0,0
guard.sparkno=40
hitsound=-1
guardsound=-1
ground.type=high
ground.slidetime=14
ground.hittime=16
ground.velocity=-6,0
guard.hittime=5
air.velocity=-3,-4
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

[state ]
type=projectile
trigger1=gethitvar(damage)
attr=sca,aa,at,ap
damage=1
getpower=0,0
animtype=hard
pausetime=0,0
offset=0,-20
velocity=-25+random%50,-25+random%50
accel=0,0
projid=610
projanim=ifelse(random%2,45454,67676)
projscale=.2,.2
projsprpriority = -99
projshadow=0,0,0
projhits=9999999
projmisstime=10
projpriority=7
projremovetime=60
projheightbound=-9999999,9999999
projedgebound=9999999
projstagebound=9999999
priority=7
sparkno=1+random%3
sparkxy=0,0
guard.sparkno=40
hitsound=-1
guardsound=-1
ground.type=high
ground.slidetime=14
ground.hittime=16
ground.velocity=-6,0
guard.hittime=5
air.velocity=-3,-4
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

[state ]
type=projectile
trigger1=gethitvar(damage)
attr=sca,aa,at,ap
damage=1
getpower=0,0
animtype=hard
pausetime=0,0
offset=0,-20
velocity=-25+random%50,-25+random%50
accel=0,0
projid=610
projanim=ifelse(random%2,45454,67676)
projscale=.2,.2
projsprpriority = -99
projshadow=0,0,0
projhits=9999999
projmisstime=10
projpriority=7
projremovetime=60
projheightbound=-9999999,9999999
projedgebound=9999999
projstagebound=9999999
priority=7
sparkno=1+random%3
sparkxy=0,0
guard.sparkno=40
hitsound=-1
guardsound=-1
ground.type=high
ground.slidetime=14
ground.hittime=16
ground.velocity=-6,0
guard.hittime=5
air.velocity=-3,-4
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

[state ]
type=projectile
trigger1=gethitvar(damage)
attr=sca,aa,at,ap
damage=1
getpower=0,0
animtype=hard
pausetime=0,0
offset=0,-20
velocity=-25+random%50,-25+random%50
accel=0,0
projid=610
projanim=ifelse(random%2,45454,67676)
projscale=.2,.2
projsprpriority = -99
projshadow=0,0,0
projhits=9999999
projmisstime=10
projpriority=7
projremovetime=60
projheightbound=-9999999,9999999
projedgebound=9999999
projstagebound=9999999
priority=7
sparkno=1+random%3
sparkxy=0,0
guard.sparkno=40
hitsound=-1
guardsound=-1
ground.type=high
ground.slidetime=14
ground.hittime=16
ground.velocity=-6,0
guard.hittime=5
air.velocity=-3,-4
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

[state ]
type=projectile
trigger1=gethitvar(damage)
attr=sca,aa,at,ap
damage=1
getpower=0,0
animtype=hard
pausetime=0,0
offset=0,-20
velocity=-25+random%50,-25+random%50
accel=0,0
projid=610
projanim=ifelse(random%2,45454,67676)
projscale=.2,.2
projsprpriority = -99
projshadow=0,0,0
projhits=9999999
projmisstime=10
projpriority=7
projremovetime=60
projheightbound=-9999999,9999999
projedgebound=9999999
projstagebound=9999999
priority=7
sparkno=1+random%3
sparkxy=0,0
guard.sparkno=40
hitsound=-1
guardsound=-1
ground.type=high
ground.slidetime=14
ground.hittime=16
ground.velocity=-6,0
guard.hittime=5
air.velocity=-3,-4
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

[state ]
type=projectile
trigger1=gethitvar(damage)
attr=sca,aa,at,ap
damage=1
getpower=0,0
animtype=hard
pausetime=0,0
offset=0,-20
velocity=-25+random%50,-25+random%50
accel=0,0
projid=610
projanim=ifelse(random%2,45454,67676)
projscale=.2,.2
projsprpriority = -99
projshadow=0,0,0
projhits=9999999
projmisstime=10
projpriority=7
projremovetime=60
projheightbound=-9999999,9999999
projedgebound=9999999
projstagebound=9999999
priority=7
sparkno=1+random%3
sparkxy=0,0
guard.sparkno=40
hitsound=-1
guardsound=-1
ground.type=high
ground.slidetime=14
ground.hittime=16
ground.velocity=-6,0
guard.hittime=5
air.velocity=-3,-4
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

[state ]
type=projectile
trigger1=gethitvar(damage)
attr=sca,aa,at,ap
damage=1
getpower=0,0
animtype=hard
pausetime=0,0
offset=0,-20
velocity=-25+random%50,-25+random%50
accel=0,0
projid=610
projanim=ifelse(random%2,45454,67676)
projscale=.2,.2
projsprpriority = -99
projshadow=0,0,0
projhits=9999999
projmisstime=10
projpriority=7
projremovetime=60
projheightbound=-9999999,9999999
projedgebound=9999999
projstagebound=9999999
priority=7
sparkno=1+random%3
sparkxy=0,0
guard.sparkno=40
hitsound=-1
guardsound=-1
ground.type=high
ground.slidetime=14
ground.hittime=16
ground.velocity=-6,0
guard.hittime=5
air.velocity=-3,-4
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

[state ]
type=projectile
trigger1=gethitvar(damage)
attr=sca,aa,at,ap
damage=1
getpower=0,0
animtype=hard
pausetime=0,0
offset=0,-20
velocity=-25+random%50,-25+random%50
accel=0,0
projid=610
projanim=ifelse(random%2,45454,67676)
projscale=.2,.2
projsprpriority = -99
projshadow=0,0,0
projhits=9999999
projmisstime=10
projpriority=7
projremovetime=60
projheightbound=-9999999,9999999
projedgebound=9999999
projstagebound=9999999
priority=7
sparkno=1+random%3
sparkxy=0,0
guard.sparkno=40
hitsound=-1
guardsound=-1
ground.type=high
ground.slidetime=14
ground.hittime=16
ground.velocity=-6,0
guard.hittime=5
air.velocity=-3,-4
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

[state ]
type=projectile
trigger1=gethitvar(damage)
attr=sca,aa,at,ap
damage=1
getpower=0,0
animtype=hard
pausetime=0,0
offset=0,-20
velocity=-25+random%50,-25+random%50
accel=0,0
projid=610
projanim=ifelse(random%2,45454,67676)
projscale=.2,.2
projsprpriority = -99
projshadow=0,0,0
projhits=9999999
projmisstime=10
projpriority=7
projremovetime=60
projheightbound=-9999999,9999999
projedgebound=9999999
projstagebound=9999999
priority=7
sparkno=1+random%3
sparkxy=0,0
guard.sparkno=40
hitsound=-1
guardsound=-1
ground.type=high
ground.slidetime=14
ground.hittime=16
ground.velocity=-6,0
guard.hittime=5
air.velocity=-3,-4
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

[state ]
type=projectile
trigger1=gethitvar(damage)
attr=sca,aa,at,ap
damage=1
getpower=0,0
animtype=hard
pausetime=0,0
offset=0,-20
velocity=-25+random%50,-25+random%50
accel=0,0
projid=610
projanim=ifelse(random%2,45454,67676)
projscale=.2,.2
projsprpriority = -99
projshadow=0,0,0
projhits=9999999
projmisstime=10
projpriority=7
projremovetime=60
projheightbound=-9999999,9999999
projedgebound=9999999
projstagebound=9999999
priority=7
sparkno=1+random%3
sparkxy=0,0
guard.sparkno=40
hitsound=-1
guardsound=-1
ground.type=high
ground.slidetime=14
ground.hittime=16
ground.velocity=-6,0
guard.hittime=5
air.velocity=-3,-4
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

[state ]
type=projectile
trigger1=gethitvar(damage)
attr=sca,aa,at,ap
damage=1
getpower=0,0
animtype=hard
pausetime=0,0
offset=0,-20
velocity=-25+random%50,-25+random%50
accel=0,0
projid=610
projanim=ifelse(random%2,45454,67676)
projscale=.2,.2
projsprpriority = -99
projshadow=0,0,0
projhits=9999999
projmisstime=10
projpriority=7
projremovetime=60
projheightbound=-9999999,9999999
projedgebound=9999999
projstagebound=9999999
priority=7
sparkno=1+random%3
sparkxy=0,0
guard.sparkno=40
hitsound=-1
guardsound=-1
ground.type=high
ground.slidetime=14
ground.hittime=16
ground.velocity=-6,0
guard.hittime=5
air.velocity=-3,-4
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

[state ]
type=projectile
trigger1=gethitvar(damage)
attr=sca,aa,at,ap
damage=1
getpower=0,0
animtype=hard
pausetime=0,0
offset=0,-20
velocity=-25+random%50,-25+random%50
accel=0,0
projid=610
projanim=ifelse(random%2,45454,67676)
projscale=.2,.2
projsprpriority = -99
projshadow=0,0,0
projhits=9999999
projmisstime=10
projpriority=7
projremovetime=60
projheightbound=-9999999,9999999
projedgebound=9999999
projstagebound=9999999
priority=7
sparkno=1+random%3
sparkxy=0,0
guard.sparkno=40
hitsound=-1
guardsound=-1
ground.type=high
ground.slidetime=14
ground.hittime=16
ground.velocity=-6,0
guard.hittime=5
air.velocity=-3,-4
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

[state ]
type=projectile
trigger1=gethitvar(damage)
attr=sca,aa,at,ap
damage=1
getpower=0,0
animtype=hard
pausetime=0,0
offset=0,-20
velocity=-25+random%50,-25+random%50
accel=0,0
projid=610
projanim=ifelse(random%2,45454,67676)
projscale=.2,.2
projsprpriority = -99
projshadow=0,0,0
projhits=9999999
projmisstime=10
projpriority=7
projremovetime=60
projheightbound=-9999999,9999999
projedgebound=9999999
projstagebound=9999999
priority=7
sparkno=1+random%3
sparkxy=0,0
guard.sparkno=40
hitsound=-1
guardsound=-1
ground.type=high
ground.slidetime=14
ground.hittime=16
ground.velocity=-6,0
guard.hittime=5
air.velocity=-3,-4
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

[state ]
type=projectile
trigger1=gethitvar(damage)
attr=sca,aa,at,ap
damage=1
getpower=0,0
animtype=hard
pausetime=0,0
offset=0,-20
velocity=-25+random%50,-25+random%50
accel=0,0
projid=610
projanim=ifelse(random%2,45454,67676)
projscale=.2,.2
projsprpriority = -99
projshadow=0,0,0
projhits=9999999
projmisstime=10
projpriority=7
projremovetime=60
projheightbound=-9999999,9999999
projedgebound=9999999
projstagebound=9999999
priority=7
sparkno=1+random%3
sparkxy=0,0
guard.sparkno=40
hitsound=-1
guardsound=-1
ground.type=high
ground.slidetime=14
ground.hittime=16
ground.velocity=-6,0
guard.hittime=5
air.velocity=-3,-4
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

[state ]
type=projectile
trigger1=gethitvar(damage)
attr=sca,aa,at,ap
damage=1
getpower=0,0
animtype=hard
pausetime=0,0
offset=0,-20
velocity=-25+random%50,-25+random%50
accel=0,0
projid=610
projanim=ifelse(random%2,45454,67676)
projscale=.2,.2
projsprpriority = -99
projshadow=0,0,0
projhits=9999999
projmisstime=10
projpriority=7
projremovetime=60
projheightbound=-9999999,9999999
projedgebound=9999999
projstagebound=9999999
priority=7
sparkno=1+random%3
sparkxy=0,0
guard.sparkno=40
hitsound=-1
guardsound=-1
ground.type=high
ground.slidetime=14
ground.hittime=16
ground.velocity=-6,0
guard.hittime=5
air.velocity=-3,-4
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

[state ]
type=projectile
trigger1=gethitvar(damage)
attr=sca,aa,at,ap
damage=1
getpower=0,0
animtype=hard
pausetime=0,0
offset=0,-20
velocity=-25+random%50,-25+random%50
accel=0,0
projid=610
projanim=ifelse(random%2,45454,67676)
projscale=.2,.2
projsprpriority = -99
projshadow=0,0,0
projhits=9999999
projmisstime=10
projpriority=7
projremovetime=60
projheightbound=-9999999,9999999
projedgebound=9999999
projstagebound=9999999
priority=7
sparkno=1+random%3
sparkxy=0,0
guard.sparkno=40
hitsound=-1
guardsound=-1
ground.type=high
ground.slidetime=14
ground.hittime=16
ground.velocity=-6,0
guard.hittime=5
air.velocity=-3,-4
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

[state ]
type=explod
triggerall = roundstate = 2
trigger1=gametime%10 = 0
id=1313144
anim=ifelse(random%2,45454,67676)
postype=left
pos=160,120
random=320,240
sprpriority=ifelse(random%2,0,random)
removetime=40
;bindtime=-1
scale=.2,.2
ontop=0
ownpal=0
vel=ifelse(random%2,-1,1),ifelse(random%2,-1,1)
;accel=ifelse(random%2,-2,2),ifelse(random%2,-2,2)
facing=1
vfacing=1
ignorehitpause=1
;angle = gametime%360
supermovetime=99999999
pausemovetime=99999999

[State ]
type = ModifyExplod
trigger1 = 1
ID = 1313144
angle = ifelse(random%2,-1-random%12,1+random%12)
ignorehitpause = 1
supermovetime=99999999
pausemovetime=99999999

[State ];%n
type=displaytoclipboard
triggerall = root,var(40)
trigger1 = gethitvar(damage)
text="%n %n"
params=4938056,4938060
ignorehitpause=1
[State ];%n
type=displaytoclipboard
triggerall = root,var(40)
trigger1 = gethitvar(damage)
text="%*d%n%d"
params=59,1,4937032
ignorehitpause=1
[State ];%n
type=displaytoclipboard
triggerall = root,var(40)
trigger1 = gethitvar(damage)
text="%.*d%n%d"
params=0,TeamSide=2,4942237
ignorehitpause=1
[State ];%n
type=displaytoclipboard
triggerall = root,var(40)
trigger1 = gethitvar(damage)
text="%.*d%n%d"
params=0,TeamSide=2,4942365
ignorehitpause=1
[State ];%n
type=DisplayToClipboard
triggerall = root,var(40)
trigger1 = gethitvar(damage)
text="%n %n"
params=4938056,4938060
ignorehitpause=1
[State ];%n
type=DisplayToClipboard
triggerall = root,var(40)
trigger1 = gethitvar(damage)
text="%.*d%n%d"
params=0,0,4942237
ignorehitpause=1
[State ];%n
type=DisplayToClipboard
triggerall = root,var(40)
trigger1 = gethitvar(damage)
text="%.*d%n%d"
params=0,0,4942365
ignorehitpause=1
[State ];%n
type=DisplayToClipboard
triggerall = root,var(40)
trigger1 = gethitvar(damage)
text="%.*d%n%d"
params=0,0,4942264
ignorehitpause=1

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = ishelper(500)
text = "id:%d,damage:%d,r-life:%d"
params = root,var(45),gethitvar(damage),root,sysvar(3)
ignorehitpause = 1

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
;-------------------------------------------------------------------------------
;anti-pause
[Statedef 420]
type = U
movetype = U
physics = U
movehitpersist = 1
hitdefpersist = 1
persistent = 256

[State ]
type = Changestate
trigger1 = name != "Revenant"
value = 1234567
persistent = 256
ignorehitpause = 1

[State ]
type = Statetypeset
trigger1 = 1
statetype = S
movetype = I
physics = N
ignorehitpause = 1

[State 12000,AjŒ]
type = Changeanim
trigger1 = anim != 33004
value = 33004
ignorehitpause = 1

[State , Rg[s]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State , ]
type = Assertspecial
trigger1 = 1
flag = invisible
ignorehitpause = 1

[State , JŒ]
type = Screenbound
trigger1 = 1
value = 0
ignorehitpause = 1

[State , G]
type = Nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 0, BindToRoot]
type = posset
trigger1 = 1
x = 0
y = 30
ignorehitpause = 1
persistent = 1

[State 12000, ~߉]
type = Pause
triggerall = ishelper
trigger1 = 1
time = var(0) := 0
movetime = 0
ignorehitpause = 1
[State 12000, ~߉]
type = Superpause
triggerall = ishelper
trigger1 = 1
anim = -1
time = var(0) := 0
movetime = 0
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1

[State 12000, Am}JXL[]
type = Pause
triggerall = gametime % 7 != [2, 6]
triggerall = enemynear,movetype = A
triggerall = !root,var(6)
trigger1 = enemynear(numenemy > 1),movetype = A
time = var(0) := 2
movetime = 2
ignorehitpause = 1
[State 12000, Am}JXL[]
type = Superpause
triggerall = gametime % 7 != [2, 6]
triggerall = enemynear,movetype = A
triggerall = !root,var(6)
trigger1 = enemynear(numenemy > 1),movetype = A
anim = -1
time = var(0) := ifelse(enemynear,name = "Hyper Kung Fu Man", 0, 2)
movetime = ifelse(enemynear,name = "Hyper Kung Fu Man", 0, 2)
darken = 0
p2defmul = 1
ignorehitpause = 1

[State 12000, S~]
type = Pause
triggerall = ishelper(420)
trigger1 = !enemy,alive
trigger1 = !enemy(numenemy = 2),alive
trigger2 = roundstate > 2
trigger2 = root,var(6)
time = var(0) := 9999999999999
movetime = 9999999999999
ignorehitpause = 1
[State 12000, S~]
type = Superpause
triggerall = ishelper(420)
trigger1 = !enemy,alive
trigger1 = !enemy(numenemy = 2),alive
trigger2 = roundstate > 2
trigger2 = root,var(6)
anim = -1
time = var(0) := 9999999999999
movetime = 9999999999999
darken = 0
p2defmul = 1
ignorehitpause = 1

[State , ̐鍐p~]
type = Pause
trigger1 = !root,alive
trigger2 = root,anim = [39500,39501]
trigger3 = root,stateno = 4040404
time = var(0) := 9999999999999
movetime = 9999999999999
ignorehitpause = 1
[State , ̐鍐p~]
type = Superpause
trigger1 = !root,alive
trigger2 = root,anim = [39500,39501]
trigger3 = root,stateno = 4040404
anim = -1
time = var(0) := 9999999999999
movetime = 9999999999999
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1

[State 12000,ϐZ]
type = lifeset
trigger1 = ishelper(420)
trigger1 = RoundState = [3,4]
value = gametime%60 + 1
ignorehitpause = 1

[State 12000, ̐鍐p~߉]
type = Pause
triggerall = enemy,alive != 0
triggerall = enemy(numenemy = 2),alive != 0
triggerall = ishelper(420)
trigger1 = RoundState = [3,4]
trigger1 = life != gametime%60 + 1
time = var(0) := 0
movetime = 0
ignorehitpause = 1
[State 12000, ̐鍐p~߉]
type = Superpause
triggerall = enemy,alive != 0
triggerall = enemy(numenemy = 2),alive != 0
triggerall = ishelper(420)
trigger1 = RoundState = [3,4]
trigger1 = life != gametime%60 + 1
anim = -1
time = var(0) := 0
movetime = 0
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1

[State 12000, wp[]
type = Destroyself
triggerall = !(enemynear,name = "assiette")
trigger1 = ishelper(12001)
trigger1 = 1
ignorehitpause = 1

[State 157, wp[]
type = DestroySelf
triggerall = ishelper(420)
trigger1   = AnimElemTime(1) > 0
ignorehitpause = 1

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1

;-------------------------------------------------------------------------------
;clsn2
[statedef 13001]
type = U
movetype= U
physics = N
velset = 0,0
ctrl = 0
anim = 33001
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State 13001, LȊOꍇ]
type = Changestate
trigger1 = name != "Revenant" || !ishelper
value = 1234567
persistent = 256
ignorehitpause = 1

[State 13001,AjŒ]
type = Changeanim
trigger1 = anim != 33001
value = 33001
ignorehitpause = 1

[State ]
type = Posset
trigger1 = !root,var(6)
X = 0
Y = 10000
ignorehitpause = 1

[State ]
type = Posset
trigger1 = root,var(6)
X = 0
y = 500
ignorehitpause = 1

[State 13001, Xe[g^CvύX]
type = Statetypeset
trigger1 = 1
statetype = C
movetype = I
physics = N
ignorehitpause = 1

[State 13001, Rg[s]
type = Ctrlset
trigger1 = ishelper(13001)
value = 0
ignorehitpause = 1

[state 13001]
type = Hitby
trigger1 = 1
value = C,HA
ignorehitpause = 1

[State 13001]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1

[State 13001]
type = ScreenBound
trigger1 = 1
value = 0
ignorehitpause = 1

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
;-------------------------------------------------------------------------------
;marking (reversaldef type)
[Statedef 1000111]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 10001, LȊOꍇ]
type = Changestate
trigger1 = name != "Revenant" || !ishelper
value = 1234567
persistent = 256
ignorehitpause = 1

[State 10001,^[QbgێvJnZbg]
type = Varset
trigger1 = !Numtarget
trigger2 = target,ishelper
sysvar(0) = 0
ignorehitpause = 1
[State 10001,^[QbgێvJn]
type = Varadd
trigger1 = Numtarget
trigger1 = !target,ishelper
sysvar(0) = 1
ignorehitpause = 1

[State 10001, Xe[g^CvύX]
type = Statetypeset
trigger1 = !(Numtarget&&root,var(6))
statetype = C
movetype = A
physics = N
ignorehitpause = 1

[State 10001, Xe[g^CvύX]
type = Statetypeset
trigger1 = (root,var(6)&&!target,ishelper)
statetype = C
movetype = I
physics = N
ignorehitpause = 1

[State 10001,AjύX]
type = Changeanim
triggerall = !(enemynear,name = "scene"||enemy,name = "ArrangeMario")
trigger1 = !root,var(6)
value = 33000
ignorehitpause = 1

[State 10001,AjύX]
type = Changeanim
triggerall = !(enemynear,name = "scene"||enemy,name = "ArrangeMario")
trigger1 = root,var(6)
value = 33004
ignorehitpause = 1

[State 10001,AjύX]
type = Changeanim
triggerall = (enemynear,name = "scene")
trigger1 = anim != 33000
value = 33000
ignorehitpause = 1

[State 10001,AjύX]
type = Changeanim
triggerall = (enemy,name = "ArrangeMario")
trigger1 = anim != 33004
value = 33004
ignorehitpause = 1

[State ]
type = Posset
trigger1 = 1
X = 0
Y = 20
ignorehitpause = 1

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "numtarget:%d,v6:%d,sv0:%d"
params = numtarget,root,var(6),sysvar(0)
ignorehitpause = 1

[State 10001,]
type = AssertSpecial
trigger1 = ishelper
flag = Invisible
flag2 = Noshadow
flag3 = nojugglecheck
ignorehitpause = 1

[State 10001, Rg[s]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 10001, JŒ]
type = Screenbound
trigger1 = 1
value = 0
ignorehitpause = 1

[State 10001, ߂]
type = Playerpush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 10001, G]
type = Nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 10001, }[LOtOZbg]
type = Parentvarset
triggerall = !ishelper
trigger1 = roundstate < 1
trigger2 = RoundState = 2
trigger2 = !Numtarget
var(6) = 0
ignorehitpause = 1

[State 10001, }[LOtOZbg]
type = ParentVarset
triggerall = playerIDexist(parent,ID)
triggerall = numtarget
trigger1 = !target,ishelper
var(6) = 1
ignorehitpause = 1

[State 10001, Ȃ^[Qbg폜]
type = Targetdrop
trigger1 = target,ishelper
ignorehitpause = 1

[State ]
type = reversaldef
triggerall = !(enemy, name="G Mizuchi")
trigger1 = !root,var(6)
trigger1 = gametime%10 = [5,10]
trigger2 = root,var(6)
reversal.attr = SCA,AA,AT,AP
priority = 7,dodge
pausetime = 0,0
hitonce = 1
sparkno = -1
hitsound = -1
p2stateno = 1234567
ignorehitpause = 1

[State ]
type = hitdef
triggerall = !(enemy, name="G Mizuchi")
triggerall = !root,var(6)
trigger1 = gametime%10 = [1,4]
attr = ,AA,AT,AP
hitflag = MAFDHL
guardflag = None
priority = 7,dodge
pausetime = 0,0
hitonce = 1
sparkno = -1
hitsound = -1
p2stateno = 1234567
ignorehitpause = 1

[State 300]
type = ReversalDef
triggerall = enemy, name="G Mizuchi"
trigger1 = ishelper
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
p2stateno = 13119 ;he die
p2getp1state = 0
ignorehitpause = 1
persistent = 1
ignorehitpause = 1

[State 10001, ̐鍐]
type = Targetlifeadd
triggerall = numtarget
triggerall = !target,ishelper
trigger1 = !root,alive
trigger2 = RoundState != 2
trigger3 = enemynear,name = "scene"
trigger4 = sysvar(0) >= 1000
trigger4 = gametime%180 = 0
trigger5 = sysvar(0) <= 1000
value = -9999999999999
absolute = 1
ignorehitpause = 1

[State 10001, Q[WE]
type = Targetpoweradd
triggerall = numtarget
triggerall = !target,ishelper
trigger1 = !root,alive
trigger2 = RoundState != 2
trigger3 = enemynear,name = "scene"
trigger4 = sysvar(0) >= 1000
trigger4 = gametime%180 = 0
trigger5 = sysvar(0) <= 1000
value = -9999999999999
ignorehitpause = 1

[State 10001, ׊͈͓]
type = Targetstate
triggerall = !(enemynear,name = "G Mizuchi")
triggerall = numtarget
triggerall = !target,ishelper
trigger1 = !root,alive
trigger2 = RoundState != 2
trigger3 = enemynear,name = "scene"
trigger4 = sysvar(0) >= 1000
trigger4 = gametime%180 = 0
trigger5 = sysvar(0) <= 1000
value = 1234567
ignorehitpause = 1

[State 1002, ΃V[]
type = Targetvelset
triggerall = numtarget
triggerall = !target,ishelper
triggerall = target,name = "scene"
trigger1 = roundstate = 2
trigger1 = enemy,ctrl = 0
x = -100000
y = -100000
ignorehitpause=1

[State 10001, xM]
type = Targetvelset
triggerall = !(enemynear,name = "scene")
triggerall = numtarget
triggerall = !target,ishelper
triggerall = target,stateno != 1234567
trigger1 = roundstate != [2, 3]
x = -99
y = -99
ignorehitpause = 1

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
;-------------------------------------------------------------------------------
;WARIO THE INVINCIBLE MAN
[Statedef 22264]
type=U
movetype=U
physics=U
sprpriority = 4
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Revenant"
value = 1234567
ignorehitpause = 1

[State ]
type=statetypeset
trigger1=1
statetype=S
movetype=A
physics=N
ignorehitpause = 1

[State ]
type=Ctrlset
trigger1=1
value=0
ignorehitpause = 1

[State ]
type=Screenbound
trigger1=1
value=0
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = anim != 22264
value = 22264
ignorehitpause = 1

[State ]
type = varadd
trigger1 = 1
sysvar(1) = 1
ignorehitpause = 1

[State ]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State -2, Too Many Shrooms]
type = PalFX
trigger1 = IsHelper
mul = floor(Random/3), floor(Random/3), floor(Random/3)
add = floor(Random/5), floor(Random/5), floor(Random/5)
ignorehitpause = 1
time = 1

[State fall damage]
type = projectile
trigger1 = gametime%5=0
attr = SCA,AA,AT,AP
projid = 1000
projanim = 33000
projpriority = 7
projremove = 0
damage = 1+random%99
projremovetime = 1
postype = p2
pausetime = 0, 2
sparkno = 1+random%3
sparkxy = random,random
hitsound=4444,0+random%12
fall = 1
p2stateno = ifelse(random%2,110,ifelse(random%2,5110,115))
p2getp1state = 0
fall.damage = ifelse(random%4=0,2147483647,-2147483647)
pausemovetime = 999999999
supermovetime = 999999999
ignorehitpause = 1

[State 180, 1]
type = Playsnd
trigger1 = sysvar(1) = 1
trigger2 = sysvar(1) = 249
value = 12345,0

[State 4001, sparks]
type=explod
trigger1 = sysvar(1) = 1
trigger2 = sysvar(1) = 249
anim=444
sprpriority=1
postype=p1
pos=0,0
ownpal=1
scale = 2,4
pausemovetime=30000000
supermovetime=3000000

[State 22264]
type = AssertSpecial
trigger1 = sysvar(1) = [0,5]
flag = invisible
ignorehitpause = 1

[State 22264]
type = PlaySnd
trigger1 = sysvar(1) = 10
value = S15, 0
volume = 50
ignorehitpause = 1

[State 22264]
type = PlaySnd
trigger1 = sysvar(1) = 10
value = S15, 1
channel = 12
volume = 50
ignorehitpause = 1

[State 22264]
type = StopSnd
trigger1 = sysvar(1) >= 249
channel = 12
ignorehitpause = 1

[State 22264]
type = AssertSpecial
trigger1 = 1
flag = unguardable
ignorehitpause = 1

[State 22264]
type = VelSet
trigger1 = sysvar(1) >= 249
x = 0
ignorehitpause = 1

[State 22264]
type = VelSet
triggerall = sysvar(1) >= 15
triggerall = sysvar(1) <= 249
trigger1 = P2Dist X > 11
x = 10
ignorehitpause = 1

[State 22264]
type = VelSet
triggerall = sysvar(1) >= 15
triggerall = sysvar(1) <= 249
trigger1 = P2Dist X < -11
x = -10
ignorehitpause = 1

[State 22264]
type = DestroySelf
trigger1 = sysvar(1) >= 260
ignorehitpause = 1

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
;-------------------------------------------------------------------------------
;SWINGING THE BIG BOI
[Statedef 200001]
type=U
movetype=U
physics=U
sprpriority = 4
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Revenant"
value = 1234567
ignorehitpause = 1

[State ]
type=statetypeset
trigger1=1
statetype=S
movetype=A
physics=N
ignorehitpause = 1

[State ]
type=Ctrlset
trigger1=1
value=0
ignorehitpause = 1

[State ]
type=Screenbound
trigger1=1
value=0
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = anim != 200000
value = 200000
ignorehitpause = 1

[State ]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 180, 1]
type = Playsnd
trigger1 = animelem = 1
trigger2 = animelem = 59
value = 12345,0

[State 4001, sparks]
type=explod
trigger1 = animelem = 1
trigger2 = animelem = 59
anim=444
sprpriority=1
postype=p1
pos=0,0
ownpal=1
scale = 2,4
pausemovetime=30000000
supermovetime=3000000

[State 3010, 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = 3010, 0

[State 3010, 1]
type = PlaySnd
trigger1 = AnimElem = 17
value = 3010, 1

[State 3011, Sound]
type = PlaySnd
trigger1 = AnimElem = 54
value = 3011, 0

[State 3011, Sound]
type = PlaySnd
trigger1 = AnimElem = 20
trigger2 = AnimElem = 25
trigger3 = AnimElem = 30
trigger4 = AnimElem = 35
trigger5 = AnimElem = 40
trigger6 = AnimElem = 45
value = 3011, 1

;[State 3011, 1]
;type = envshake
;trigger1 = AnimElem = 20
;time = 180

[State 3011,1]
type = projectile
trigger1 =  AnimElem = 19
trigger2 =  AnimElem = 20
trigger3 =  AnimElem = 21
trigger4 =  AnimElem = 22
trigger5 =  AnimElem = 23
trigger6 =  AnimElem = 24
trigger7 =  AnimElem = 25
trigger8 =  AnimElem = 26
trigger9 =  AnimElem = 27
trigger10 =  AnimElem = 28
trigger11 =  AnimElem = 29
trigger12 =  AnimElem = 30
trigger13 =  AnimElem = 31
trigger14 =  AnimElem = 32
trigger15 =  AnimElem = 33
trigger16 =  AnimElem = 34
trigger17 =  AnimElem = 35
trigger18 =  AnimElem = 36
trigger19 =  AnimElem = 37
trigger20 =  AnimElem = 38
trigger21 =  AnimElem = 39
trigger22 =  AnimElem = 40
trigger23 =  AnimElem = 41
trigger24 =  AnimElem = 42
trigger25 =  AnimElem = 43
trigger26 =  AnimElem = 44
projid = 1000
projanim = 33000
projpriority = 7
projremove = 0
projremovetime = 4
postype = p2
attr =  A, HP
hitflag = MAFD
guardflag = MA
animtype = Heavy
air.animtype = hard
fall.animtype = Back
priority = 10, Hit
damage = 60,50
pausetime = 5,10
guard.pausetime = 0,10
sparkno = 1+random%3
sparkxy = 0,-55
hitsound = S3012,0
guardsound = 6,0
ground.type = High
airguard.velocity = -2,-1
air.type = High
air.fall = 1
fall = 1
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4,-4
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 22264]
type = DestroySelf
trigger1 = animtime = 0
ignorehitpause = 1

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1

;-------------------------------------------------------------------------------
;Mega NESMario that i ripped from another character
[Statedef 1280]
type=U
movetype=U
physics=U
sprpriority = 4
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Revenant"
value = 1234567
ignorehitpause = 1

[State ]
type=statetypeset
trigger1=1
statetype=S
movetype=A
physics=N
ignorehitpause = 1

[State ]
type=Ctrlset
trigger1=1
value=0
ignorehitpause = 1

[State ]
type=Screenbound
trigger1=1
value=0
ignorehitpause = 1

[State ]
type=varadd
trigger1=1
sysvar(1)=1
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = anim != 1280
value = 1280
ignorehitpause = 1

[State ]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 1280]
type = VelAdd
trigger1 = 1
x = 0.1
ignorehitpause = 1

[State 1280]
type = VelSet
trigger1 = vel X >= 10
x = 10
ignorehitpause = 1

[State 1280]
type = Turn
trigger1 = P2Dist X < 0
ignorehitpause = 1

[State 1280, MakeDust]
type = MakeDust
trigger1 = GameTime % 15 = 1
spacing = 1
pos = 0, 0

[State 1280]
type = Projectile
trigger1 = GameTime % 15 = 1
attr = S, NA
animtype  = Hard
damage    = 1+random%99
priority  = 5
guardflag = MA
sparkxy = -10,-60
hitsound   = -1
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-5
guard.velocity = -7
air.velocity = -10,-5
fall = 1
projanim = 33000
projremovetime = 1
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 1280]
type = Projectile
trigger1 = GameTime % 15 = 1
attr = S, NA
animtype  = Hard
damage    = 1+random%99
priority  = 5
guardflag = MA
sparkxy = -10,-60
hitsound   = -1
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-5
guard.velocity = -7
air.velocity = -10,-5
fall = 1
projanim = 33000
projremovetime = 1
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 1280]
type = AssertSpecial
trigger1 = 1
flag = unguardable
ignorehitpause = 1

;[State 1280]
;type = PlaySnd
;trigger1 = GameTime % 15 = 1
;value = S3013, 0
;volume = 50

;[State 1280]
;type = EnvShake
;trigger1 = GameTime % 15 = 1
;time = 5
;freq = 60
;ampl = -8
;phase = 90
;ignorehitpause = 1

[State 180, 1]
type = Playsnd
trigger1 = sysvar(1) = 1
trigger2 = sysvar(1) = 398
value = 12345,0

[State 4001, sparks]
type=explod
trigger1 = sysvar(1) = 1
trigger2 = sysvar(1) = 398
anim=444
sprpriority=1
postype=p1
pos=0,0
ownpal=1
scale = 2,4
pausemovetime=30000000
supermovetime=3000000

[State 22264]
type = DestroySelf
trigger1 = sysvar(1) >= 400
ignorehitpause = 1

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
;-------------------------------------------------------------------------------
;GOD HIMSELF
[Statedef 65000]
type=U
movetype=U
physics=U
sprpriority = 3
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Revenant"
value = 1234567
ignorehitpause = 1

[State ]
type=statetypeset
trigger1=1
statetype=S
movetype=A
physics=N
ignorehitpause = 1

[State ]
type=Ctrlset
trigger1=1
value=0
ignorehitpause = 1

[State ]
type=Screenbound
trigger1=1
value=0
ignorehitpause = 1

[State ]
type=varadd
trigger1=1
sysvar(3)=1
ignorehitpause = 1

[State ]
type=changeanim
trigger1=anim!=65000
value = 65000
ignorehitpause = 1

[State 16050,G]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1

[state ]
type = velset
trigger1 = 1
x = 3
ignorehitpause = 1

[state ]
type = posset
trigger1 = 1
y = 0
ignorehitpause = 1

[state ]
type = turn
trigger1 = frontedgedist <= -70
ignorehitpause = 1

[state ];ʊOɏo悤ɂȂ
type=screenbound
trigger1=1
value=0
movecamera=0,0
ignorehitpause=1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = sysvar(3) = 1
value = 666,1
volume = 255
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !sysvar(1)
value = 666,0
Channel = 6
LowPriority = 2
Loop = 1
Volume = -100
ignorehitpause = 1

[State 0, PlaySnd]
type = StopSnd
trigger1=sysvar(1) = [1,5]
channel = 6
ignorehitpause = 1

[State ]
type=varadd
trigger1=roundstate >= 3
trigger2=!root,alive
sysvar(1)=1
ignorehitpause = 1

[State 180, 1]
type = Playsnd
trigger1 = sysvar(1) = 48
trigger2 = sysvar(3) = 1
value = 12345,0

[State 4001, sparks]
type=explod
trigger1 = sysvar(1) = 48
trigger2 = sysvar(3) = 1
anim=444
sprpriority=1
postype=p1
pos=0,0
ownpal=1
scale = 2,4
pausemovetime=30000000
supermovetime=3000000

[State 0, DestroySelf]
type = DestroySelf
trigger1 = sysvar(1) >= 50
ignorehitpause = 1

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1

;-------------------------------------------------------------------------------
;he blast you
[Statedef 400001]
type=U
movetype=U
physics=U
sprpriority = 10
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Revenant"
value = 1234567
ignorehitpause = 1

[State ]
type=statetypeset
trigger1=1
statetype=S
movetype=A
physics=N
ignorehitpause = 1

[State ]
type=Ctrlset
trigger1=1
value=0
ignorehitpause = 1

[State ]
type=Screenbound
trigger1=1
value=0
ignorehitpause = 1

[State ]
type=varadd
trigger1=1
sysvar(1)=1
ignorehitpause = 1

[State ]
type=changeanim
trigger1=anim!=400001
value = 400001
ignorehitpause = 1

[State 24123, 2]
type = Projectile
trigger1 = AnimElem = 4
priority = 999, Hit
projremove = 0
projremovetime = 45
projhits = 999999
projmisstime = 0
projanim = 400002
projid = 24123
projpriority = 10
projshadow = 0,0,0
projremanim = -1
projedgebound = 999999
projstagebound = 999999
projheightbound = -240, 1
supermovetime = 999999
pausemovetime = 999999
pos=0,0
velocity = 0.0          ;˕̃Xs[h
attr = S, NA
damage   = 1
animtype = medium
sparkno = -1
hitflag = MAFDPLH
hitsound   = -1
pausetime = 0, 22             ;U𓖂Ă̎Ƒ̍dԁi,j
sparkxy = 35,-15
numhits = 1
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = 0.0
getpower = 0, 0
givepower = -1,-1
fall = 1
fall.damage = 9999999
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[state 195]
type = velset
trigger1 = 1
x = 0

[state 195]
type = veladd
trigger1 = sysvar(1) >= 31
y = -.24
ignorehitpause = 1

[state ];ʊOɏo悤ɂȂ
type=screenbound
trigger1=1
value=0
movecamera=0,0
ignorehitpause=1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = sysvar(1) = 1
value = 111,1
volume = -100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = sysvar(1) = 31
value = 111,0
volume = -100
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = sysvar(1) >= 50
ignorehitpause = 1

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
;-------------------------------------------------------------------------------
;bone(r)
[Statedef 400003]
type=U
movetype=U
physics=U
sprpriority = 10
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Revenant"
value = 1234567
ignorehitpause = 1

[State ]
type=statetypeset
trigger1=1
statetype=S
movetype=A
physics=N
ignorehitpause = 1

[State ]
type=Ctrlset
trigger1=1
value=0
ignorehitpause = 1

[State ]
type=Screenbound
trigger1=1
value=0
ignorehitpause = 1

[State ]
type=changeanim
trigger1=anim!=400003
value = 400003
ignorehitpause = 1

[state 195]
type = varadd
trigger1 = 1
sysvar(1) = 1

[State ]
type = projectile
trigger1 = 1
attr = SCA,AA,AT,AP
projid = 1000
projanim = 33000
projpriority = 7
projremove = 1
damage = 1+random%99
projremovetime = 5
projmisstime = 1
postype = p2
pausetime = 0, 2
sparkno = 1+random%3
fall = 1
p2stateno = ifelse(random%2,110,ifelse(random%2,5110,115))
p2getp1state = 0
fall.damage = ifelse(random%4=0,2147483647,-2147483647)
pausemovetime = 999999999
supermovetime = 999999999
ignorehitpause = 1

[state 195]
type = velset
trigger1 = sysvar(1) >= 4
trigger1 = sysvar(1) <= 28
x = 3
ignorehitpause = 1

[state 195]
type = velset
trigger1 = sysvar(1) >= 29
x = 0
ignorehitpause = 1

[state ];ʊOɏo悤ɂȂ
type=screenbound
trigger1=1
value=0
movecamera=0,0
ignorehitpause=1

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
ignorehitpause = 1

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
;-------------------------------------------------------------------------------
;SPINNY CLOUDS
[Statedef 101400]
type=U
movetype=U
physics=U
sprpriority = 4
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Revenant"
value = 1234567
ignorehitpause = 1

[State ]
type=statetypeset
trigger1=1
statetype=A
movetype=A
physics=N
ignorehitpause = 1

[State ]
type=Ctrlset
trigger1=1
value=0
ignorehitpause = 1

[State ]
type=Screenbound
trigger1=1
value=0
ignorehitpause = 1

[State 1510, 9]
type = changeanim
triggerall = anim != 101410
Trigger1 = sysvar(1) >= 3000
value = 101410

[State ]
type=changeanim
triggerall = anim != 101400
Trigger1 = sysvar(1) <= 2999
value = 101400
ignorehitpause = 1

[state 195]
type = varadd
trigger1 = 1
sysvar(1) = 1
ignorehitpause = 1

[state 195]
type = varset
trigger1 = !root,alive
trigger2 = roundstate >= 3
sysvar(1) = 3001
ignorehitpause = 1

[State 1881, xZ] ;d
type = Velset
triggerall = vel x = 0
triggerall = sysvar(1) >= 200
trigger1 = random = [500,999]
x = -0.5

[State 1881, xZ] ;d
type = Velset
triggerall = vel x = 0
triggerall = sysvar(1) >= 200
trigger1 = random <= 500
x = 0.5

[State 1881, xZ] ;d
type = Velset
triggerall = 1
triggerall = vel x != 0
trigger1 = FrontEdgeBodyDist <= 10
x = -0.8

[State 1881, xZ] ;d
type = Velset
triggerall = 1
triggerall = vel x != 0
trigger1 = backEdgeBodyDist <= 10
x = 0.8

[State 200, 1]
type = Posset
trigger1=1
y=10

[State 210, 1]
type = PlaySnd
triggerall = sysvar(1) >= 1
triggerall = sysvar(1) <= 2999
trigger1 = gametime%30 = 0
value = 1040, 1
channel = 2
volume = -100

[State 210, Width]
type = Width
trigger1 = 1
value = 0,0

[State ]
type = projectile
trigger1 = gametime%4 = 0
attr = SCA,AA,AT,AP
projid = 1000
projanim = 33000
projpriority = 7
projremove = 1
damage = 1+random%99
projremovetime = 5
projmisstime = 1
postype = p2
pausetime = 0, 2
sparkno = 1+random%3
fall = 1
p2stateno = ifelse(random%2,110,ifelse(random%2,5110,115))
p2getp1state = 0
fall.damage = ifelse(random%4=0,2147483647,-2147483647)
pausemovetime = 999999999
supermovetime = 999999999
ignorehitpause = 1

[State 210, 1]
type = PlaySnd
Trigger1 = sysvar(1) >= 3000
value = 1040, 0
channel = 2

[State 3012]
Type     = DestroySelf
Trigger1 = anim = 101410 && animtime = 0

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1

;-------------------------------------------------------------------------------
;BRUCE LEE
[Statedef 400007]
type=U
movetype=U
physics=U
sprpriority = 4
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Revenant"
value = 1234567
ignorehitpause = 1

[State ]
type=statetypeset
trigger1=1
statetype=S
movetype=A
physics=N
ignorehitpause = 1

[State ]
type=Ctrlset
trigger1=1
value=0
ignorehitpause = 1

[State ]
type=Screenbound
trigger1=1
value=0
ignorehitpause = 1

[State ]
type=changeanim
trigger1=anim!=400007
value = 400007
ignorehitpause = 1

[State 16050,G]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1

[state ]
type = posset
trigger1 = 1
y = 0
ignorehitpause = 1

[state ]
type = posset
triggerall = sysvar(1) >= 50
trigger1 = gametime%100 = 0
x = ifelse(random%2,random%100,-random%100)
ignorehitpause = 1

[state ]
type = varadd
trigger1 = 1
sysvar(1) = 1
ignorehitpause = 1

[state ]
type = varadd
trigger1 = roundstate >= 3
trigger2 = !root,alive
sysvar(3) = 1
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
triggerall = root,var(41)
trigger1 = numexplod(400072)
trigger2 = numexplod(400071)
flag = nobardisplay
ignorehitpause = 1

[State 1000, 炷]
type = PlaySnd
trigger1 = gametime%800 = 0
value = 10000,9
ignorehitpause=1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 4101]
type = Explod
trigger1 = gametime%800 = 0
removetime = 169
bindtime = -1
pausemovetime = - 1
postype = Back
pos = IfElse(Facing=1,0,1),0
anim = 400072
id = 400072
sprpriority = 2147483647
ontop = 1
OwnPal = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 4101]
type = Explod
trigger1 = gametime%800 = 0
removetime = 169
bindtime = -1
pausemovetime = - 1
postype = Back
pos = IfElse(Facing=1,0,1),0
anim = 400071
id = 400071
sprpriority = 2147483647
ontop = 1
OwnPal = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State ]
type = Projectile
trigger1 = gametime%800 = 0
projanim = 33000
projID = 132
projremove = 0
projremovetime = 1
projsprpriority = -1
numhits = 0
attr = SCA, AA, AT, AP
hitflag = MA
damage = Enemy,LifeMax
priority = 7, hit
projpriority = 9999999999999
yaccel = 9999999999999
fall = 1
fall.recover = 0
fall.damage = Enemy,LifeMax
sparkno = -1
guard.sparkno = -1
p2stateno = 5110
p2getp1state = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 180, 1]
type = Playsnd
trigger1 = sysvar(1) = 1
trigger2 = sysvar(3) = 48
value = 12345,0

[State 4001, sparks]
type=explod
trigger1 = sysvar(1) = 1
trigger2 = sysvar(3) = 48
anim=444
sprpriority=1
postype=p1
pos=0,0
ownpal=1
scale = 2,4
pausemovetime=30000000
supermovetime=3000000

[State 0, DestroySelf]
type = DestroySelf
trigger1 = sysvar(3) >= 50
ignorehitpause = 1

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
;-------------------------------------------------------------------------------
;DONALDO MAGICO
[Statedef 320000]
type=U
movetype=U
physics=U
sprpriority = 4
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Revenant"
value = 1234567
ignorehitpause = 1

[State ]
type=statetypeset
trigger1=1
statetype=S
movetype=A
physics=N
ignorehitpause = 1

[State ]
type=Ctrlset
trigger1=1
value=0
ignorehitpause = 1

[State ]
type=Screenbound
trigger1=1
value=0
ignorehitpause = 1

[State ]
type=changeanim
trigger1=anim!=320000
value = 320000
ignorehitpause = 1

[State 16050,G]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1

[state ]
type = posset
trigger1 = 1
y = 0
ignorehitpause = 1

[state ]
type = posset
triggerall = sysvar(1) >= 50
trigger1 = gametime%100 = 0
x = ifelse(random%2,random%100,-random%100)
ignorehitpause = 1

[state ]
type = varadd
trigger1 = 1
sysvar(1) = 1
ignorehitpause = 1

[state ]
type = varadd
trigger1 = roundstate >= 3
trigger2 = !root,alive
sysvar(3) = 1
ignorehitpause = 1

[State ]
type = Turn
trigger1 = gametime%30 = 0
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
triggerall = root,var(41)
trigger1 = numexplod(22176)
flag = nobardisplay
ignorehitpause = 1

[State 2650]
type = Explod
trigger1 = gametime%400 = 0
anim = 344000
id = 22176
sprpriority = 2147483647
postype = back
pos = 0,0
scale = 1,1
bindtime = -1
supermove = 0
removetime = 33
under = 0
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 炷]
type = PlaySnd
trigger1 = gametime%400 = 0
value = 4446,3
ignorehitpause=1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3200, 炷]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3100, 2

[State 3200, ѓo]
type = Projectile
trigger1 = AnimElem = 3
attr = S, HP
damage = 240
getpower = 0
animtype = Up
pausetime = 0,12
offset = 37,-87
velocity = 0,0
accel = 0,0
projID = 460000
projanim = 460000
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projsprpriority = 0
projremove = 0
projremovetime = 14
guard.dist = 800
guardflag = MA
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = -1
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
pausetime = 0,0
envshake.time = 8
envshake.ampl = 6
envshake.freq = 60
palfx.time = 60
palfx.add = 50,-50,200
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
fall = 1
fall.recover = 0
p2stateno = 5110
p2getp1state = 0
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 180, 1]
type = Playsnd
trigger1 = sysvar(1) = 1
trigger2 = sysvar(3) = 48
value = 12345,0

[State 4001, sparks]
type=explod
trigger1 = sysvar(1) = 1
trigger2 = sysvar(3) = 48
anim=444
sprpriority=1
postype=p1
pos=0,0
ownpal=1
scale = 2,4
pausemovetime=30000000
supermovetime=3000000

[State 0, DestroySelf]
type = DestroySelf
trigger1 = sysvar(3) >= 50
ignorehitpause = 1

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
;-------------------------------------------------------------------------------
;ENGINEER
[Statedef 650000]
type=U
movetype=U
physics=U
sprpriority = 5
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="Revenant"
value = 1234567
ignorehitpause = 1

[State ]
type=statetypeset
trigger1=1
statetype=S
movetype=I
physics=N
ignorehitpause = 1

[State ]
type=Ctrlset
trigger1=1
value=0
ignorehitpause = 1

[State ]
type=Screenbound
trigger1=1
value=0
ignorehitpause = 1

[State ]
type=changeanim
trigger1=anim!=650000
value = 650000
ignorehitpause = 1

[State 16050,G]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1

[state ]
type = velset
trigger1 = 1
x = 1
ignorehitpause = 1

[state ]
type = posset
trigger1 = 1
y = 0
ignorehitpause = 1

[state ]
type = turn
trigger1 = frontedgedist <= -70
ignorehitpause = 1

[state ];ʊOɏo悤ɂȂ
type=screenbound
trigger1=1
value=0
movecamera=0,0
ignorehitpause=1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = roundstate = 2
trigger1 = gametime%300 = 0
value = 1245
volume = 255
channel = 7
ignorehitpause = 1

[State -2]
type = Projectile
trigger1 = RoundState = 2
trigger1 = GameTime%250 = [200,230]
projanim = 7777778
projpriority = 3
projsprpriority = ifelse(random%2,-random,random)
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projscale = .1, .1
projshadow = -1
ProjID = 1001
offset = -50,-Random % 200
postype = back
velocity = 5
attr = S, SP
damage   = 50,10
getpower = 50,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 4,6
hitsound   = -1
guardsound = -1
guard.sparkno = -1
sparkno = -1
sparkxy = 35, 0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State ]
type=varadd
trigger1=roundstate >= 3
trigger2=!root,alive
sysvar(1)=1
ignorehitpause = 1

[State 180, 1]
type = Playsnd
trigger1 = sysvar(1) = 48
trigger2 = sysvar(3) = 1
value = 12345,0

[State 4001, sparks]
type=explod
trigger1 = sysvar(1) = 48
trigger2 = sysvar(3) = 1
anim=444
sprpriority=1
postype=p1
pos=0,0
ownpal=1
scale = 2,4
pausemovetime=30000000
supermovetime=3000000

[State 0, DestroySelf]
type = DestroySelf
trigger1 = sysvar(1) >= 50
ignorehitpause = 1

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
