
;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

;---------------------------------------------------------------------------
; Stand to Crouch
[Statedef 10]
type    = C
physics = C
anim = 10

[State 10, 1]
type = VelMul
trigger1 = Time = 0
x = .75

[State 10, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

;---------------------------------------------------------------------------
; Crouching
[Statedef 11]
type    = C
physics = C
anim = 11
sprpriority = 0

[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 11

;---------------------------------------------------------------------------
; Crouch to Stand
[Statedef 12]
type    = S
physics = S
anim = 12

[State 12, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Walk
[Statedef 20]
type    = S
physics = S
sprpriority = 0

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

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1
facep2 = 1

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

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

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

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

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

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; AirJump Start
[Statedef 45]
type    = A
physics = N
ctrl = 0
velset = 0,0

[State 45]
Type = varset
trigger1 = 1
var(18) = 1

[State 45, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(44)
value = 44

[State 45, 2]
type = ChangeAnim
trigger1 = !SelfAnimExist(44)
value = 44

[State 45, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 45, 4]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 45, 5]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 45, 6]
type = VelSet
trigger1 = Time = 2
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Jump Up
[Statedef 50]
type    = A
physics = A

[State ]
type = helper
trigger1 = time = 0
postype = P1
stateno = 50000
ownpal = 1

[state ]
type=playsnd
trigger1=time=0
value=s18000,3

[state ]
type=playsnd
trigger1=time=0
value=s0,2

[state ]
type=playsnd
trigger1=time=0
value=s0,3

[state ]
type=playsnd
trigger1=time=0
value=s0,5

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

;---------------------------------------------------------------------------
; Jump Down (empty state for compatibility)
[Statedef 51]
type    = A
physics = A

[State 51, 1]
type = Null
trigger1 = 1

;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; RUN_FWD
[StateDef 100]
Type = S
MoveType= I
Physics = S
PowerAdd= 10
Ctrl = 0
VelSet = 0,0
Anim = 100
SprPriority = 0

[State 100, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = S0,2

[State 100, NotHitBy]
Type = NotHitBy
Trigger1 = AnimElem = 4
Value = SCA
Time = 2


[State 100, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 20
Value = 0

[State 100, VarSet]
Type = VarSet
Trigger1 = Time > 0
Trigger1 = Command = "x"
V = 20
Value = 1

[State 100, VarSet]
Type = VarSet
Trigger1 = Time > 0
Trigger1 = Command = "y"
V = 20
Value = 2

[State 100, VarSet]
Type = VarSet
Trigger1 = Time > 0
Trigger1 = Command = "z"
V = 20
Value = 3

[State 100, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 101

[StateDef 101]
Type = A
MoveType= I
Physics = N
VelSet = 7.5,-10.2
Anim = 101
SprPriority = 0

[State 101, VelAdd]
Type = VelAdd
Trigger1 = Time = [0,5]
Y = 0.6

[State 101, VelAdd]
Type = VelAdd
Trigger1 = Time >= 6
Y = 1.4

[State 100, ChangeState]
Type = ChangeState
Trigger1 = Time = 3
Trigger1 = Var(20) = 1
Value = 600

[State 100, ChangeState]
Type = ChangeState
Trigger1 = Time = 3
Trigger1 = Var(20) = 2
Value = 610

[State 100, ChangeState]
Type = ChangeState
Trigger1 = Time = 3
Trigger1 = Var(20) = 3
Value = 620

[State 101, ChangeState]
Type = ChangeState
Trigger1 = Pos Y >= 0
Trigger1 = Vel Y > 0
Value = 102

[StateDef 102]
Type = S
MoveType= I
Physics = S
VelSet = 0, 0
Anim = 102
SprPriority = 0

[State 102, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

[State 102, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[StateDef 103]
Type    = S
Physics = S
Anim = 40
Ctrl = 0
SprPriority = 0

[State 103, VarSet]
Type = VarSet
Trigger1 = Time = 0
sysvar(1) = 0

[State 103, VarSet]
Type = VarSet
Trigger1 = SysVar(1) = 0
Trigger1 = Command = "holdfwd"
Trigger1 = Command != "holdback"
sysvar(1) = 1

[State 103, VarSet]
Type = VarSet
Trigger1 = SysVar(1) = 0
Trigger1 = Command != "holdfwd"
Trigger1 = Command = "holdback"
sysvar(1) = -1

[State 103, VelSet]
Type = VelSet
Trigger1 = AnimTime = 0
X = IfElse((SysVar(1)=1), 5, (IfElse((SysVar(1)=-1), -5, 0)))
Y = IfElse(SysVar(1)=0, -11, -7.5)

[State 103, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 104
Ctrl = 1

[StateDef 104]
Type    = A
Physics = A

[State 104, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 0
Value = IfElse((Vel X)=0, 41, IfElse((Vel X)>0, 42, 43))

[State 104, VarSet]
Type = VarSet
Trigger1 = Time = 0
sysvar(1) = 0

[State 104, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoAirGuard

[State 104, ChangeState]
Type = ChangeState
Trigger1 = Vel Y > 1
Value = 51

; RUN_FWD
[StateDef 105]
Type = A
MoveType= I
Physics = N
PowerAdd= 0
Ctrl = 0
VelSet = 0,0
Anim = 115
SprPriority = 0
[state ]
type = nothitby
trigger1 = 1
value = SCA
time = 1
[State ]
type = helper
trigger1 = time = 0
postype = P1
stateno = 50002
ownpal = 1

[State 115, PlaySnd]
Type = PlaySnd
Trigger1 = AnimTime = 0
Value = S0,2

[State 115, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 106

[StateDef 106]
Type = A
MoveType= I
Physics = N
VelSet = 15,-1
Anim = 116
SprPriority = 0
[state ]
type = nothitby
trigger1 = 1
value = SCA
time = 1
[State 116, VelAdd]
Type = VelAdd
Trigger1 = Time <= 9
Y = 0.1

[State 116, VelAdd]
Type = VelAdd
Trigger1 = Time > 9
Y = Const(Movement.YAccel)

[State 116, VelSet]
Type = VelSet
Trigger1 = Time = 9
X = 5

[State 116, VarAdd]
Type = VarAdd
Trigger1 = Time = 0
V = 10
Value = -1

[State 116, CtrlSet]
Type = CtrlSet
Trigger1 = Time = 9
Value = 1

[State 116, ChangeState]
Type = ChangeState
Trigger1 = Pos Y >= 0
Trigger1 = Vel Y > 0
Value = 52

[State 116, ChangeAnim]
Type = ChangeAnim
Trigger1 = AnimTime = 0
Value = 46
Elem = 2

[State 116, ChangeState]
Type = ChangeState
Trigger1 = Anim = 46
Value = 51
Ctrl = 1

[StateDef 107]
Type = S
MoveType= I
Physics = S
VelSet = 0, 0
Anim = 102
SprPriority = 0
[state ]
type = nothitby
trigger1 = 1
value = SCA
time = 1
[State 107, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

[State 107, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

; RUN_UP
[StateDef 110]
Type = A
MoveType= I
Physics = N
PowerAdd= 10
Ctrl = 0
VelSet = 0,0
Anim = 110
SprPriority = 0
[state ]
type = nothitby
trigger1 = 1
value = SCA
time = 1
[State ]
type = helper
trigger1 = time = 0
postype = P1
stateno = 50002
ownpal = 1

[State 110, PlaySnd]
Type = PlaySnd
Trigger1 = AnimTime = 0
Value = S0,2

[State 110, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 111

[StateDef 111]
Type = A
MoveType= I
Physics = N
VelSet = 15, 1.5
Anim = 111
SprPriority = 0
[state ]
type = nothitby
trigger1 = 1
value = SCA
time = 1
[State 111, VelAdd]
Type = VelAdd
Trigger1 = Time >= 9
Y = Const(Movement.YAccel)

[State 111, VelSet]
Type = VelSet
Trigger1 = Time = 9
X = 5

[State 111, VarAdd]
Type = VarAdd
Trigger1 = Time = 0
V = 10
Value = -1

[State 111, CtrlSet]
Type = CtrlSet
Trigger1 = Time = 9
Value = 1

[State 111, ChangeState]
Type = ChangeState
Trigger1 = Pos Y >= 0
Trigger1 = Vel Y > 0
Value = 52

[State 111, ChangeAnim]
Type = ChangeAnim
Trigger1 = AnimTime = 0
Value = 46
Elem = 2

[State 111, ChangeState]
Type = ChangeState
Trigger1 = Anim = 46
Value = 51
Ctrl = 1

;---------------------------------------------------------------------------
; RUN_DOWN
[StateDef 115]
Type = A
MoveType= I
Physics = N
PowerAdd= 0
Ctrl = 0
VelSet = 0,0
Anim = 115
SprPriority = 0
[state ]
type = nothitby
trigger1 = 1
value = SCA
time = 1
[State ]
type = helper
trigger1 = time = 0
postype = P1
stateno = 50001
ownpal = 1

[State 115, PlaySnd]
Type = PlaySnd
Trigger1 = AnimTime = 0
Value = S0,2

[State 115, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 116

[StateDef 116]
Type = A
MoveType= I
Physics = N
VelSet = -15,-1
Anim = 116
SprPriority = 0
[state ]
type = nothitby
trigger1 = 1
value = SCA
time = 1
[State 116, VelAdd]
Type = VelAdd
Trigger1 = Time <= 9
Y = 0.1

[State 116, VelAdd]
Type = VelAdd
Trigger1 = Time > 9
Y = Const(Movement.YAccel)

[State 116, VelSet]
Type = VelSet
Trigger1 = Time = 9
X = -5

[State 116, VarAdd]
Type = VarAdd
Trigger1 = Time = 0
V = 10
Value = -1

[State 116, CtrlSet]
Type = CtrlSet
Trigger1 = Time = 9
Value = 1

[State 116, ChangeState]
Type = ChangeState
Trigger1 = Pos Y >= 0
Trigger1 = Vel Y > 0
Value = 52

[State 116, ChangeAnim]
Type = ChangeAnim
Trigger1 = AnimTime = 0
Value = 46
Elem = 2

[State 116, ChangeState]
Type = ChangeState
Trigger1 = Anim = 46
Value = 51
Ctrl = 1

;---------------------------------------------------------------------------
; GUARD (start)
[Statedef 120]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged

[state type]
type=statetypeset
movetype=h
trigger1=var(31)%10>1

[state jd]
type=defencemulset
value=-1.5
trigger1=var(31)%10>1

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
trigger1 = command = "holddown"
value = 131

[State 130, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
physics = C

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

[State 131, Lo to Hi]
type = ChangeState
trigger1 = command != "holddown"
value = 130

[State 131, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type    = A
physics = N

[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

;[State 140, 5] ;Implemented within engine
;type = ChangeState
;trigger1 = AnimTime = 0
;value = (statetype = C)*11 + (statetype = A)*51

;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[state jd]
type=defencemulset
value=-1.5
trigger1=var(31)%10>1

[state jd snd]
type=playsnd
value=s300,2
trigger1=!time
trigger1=var(31)=10

[state jd ghost]
type=explod
id=150
anim=12000
sprpriority=4
trigger1=!time
trigger1=var(31)=10
trigger1=1||var(31):=(var(31)/100)*100+20

[state jd]
type=null
trigger1=hitshakeover
trigger1=(var(31)/10)%10=2
trigger1=0&&var(31):=var(31)-20

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 150, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
movetype= H
physics = S
anim = 150

[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 151, 4]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0

[state jd]
type=defencemulset
value=-1.5
trigger1=var(31)%10>1

[state jd snd]
type=playsnd
value=s300,2
trigger1=!time
trigger1=var(31)=10

[state jd ghost]
type=explod
id=150
anim=12001
sprpriority=4
trigger1=!time
trigger1=var(31)=10
trigger1=1||var(31):=(var(31)/100)*100+20

[state jd]
type=null
trigger1=hitshakeover
trigger1=(var(31)/10)%10=2
trigger1=0&&var(31):=var(31)-20

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 152, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 152, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
movetype= H
physics = C
anim = 151

[state jd]
type=defencemulset
value=-1.5
trigger1=var(31)%10>1

[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 153, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 153, 4]
type = ChangeState
trigger1 = HitOver
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type    = A
movetype= H
physics = N
velset = 0,0

[state jd]
type=defencemulset
value=-1.5
trigger1=var(31)%10>1

[state jd snd]
type=playsnd
value=s300,2
trigger1=!time
trigger1=var(31)=10

[state jd ghost]
type=explod
id=150
anim=12002
sprpriority=4
trigger1=!time
trigger1=var(31)=10
trigger1=1||var(31):=(var(31)/100)*100+20

[state jd]
type=null
trigger1=hitshakeover
trigger1=(var(31)/10)%10=2
trigger1=0&&var(31):=var(31)-20

[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155 ;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152

[state jd]
type=defencemulset
value=-1.5
trigger1=var(31)%10>1

[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

;---------------------------------------------------------------------------
; LOSE (Time over)
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

;---------------------------------------------------------------------------
; DRAWGAME (Time over)
[Statedef 175]
type = S
ctrl = 0
velset = 0,0

[State 175, 1] ; If no anim, use go to lose state.
type = ChangeState
trigger1 = Time = 0
trigger1 = !SelfAnimExist(175)
value = 170

[State 175, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 175

[State 175, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

; HITG_SHAKE
[Statedef 5000]
type    = S
movetype= H
physics = N
velset = 0,0

[state jd]
type=lifeadd
value=ceil(1.67*gethitvar(damage))
absolute=1
trigger1=!time
trigger1=var(31)%10>=1

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5000, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001 ;HITG_SLIDE

[State 5000, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITG_SLIDE
[Statedef 5001]
type    = S
movetype= H
physics = S

[State 5001, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5001, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 5001, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5001, 4]
type = VelSet
trigger1 = HitOver
x = 0

[State 5001, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5001, 6]
type = ChangeState
trigger1 = HitOver
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HITC_SHAKE
[Statedef 5010]
type    = C
movetype= H
physics = N
velset = 0,0

[state jd]
type=lifeadd
value=ceil(1.67*gethitvar(damage))
absolute=1
trigger1=!time
trigger1=var(31)%10>=1

[State 5010, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 5010, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5010, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5010, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5010, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
triggerall = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5011 ;HITC_SLIDE

[State 5010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 5010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITC_SLIDE
[Statedef 5011]
type    = C
movetype= H
physics = C

[State 5011, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5011, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 5011, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5011, 4]
type = VelSet
trigger1 = HitOver
x = 0

[State 5011, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5011, 6]
type = ChangeState
trigger1 = HitOver
value = 11
ctrl = 1


;---------------------------------------------------------------------------
; HITA_SHAKE
[Statedef 5020]
type    = A
movetype= H
physics = N
velset = 0,0

[state jd]
type=lifeadd
value=ceil(1.67*gethitvar(damage))
absolute=1
trigger1=!time
trigger1=var(31)%10>=1

[State 5020, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5020, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 5030]
type    = A
movetype= H
physics = N
ctrl = 0

[State 5030, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5040 ;HITA_RECOV

[State 5030, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5050 ;HITA_FALL

[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 5035 ;HITA_UP (transition)

;---------------------------------------------------------------------------
; HITA_UP_T (transition)
[Statedef 5035]
type    = A
movetype= H
physics = N

[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035

[State 5035, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Animation over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5040 ;HITA_RECOV

[State 5035, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5050 ;HITA_FALL

;---------------------------------------------------------------------------
; HITA_RECOV (recovering in air, not falling)
[Statedef 5040]
type    = A
movetype= H
physics = N

[State 5040, 1]
type = ChangeState
trigger1 = !Alive
value = 5050

[State 5040, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040, 3]
type = CtrlSet
trigger1 = HitOver
value = 1

[State 5040, 4]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5040, 5]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMPLAND

;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 5050]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE

;---------------------------------------------------------------------------
; HIT_TRIP (shaking)
[Statedef 5070]
type    = A
movetype= H
physics = N
velset = 0,0

[state jd]
type=lifeadd
value=ceil(1.67*gethitvar(damage))
absolute=1
trigger1=!time
trigger1=var(31)%10>=1

[State 5070, 1]
type = ChangeAnim
trigger1 = 1
value = 5070

[State 5070, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 5071

[State 5070, 3]
type = ForceFeedback
trigger1 = time = 0
time = 12
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HIT_TRIP2 (fall through air)
[Statedef 5071]
type    = A
movetype= H
physics = N

[State 5071, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5071, 2] ;Acceleration
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5071, 3] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HITL_SHAKE
[Statedef 5080]
type    = L
movetype= H
physics = N
velset = 0,0

[State 5080, 1] ;Set default anim
type = VarSet
trigger1 = time = 0
sysvar(2) = ifelse (GetHitVar(yvel) = 0, 5080, 5090)

[State 5080, 2]
type = VarAdd
trigger1 = time = 0
trigger1 = (anim = [5081,5089]) || (anim = [5111,5119])
trigger1 = SelfAnimExist(sysvar(2) + (anim % 10))
sysvar(2) = anim % 10

[State 5080, 3] ;If 5090 doesn't exist, default to 5030
type = VarSet
trigger1 = time = 0
trigger1 = sysvar(2) = 5090
trigger1 = !SelfAnimExist(5090)
sysvar(2) = 5030

[State 5080, 3] ;Freeze
type = ChangeAnim
trigger1 = 1
value = sysvar(2)

[State 5080, 4]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 5081 ;HITL_SLIDE

[State 5080, 5]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) != 0
value = 5030 ;HITA_UP

;---------------------------------------------------------------------------
; HITL_SLIDE
[Statedef 5081]
type    = L
movetype= H
physics = C

[State 5081, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5081, 2]
type = VelSet
trigger1 = HitOver
x = 0

[State 5081, 3] ;Don't show hit ground frame
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1

[State 5081, 4]
type = ChangeState
trigger1 = HitOver
value = 5110 ;HIT_LIEDOWN

;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 5100]
type    = L
movetype= H
physics = N

[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100, 7]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110 ;HIT_LIEDOWN

[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 5101

[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 5101]
type    = L
movetype= H
physics = N

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5101, 3]
type = HitFallVel
trigger1 = Time = 0

[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .4

[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 5110]
type    = L
movetype= H
physics = N

[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 5110, 11] ;If just died
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150

[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

;---------------------------------------------------------------------------
; HIT_GETUP
[Statedef 5120]
type    = L
movetype= I
physics = N

[State 5120, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 5120, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5120, 4]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 5120, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 5120, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3

[State 5150, 1] ;Normal anim
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3] ;Hit up type anim
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4] ;Match over anim
type = ChangeAnim
persistent = 0
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150, 6] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5150, 7] ;Friction
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; HIT_FALLRECOVER (still falling)
[Statedef 5200]
type    = A
movetype= H
physics = N

[State 5200, 1] ;Change anim if done with transition
type = ChangeAnim
trigger1 = Anim = 5035
trigger1 = AnimTime = 0
value = 5050

[State 5200, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5200, 3]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 5201

;---------------------------------------------------------------------------
; HIT_FALLRECOVER (on the ground)
[Statedef 5201]
type    = A
movetype= H
physics = A
anim = 5200

[State 5201, 1] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5

[State 5201, 2]
type = VelSet
trigger1 = Time = 0
x = -.15
y = -3.5

[State 5201, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5201, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5201, 5] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5201, 6]
type = GameMakeAnim
trigger1 = Time = 1
value = 60
pos = 0, 0
under = 1

;---------------------------------------------------------------------------
; HIT_AIRFALLRECOVER
[Statedef 5210]
type    = A
movetype= I
physics = N
anim = 5210
ctrl = 0
[State 5210, 1] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256
[State 5210, 1]
type = PosFreeze
trigger1 = Time = 0
value = 4
[State 5210, 2] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -20
[State 5210, 1]
type = VelMul
trigger1 = Time = 4
x = .8
y = .8
[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
y = -4.5
[State 5210, 1]
type = VelMul
trigger1 = Time = 4
trigger1 = Vel Y > 0
y = .5
[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -3
y = -2
[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -2
y = -1
[State 5210, 2] ;Go up
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdup"
y = -2
[State 5210, 2] ;Go down
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holddown"
y = 1.5
[State 5210, 2] ;Go fwd
type = VelMul
trigger1 = Time = 4
trigger1 = Command = "holdfwd"
x = 1
[State 5210, 2] ;Go back
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdback"
x = -1
[State 5210, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15
[State 5210, 4]
type = CtrlSet
trigger1 = Time = 20
value = 1
[State ]
type = VelAdd
trigger1 = Time >= 4
y = .35
[State ]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[Statedef 5500]
type = S
ctrl = 0
anim = 5300
velset = 0,0
[State ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = SelfAnimExist(5500)
value = 5500

[Statedef 5900]
type = S
[State ]
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0
[State ]
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0
[State ]
type = ChangeState
trigger1 = roundno = 1
value = 190

[Statedef 50000]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 11111
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10003
postype = p1
pos = 0,-10
random = 90,60
scale = .4,.4
vel = 0,-4
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10003
postype = p1
pos = 0,-10
random = 90,40
scale = .3,.3
vel = 0,-6
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10003
postype = p1
pos = 0,-10
random = 90,10
scale = .2,.2
vel = 0,-8
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10025
postype = p1
pos = 0,-10
random = 90,60
scale = .4,.4
vel = 0,-4
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10025
postype = p1
pos = 0,-10
random = 90,40
scale = .3,.3
vel = 0,-6
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10025
postype = p1
pos = 0,-10
random = 90,10
scale = .2,.2
vel = 0,-8
sprpriority = 18
[State ]
type = Explod
trigger1 = time = 0
anim = 10002
postype = p1
pos = 0,0
scale = 0.2,0.06
sprpriority = 18
ownpal = 1
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = 0
anim = 10041
postype = p1
pos = 0,10
scale = 0.4,0.07
sprpriority = 18
ownpal = 1
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = 2
anim = 10002
postype = p1
pos = 0,-20
scale = 0.2,0.06
sprpriority = 18
ownpal = 1
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = 4
anim = 10002
postype = p1
pos = 0,-40
scale = 0.2,0.06
sprpriority = 18
ownpal = 1
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = 6
anim = 10002
postype = p1
pos = 0,-60
scale = 0.2,0.06
sprpriority = 18
ownpal = 1
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = 8
anim = 10002
postype = p1
pos = 0,-80
scale = 0.2,0.06
sprpriority = 18
ownpal = 1
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = 10
anim = 10002
postype = p1
pos = 0,-100
scale = 0.2,0.06
sprpriority = 18
ownpal = 1
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = 0
anim = 10002
postype = p1
pos = 0,16
scale = 0.8,0.145
sprpriority = 18
ownpal = 1
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = 0
anim = 10002
postype = p1
pos = 0,8
scale = 0.5,0.115
sprpriority = 18
ownpal = 1
ignorehitpause = 1
[state ]
type = destroyself
trigger1 = time = 18

[Statedef 50001]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 11111
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10003
postype = p1
pos = 0,-80
random = 60,90
scale = .4,.4
vel = -4,0
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10003
postype = p1
pos = 0,-80
random = 40,90
scale = .3,.3
vel = -6,0
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10003
postype = p1
pos = 0,-80
random = 10,90
scale = .2,.2
vel = -8,0
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10025
postype = p1
pos = 0,-80
random = 60,90
scale = .4,.4
vel = -4,0
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10025
postype = p1
pos = 0,-80
random = 40,90
scale = .3,.3
vel = -6,0
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10025
postype = p1
pos = 0,-80
random = 10,90
scale = .2,.2
vel = -8,0
sprpriority = 18
[State ]
type = Explod
trigger1 = time = 0
anim = 10002
postype = p1
pos = 0,-80
scale = 0.06,0.2
sprpriority = 18
ownpal = 1
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = 2
anim = 10002
postype = p1
pos = -20,-80
scale = 0.06,0.2
sprpriority = 18
ownpal = 1
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = 4
anim = 10002
postype = p1
pos = -40,-80
scale = 0.06,0.2
sprpriority = 18
ownpal = 1
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = 6
anim = 10002
postype = p1
pos = -60,-80
scale = 0.06,0.2
sprpriority = 18
ownpal = 1
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = 8
anim = 10002
postype = p1
pos = -80,-80
scale = 0.06,0.2
sprpriority = 18
ownpal = 1
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = 10
anim = 10002
postype = p1
pos = -100,-80
scale = 0.06,0.2
sprpriority = 18
ownpal = 1
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = 0
anim = 10041
postype = p1
pos = 10,-80
scale = 0.07,0.4
sprpriority = 18
ownpal = 1
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = 0
anim = 10002
postype = p1
pos = 16,-80
scale = 0.145,0.8
sprpriority = 18
ownpal = 1
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = 0
anim = 10002
postype = p1
pos = 8,-80
scale = 0.115,0.5
sprpriority = 18
ownpal = 1
ignorehitpause = 1
[state ]
type = destroyself
trigger1 = time = 18

[Statedef 50002]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 11111
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10003
postype = p1
pos = 0,-80
random = 60,90
scale = .4,.4
vel = 4,0
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10003
postype = p1
pos = 0,-80
random = 40,90
scale = .3,.3
vel = 6,0
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10003
postype = p1
pos = 0,-80
random = 10,90
scale = .2,.2
vel = 8,0
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10025
postype = p1
pos = 0,-80
random = 60,90
scale = .4,.4
vel = 4,0
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10025
postype = p1
pos = 0,-80
random = 40,90
scale = .3,.3
vel = 6,0
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10025
postype = p1
pos = 0,-80
random = 10,90
scale = .2,.2
vel = 8,0
sprpriority = 18
[State ]
type = Explod
trigger1 = time = 0
anim = 10002
postype = p1
pos = 0,-80
scale = 0.06,0.2
sprpriority = 18
ownpal = 1
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = 2
anim = 10002
postype = p1
pos = 20,-80
scale = 0.06,0.2
sprpriority = 18
ownpal = 1
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = 4
anim = 10002
postype = p1
pos = 40,-80
scale = 0.06,0.2
sprpriority = 18
ownpal = 1
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = 6
anim = 10002
postype = p1
pos = 60,-80
scale = 0.06,0.2
sprpriority = 18
ownpal = 1
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = 8
anim = 10002
postype = p1
pos = 80,-80
scale = 0.06,0.2
sprpriority = 18
ownpal = 1
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = 10
anim = 10002
postype = p1
pos = 100,-80
scale = 0.06,0.2
sprpriority = 18
ownpal = 1
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = 0
anim = 10041
postype = p1
pos = -10,-80
scale = 0.07,0.4
sprpriority = 18
ownpal = 1
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = 0
anim = 10002
postype = p1
pos = -16,-80
scale = 0.145,0.8
sprpriority = 18
ownpal = 1
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = 0
anim = 10002
postype = p1
pos = -8,-80
scale = 0.115,0.5
sprpriority = 18
ownpal = 1
ignorehitpause = 1
[state ]
type = destroyself
trigger1 = time = 18

[Statedef 190]
type = S
ctrl = 0
anim = 214402
velset = 0,0
[state ]
type = assertspecial
trigger1=time<192
flag=intro
[State ]
type = helper
trigger1 = time = 50
postype = P1
stateno = 1417
ownpal = 1
[state ]
type=playsnd
trigger1=time=5
value=s12345,1
[state ]
type=playsnd
trigger1=time=85
value=s400,2
[state ]
type = nothitby
trigger1 = 1
value = SCA
time = 1
[State ]
type = changeanim
trigger1 = time = 192
value = 0

;Changestate Do not change!!
[Statedef 108]
type    = S
physics = N
ctrl = 0
anim = 0
velset = 0,0
[State ]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
[State ]
type = PosSet
trigger1 = Time = 0
y = 0
[State ]
type = ChangeState
trigger1 = Time = 1
value = 0
ctrl = 1
;12P Costume
[Statedef 666]
type = U
physics = N
ctrl = 0
anim = 666
[state ]
type = explod
trigger1 = gametime%2 = 1
anim = 22349
sprpriority = 0+5*sin(gametime*0.06)*sin(gametime*0.015)
postype = p1
pos = cos((gametime*0.06)-(pi/6))*40,sin(gametime*0.015)*40-40
ownpal = 1
scale = 0.3,0.3
[state ]
type = explod
trigger1 = gametime%2 = 1
anim = 22349
sprpriority = 0+5*sin(gametime*0.04)*sin(gametime*0.025)
postype = p1
pos = cos((gametime*0.04)-(pi/6))*50,sin(gametime*0.025)*10-40
ownpal = 1
scale = 0.3,0.3
[state ]
type = explod
trigger1 = gametime%2 = 1
anim = 22349
sprpriority = 0+5*sin(gametime*0.05)*sin(gametime*0.045)
postype = p1
pos = cos((gametime*0.05)-(pi/6))*20,sin(gametime*0.045)*30-40
ownpal = 1
scale = 0.3,0.3
[state ]
type = explod
trigger1 = gametime%2 = 0
anim = 10025
sprpriority = 5
postype = p1
pos = 6,-99
ownpal = 1
random = 40,6
vel = 0,-1-random%2
scale =.6,.6
[state ]
type = explod
trigger1 = gametime%2 = 0
anim = 10025
sprpriority = 5
postype = p1
pos = 6,-99
ownpal = 1
random = 40,6
vel = 0,-1-random%2
scale =.6,.6
[state ]
type = explod
trigger1 = gametime%3 = 0
anim = 54322
sprpriority = 5
postype = p1
pos = 6,-99
ownpal = 1
random = 40,6
vel = 0,-1-random%2
scale =.3,.3
[state ]
type = explod
trigger1 = time = 0
anim = 20044
sprpriority = 5
postype = p1
pos = 6,-99
ownpal = 1
removetime = -1
bindtime = -1
scale =.7,.7
[state ]
type = explod
trigger1 = gametime%42 = 1
anim = 10044
sprpriority = 0
postype = p1
pos = 0,0
ownpal = 1
bindtime = -1
scale =.3,.1
[state ]
type = explod
trigger1 = gametime%52 = 1
anim = 6662
sprpriority = 0
postype = p1
pos = 0,0
ownpal = 1
bindtime = -1
scale =.25,.13
[state ]
type = explod
trigger1 = 1
anim = 9887
sprpriority = 0+5*sin(gametime*0.05)*sin(gametime*0.045)
postype = p1
pos = sin((gametime*0.05)-(pi/1))*110,sin(gametime*0.045)*29-20
ownpal = 1
scale =.1,.1
[state ]
type = explod
trigger1 = gametime%2 = 0
anim = 10025
sprpriority = sin(gametime*0.05)*sin(gametime*0.045)
postype = p1
pos = sin((gametime*0.05)-(pi/1))*110,sin(gametime*0.045)*29-20
ownpal = 1
random = 40,6
scale =.6,.6
[state ]
type = explod
trigger1 = gametime%2 = 0
anim = 10025
sprpriority = 0+5*sin(gametime*0.05)*sin(gametime*0.045)
postype = p1
pos = sin((gametime*0.05)-(pi/1))*110,sin(gametime*0.045)*29-20
ownpal = 1
random = 40,6
scale =.6,.6
[state ]
type = explod
trigger1 = gametime%3 = 0
anim = 54322
sprpriority = 0+5*sin(gametime*0.05)*sin(gametime*0.045)
postype = p1
pos = sin((gametime*0.05)-(pi/1))*110,sin(gametime*0.045)*29-20
ownpal = 1
random = 40,6
scale =.3,.3
[State ]
type = Velset
trigger1 = command = "holdfwd"
x = 2
[State ]
type = Velset
trigger1 = command = "holdback"
x = -2
[State ]
type = Velmul
trigger1 = command!="holdback"
trigger1 = command!="holdfwd"
x = 0
[state ]
type = turn
triggerall = enemy,pos x=[-320,320]
triggerall = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x>=0
trigger1 = facing=-1
trigger2 = enemy,pos x-pos x<0
trigger2 = facing=1
ignorehitpause = 1
[State ]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
[State -2]
type = Helper
trigger1 = command = "b"
stateno = 1421
pos = sin((gametime*0.05)-(pi/1))*110,sin(gametime*0.045)*29-20
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
[State ]
type = helper
trigger1 = command = "x"
stateno = 2423
postype = back
pos = 20-random%20,60-random%160
sprpriority = 4
ownpal = 1
[State ]
type = helper
trigger1 = command = "y"
stateno = 2425
postype = back
pos = 20-random%20,60-random%160
sprpriority = 4
ownpal = 1
[State ]
type = helper
trigger1 = command = "a"
stateno = 667
ownpal = 1

[Statedef 667]
anim = 11111
[State ]
type = helper
trigger1 = time = 1
stateno = 1419
ownpal = 1
[State 8002]
type = posset
trigger1 = 1
y = 0
x = enemy,pos x + random%190-random%190
[state ]
type = destroyself
trigger1 = time = 2
;||||||||||||||||||Helpers||||||||||||||||||||||||||||
[Statedef 1412]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 11111
[state ]
type = nothitby
trigger1 = 1
value = SCA
time = -1
[state ]
type=varrandom
trigger1=1
range=-40,30
v=50
[state ]
type = varrandom
trigger1=1
range=0,-70
v=51
[state ]
type = Explod
trigger1 = time = 20
trigger2 = time = 24
trigger3 = time = 28
trigger4 = time = 32
trigger5 = time = 36
anim = 10095
sprpriority = 214748364
postype = p1
scale=.7,.7
pos = 0,0-35*(time = 20)-70*(time = 24)-105*(time = 28)-140*(time = 32)-175*(time = 36)
postype = p1
bindtime = 1
supermove = 1
ontop = 1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = Explod
trigger1 = time = 22
anim = 10008
id = 1415
scale = .5,1.2
sprpriority = 9
postype = p1
pos = 0,-110
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
[state ]
type = playsnd
trigger1 = time = 22
value = 1000,1
volume = 50
[state ]
type = playsnd
trigger1 = time = 0
value = 100,26
volume = 50
[State ]
type = Explod
trigger1 = time = 22
anim = 101678
id = 1415
scale = .6,1.2
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
[State ]
type = Explod
trigger1 = time = 22
anim = 101679
id = 1415
scale = .6,1.2
sprpriority = 5
postype = p1
pos = -14,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
[State ]
type = Explod
trigger1 = time = 22
anim = 101679
id = 1415
scale = .6,1.2
sprpriority = 5
postype = p1
pos = 14,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
[state ]
type = Explod
trigger1 = gametime%2 = 0
anim = 10025
sprpriority = 2147483647
postype = p1
pos = var(50),var(51)
bindtime = 1
ownpal = 1
persistent = 1
scale = .45,.45
ignorehitpause = 1
vel = -2 + random%4,-7
supermovetime = 2147483647
pausemovetime = 2147483647
[state ]
type = Explod
trigger1 = gametime%2 = 0
anim = 10025
sprpriority = 2147483647
postype = p1
pos = var(50),var(51)
bindtime = 1
ownpal = 1
persistent = 1
ignorehitpause = 1
scale = .45,.45
vel = -2 + random%4,-6
supermovetime = 2147483647
pausemovetime = 2147483647
[state ]
type = Explod
trigger1 = gametime%2 = 0
anim = 10025
sprpriority = 2147483647
postype = p1
pos = var(50),var(51)
bindtime = 1
ownpal = 1
persistent = 1
ignorehitpause = 1
scale = .3,.3
vel = -2 + random%4,-5
supermovetime = 2147483647
pausemovetime = 2147483647
[state ]
type = Explod
trigger1 = gametime%2 = 0
anim = 10025
sprpriority = 2147483647
postype = p1
pos = var(50),var(51)
bindtime = 1
ownpal = 1
persistent = 1
ignorehitpause = 1
scale = .25,.25
vel = -2 + random%4,-4
supermovetime = 2147483647
pausemovetime = 2147483647
[state ]
type = Explod
trigger1 = gametime%2 = 0
anim = 10025
sprpriority = 2147483647
postype = p1
pos = var(50),var(51)
bindtime = 1
ownpal = 1
persistent = 1
scale = .25,.25
ignorehitpause = 1
vel = 10 - random%21,-1
accel = 0,-0.1
supermovetime = 2147483647
pausemovetime = 2147483647
[state ]
type = Explod
trigger1 = gametime%2 = 0
anim = 10025
sprpriority = 2147483647
postype = p1
pos = var(50),var(51)
bindtime = 1
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 10 - random%21,-1
accel = 0,-0.5
scale = .05,.05
supermovetime = 2147483647
pausemovetime = 2147483647
[state ]
type = Explod
trigger1 = gametime%2 = 0
anim = 10025
sprpriority = 2147483647
postype = p1
pos = var(50),var(51)
bindtime = 1
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 10 - random%21,-1
accel = 0,-1
scale = .15,.15
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = EnvShake
trigger1 = time = 22
time = 20
ampl = -15
freq = 95
phase = 95
[State ]
Type = projectile
trigger1 = time > 22
trigger1 = GameTime%2 = 0
projanim = 11111
projid = 10078
offset = 0,0
postype = p1
projscale = 1,1
projremove = 0
projremovetime = 1
Attr = A, NP
GuardFlag = MA
AnimType  = Midium
Air.AnimType = Back
Priority = 99, Hit
Damage = 8
PauseTime = 20, 20
Ground.Type = High
Ground.SlideTime = 12
Ground.HitTime  = 18
Guard.Dist = 45
Ground.Velocity = 0.5
Air.Velocity = 0,-6
P1SprPriority = 9
SparkNo     = -1
SparkXY = -25, 0
Fall = 1
Air.Fall = 1
GetPower = 10, 0
GivePower = -100000
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Ground.Velocity = 5,-4
Air.Velocity = 5,-4
[state ]
type = destroyself
trigger1 = time = 39

[Statedef 1413]
anim = 11111
[State ]
type = helper
trigger1 = time = 0
pos = 110,0
postype = P1
stateno = 1414
ownpal = 1
[State ]
type = helper
trigger1 = time = 0
pos = -110,0
postype = P1
stateno = 1414
ownpal = 1
[state ]
type = destroyself
trigger1 = time = 69

[Statedef 1414]
anim = 11111
[State ]
type = Explod
trigger1 = gametime%14 = 0
anim = 10002
postype = p1
pos = 0,0
scale = 1.2,0.145
sprpriority = 18
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
[State ]
type = playsnd
trigger1 = time = 0
value = 200,5
freqmul = 1.25
[State ]
type = playsnd
trigger1 = time = 0
value = 100,27
freqmul = 1.5
[State ]
type = playsnd
trigger1 = time = 0
value = 100,19
[State ]
type = playsnd
trigger1 = time = 0
value = 100,20
freqmul = 1.75
[State ]
type = playsnd
trigger1 = time = 0
freqmul = .6
value = 19000,0
[State ]
type = Explod
trigger1 = time = 0
anim = 10001
postype = p1
pos = 0,0
scale = 0.7,0.5
sprpriority = 16
ownpal = 1
removetime = 72
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10003
postype = p1
pos = 0,-10
random = 90,60
scale = .6,.6
vel = 0,-4
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10003
postype = p1
pos = 0,-10
random = 90,40
scale = .4,.4
vel = 0,-6
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10003
postype = p1
pos = 0,-10
random = 90,10
scale = .2,.2
vel = 0,-8
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10025
postype = p1
pos = 0,-10
random = 90,60
scale = .6,.6
vel = 0,-4
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10025
postype = p1
pos = 0,-10
random = 90,40
scale = .4,.4
vel = 0,-6
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10025
postype = p1
pos = 0,-10
random = 90,10
scale = .2,.2
vel = 0,-8
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = time < 66
trigger1 = gametime%9=0
anim = 10031
postype = p1
pos = 0,-10
random = 230,40
scale = .6,.6
vel = 0,-.2
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = time < 66
anim = 10045
postype = p1
pos = 0,-10
random = 230,40
scale = .2,.2
vel = 0,-.2
sprpriority = 18
ownpal = 1
[state ]
type=explod
trigger1 = time < 56
trigegr1 = gametime%4 = 0
anim=54321
ownpal=1
sprpriority=2
pos=0,-15
random=90,50
vel=0,-1.5-random%2
scale=0.37,0.37
[State ]
type = Explod
trigger1 = time = 0
id = 10046
anim = 20046
ownpal = 1
sprpriority = 5
scale = .8,.6
removetime = 72
pausemovetime = 2000000000
supermovetime = 2000000000
[state ]
type=explod
trigger1 = time = 0||time=20||time=40
id=10003
anim=10002
ownpal=1
sprpriority=4
pos=0,-20
scale=.3,.08
ignorehitpause=1
[state ]
type=explod
trigger1 = time = 1||time=21||time=41
id=10003
anim=10002
ownpal=1
sprpriority=4
pos=0,-40
scale=.3,.08
ignorehitpause=1
[state ]
type=explod
trigger1 = time = 2||time=22||time=42
id=10003
anim=10002
ownpal=1
sprpriority=4
pos=0,-60
scale=.3,.08
ignorehitpause=1
[state ]
type=explod
trigger1 = time = 3||time=23||time=43
id=10003
anim=10002
ownpal=1
sprpriority=4
pos=0,-80
scale=.3,.08
ignorehitpause=1
[state ]
type=explod
trigger1 = time = 4||time=24||time=44
id=10003
anim=10002
ownpal=1
sprpriority=4
pos=0,-100
scale=.3,.08
ignorehitpause=1
[state ]
type=explod
trigger1 = time = 5||time=25||time=45
id=10003
anim=10002
ownpal=1
sprpriority=4
pos=0,-120
scale=.3,.08
ignorehitpause=1
[state ]
type=explod
trigger1 = time = 6||time=26||time=46
id=10003
anim=10002
ownpal=1
sprpriority=4
pos=0,-140
scale=.3,.08
ignorehitpause=1
[state ]
type=explod
trigger1 = time = 7||time=27||time=47
id=10003
anim=10002
ownpal=1
sprpriority=4
pos=0,-160
scale=.3,.08
ignorehitpause=1
[state ]
type=explod
trigger1 = time = 8||time=28||time=48
id=10003
anim=10002
ownpal=1
sprpriority=4
pos=0,-180
scale=.3,.08
ignorehitpause=1
[state ]
type=explod
trigger1 = time = 9||time=29||time=49
id=10003
anim=10002
ownpal=1
sprpriority=4
pos=0,-200
scale=.3,.08
ignorehitpause=1
[state ]
type=explod
trigger1 = time = 10||time=30||time=50
id=10003
anim=10002
ownpal=1
sprpriority=4
pos=0,-220
scale=.3,.08
ignorehitpause=1
[state ]
type=explod
trigger1 = time = 11||time=31||time=51
id=10003
anim=10002
ownpal=1
sprpriority=4
pos=0,-240
scale=.3,.08
ignorehitpause=1
[state ]
type=explod
trigger1 = time = 12||time=32||time=52
id=10003
anim=10002
ownpal=1
sprpriority=4
pos=0,-260
scale=.3,.08
ignorehitpause=1
[state ]
type=explod
trigger1 = time = 13||time=33||time=53
id=10003
anim=10002
ownpal=1
sprpriority=4
pos=0,-280
scale=.3,.08
ignorehitpause=1
[state ]
type=explod
trigger1 = time = 14||time=34||time=54
id=10003
anim=10002
ownpal=1
sprpriority=4
pos=0,-300
scale=.3,.08
ignorehitpause=1
[State ]
Type = projectile
trigger1 = GameTime%2 = 0
projanim = 11111
projid = 10078
offset = 0,0
postype = p1
projscale = 1,1
projremove = 0
projremovetime = 1
Attr = A, NP
GuardFlag = MA
AnimType  = Midium
Air.AnimType = Back
Priority = 99, Hit
Damage = 8
PauseTime = 20, 20
Ground.Type = High
Ground.SlideTime = 12
Ground.HitTime  = 18
Guard.Dist = 45
Ground.Velocity = 0.5
Air.Velocity = 0,-6
P1SprPriority = 9
SparkNo     = -1
SparkXY = -25, 0
Fall = 1
Air.Fall = 1
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Ground.Velocity = 5,-4
Air.Velocity = 5,-4
[State ]
type = destroyself
trigger1 = time = 73

[Statedef 1415]
anim=11111
[state ]
type=playsnd
trigger1=time = 0
value=s19000,1
freqmul=1.4
[State ]
type = Explod
trigger1 = time = 0
anim = 100045
sprpriority = 16
postype = p1
scale = .4,.4
ownpal = 1
persistent = 1
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = 0
anim = 10046
sprpriority = 16
postype = p1
scale = .4,.4
ownpal = 1
persistent = 1
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = 0
anim = 9887
sprpriority = 16
postype = p1
scale = .25,.25
ownpal = 1
persistent = 1
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = 0
anim = 10002
sprpriority = 16
postype = p1
scale = .3,.3
ownpal = 1
persistent = 1
ignorehitpause = 1
[State ]
Type = projectile
trigger1 = time = 0
projanim = 1415
projid = 10078
offset = 0,0
postype = p1
projscale = 1,1
projremove = 0
projremovetime = 1
Attr = A, NP
GuardFlag = MA
AnimType  = Midium
Air.AnimType = Back
Priority = 99, Hit
Damage = 90
PauseTime = 20, 20
Ground.Type = High
Ground.SlideTime = 12
Ground.HitTime  = 18
Guard.Dist = 45
Ground.Velocity = -6,-8
Air.Velocity = -6,-6
P1SprPriority = 9
SparkNo     = -1
SparkXY = -25, 0
Fall = 1
Air.Fall = 1
[State ]
type = destroyself
trigger1 = time > 21

[Statedef 1416]
anim = 1415
[State ]
type = PlaySnd
trigger1 = time = 10
value = 19000, 0
freqmul = 1.0+0.1*(random%8)
volume = -50
[State ]
type = PlaySnd
trigger1 = time = 0
value = 100, 10
volume = -50
[State ]
type = Explod
trigger1 = 1
anim = 10025
sprpriority = 1
postype = p1
random = 4,8
ignorehitpause = 1
scale = 0.5,0.5
ownpal = 1
PauseMoveTime = 9999999
[State ]
type = Explod
trigger1 = 1
anim = 10025
sprpriority = 1
postype = p1
ignorehitpause = 1
random = 4,8
scale = 0.5,0.5
ownpal = 1
PauseMoveTime = 9999999
[State ]
type = Explod
trigger1 = 1
anim = 10003
sprpriority = 1
postype = p1
random = 4,8
ignorehitpause = 1
scale = 0.4,0.4
ownpal = 1
PauseMoveTime = 9999999
[State ]
type = Explod
trigger1 = 1
anim = 10003
sprpriority = 1
postype = p1
random = 4,8
ignorehitpause = 1
scale = 0.4,0.4
ownpal = 1
PauseMoveTime = 9999999
[State ]
type = Explod
trigger1 = time = 0
anim = 10047
sprpriority = 1
postype = p1
ignorehitpause = 1
scale = 0.05,0.13
ownpal = 1
PauseMoveTime = 9999999
[State ]
type = Explod
trigger1 = time > 7
anim = 9887
sprpriority = 1
postype = p1
ignorehitpause = 1
scale = 0.04,0.1
random = 2,4
ownpal = 1
PauseMoveTime = 9999999
[state ]
type = velset
trigger1 = var(32) >= 10
x = 8
[State ]
type = ChangeState
trigger1 = p2bodydist x = [-20,20]
trigger1 = p2bodydist y = [-50,50]
value = 1415
[State ]
type = DestroySelf
trigger1 = time = 100
[state ]
type=varadd
trigger1=1
var(32)=1

;PortalPilar(Short ver)
[Statedef 1417]
anim = 11111
[State ]
Type = PosSet
Trigger1 = 1
X = (Root,Pos X)
Y = 0
[State ]
type = Explod
trigger1 = gametime%14 = 0
anim = 10002
postype = p1
pos = 0,0
scale = 1.2,0.145
sprpriority = 18
ownpal = 1
ignorehitpause = 1
[state ]
type=explod
trigger1 = time < 20
trigegr1 = gametime%4 = 0
anim=54321
ownpal=1
sprpriority=2
pos=0,-15
random=90,50
vel=0,-1.5-random%2
scale=0.37,0.37
[State ]
type = playsnd
trigger1 = time = 0
value = 200,5
freqmul = 1.25
[State ]
type = playsnd
trigger1 = time = 0
value = 100,27
freqmul = 1.5
[State ]
type = playsnd
trigger1 = time = 0
value = 100,19
[State ]
type = playsnd
trigger1 = time = 0
value = 100,20
freqmul = 1.75
[State ]
type = playsnd
trigger1 = time = 0
freqmul = .6
value = 19000,0
[State ]
type = Explod
trigger1 = time = 0
anim = 10001
postype = p1
sprpriority = 18
pos = 0,0
scale = 0.7,0.5
ownpal = 1
ignorehitpause = 1
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10003
postype = p1
pos = 0,-10
random = 90,60
scale = .6,.6
vel = 0,-4
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10003
postype = p1
pos = 0,-10
random = 90,40
scale = .4,.4
vel = 0,-6
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10003
postype = p1
pos = 0,-10
random = 90,10
scale = .2,.2
vel = 0,-8
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10025
postype = p1
pos = 0,-10
random = 90,60
scale = .6,.6
vel = 0,-4
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10025
postype = p1
pos = 0,-10
random = 90,40
scale = .4,.4
vel = 0,-6
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10025
postype = p1
pos = 0,-10
random = 90,10
scale = .2,.2
vel = 0,-8
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = time < 20
trigger1 = gametime%9=0
anim = 10031
postype = p1
pos = 0,-10
random = 230,40
scale = .6,.6
vel = 0,-.2
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = time < 20
anim = 10045
postype = p1
pos = 0,-10
random = 230,40
scale = .2,.2
vel = 0,-.2
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = time = 0
id = 10046
anim = 20046
ownpal = 1
sprpriority = 5
scale = .8,.6
removetime = 24
pausemovetime = 2000000000
supermovetime = 2000000000
[state ]
type=explod
trigger1 = time = 0
id=10003
anim=10002
ownpal=1
sprpriority=4
pos=0,-20
scale=.3,.08
ignorehitpause=1
[state ]
type=explod
trigger1 = time = 1
id=10003
anim=10002
ownpal=1
sprpriority=4
pos=0,-40
scale=.3,.08
ignorehitpause=1
[state ]
type=explod
trigger1 = time = 2
id=10003
anim=10002
ownpal=1
sprpriority=4
pos=0,-60
scale=.3,.08
ignorehitpause=1
[state ]
type=explod
trigger1 = time = 3
id=10003
anim=10002
ownpal=1
sprpriority=4
pos=0,-80
scale=.3,.08
ignorehitpause=1
[state ]
type=explod
trigger1 = time = 4
id=10003
anim=10002
ownpal=1
sprpriority=4
pos=0,-100
scale=.3,.08
ignorehitpause=1
[state ]
type=explod
trigger1 = time = 5
id=10003
anim=10002
ownpal=1
sprpriority=4
pos=0,-120
scale=.3,.08
ignorehitpause=1
[state ]
type=explod
trigger1 = time = 6
id=10003
anim=10002
ownpal=1
sprpriority=4
pos=0,-140
scale=.3,.08
ignorehitpause=1
[state ]
type=explod
trigger1 = time = 7
id=10003
anim=10002
ownpal=1
sprpriority=4
pos=0,-160
scale=.3,.08
ignorehitpause=1
[state ]
type=explod
trigger1 = time = 8
id=10003
anim=10002
ownpal=1
sprpriority=4
pos=0,-180
scale=.3,.08
ignorehitpause=1
[state ]
type=explod
trigger1 = time = 9
id=10003
anim=10002
ownpal=1
sprpriority=4
pos=0,-200
scale=.3,.08
ignorehitpause=1
[state ]
type=explod
trigger1 = time = 10
id=10003
anim=10002
ownpal=1
sprpriority=4
pos=0,-220
scale=.3,.08
ignorehitpause=1
[state ]
type=explod
trigger1 = time = 11
id=10003
anim=10002
ownpal=1
sprpriority=4
pos=0,-240
scale=.3,.08
ignorehitpause=1
[state ]
type=explod
trigger1 = time = 12
id=10003
anim=10002
ownpal=1
sprpriority=4
pos=0,-260
scale=.3,.08
ignorehitpause=1
[state ]
type=explod
trigger1 = time = 13
id=10003
anim=10002
ownpal=1
sprpriority=4
pos=0,-280
scale=.3,.08
ignorehitpause=1
[state ]
type=explod
trigger1 = time = 14
id=10003
anim=10002
ownpal=1
sprpriority=4
pos=0,-300
scale=.3,.08
ignorehitpause=1
[State ]
Type = projectile
trigger1 = GameTime%2 = 0
projanim = 1415
projid = 10078
offset = 0,0
postype = p1
projscale = 1,1
projremove = 0
projremovetime = 1
Attr = A, NP
GuardFlag = MA
AnimType  = Midium
Air.AnimType = Back
Priority = 99, Hit
Damage = 8
PauseTime = 20, 20
Ground.Type = High
Ground.SlideTime = 12
Ground.HitTime  = 18
Guard.Dist = 45
Ground.Velocity = 0.5
Air.Velocity = 0,-6
P1SprPriority = 9
SparkNo     = -1
SparkXY = -25, 0
Fall = 1
Air.Fall = 1
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Ground.Velocity = 5,-4
Air.Velocity = 5,-4
[State ]
type = destroyself
trigger1 = time = 26

[Statedef 1419]
anim = 1415
[State ]
type = helper
trigger1 = time = 0
postype = P1
stateno = 50000
ownpal = 1
[State ]
type = PlaySnd
trigger1 = time = 0
value = 300, 3
volume = -50
[State ]
type = PlaySnd
trigger1 = time = 10
value = 19000, 0
freqmul = 1.0+0.1*(random%8)
volume = -50
[state ]
type=explod
trigger1 = time = 0
anim=54321
ownpal=1
sprpriority=2
pos=0,-15
scale=0.87,0.87
[state ]
type=explod
trigger1 = time > 11
trigger1 = gametime%2=0
anim=54322
ownpal=1
sprpriority=2
pos=0,-15
scale=0.40,0.40
[State ]
type = Explod
trigger1 = 1
anim = 10025
sprpriority = 1
postype = p1
random = 4,8
ignorehitpause = 1
scale = 0.5,0.5
ownpal = 1
PauseMoveTime = 9999999
[State ]
type = Explod
trigger1 = 1
anim = 10025
sprpriority = 1
postype = p1
ignorehitpause = 1
random = 4,8
scale = 0.5,0.5
ownpal = 1
PauseMoveTime = 9999999
[State ]
type = Explod
trigger1 = 1
anim = 10003
sprpriority = 1
postype = p1
random = 4,8
ignorehitpause = 1
scale = 0.4,0.4
ownpal = 1
PauseMoveTime = 9999999
[State ]
type = Explod
trigger1 = 1
anim = 10003
sprpriority = 1
postype = p1
random = 4,8
ignorehitpause = 1
scale = 0.4,0.4
ownpal = 1
PauseMoveTime = 9999999
[State ]
type = Explod
trigger1 = time = 0
anim = 10047
sprpriority = 1
postype = p1
ignorehitpause = 1
scale = 0.13,0.03
ownpal = 1
PauseMoveTime = 9999999
[State ]
type = Explod
trigger1 = time > 7
anim = 9887
sprpriority = 1
postype = p1
ignorehitpause = 1
scale = 0.1,0.04
random = 2,4
ownpal = 1
PauseMoveTime = 9999999
[State ]
type = Explod
trigger1 = time = 0
anim = 24465
sprpriority = 1
postype = p1
ignorehitpause = 1
scale = .5,.5
removetime = 100
ownpal = 1
bindtime = -1
PauseMoveTime = 9999999
[State ]
Type = projectile
trigger1 = GameTime%2 = 0
projanim = 1415
projid = 10078
offset = 0,0
projhits = 1
postype = p1
projscale = 1,1
projremove = 0
projremovetime = 1
Attr = A, NP
GuardFlag = MA
AnimType  = Midium
Air.AnimType = Back
Priority = 99, Hit
Damage = 3
Ground.Type = High
Ground.SlideTime = 12
Ground.HitTime  = 18
Guard.Dist = 45
Ground.Velocity = 0,-1
Air.Velocity = 0,-2
P1SprPriority = 9
SparkNo     = -1
SparkXY = -25, 0
Fall = 1
Air.Fall = 1
[state ]
type = velset
trigger1 = var(32) >= 10
y = -7
[State ]
type = DestroySelf
trigger1 = time = 100
[state ]
type=varadd
trigger1=1
var(32)=1

;helper of a helper of a helper
[Statedef 1418]
anim = 11111
[State ]
type = helper
trigger1 = time > 30
trigger1 = random%20=0
stateno = 1419
ownpal = 1
[State 8002]
type = posset
trigger1 = 1
y = 0
x = enemy,pos x + random%190-random%190
[State ]
type = destroyself
trigger1 = time = 750

[Statedef 1420]
anim = 11111
[State ]
Type = PosSet
Trigger1 = 1
Y = 0
[State ]
type = playsnd
trigger1 = time = 0
value = 12346,1
[State ]
type = playsnd
trigger1 = time = 0
value = 12346,2
[state ]
type=explod
trigger1 = time < 16
anim=54322
ownpal=1
sprpriority=2
pos=0,-15
random=40,50
vel=0,-3-random%2
scale=0.37,0.37
[state ]
type=explod
trigger1 = time = 0
anim=54321
ownpal=1
sprpriority=2
pos=0,-15
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10003
postype = p1
pos = 0,-10
random = 90,60
scale = .4,.4
vel = 0,-4
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10003
postype = p1
pos = 0,-10
random = 90,40
scale = .3,.3
vel = 0,-6
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10003
postype = p1
pos = 0,-10
random = 90,10
scale = .2,.2
vel = 0,-8
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10025
postype = p1
pos = 0,-10
random = 90,60
scale = .4,.4
vel = 0,-4
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10025
postype = p1
pos = 0,-10
random = 90,40
scale = .3,.3
vel = 0,-6
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10025
postype = p1
pos = 0,-10
random = 90,10
scale = .2,.2
vel = 0,-8
sprpriority = 18
[State ]
type = Explod
trigger1 = time = 0
anim = 10002
postype = p1
pos = 0,10
scale = 0.8,0.15
sprpriority = 18
ownpal = 1
[State ]
type = Explod
trigger1 = time = 0
anim = 10041
postype = p1
pos = 0,10
scale = 0.4,0.07
sprpriority = 18
ownpal = 1
ignorehitpause = 1
[state ]
type=explod
trigger1 = time = 0
anim=20001
ownpal=1
sprpriority=4
pos=0,10
scale=.5,.5
ignorehitpause=1
[state ]
type=explod
trigger1 = time = 0
anim=3510
ownpal=1
sprpriority=3
pos=0,10
scale=.9,1.1
ignorehitpause=1
[state ]
type=explod
trigger1 = time = 0
anim=3520
ownpal=1
sprpriority=5
pos=0,-20
scale=.5,.5
ignorehitpause=1
[State ]
Type = projectile
trigger1 = GameTime%2 = 0
projanim = 11111
projid = 10078
offset = 0,0
postype = p1
projscale = 1,1
projremove = 0
projremovetime = 1
Attr = A, NP
GuardFlag = MA
AnimType  = Midium
Air.AnimType = Back
Priority = 99, Hit
Damage = 10
PauseTime = 20, 20
Ground.Type = High
Ground.SlideTime = 12
Ground.HitTime  = 18
Guard.Dist = 45
Ground.Velocity = 0.5
Air.Velocity = 0,-6
P1SprPriority = 9
SparkNo     = -1
SparkXY = -25, 0
Fall = 1
Air.Fall = 1
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Ground.Velocity = 5,-4
Air.Velocity = 5,-4
[State ]
type = destroyself
trigger1 = time = 30

[Statedef 1421]
anim = 11111
[state ]
type=playsnd
trigger1=time = 90
value=s300,1
[state ]
type = velset
trigger1 = time = 0
y=-4-Random%2
x=3+random%4
[state ]
type = velset
trigger1 = time = 30
y=-0.1-Random%2
x=random%3-random%3
[state ]
type = velset
trigger1 = time = 100
y=7
x=random%5-random%5
[state ]
type = velset
trigger1 = time = 125
y=0
x=0
[State ]
type = playsnd
trigger1 = time = 0
value = 300,3
[State ]
type = playsnd
trigger1 = time = 0
value = 12345,2
freqmul=1.3
[state ]
type=explod
trigger1 = time = 0
anim=20044
ownpal=1
sprpriority=4
scale=.8,.8
removetime = 125
bindtime = -1
ignorehitpause=1
[state ]
type=explod
trigger1 = time < 50
anim=10045
ownpal=1
pos = 0,0
sprpriority=4
scale=.14,.14
ignorehitpause=1
[state ]
type=explod
trigger1 = time < 50
trigger1 = gametime%3 = 0
anim=10042
ownpal=1
pos = 0,0
sprpriority=4
scale=.14,.14
ignorehitpause=1
[state ]
type=explod
trigger1 = time < 50
trigger1 = gametime%4 = 0
anim=9887
ownpal=1
pos = 0,0
sprpriority=4
scale=.14,.04
ignorehitpause=1
[state ]
type=explod
trigger1 = time < 110
trigger1 = gametime%10 = 0
anim=10041
ownpal=1
sprpriority=4
scale=.105,.105
bindtime = -1
ignorehitpause=1
[state ]
type=explod
trigger1 = time < 57
anim=10025
ownpal=1
sprpriority=4
random=40,40
scale=.3,.3
ignorehitpause=1
[state ]
type=explod
trigger1 = time < 57
anim=10025
ownpal=1
sprpriority=4
random=30,30
scale=.2,.2
ignorehitpause=1
[state ]
type=explod
trigger1 = time < 57
anim=10025
ownpal=1
sprpriority=4
random=20,20
scale=.1,.1
ignorehitpause=1
[state ]
type=explod
trigger1 = time < 57
anim=10003
ownpal=1
sprpriority=4
random=40,40
scale=.3,.3
ignorehitpause=1
[State ]
type = changestate
trigger1 = Vel Y = 0
value = 1420

[Statedef 1422]
anim = 11111
[State -2]
type = Helper
trigger1 = gametime%9=0
stateno = 1421
pos = 16,-43
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
[State ]
type = destroyself
trigger1 = time = 71

[Statedef 1423]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1415
sprpriority = 5
[State ]
type = Explod
trigger1 = 1
anim = 22349
postype = p1
scale = .7,.7
ownpal = 1
sprpriority = 8
ignorehitpause = 1
[State ]
type = Explod
trigger1 = 1
anim = 10031
postype = p1
scale = .3,.3
random = 22,8
ownpal = 1
sprpriority = 8
ignorehitpause = 1
[State ]
type = Explod
trigger1 = 1
anim = 10045
postype = p1
scale = .08,.08
random = 42,8
ownpal = 1
sprpriority = 8
ignorehitpause = 1
[State ]
type = Explod
trigger1 = 1
anim = 10045
postype = p1
scale = .04,.04
random = 52,8
ownpal = 1
sprpriority = 8
ignorehitpause = 1
[State ]
type = Explod
trigger1 = 1
anim = 10003
postype = p1
scale = .3,.3
random = 42,8
ownpal = 1
sprpriority = 8
ignorehitpause = 1
[State ]
type = Explod
trigger1 = 1
anim = 10003
postype = p1
scale = .1,.1
random = 52,8
ownpal = 1
sprpriority = 8
ignorehitpause = 1
[State ]
type = Explod
trigger1 = 1
anim = 10045
postype = p1
scale = .08,.08
random = 42,8
ownpal = 1
sprpriority = 8
ignorehitpause = 1
[State ]
type = Explod
trigger1 = 1
anim = 10045
postype = p1
scale = .04,.04
random = 52,8
ownpal = 1
sprpriority = 8
ignorehitpause = 1
[State ]
type = Explod
trigger1 = 1
anim = 10003
postype = p1
scale = .3,.3
random = 42,8
ownpal = 1
sprpriority = 8
ignorehitpause = 1
[State ]
type = Explod
trigger1 = 1
anim = 10003
postype = p1
scale = .1,.1
random = 52,8
ownpal = 1
sprpriority = 8
ignorehitpause = 1
[State ]
type = velset
triggerall = ishelper(1000)
trigger1 = time = 0
x = 1.5
y = 4.5
ignorehitpause = 1
[State ]
type = velset
triggerall = ishelper(1001)
trigger1 = time = 0
x = 1.5
y = -4.5
ignorehitpause = 1
[State ]
type = velset
triggerall = ishelper(1002)
trigger1 = time = 0
x = 1.5
y = 8.5
ignorehitpause = 1
[State ]
type = velset
triggerall = ishelper(1003)
trigger1 = time = 0
x = 1.5
y = -8.5
ignorehitpause = 1
[state ]
type = veladd
trigger1 = p2bodydist X < 0 && time >= 5
x = -0.1
ignorehitpause = 1
[state ]
type = veladd
trigger1 = p2bodydist X > 0 && time >= 5
x = 0.1
ignorehitpause = 1
[state ]
type = veladd
trigger1 = p2bodydist y < 50 && time >= 5
y = -0.3
ignorehitpause = 1
[state ]
type = veladd
trigger1 = p2bodydist y > 50 && time >= 5
y = 0.3
ignorehitpause = 1
[State ]
type = ChangeState
trigger1 = p2bodydist x = [-20,20]
trigger1 = p2bodydist y = [-50,50]
value = 1424
[state ]
type=destroyself
trigger1 = root,palno = 12
trigger1=time=300
[state ]
type=destroyself
trigger1 = root,palno = 1
trigger1=time=500

[Statedef 1425]
statetype = S
movetype = I
physics = N
anim = 1415
sprpriority = 5
[State ]
type = Explod
trigger1 = 1
anim = 12349
postype = p1
scale = .5,.5
ownpal = 1
sprpriority = 8
ignorehitpause = 1
[State ]
type = Explod
trigger1 = 1
anim = 10045
postype = p1
scale = .08,.08
random = 42,8
ownpal = 1
sprpriority = 8
ignorehitpause = 1
[State ]
type = Explod
trigger1 = 1
anim = 10045
postype = p1
scale = .04,.04
random = 52,8
ownpal = 1
sprpriority = 8
ignorehitpause = 1
[State ]
type = Explod
trigger1 = 1
anim = 10003
postype = p1
scale = .2,.2
random = 42,8
ownpal = 1
sprpriority = 8
ignorehitpause = 1
[state ]
type = veladd
trigger1 = time = 1
x = 0.6
y = -2+random%4
ignorehitpause = 1
[state ]
type = veladd
trigger1 = p2dist X < 0 && time > 30
x = -0.2
ignorehitpause = 1
[state ]
type = veladd
trigger1 = p2dist X > 0 && time > 30
x = 0.2
ignorehitpause = 1
[state ]
type = veladd
trigger1 = p2dist y < 50 && time > 40
y = -0.2
ignorehitpause = 1
[state ]
type = veladd
trigger1 = p2dist y > 50 && time > 40
y = 0.2
ignorehitpause = 1
[State ]
Type = projectile
trigger1 = time > 40
trigger1 = GameTime%2 = 0
projanim = 1415
projid = 10078
offset = 0,0
postype = p1
projscale = 1,1
projremove = 0
projremovetime = 1
Attr = A, NP
GuardFlag = MA
AnimType  = Midium
Air.AnimType = Back
Priority = 99, Hit
Damage = 8
hitsound = s300,4
PauseTime = 20, 20
Ground.Type = High
Ground.SlideTime = 12
Ground.HitTime  = 18
Guard.Dist = 45
Ground.Velocity = 0.5
Air.Velocity = 0,-6
P1SprPriority = 9
SparkNo     = -1
SparkXY = -25, 0
Fall = 1
Air.Fall = 1
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Ground.Velocity = 5,-4
Air.Velocity = 5,-4
[state ]
type = destroyself
trigger1 = root,palno = 1
trigger1 = time = 340
[state ]
type = destroyself
trigger1 = root,palno = 12
trigger1 = time = 110

[Statedef 1424]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1415
sprpriority = 5
[state ]
type=velset
trigger1=time=0
x=0
y=0
[state ]
type=playsnd
trigger1=time=0
value=s1243,1
[state ]
type=playsnd
trigger1=time=0
value=s300,2
freqmul=.6
[State ]
type = Helper
trigger1 = time = 0
stateno = 8003
id = 8003
ownpal = 1
keyctrl = 0
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = 0
anim = 10041
postype = p1
scale = .5,.5
ownpal = 1
sprpriority = 8
ignorehitpause = 1
[State ]
type = Explod
trigger1 = gametime%9=0
trigger1 = time < 16
anim = 10042
postype = p1
scale = .7,.7
ownpal = 1
sprpriority = 8
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = 0
anim = 54325
postype = p1
scale = .2,.2
ownpal = 1
sprpriority = 8
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = 0
anim = 54326
postype = p1
scale = .7,.7
ownpal = 1
sprpriority = 7
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = 0
anim = 100466
postype = p1
scale = .8,.8
ownpal = 1
sprpriority = 7
ignorehitpause = 1
[State ]
Type = projectile
trigger1 = GameTime%2 = 0
projanim = 1415
projid = 10078
offset = 0,0
postype = p1
projscale = 1,1
projremove = 0
projremovetime = 1
Attr = A, NP
GuardFlag = MA
AnimType  = Midium
Air.AnimType = Back
Priority = 99, Hit
Damage = 11
PauseTime = 20, 20
Ground.Type = High
Ground.SlideTime = 12
Ground.HitTime  = 18
Guard.Dist = 45
Ground.Velocity = 0.5
Air.Velocity = 0,-6
P1SprPriority = 9
SparkNo     = -1
SparkXY = -25, 0
Fall = 1
Air.Fall = 1
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Ground.Velocity = 5,-4
Air.Velocity = 5,-4
[State ]
type = destroyself
trigger1 = time = 30

[Statedef 2425]
statetype = S
movetype = I
physics = N
anim = 1415
sprpriority = 5
[state ]
type=playsnd
trigger1=time=18
value=s1243,0
[State ]
type = Explod
trigger1 = time = 18
anim = 10047
sprpriority = 1
ignorehitpause = 1
pos = 41,-87
scale = .2,.5
ownpal = 1
PauseMoveTime = 9999999
[State ]
type = Explod
trigger1 = time = 18
anim = 10041
sprpriority = 1
ignorehitpause = 1
pos = 41,-87
scale = .2,.5
ownpal = 1
PauseMoveTime = 9999999
[State ]
type = Explod
trigger1 = time = 18
anim = 10041
sprpriority = 1
ignorehitpause = 1
pos = 41,-87
scale = .1,.3
ownpal = 1
PauseMoveTime = 9999999
[state -2]
type = helper
trigger1 = time > 12
helpertype = normal
stateno = 1425
pos = 41,-130+random%90
ownpal = 1
ignorehitpause=1
[state ]
type = destroyself
trigger1 = time = 20

[Statedef 2423]
statetype = S
movetype = I
physics = N
anim = 1415
sprpriority = 5
[state ]
type=playsnd
trigger1=time=18
value=s1243,0
[State ]
type = Explod
trigger1 = time = 18
anim = 10041
sprpriority = 1
ignorehitpause = 1
pos = 31,-47
scale = .2,.5
ownpal = 1
PauseMoveTime = 9999999
[State ]
type = Explod
trigger1 = time = 18
anim = 10041
sprpriority = 1
ignorehitpause = 1
pos = 31,-47
scale = .1,.3
ownpal = 1
PauseMoveTime = 9999999
[State ]
type = Explod
trigger1 = time = 18
anim = 10047
sprpriority = 1
ignorehitpause = 1
pos = 31,-47
scale = .2,.5
ownpal = 1
PauseMoveTime = 9999999
[State ]
type = helper
trigger1 = root,palno = 1
trigger1 = time = 18
stateno = 1423
id = 1000
postype = p1
pos = 31,-47
sprpriority = 4
ownpal = 1
[State ]
type = helper
trigger1 = time = 18
stateno = 1423
id = 1001
postype = p1
pos = 31,-47
sprpriority = 4
ownpal = 1
;
[State ]
type = helper
trigger1 = time = 18
stateno = 1423
id = 1002
postype = p1
pos = 31,-47
sprpriority = 4
ownpal = 1
[State ]
type = helper
trigger1 = root,palno = 1
trigger1 = time = 18
stateno = 1423
id = 1003
postype = p1
pos = 31,-47
sprpriority = 4
ownpal = 1
[state ]
type = destroyself
trigger1 = time = 20
;||||||||||||||||||Moves||||||||||||||||||||||||||||
[Statedef 1512]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
anim = 195
[state ]
type = nothitby
trigger1 = 1
value = SCA
time = 1
[state ]
type = playsnd
trigger1 = time = 0
value = s100,29
[State ]
type = helper
trigger1 = time = 20
postype = P1
pos = 0,0
stateno = 1413
ownpal = 1
[state ]
type = changestate
trigger1 = animtime = 0
value = 108
ctrl = 1

[Statedef 1513]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
anim = 180
[state ]
type = nothitby
trigger1 = 1
value = SCA
time = 1
[state ]
type = playsnd
trigger1 = time = 0
value = s300,1
[State ]
type = helper
trigger1 = time = 3
postype = P1
pos = 59,-76
stateno = 1416
ownpal = 1
[State ]
type = helper
trigger1 = time = 13
postype = P1
pos = 35,-46
stateno = 1416
ownpal = 1
[State ]
type = helper
trigger1 = time = 13
postype = P1
pos = 35,-116
stateno = 1416
ownpal = 1
[State ]
type = helper
trigger1 = time = 23
postype = P1
pos = 10,-34
stateno = 1416
ownpal = 1
[State ]
type = helper
trigger1 = time = 23
postype = P1
pos = 10,-136
stateno = 1416
ownpal = 1
[state ]
type = changestate
trigger1 = animtime = 0
value = 108
ctrl = 1

;PewPewLazerPortal
[Statedef 1514]
type = U
physics = N
ctrl = 0
anim = 2100
velset = 0,0
[state ]
type=lifeadd
trigger1 = time = 37
value = 100
[State ]
type = helper
trigger1 = time = 37
postype = P1
stateno = 1417
ownpal = 1
[state ]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[state ]
type = playsnd
trigger1 = time = 0
value = s100,28
[State ]
type = null
triggerall = animelemtime(1)=0
triggerall = var(59)=0
trigger1 = var(5):=0
trigger2 = command = "holdfwd"
trigger2 = var(5):=1
trigger2 = 0
trigger3 = command = "holdback"
trigger3 = var(5):=2
trigger3 = 0
trigger4 = command = "holddown"
trigger4 = var(5):=3
trigger4 = 0
[state ]
type = changestate
trigger1 = animtime = 0
value = 1515
ctrl = 1

[Statedef 1515]
type = U
physics = N
ctrl = 0
anim = 2102
velset = 0,0
[State ]
type = helper
trigger1 = time = 0
postype = P1
stateno = 1417
ownpal = 1
[state ]
type = nothitby
trigger1 = 1
value = SCA
time = 1
[state ]
type = posadd
trigger1 = animelemtime(1)=0
trigger1 = var(5)=1
x = 320
[state ]
type = posadd
trigger1 = animelemtime(1)=0
trigger1 = var(5)=2
x = -320
[state ]
type = posset
trigger1 = animelemtime(1)=0
trigger1 = var(5)=3
y = 0
[state ]
type = statetypeset
trigger1 = animelemtime(1)=0
trigger1 = var(5)=3
statetype = S
[state ]
type = ctrlset
trigger1 = animelem=2
value = 1
[State ]
type = changeanim
trigger1 = animtime = 0
trigger1 = statetype = A
value = 44
elem=5
[state ]
type = changestate
trigger1 = animtime = 0
trigger2 = anim=44
value = (statetype = A)*51
ctrl = 1

;SuperWaveSound Attack
[Statedef 1516]
type = U
physics = N
ctrl = 0
anim = 170
velset = 0,0
[state ]
type=poweradd
trigger1=time=0
value=-300
[State ]
type = helper
trigger1=time=0
postype = back
stateno = 1418
id=1418
ownpal = 1
[state ]
type=playsnd
trigger1=time=0
value=s100,27
[state ]
type = nothitby
trigger1 = 1
value = SCA
time = 1
[state ]
type = changestate
trigger1 = time = 90
value = 108
ctrl = 1

;Supermove1
[Statedef 1517]
type = U
physics = N
ctrl = 0
anim = 4009
velset = 0,0
[state ]
type=playsnd
trigger1=time=25
value=s12345,1
freqmul = 1.3
[state ]
type=playsnd
trigger1=time=25
value=s12345,2
[state ]
type=playsnd
trigger1=time=47
value=s300,2
freqmul = .4
[state ]
type=playsnd
trigger1=time=87
value=s12345,0
[state ]
type=playsnd
trigger1=time=689
value=s100,19
[state ]
type=playsnd
trigger1=time=689
value=s100,5
[state ]
type=playsnd
trigger1=time=689
value=s0,12
[State ]
type = Helper
trigger1 = time = 30
stateno = 8002
id = 8000
pos = 4,-100
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = 27
anim = 10043
sprpriority = 1
postype = p1
ignorehitpause = 1
scale = 1.2,1.2
pos = 4,-100
ownpal = 1
PauseMoveTime = 9999999
[State ]
type = Explod
trigger1 = time > 27
trigger1 = time < 54
trigger1 = gametime%8 = 0
anim = 10041
scale = 1,1
sprpriority = 1
postype = p1
ignorehitpause = 1
pos = 4,-100
ownpal = 1
PauseMoveTime = 9999999
[State ]
type = Explod
trigger1 = time > 27
trigger1 = time < 54
trigger1 = gametime%4 = 0
anim = 10042
scale = 1.2,1.2
sprpriority = 1
postype = p1
ignorehitpause = 1
pos = 8,-100
ownpal = 1
PauseMoveTime = 9999999
[State ]
type = Explod
trigger1 = time = 54
anim = 12344
sprpriority = 1
postype = back
ignorehitpause = 1
pos = 0,0
bindtime=-1
ownpal = 1
PauseMoveTime = 9999999
[State ]
type = Explod
trigger1 = time = 87
anim = 12347
sprpriority = 1
postype = back
ignorehitpause = 1
pos = 0,0
ownpal = 1
PauseMoveTime = 9999999
;[State ];Extra
;type = Explod
;trigger1 = time = 87
;anim = 12345
;removetime = 630
;sprpriority = 1
;postype = back
;ignorehitpause = 1
;pos = 0,0
;ownpal = 1
;PauseMoveTime = 9999999
[State 0]
Type=Explod
trigger1 = time > 93
trigger1 = time < 663
Trigger1=1||var(32):=(GameTime*93)%360
Anim=10025
Scale=0.85,0.85
PosType=back
Pos=Cos(var(32)*-PI/90)*60+160,Sin(var(32)*-PI/90)*60+122
Ownpal=1
SprPriority=7
SuperMoveTime=9**8
PauseMoveTime=9**8
IgnoreHitPause=1
[State 0]
Type=Explod
trigger1 = time > 93
trigger1 = time < 663
Trigger1=1||var(32):=(GameTime*93)%360
Anim=9888
Scale=0.35,0.35
PosType=back
Pos=Cos(var(32)*PI/180)*120+160,Sin(var(32)*PI/180)*120+122
Ownpal=1
SprPriority=7
SuperMoveTime=9**8
PauseMoveTime=9**8
IgnoreHitPause=1
[State ]
type = Explod
trigger1 = time > 93
trigger1 = time < 663
trigger1 = gametime%26 = 0
anim = 10044
sprpriority = 1
postype = back
ignorehitpause = 1
pos = 160,122
ownpal = 1
PauseMoveTime = 9999999
[State ]
type = Helper
trigger1 = time > 93
trigger1 = time < 663
trigger1 = gametime%78 = 0
stateno = 8001
id = 8000
pos = 160,-105
postype = back
ownpal = 1
keyctrl = 0
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = 680
anim = 12346
sprpriority = 1
postype = back
ignorehitpause = 1
pos = 0,0
bindtime=-1
ownpal = 1
PauseMoveTime = 9999999
[State ]
Type = projectile
trigger1 = time = 689
projanim = 12348
projid = 10078
offset = 0,0
projhits = 1
postype = p1
projscale = 1,1
projremove = 0
projremovetime = 1
Attr = A, NP
GuardFlag = MA
AnimType  = Midium
Air.AnimType = Back
Priority = 99, Hit
Damage = 200
Ground.Type = High
Ground.SlideTime = 12
Ground.HitTime  = 18
Guard.Dist = 45
Ground.Velocity = 0,-.2
Air.Velocity = 0,-0.4
P1SprPriority = 9
SparkNo     = -1
SparkXY = -25, 0
Fall = 1
Air.Fall = 1
[State ]
Type = projectile
trigger1 = time > 87
trigger1 = gametime%2 = 0
projanim = 12348
projid = 10078
offset = 0,0
projhits = 1
postype = p1
projscale = 1,1
projremove = 0
projremovetime = 1
Attr = A, NP
GuardFlag = MA
AnimType  = Midium
Air.AnimType = Back
Priority = 99, Hit
Damage = 2
Ground.Type = High
Ground.SlideTime = 12
Ground.HitTime  = 18
Guard.Dist = 45
Ground.Velocity = 0,-.2
Air.Velocity = 0,-0.4
P1SprPriority = 9
SparkNo     = -1
SparkXY = -25, 0
Fall = 1
Air.Fall = 1
[state ]
type = assertspecial
trigger1 = time < 740
flag = nobg
flag2 = nobg
flag3 = nobardisplay
[state ]
type = nothitby
trigger1 = 1
value = SCA
time = 1
[state ]
type = changestate
trigger1 = time = 740
value = 1518
ctrl = 1

[Statedef 1518]
type = U
physics = N
ctrl = 0
anim = 4010
velset = 0,0
[state ]
type = nothitby
trigger1 = 1
value = SCA
time = 1
[state ]
type = changestate
trigger1 = animtime = 0
value = 108
ctrl = 1

[Statedef 1519]
type = U
physics = N
ctrl = 0
anim = 1200
velset = 0,0
[state ]
type=playsnd
trigger1=time=0
value=s12346,0
freq =.7
[state ]
type=playsnd
trigger1=time=0
value=s18000,3
freq =.6
[State ]
type = Explod
trigger1 = time > 24
trigger1 = time < 80
trigger1 = gametime%10=0
anim = 10045
sprpriority = 1
ignorehitpause = 1
pos = 16,-43
scale = .5,.5
ownpal = 1
PauseMoveTime = 9999999
[State ]
type = Helper
trigger1 = time = 24
stateno = 1422
id = 1422
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
[state ]
type = nothitby
trigger1 = 1
value = SCA
time = 1
[state ]
type = changestate
trigger1 = animtime = 0
value = 108
ctrl = 1

[Statedef 1520]
type = U
physics = N
ctrl = 0
anim = 3500
velset = 0,0
[State ]
type = helper
trigger1 = time = 0
stateno = 2423
postype = p1
sprpriority = 4
ownpal = 1
[state ]
type = nothitby
trigger1 = 1
value = SCA
time = 1
[state ]
type = changestate
trigger1 = animtime = 0
value = 108
ctrl = 1

[Statedef 1521]
type = U
physics = N
ctrl = 0
anim = 3500
velset = 0,0
[state -2]
type = helper
trigger1 = time = 0
helpertype = normal
stateno = 2425
ownpal = 1
ignorehitpause=1
[state ]
type = nothitby
trigger1 = 1
value = SCA
time = 1
[state ]
type = changestate
trigger1 = animtime = 0
value = 108
ctrl = 1

