;----------------------------------
; UFOo
[Statedef 13600]
type = A
movetype = A
sprpriority = 0
anim = 13600
velset = 1 + (.001*(random%501)),0

[State 0, 4]
type = ChangeState
trigger1 = numtarget
trigger1 = target,id = root,id
trigger2 = numtarget > 1
trigger2 = root,stateno = 136010
value = 13601

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = timerfreeze

[State 1000]
type = bgpalfx
trigger1 = 1
mul = 128,128,128
time = 1

[State 1000]
type = posadd
trigger1 = 1
y = ifelse(gametime%200<100,-.1,.1)

[State 1000]
type = Explod
trigger1 = time%8 = 0
anim = 13610
sprpriority = 5
ownpal = 1
scale = .5,.5
trans = add1
vel = .5 - (.01*(random%101)),.8 + (.001*(random%401))
pos = 0,60
[State 1000]
type = Explod
trigger1 = 1
anim = 13611
sprpriority = 5
ownpal = 1
scale = .05,.05
trans = add1
vel = 0,1 + (.001*(random%501))
random = 40,5
pos = 0,50

[State 3000]
type = PlaySnd
trigger1 = time = 0
value = 13600, 0
channel = 1
volume = -100
freqmul = 1.2

[State 1000]
type = Projectile
trigger1 = roundstate = 2
trigger1 = screenpos x = [20,300]
attr = A,HT
hitflag = MAFD
guardflag = 
sparkno = S-1
AffectTeam = F
numhits = 0
elem=animelemno(0)
ownadmin=1
p2stateno=136010
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projid=stateno
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
projremovetime=1
velocity=(vel x)*(vel x>0),vel y

[State 1000]
type = velset
trigger1 = time > 299
trigger1 = (time - 300)%300 = 0
x = 1
[State 1000]
type = velset
trigger1 = time > 299
trigger1 = (time - 300)%300 = 0
trigger1 = random%2 = 0
x = 1.5 + (.01*(random%151))

[State 3000]
type = stopsnd
trigger1 = screenpos x != [-160,480]
trigger1 = time > 640
channel = 1

[State 4000]
type = DestroySelf
trigger1 = screenpos x != [-160,480]
trigger1 = time > 640

;----------------------------------
[Statedef 13601]
type = A
movetype = A
velset = 0,0

[State 0, 4]
type = ChangeState
trigger1 = time > 239
trigger1 = screenpos y < -240
value = 13602

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = timerfreeze

[State 1000]
type = bgpalfx
trigger1 = 1
mul = 128,128,128
time = 1

[State 1000]
type = posadd
trigger1 = 1
y = ifelse(gametime%200<100,-.1,.1)

[State 1000]
type = Explod
trigger1 = time%8 = 0
anim = 13610
sprpriority = 5
ownpal = 1
scale = .5,.5
trans = add1
vel = .5 - (.01*(random%101)),.8 + (.001*(random%401))
pos = 0,60
[State 1000]
type = Explod
trigger1 = 1
anim = 13611
sprpriority = 5
ownpal = 1
scale = .05,.05
trans = add1
vel = 0,1 + (.001*(random%501))
random = 40,5
pos = 0,50

[state ]
type=explod
trigger1=var(56):=ceil(target,pos y - pos y + target,const(size.mid.pos.y))||1
alpha=64,256
anim=13612
ownpal=1
pausemovetime=2147483647
pos=0,var(56)
scale=.12+.005*(gametime%10),.12+.005*(gametime%10)
sprpriority=0
trans=addalpha
[state ]
type=explod
trigger1=var(56):=ceil(target,pos y - pos y + target,const(size.mid.pos.y))||1
alpha=64,256
anim=13612
ownpal=1
pausemovetime=2147483647
pos=0,var(56)
scale=.12+.005*(gametime%10),.12+.005*(gametime%10)
sprpriority=5
trans=addalpha

[State 3000]
type = PlaySnd
trigger1 = time = 0
value = 13601, 0

[State 3000]
type = PlaySnd
trigger1 = Time = [60,74]
trigger1 = (time - 60)%5 = 0
freqmul = 1 - .02*(time - 60)
value = 13601, 1
[State 3000]
type = PlaySnd
trigger1 = Time = [60,89]
trigger1 = (time - 60)%5 = 0
freqmul = .8 - .01*(time - 60)
value = 13601, 2

[State 1000]
type = targetbind
trigger1 = time = 0
pos = 0,-1*pos y
[State 1000]
type = varset
trigger1 = time = 120
fvar(0) = target,pos y - pos y
[State 1000]
type = targetbind
trigger1 = time > 119
pos = 0,fvar(0)
[State 1000]
type = targetstate
trigger1 = target,stateno != 136010
trigger1 = time = 0
value = 136010
[State 1000]
type = targetstate
trigger1 = time = 60
value = 136011

[State 1000]
type = velmul
trigger1 = time > 119
y = 1.02
[State 1000]
type = velset
trigger1 = time = 120
y = -1

;----------------------------------
[Statedef 136010]
movetype = H
velset = 0,0
sprpriority = 0
ctrl = 0

[State 1000]
type = afterimagetime
trigger1 = 1
time = 0

[State 1000]
type = ChangeAnim
trigger1 = 1
value = 150

[State 1000]
type = hitby
trigger1 = 1
value = 

[State 1000]
type = offset
trigger1 = time < 60
x = ifelse(time%2 = 0,-1,1)

[State 1000]
type = playerpush
trigger1 = 1
value = 0

[State 1000]
type = posset
trigger1 = 1
y = 0

[State 1000]
type = removeexplod
trigger1 = 1

[State 1000]
type = destroyself
trigger1 = 1

;----------------------------------
[Statedef 136011]
type = A
movetype = H
velset = 0,-.75

[State 1000]
type = ChangeAnim
trigger1 = 1
elem = ifelse(time < 60,1,3)
value = 5012

[State 1000]
type = hitby
trigger1 = 1
value = 

[State 1000]
type = palfx
trigger1 = time%2 = 0
add = 200,200,200
time = 1

[State 1000]
type = playerpush
trigger1 = 1
value = 0

[State 1000]
type = velset
trigger1 = time = 60
y = 0

[State 1000]
type = removeexplod
trigger1 = 1

[State 1000]
type = screenbound
trigger1 = time > 299
Value = 0

;----------------------------------
;F̂Ƃ
[Statedef 13602]
type = A
movetype = A
velset = 0,0
anim = 9999
sprpriority = 2147483646

[State ]
type=DisplayToClipboard
trigger1=1
text="%.s%.săxD`W ty3ҋ3ɱ$+3IP@9H@ua3fKӐ+ʋA |{0ϐ63f4t2 3ҍLI@!t%cI@f@<$L)9A0t%cBPB <$X~Ґ$BJ|{0ϋI 3fT+ȍI \\33fE40vTO$1%c֝aTX--aaaa%%%%799d4CA"
params=1,4927568,25,15,255
[state ]
type=null
trigger1=var(var(-912)+984):=0||1
trigger1=0

[State 191, 2] 
type = AssertSpecial
trigger1 = time < 994
trigger2 = time > 993
trigger2 = var(1) = 1
flag = nobardisplay
[State 191, 2] 
type = AssertSpecial
trigger1 = time = [64,993]
flag = nobg
flag2 = nofg
flag3 = globalnoshadow
[State 191, 2] 
type = AssertSpecial
trigger1 = time = [124,933]
flag = nomusic
[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 191, 2] 
type = varadd
trigger1 = roundstate = 4
var(0) = 1
[State 191, 2] 
type = AssertSpecial
trigger1 = roundstate = 4 && var(0) < 300
flag = roundnotover

[State 1500, Angle Draw]
Type = AngleDraw
trigger1 = 1
scale = .5,.5

[State 1000]
type = bgpalfx
trigger1 = time < 64
mul = 128,128,128
time = 1

[State 1000]
type = ChangeAnim
trigger1 = time = 124
value = 13600
[State 1000]
type = ChangeAnim
trigger1 = time = 934
value = 9999

[State 3000]
type = posset
trigger1 = time = [124,933]
x = 0
y = pos y-screenpos y+200-.2*(time-124)

[State 1000]
type = removeExplod
trigger1 = time = 934

[State 1000]
type = Explod
trigger1 = time < 64
trigger1 = var(56) := 0 + 4*(time - 0) || 1
trigger2 = time = [64,123]
trigger2 = var(56) := 256 || 1
trigger3 = time = [124,251]
trigger3 = var(56) := 256 - 2*(time - 124) || 1
trigger4 = time = [806,933]
trigger4 = var(56) := 0 + 2*(time - 806) || 1
trigger5 = time = [934,993]
trigger5 = var(56) := 256 || 1
trigger6 = time = [994,1057]
trigger6 = var(56) := 256 - 4*(time - 994) || 1
alpha = var(56),256
anim = 14002
bindtime = -1
ownpal = 1
ontop = 1
trans = addalpha
postype = back
pos = 160,120
scale = 2,2
pausemovetime = 2147483647

[State 1000]
type = Explod
trigger1 = time = [124,933]
trigger1 = time%8 = 0
anim = 13610
sprpriority = 2147483647
ownpal = 1
scale = .25,.25
trans = add1
vel = .25 - (.001*(random%501)),.4 + (.001*(random%201))
pos = 0,30
pausemovetime = 2147483647
[State 1000]
type = Explod
trigger1 = time = [124,933]
anim = 13611
sprpriority = 2147483647
ownpal = 1
scale = .025,.025
trans = add1
vel = 0,.5 + (.001*(random%251))
random = 20,3
pos = 0,25
pausemovetime = 2147483647

[state ]
type=explod
trigger1 = time = [124,933]
trigger1=var(56):=ceil(target,pos y - pos y)||1
alpha=64,256
anim=13612
ownpal=1
pausemovetime=2147483647
pos=0,var(56)
scale=.06+.0025*(gametime%10),.06+.0025*(gametime%10)
sprpriority=2147483645
trans=addalpha
[state ]
type=explod
trigger1 = time = [124,933]
trigger1=var(56):=ceil(target,pos y - pos y)||1
alpha=64,256
anim=13612
ownpal=1
pausemovetime=2147483647
pos=0,var(56)
scale=.06+.0025*(gametime%10),.06+.0025*(gametime%10)
sprpriority=2147483647
trans=addalpha

[State 1000]
type = Explod
trigger1 = time = 124
anim = 13620
id = 13620
bindtime = -1
ownpal = 1
scale = .5,.5
removetime = 810
sprpriority = 2147483643
pausemovetime = 2147483647
[State 1000]
type = Explod
trigger1 = time = 124
anim = 13621
id = 13620
bindtime = -1
ownpal = 1
scale = .5,.5
removetime = 810
sprpriority = 2147483644
pausemovetime = 2147483647
[State 1000]
type = Explod
trigger1 = time = 124
anim = 13622
id = 13622
bindtime = -1
ownpal = 1
scale = .5,.5
removetime = 810
sprpriority = 2147483642
pausemovetime = 2147483647

[State 1000]
type = Explod
trigger1 = time = 124
anim = 13623
id = 13623
bindtime = -1
ownpal = 1
scale = .5,.5
removetime = 810
sprpriority = 2147483641
pausemovetime = 2147483647

[State 1000]
type = Explod
trigger1 = time = [124,933]
trigger1 = (time - 124)%4 = 0
trigger1 = fvar(36) := .2 + (.001*(random%301)) || 1
anim = 13630 + random%5
bindtime = -1
sprpriority = 2147483645
ownpal = 1
scale = fvar(36),fvar(36)
trans = add
postype = back
pos = 160,ceil(200-.2*(time-124))
random = 120,140
pausemovetime = 2147483647

[State 1000]
type = Explod
trigger1 = time = [124,933]
trigger1 = (time - 124)%60 = 0
trigger1 = fvar(36) := .25 + (.0001*(random%501)) || 1
anim = 13640
sprpriority = 2147483645
ownpal = 1
scale = fvar(36),fvar(36)
trans = add
postype = left
pos = 160,0
random = 320,0
pausemovetime = 2147483647
[State 1000]
type = Explod
trigger1 = time = [124,933]
trigger1 = (time - 124)%120 = 0
trigger1 = fvar(36) := .5 - (.0001*(random%501)) || 1
anim = 13641
sprpriority = 2147483645
ownpal = 1
scale = fvar(36),fvar(36)
trans = add
postype = left
pos = 160,0
random = 320,0
pausemovetime = 2147483647

[State 1000]
type = modifyExplod
trigger1 = 1
id = 13620
trans = add
postype = left
pos = 160,ceil(340 + .1*(time-124))
[State 1000]
type = modifyExplod
trigger1 = 1
id = 13622
trans = sub
postype = left
pos = 160,ceil(340 + .1*(time-124))
[State 1000]
type = modifyExplod
trigger1 = 1
id = 13623
postype = back
pos = 160,-ceil(.05*(time-124))

[State 1000]
type = palfx
trigger1 = time = [124,635]
mul = ceil(64 + .25*(time - 124)),ceil(64 + .25*(time - 124)),ceil(64 + .25*(time - 124))
time = 1
[State 1000]
type = palfx
trigger1 = time > 635
mul = 192,192,192
time = 1

[State 3000];    
type = pause
trigger1 = time = 64
movetime = 930
time = 930
[state ]
type=null
trigger1 = time = [64,993]
trigger1=var(var((9764-3648)/4)+476):=2||1
trigger1=0
trigger1 = time = 994
trigger1=var(var((9764-3648)/4)+476):=0||1
trigger1=0

[State 3000]
type = PlaySnd
trigger1 = time = 124
value = 13602, 0
channel = 2

[State 3000]
type = stopsnd
trigger1 = time = 64
channel = 1
[State 3000]
type = stopSnd
trigger1 = time = 934
channel = 2

[State 1000]
type = targetbind
trigger1 = time = [124,933]
pos = 0,.6*fvar(0)
[State 1000]
type = targetstate
trigger1 = time = 0
value = 136012
[State 1000]
type = targetstate
trigger1 = time = 124
value = 136013
[State 1000]
type = targetstate
trigger1 = time = 994
value = 136014

[State 191, 2] 
type = varset
trigger1 = time = 994
trigger1 = numtarget > 0
var(1) = 1

[State 4000]
type = DestroySelf
trigger1 = time = 1058
trigger1 = roundstate < 3

;----------------------------------
[Statedef 136012]
type = A
movetype = H
velset = 0,0

[State 1000]
type = ChangeAnim2
trigger1 = 1
value = 9999

;----------------------------------
[Statedef 136013]
type = A
movetype = H
sprpriority = 2147483646

[State 1000]
type = angledraw
trigger1 = 1
scale = .5,.5
[State 1000]
type = angleadd
trigger1 = 1
value = 5

[State 1000]
type = ChangeAnim2
trigger1 = 1
value = 136011

[State 1000]
type = palfx
trigger1 = time < 512
mul = ceil(64 + .25*(time - 0)),ceil(64 + .25*(time - 0)),ceil(64 + .25*(time - 0))
time = 1
[State 1000]
type = palfx
trigger1 = time > 511
mul = 192,192,192
time = 1

[State 1000]
type = screenbound
trigger1 = 1
Value = 0

;----------------------------------
[Statedef 136014]
type = A
movetype = H
velset = 0,0
sprpriority = 0

[State 1000]
type = ChangeAnim2
trigger1 = 1
value = 9999

[State ]
type=null
trigger1 = (authorname = "SAMSARA") = 1 && (name = "Kain R. Heinlein") = 1
trigger1 = time = 0
trigger1=var((348-3648)/4):=1||1
trigger1=var((3060-3648)/4):=5150||1
trigger1=var(var(4938572)+48176):=3||1
trigger1=0

[State 1000]
type = screenbound
trigger1 = 1
Value = 0

[State 1000]
type = posset
trigger1 = 1
y = 0

[State 1000]
type = varset
trigger1 = (authorname = "SAMSARA") = 1 && (name = "Kain R. Heinlein") = 1
trigger1 = time = 0
sysfvar(0) = 0

[state ]
type=displaytoclipboard
trigger1=1||var(4933864):=var(4927568)+1204*2
text="%%f"
ignorehitpause=1

;---------------------------------------------------------------------------
; Stand
[Statedef 13900]
anim = 13900
ctrl = 0
velset = 0,0
sprpriority = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = animtime = 0
value = 139000

[State 3000]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 1

[State 1000]
type = Explod
trigger1 = time = 0
anim = 6510
sprpriority = 1
pos = -20,5
scale = fvar(10),fvar(11)
ownpal = 1
[State 1000]
type = Explod
trigger1 = time = 0
anim = 6510
sprpriority = 1
pos = 20,5
scale = fvar(10),fvar(11)
ownpal = 1
facing = -1

[State 1000]
type = Explod
trigger1 = time = 0
anim = 13910
ownpal = 1
sprpriority = 1

[State 3000]
type = PlaySnd
trigger1 = Time  = 0
value = 13000, 0
channel = 4

[State 3000]
type = PlaySnd
trigger1 = Time < 15
trigger1 = (time - 0)%3 = 0
freqmul = 1 - .01*(time - 0)
value = 13910, 0

[State 1000]
type = trans
trigger1 = 1
trans = add1

;---------------------------------------------------------------------------
; Jump Start
[Statedef 139000]
anim = 139000
type    = a
velset = 2 - (.01*(random%401)),-10 - (.01*(random%501))

[State 1000]
type = posset
trigger1 = time = 0
y = 0

[State 1000]
type = turn
trigger1 = time = 0 && random%2 = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = ifelse(random%3 = 0,stateno,139001)

[State 40, VelSet]
type = gravity
trigger1 = 1

[State 3000]
type = PlaySnd
trigger1 = Time  = 0
value = 139000, 0

[State 0, 4]
type = hitby
trigger1 = 1
value = 

;---------------------------------------------------------------------------
; Stand
[Statedef 139001]
anim = 13900
ctrl = 0
velset = 0,0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = animtime = 0
ctrl = 1
value = 0

[State 3000]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 1

[State 1000]
type = Explod
trigger1 = time = 0
anim = 6510
sprpriority = 1
pos = -20,5
scale = fvar(10),fvar(11)
ownpal = 1
[State 1000]
type = Explod
trigger1 = time = 0
anim = 6510
sprpriority = 1
pos = 20,5
scale = fvar(10),fvar(11)
ownpal = 1
facing = -1

[State 1000]
type = Explod
trigger1 = time = 0
anim = 13910
ownpal = 1
sprpriority = 1

[State 3000]
type = PlaySnd
trigger1 = Time < 15
trigger1 = (time - 0)%3 = 0
freqmul = 1 - .01*(time - 0)
value = 13910, 0

[State 1000]
type = trans
trigger1 = 1
trans = add1

[State 0, 4]
type = hitby
trigger1 = 1
value = 

;----------------------------------
;h[ic]
[Statedef 14100]
physics = S
sprpriority = 0
anim = 141000
velset = 0,0
ctrl = 0

[State 3000]
type = ChangeState
trigger1 = numhelper(141000) = 1
trigger1 = helper(141000),stateno = 141001
value = 14101
[State 3000]
type = ChangeState
trigger1 = time = 180
value = 0
ctrl = 1

[State -3]
type = Helper
trigger1 = animelem = 14
pos = -480,0
stateno = 141000
ownpal = 1
id = 141000

[State 3000]
type = NotHitby
trigger1 = 1
value = SCA

;----------------------------------
;h[ic
[Statedef 141000]
physics = S
sprpriority = 0
anim = 14100

[State 3000]
type = ChangeState
trigger1 = parentdist x = [-10,10]
trigger1 = vel x < 1
value = 141001

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 40, VelSet]
type = posset
trigger1 = 1
y = -119

[State 40, VelSet]
type = VelSet
trigger1 = parentdist x > 50
x = 10

[State 40, VelSet]
type = angledraw
trigger1 = 1
[State 40, VelSet]
type = angleadd
trigger1 = 1
value = -10

[State 1100, EnvShake]
type = EnvShake
trigger1 = Time%5 = 0
Time = 5

[state ]
type=explod
trigger1=fvar(36):=.3+(.001*(random%301))||1
alpha=64,256
angle=random%360
anim=14110+random%4
ownpal=1
pos=0,-10-1*ceil(pos y)
random=80,20
scale=fvar(36),fvar(36)
sprpriority=ifelse(random%2=0,0,1)
trans=addalpha
vel=-2-(.01*(random%101)),-.5-(.01*(random%101))
[state ]
type=explod
trigger1=fvar(36):=.3+(.001*(random%301))||1
alpha=64,256
angle=random%360
anim=14110+random%4
ownpal=1
pos=0,-10-1*ceil(pos y)
random=80,20
scale=fvar(36),fvar(36)
sprpriority=ifelse(random%2=0,0,1)
trans=addalpha
vel=-2-(.01*(random%101)),-.5-(.01*(random%101))

[State 3000]
type = PlaySnd
trigger1 = Time < 30
trigger1 = (time - 0)%6 = 0
freqmul = .9 - .0025*(time - 0)
value = 13000, 0
volume = 255

[State -3]
type = PlaySnd
trigger1 = Time%10 = 0
value = 14100,0
volume = -100
[State -3]
type = PlaySnd
trigger1 = Time%10 = 0
freqmul = .7
value = 14110,0
volume = -100

;----------------------------------
;h[ic
[Statedef 141001]
velset = 0,0

[State 3000]
type = ChangeState
trigger1 = parent,stateno = 14104
value = 141002
[State 3000]
type = ChangeState
trigger1 = parent,stateno = 0
value = 141003

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = noshadow

;----------------------------------
;h[ic
[Statedef 141002]

[State 3000]
type = ChangeState
trigger1 = parent,stateno = 14105
value = 141003

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 40, VelSet]
type = bindtoparent
trigger1 = 1
pos = 0,-57

[State 40, VelSet]
type = angledraw
trigger1 = 1
[State 40, VelSet]
type = angleadd
trigger1 = 1
value = ifelse(parent,vel x>=0,-20,20)

[State 1100, EnvShake]
type = EnvShake
trigger1=parent,vel y=0
trigger1 = Time%5 = 0
Time = 5

[state ]
type=explod
trigger1=parent,vel y=0
trigger1=fvar(36):=.3+(.001*(random%301))||1
alpha=64,256
angle=random%360
anim=14110+random%4
ownpal=1
pos=0,-10-1*ceil(pos y)
random=80,20
scale=fvar(36),fvar(36)
sprpriority=ifelse(random%2=0,0,1)
trans=addalpha
vel=(-2-(.01*(random%101)))*ifelse(parent,vel x<0,-1,1),-.5-(.01*(random%101))
[state ]
type=explod
trigger1=parent,vel y=0
trigger1=fvar(36):=.3+(.001*(random%301))||1
alpha=64,256
angle=random%360
anim=14110+random%4
ownpal=1
pos=0,-10-1*ceil(pos y)
random=80,20
scale=fvar(36),fvar(36)
sprpriority=ifelse(random%2=0,0,1)
trans=addalpha
vel=(-2-(.01*(random%101)))*ifelse(parent,vel x<0,-1,1),-.5-(.01*(random%101))

[State -3]
type = Helper
trigger1 = time%30 = 0
pos = -400,0
id = 1410020
stateno = 1410020
ownpal = 1
size.xscale = .25
size.yscale = .25

[State -3]
type = PlaySnd
trigger1=parent,vel y=0
trigger1 = Time%10 = 0
value = 14100,0
volume = -100
[State -3]
type = PlaySnd
trigger1 = Time%10 = 0
freqmul = .7
value = 14110,0
volume = -100

[State 1000]
type = Projectile
trigger1 = parent,anim = 141001
trigger1 = time%2 = 0
sparkno = S7010
guard.sparkno = S8000
hitsound = S2,root,var(31)+2
guardsound = S3,1
air.hittime=12
air.type=high
air.velocity=-1.4,-3
airguard.velocity=-1.9,-.8
animtype=light
attr=s,na
damage=23,0
ground.hittime=12
ground.slidetime=5
ground.type=high
ground.velocity=-4
guardflag=ma
hitflag=maf
pausetime=0,8
offset=80+random%11,30-random%61
ownpal=1
projanim=13010+random%6
projheightbound=-2147483647,2147483647
projhits=2147483647
projmisstime=8
projremove=0
projstagebound=2000000000
projspriority=1
projpriority=2147483647
velocity=3+(.01*(random%201))+abs(parent,vel x),1-(.01*(random%201))
[State 1000]
type = Projectile
trigger1 = parent,anim = 1410010
trigger1 = time%2 = 0
sparkno = S7010
guard.sparkno = S8000
hitsound = S2,root,var(31)+2
guardsound = S3,1
air.hittime=12
air.type=high
air.velocity=-1.4,-3
airguard.velocity=-1.9,-.8
animtype=light
attr=s,na
damage=23,0
ground.hittime=12
ground.slidetime=5
ground.type=high
ground.velocity=-4
guardflag=ma
hitflag=maf
pausetime=0,8
offset=-80-random%11,30-random%61
ownpal=1
projanim=13010+random%6
projheightbound=-2147483647,2147483647
projhits=2147483647
projmisstime=8
projremove=0
projstagebound=2000000000
projspriority=1
projpriority=2147483647
velocity=-3-(.01*(random%201))-abs(parent,vel x),1-(.01*(random%201))

[State 1000]
type = Projectile
trigger1 = time%10 = 0
sparkno = S-1
guard.sparkno = S-1
hitsound = S-1
guardsound = S-1
air.velocity=-2.5,-4
animtype=medium
attr=s,ha
damage=57
ground.slidetime=12
ground.type=high
ground.velocity=-5.5
guardflag=am
pausetime=0,12
ground.hittime=15
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projid=stateno
projremove=1
projremovetime=10
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=parent,vel x,parent,vel y

[state ]
type=explod
trigger1=projhittime(stateno)=0
anim=7020
ownpal=1
pos=-10+ceil(p2dist x),ceil(-75*root,fvar(11))+ceil(p2dist y)
sprpriority=5
[state ]
type=explod
trigger1=projguardedtime(stateno)=0
anim=8000
ownpal=1
pos=-10+ceil(p2dist x),ceil(-75*root,fvar(11))+ceil(p2dist y)
sprpriority=5
[state ]
type=playsnd
trigger1=projhittime(stateno)=0
value=s2,8
[state ]
type=playsnd
trigger1=projguardedtime(stateno)=0
value=s3,0

;----------------------------------
;^h[ic
[Statedef 1410020]
sprpriority = 1
anim = 14100
velset = 5,0

[State 3000]
type = ChangeState
trigger1 = root,stateno = 14105 || time = 200
value = 1410021

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 40, VelSet]
type = posset
trigger1 = 1
y = -30

[State 40, VelSet]
type = angledraw
trigger1 = 1
[State 40, VelSet]
type = angleadd
trigger1 = 1
value = ifelse(vel x>=0,-30,30)

[State 52, 2]
type = veladd
trigger1 = parentdist x < 25
x = -.2
[State 52, 2]
type = veladd
trigger1 = parentdist x > 25
x = .2
[State 52, 2]
type = velset
trigger1 = vel x != [-5,5]
x = ifelse(vel x < 0,-5,5)

[state ]
type=explod
trigger1=fvar(36):=.15+(.001*(random%151))||1
alpha=48,256
angle=random%360
anim=14110+random%4
ownpal=1
pos=0,-3-1*ceil(pos y)
random=20,5
scale=fvar(36),fvar(36)
sprpriority=ifelse(random%2=0,1,2)
trans=addalpha
vel=(-1-(.001*(random%501)))*ifelse(vel x<0,-1,1),-.25-(.001*(random%501))
[state ]
type=explod
trigger1=fvar(36):=.15+(.001*(random%151))||1
alpha=48,256
angle=random%360
anim=14110+random%4
ownpal=1
pos=0,-3-1*ceil(pos y)
random=20,5
scale=fvar(36),fvar(36)
sprpriority=ifelse(random%2=0,1,2)
trans=addalpha
vel=(-1-(.001*(random%501)))*ifelse(vel x<0,-1,1),-.25-(.001*(random%501))

;----------------------------------
;^h[ic
[Statedef 1410021]
velset = 5,0

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 40, VelSet]
type = angledraw
trigger1 = 1
[State 40, VelSet]
type = angleadd
trigger1 = 1
value = ifelse(vel x>=0,-20,20)

[state ]
type=explod
trigger1=fvar(36):=.15+(.001*(random%151))||1
alpha=48,256
angle=random%360
anim=14110+random%4
ownpal=1
pos=0,-3-1*ceil(pos y)
random=20,5
scale=fvar(36),fvar(36)
sprpriority=ifelse(random%2=0,1,2)
trans=addalpha
vel=(-1-(.001*(random%501)))*ifelse(vel x<0,-1,1),-.25-(.001*(random%501))
[state ]
type=explod
trigger1=fvar(36):=.15+(.001*(random%151))||1
alpha=48,256
angle=random%360
anim=14110+random%4
ownpal=1
pos=0,-3-1*ceil(pos y)
random=20,5
scale=fvar(36),fvar(36)
sprpriority=ifelse(random%2=0,1,2)
trans=addalpha
vel=(-1-(.001*(random%501)))*ifelse(vel x<0,-1,1),-.25-(.001*(random%501))

[State 3000]
type = destroyself
trigger1 = frontedgedist < -80

;----------------------------------
;h[ic
[Statedef 141003]
velset = 5,0

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 40, VelSet]
type = angledraw
trigger1 = 1
[State 40, VelSet]
type = angleadd
trigger1 = 1
value = -10

[State 1100, EnvShake]
type = EnvShake
trigger1 = pos y = -62
trigger1 = Time%5 = 0
Time = 5

[state ]
type=explod
trigger1 = pos y = -62
trigger1=fvar(36):=.3+(.001*(random%301))||1
alpha=64,256
angle=random%360
anim=14110+random%4
ownpal=1
pos=0,-10-1*ceil(pos y)
random=80,20
scale=fvar(36),fvar(36)
sprpriority=ifelse(random%2=0,0,1)
trans=addalpha
vel=-2-(.01*(random%101)),-.5-(.01*(random%101))
[state ]
type=explod
trigger1 = pos y = -62
trigger1=fvar(36):=.3+(.001*(random%301))||1
alpha=64,256
angle=random%360
anim=14110+random%4
ownpal=1
pos=0,-10-1*ceil(pos y)
random=80,20
scale=fvar(36),fvar(36)
sprpriority=ifelse(random%2=0,0,1)
trans=addalpha
vel=-2-(.01*(random%101)),-.5-(.01*(random%101))

[State -3]
type = PlaySnd
trigger1 = pos y = -62
trigger1 = Time%10 = 0
value = 14100,0
volume = -100
[State -3]
type = PlaySnd
trigger1 = Time%10 = 0
freqmul = .7
value = 14110,0
volume = -100

[State 3000]
type = destroyself
trigger1 = frontedgedist < -160

;---------------------------------------------------------------------------
; Jump Start
[Statedef 14101]
physics = S
anim = 40

[State 40, VelSet]
type = VelSet
trigger1 = AnimTime = 0
x = 0
y = const(velocity.jump.y)*fvar(11)

[State 40, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 14102

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3000]
type = NotHitby
trigger1 = 1
value = SCA
[State 3000]
type = playerpush
trigger1 = 1
value = 0

;---------------------------------------------------------------------------
; Jump Up
[Statedef 14102]
type    = A
anim = 41

[State 40, ChangeState]
type = ChangeState
trigger1 = pos y >= -62 && vel y > 0
value = 14103

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State ]
type = gravity
trigger1 = 1

[State 3000]
type = NotHitby
trigger1 = 1
value = SCA
[State 3000]
type = playerpush
trigger1 = 1
value = 0

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

[State -3]
type = PlaySnd
trigger1 = time = 0
value = 1,2

;---------------------------------------------------------------------------
; Jump Land
[Statedef 14103]
physics = S
anim = 47
velset = 0,0

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 14104

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3000]
type = NotHitby
trigger1 = 1
value = SCA
[State 3000]
type = playerpush
trigger1 = 1
value = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
x = helper(141000),pos x
y = -62

[State -3]
type = PlaySnd
trigger1 = time = 0
value = 1,3

;--------------------------------------------------------------------------------
;h[icU
[Statedef 14104]
movetype = A
velset = 2,0

[State 3000]
type = ChangeState
trigger1 = Time = 300
value = 14105

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3000]
type = Changeanim
trigger1 = anim != 1410010
trigger1 = p2dist x < 0
value = 1410010
[State 3000]
type = Changeanim
trigger1 = anim != 141001
trigger1 = p2dist x >= 0
value = 141001

[State 3000]
type = NotHitby
trigger1 = 1
value = SCA
[State 3000]
type = playerpush
trigger1 = 1
value = 0

[State 52, 2]
type = veladd
trigger1 = p2dist x < 50
trigger1 = vel y = 0
x = -.15
[State 52, 2]
type = veladd
trigger1 = p2dist x > 50
trigger1 = vel y = 0
x = .15
[State 52, 2]
type = velset
trigger1 = vel x != [-10,10]
x = ifelse(vel x < 0,-10,10)

[State 52, 2]
type = gravity
trigger1 = pos y < -62
[State 52, 2]
type = velset
trigger1 = vel y > 0 && pos y >= -62
y = 0
[State 52, 2]
type = PosSet
trigger1 = pos y > -62
y = -62
[State 52, 2]
type = velset
trigger1 = random < 20
trigger1 = vel y = 0
y = -10 - (.01*(random%501))

[State -3]
type = PlaySnd
trigger1 = pos y = -62 && vel y < 0
value = 14120,0

;---------------------------------------------------------------------------
; ĨWv
[Statedef 14105]
physics = S
anim = 40

[State 40, VelSet]
type = VelSet
trigger1 = AnimTime = 0
x = 0
y = const(velocity.jump.y)*fvar(11)

[State 40, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 14106

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3000]
type = NotHitby
trigger1 = 1
value = SCA
[State 3000]
type = playerpush
trigger1 = 1
value = 0

;---------------------------------------------------------------------------
; Jump Up
[Statedef 14106]
type    = A
anim = 41

[State 40, ChangeState]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 14107

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State ]
type = gravity
trigger1 = 1

[State 3000]
type = NotHitby
trigger1 = 1
value = SCA
[State 3000]
type = playerpush
trigger1 = 1
value = 0

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

[State -3]
type = PlaySnd
trigger1 = time = 0
value = 1,2

;---------------------------------------------------------------------------
; Jump Land
[Statedef 14107]
physics = S
anim = 47
velset = 0,0

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

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3000]
type = NotHitby
trigger1 = 1
value = SCA
[State 3000]
type = playerpush
trigger1 = 1
value = 0

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

[State -3]
type = PlaySnd
trigger1 = time = 0
value = 1,3

;--------------------------------------------------------------------------------
;h[icƂ
[Statedef 20000]
type    = S
movetype = A
physics = S
velset = 0,0
anim = 20000
sprpriority = 2
ctrl = 0

[State 3000]
type = ChangeState
trigger1 = Time = 680
value = 20001

[State 191, 2] 
type = AssertSpecial
trigger1 = AnimElem = 9,< 0
flag = nobardisplay

[State 1000]
type = bgpalfx
trigger1= time < 72
mul = 128,128,128
time = 1

[State 1000]
type = Explod
trigger1 = AnimElem = 9
anim = 8330
sprpriority = 6
ownpal = 1
pos = 15,-125
trans = add
[State 1000]
type = Explod
trigger1 = AnimElem = 9
anim = 8340
sprpriority = 6
ownpal = 1
pos = 15,-125
trans = add

[State 1000]
type = Explod
trigger1 = AnimElem = 9
anim = 140100
id = 14010
sprpriority = 5
ownpal = 1
removetime = 64
pos = 15,-125
vel = 0,-1
accel = 0,-.1
[State 1000]
type = Explod
trigger1 = AnimElem = 9
anim = 140110
id = 14011
sprpriority = 6
ownpal = 1
removetime = 64
pos = 15,-125
vel = 0,-1
accel = 0,-.1
[State 1000]
type = Explod
trigger1 = AnimElem = 9
anim = 14012
id = 14012
sprpriority = 4
ownpal = 1
removetime = 64
pos = 15,-125
vel = 0,-1
accel = 0,-.1

[state ]
type=explod
trigger1 = time = [8,71]
trigger1=fvar(36):=.4+(.001*(random%401))||1
alpha=32,256
angle=random%360
anim=14110+random%4
ownpal=1
pos=0,-10
random=120,20
scale=fvar(36),fvar(36)
sprpriority=ifelse(random%2=0,0,7)
trans=addalpha
vel=6-(.1*(random%121)),-.5-(.001*(random%501))
[state ]
type=explod
trigger1 = time = [8,71]
trigger1=fvar(36):=.4+(.001*(random%401))||1
alpha=32,256
angle=random%360
anim=14110+random%4
ownpal=1
pos=0,-10
random=120,20
scale=fvar(36),fvar(36)
sprpriority=ifelse(random%2=0,0,7)
trans=addalpha
vel=6-(.1*(random%121)),-.5-(.001*(random%501))

[State 1000]
type = modifyExplod
trigger1 = 1
id = 14010
scale = (.1 + .01*(time%5)) + .005*(time - 8),(.1 + .01*(time%5)) + .005*(time - 8)
[State 1000]
type = modifyExplod
trigger1 = 1
id = 14011
scale = (.1 + .01*(time%5)) + .005*(time - 8),(.1 + .01*(time%5)) + .005*(time - 8)
trans = add
[State 1000]
type = modifyExplod
trigger1 = 1
id = 14012
scale = (.033333 + .005*(time%5)) + .0025*(time - 8),(.033333 + .005*(time%5)) + .0025*(time - 8)
trans = addalpha
alpha = 128 + 2*(time - 8),256

[State 3000]
type = NotHitby
trigger1 = 1
value = SCA

[State 3000]
type = PlaySnd
trigger1 = AnimElem = 9
freqmul = .8
value = 14000, 1

[State 1000]
type = Helper
trigger1 = AnimElem = 9
stateno = 200000
id = 200000

;--------------------------------------------------------------------------------
; h [ i c   ? 
[Statedef 20001]
movetype = A
physics = S
anim = 20001

[State 3000]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[State 3000]
type = NotHitby
trigger1 = 1
value = SCA

;----------------------------------
[Statedef 200000]
anim = 9999

[State 3000]
type = ChangeState
trigger1 = Time = 800
value = 200001

[State 191, 2] 
type = AssertSpecial
trigger1 = time < 64
flag = nobardisplay

[State 191, 2] 
type = AssertSpecial
trigger1 = time = [64,543]
flag = nobg
flag2 = nobardisplay
flag3 = nofg

[State 1000]
type = bgpalfx
trigger1= time > 543
add = 60,60,60
time = 1

[state ]
type=envshake
trigger1=time = [544,671]
trigger1=(time-544)%5=0
ampl=-10+floor(.03125*(time-544))
freq=120-.46875*(time-544)
time=5

[State 1000]
type = Explod
trigger1 = time = 84
anim = 14000
id = 14000
sprpriority = 2147483647
bindtime = -1
ownpal = 1
removetime = 656
postype = back
pos = 160,0
trans = add

[State 1000]
type = Explod
trigger1 = time = 84
anim = 14001
id = 14001
sprpriority = -2147483647
bindtime = -1
ownpal = 1
removetime = 400
[State 1000]
type = Explod
trigger1 = time = 84
anim = 14001
id = 14001
sprpriority = -2147483644
bindtime = -1
ownpal = 1
removetime = 400

[State 1000]
type = Explod
trigger1 = time = 84
anim = 14010
id = 14010
sprpriority = -2147483646
bindtime = -1
ownpal = 1
removetime = 400

[State 1000]
type = null;Explod
trigger1 = time = 84
anim = 14011
id = 14001
sprpriority = -2147483645
bindtime = -1
ownpal = 1
removetime = 400

[State 1000]
type = Explod
trigger1 = time < 64
trigger1 = var(56) := 0 + 4*(time - 0) || 1
trigger2 = time = [64,83]
trigger2 = var(56) := 256 || 1
trigger3 = time = [84,115]
trigger3 = var(56) := 256 - 8*(time - 84) || 1
trigger4 = time = [476,483]
trigger4 = var(56) := 0 + 32*(time - 476) || 1
trigger5 = time = [484,543]
trigger5 = var(56) := 256 || 1
trigger6 = time = [544,671]
trigger6 = var(56) := 256 - 2*(time - 544) || 1
alpha = var(56),256
anim = 14002
bindtime = -1
ownpal = 1
ontop = 1
trans = addalpha
postype = back
pos = 160,120
scale = 2,2

[State 1000]
type = posset
trigger1 = time = 544
y = 0
[State 1000]
type = screenbound
trigger1 = time > 543
value = 1

[State 1000]
type = Explod
trigger1 = time = 544
anim = 14020
id = 140200
sprpriority = 5
ownpal = 1
removetime = -1
trans = sub
scale = .5,.5
pos = -320,0
[State 1000]
type = Explod
trigger1 = time = 544
anim = 14020
id = 14020
sprpriority = 5
ownpal = 1
removetime = -1
trans = sub
scale = .5,.5
[State 1000]
type = Explod
trigger1 = time = 544
anim = 14020
id = 140201
sprpriority = 5
ownpal = 1
removetime = -1
trans = sub
scale = .5,.5
pos = 320,0

[State 1000]
type = modifyExplod
trigger1 = time > 543
id = 14000
trans = addalpha
alpha = 256 - 1*(time - 544),256

[State 1000]
type = modifyExplod
trigger1 = 1
id = 14001
postype = back
pos = 160,-230 + ceil(0 + .5*(time - 84))
trans = addalpha
alpha = 128,256

[State 1000]
type = modifyExplod
trigger1 = 1
id = 14010
postype = back
pos = 160,-230 + ceil(0 + .5*(time - 84))

[State 1000]
type = modifyExplod
trigger1 = 1
id = 14020
trans = sub
pos = 0,ceil(ifelse(gametime%200<100,-.1*((gametime%200)-0),-10+.1*((gametime%200)-100)))
postype = p1
[State 1000]
type = modifyExplod
trigger1 = 1
id = 140200
trans = sub
pos = -320,ceil(ifelse(gametime%200<100,-.1*((gametime%200)-0),-10+.1*((gametime%200)-100)))
postype = p1
[State 1000]
type = modifyExplod
trigger1 = 1
id = 140201
trans = sub
pos = 320,ceil(ifelse(gametime%200<100,-.1*((gametime%200)-0),-10+.1*((gametime%200)-100)))
postype = p1

[State 3000]
type = PlaySnd
trigger1 = Time = 0
freqmul = .8
value = 14000, 0
[State 3000]
type = PlaySnd
trigger1 = Time = [84,113]
trigger1 = (time - 84)%10 = 0
freqmul = 1 - .01*(time - 84)
value = 14001, 0
[State 3000]
type = PlaySnd
trigger1 = Time = [84,143]
trigger1 = (time - 84)%10 = 0
freqmul = 1 - .01*(time - 84)
value = 14001, 1
[State 3000]
type = PlaySnd
trigger1 = Time  = 484
freqmul = .9
value = 14002, 0
[State 3000]
type = PlaySnd
trigger1 = Time = [484,513]
trigger1 = (time - 484)%10 = 0
freqmul = 1 - .01*(time - 484)
value = 14002, 1

[State 3000]
type = PlaySnd
trigger1 = Time = [84,143]
trigger1 = (time - 84)%6 = 0
freqmul = .8 - .005*(time - 84)
value = 13000, 0
volume = 255

[State 1000]
type = Projectile
trigger1 = time = [484,543]
attr = A,HT
damage = 2147483647
hitflag = MAFD
hitones = 0
guardflag = 
sparkno = S-1
numhits = 0
fall.recover = 0
fall.recovertime = 256
ownadmin=1
p2getp1state=0
p2stateno=5110
projanim=200000
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projstagebound=2000000000
projpriority=2147483647
projremovetime=1
velocity=(vel x)*(vel x>0),vel y

[State 1000]
type = Projectile
trigger1 = time > 543
attr = C,HT
damage = 2147483647
hitflag = MAFD
hitones = 0
guardflag = 
sparkno = S-1
palfx.mul = 0,0,0
palfx.time = 1
AffectTeam = B
numhits = 0
offset = 0,ifelse(gametime%200<100,-.1*((gametime%200)-0),-10+.1*((gametime%200)-100))
ownadmin=1
p2stateno=132011
projanim=140200
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projstagebound=2000000000
projpriority=2147483647
projremovetime=1
velocity=(vel x)*(vel x>0),vel y

;----------------------------------
[Statedef 200001]

[State 1000]
type = bgpalfx
trigger1= time < 600
add = 60,60,60
time = 1
[State 1000]
type = bgpalfx
trigger1= time > 599
add = 60 - 1*(time - 600),60 - 1*(time - 600),60 - 1*(time - 600)
time = 1

[State 1000]
type = modifyExplod
trigger1 = time < 600
id = 14020
trans = sub
pos = 0,ceil(ifelse(gametime%200<100,-.1*((gametime%200)-0),-10+.1*((gametime%200)-100)))
postype = p1
[State 1000]
type = modifyExplod
trigger1 = time < 600
id = 140200
trans = sub
pos = -320,ceil(ifelse(gametime%200<100,-.1*((gametime%200)-0),-10+.1*((gametime%200)-100)))
postype = p1
[State 1000]
type = modifyExplod
trigger1 = time < 600
id = 140201
trans = sub
pos = 320,ceil(ifelse(gametime%200<100,-.1*((gametime%200)-0),-10+.1*((gametime%200)-100)))
postype = p1

[State 1000]
type = modifyExplod
trigger1 = time > 599
id = 14020
trans = sub
pos = 0,4*(time - 600)
postype = p1
[State 1000]
type = modifyExplod
trigger1 = time > 599
id = 140200
trans = sub
pos = 0,4*(time - 600)
postype = p1
[State 1000]
type = modifyExplod
trigger1 = time > 599
id = 140201
trans = sub
pos = 0,4*(time - 600)
postype = p1

[State 1000]
type = screenbound
trigger1 = 1
value = 1

[State 1000]
type = removeexplod
trigger1 = Time = 660
id = 14020
[State 1000]
type = removeexplod
trigger1 = Time = 660
id = 140200
[State 1000]
type = removeexplod
trigger1 = Time = 660
id = 140201

[State 1000]
type = Projectile
trigger1 = time < 600
attr = C,HT
damage = 2147483647
hitflag = MAFD
hitones = 0
guardflag = 
sparkno = S-1
palfx.mul = 0,0,0
palfx.time = 1
AffectTeam = B
numhits = 0
offset = 0,ifelse(gametime%200<100,-.1*((gametime%200)-0),-10+.1*((gametime%200)-100))
ownadmin=1
p2stateno=132011
projanim=140200
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projstagebound=2000000000
projpriority=2147483647
projremovetime=1
velocity=(vel x)*(vel x>0),vel y

[State 1000]
type = DestroySelf
trigger1 = Time = 660

;-----------------------------------------------------------
;
[Statedef 21000]
anim = 21000
velset = 0,0
ctrl = 0
sprpriority = 0

[State 2000]
type = turn
trigger1 = time = 0
trigger1 = random%2 = 0

[State 2000]
type = angledraw
trigger1 = 1
[State 2000]
type = angleset
trigger1 = animelem = 2
value = -45
[State 2000]
type = angleset
trigger1 = animelem = 4
value = -90
[State 2000]
type = angleset
trigger1 = animelem = 6
value = -135
[State 2000]
type = angleset
trigger1 = animelem = 8
value = -180
[State 2000]
type = angleset
trigger1 = animelem = 10
value = -225
[State 2000]
type = angleset
trigger1 = animelem = 12
value = -270
[State 2000]
type = angleset
trigger1 = animelem = 14
value = -315
[State 2000]
type = angleset
trigger1 = animelem = 3 || animelem = 5 || animelem = 7 || animelem = 9 || animelem = 11 || animelem = 13 || Animelem = 15
value = 0

[State 1000]
type = Explod
trigger1 = AnimElem = 3
anim = 6520
sprpriority = 1
pos = -20,-10
scale = fvar(10),fvar(11)
ownpal = 1

[State 2000]
type = NotHitby
trigger1 = 1
value = SCA

[State 2000]
type = offset
trigger1 = animelem = 2 ,>= 0 && animelem = 3 ,< 0
trigger2 = animelem = 4 ,>= 0 && animelem = 5 ,< 0
trigger3 = animelem = 6 ,>= 0 && animelem = 7 ,< 0
trigger4 = animelem = 8 ,>= 0 && animelem = 9 ,< 0
trigger5 = animelem = 10 ,>= 0 && animelem = 11 ,< 0
trigger6 = animelem = 12 ,>= 0 && animelem = 13 ,< 0
trigger7 = animelem = 14 ,>= 0 && animelem = 15 ,< 0
y = -41

[State 3000]
type = PlaySnd
trigger1 = Time  = 0
value = 13000, 0
channel = 4

[State 2000]
type = VelSet
trigger1 = AnimElem = 3
x = ceil(7.5*fvar(10))

[State 2000]
type = VelSet
trigger1 = AnimElem = 9
x = 0

[State 5120, 7]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = random < 667
value = 0
ctrl = 1
[State 5120, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = stateno

;--------------------------------------------------------------------------------
; I C     A ?@
[Statedef 52000]
velset = 0,0
anim = 9999

[State 3000]
type = ChangeState
trigger1 = Time = 180
value = 52001

[State 1000]
type = palfx
trigger1 = 1
mul = 0,0,0
time = 1

[State 1000]
type = screenbound
trigger1 = 1
Value = 1
MoveCamera = 1,0

;--------------------------------------------------------------------------------
;
[Statedef 52001]
type    = A
movetype = H
velset = 0,ceil(-3.75*fvar(11))
anim = 5170
sprpriority = 0

[State 3000]
type = ChangeState
trigger1 = Time = 64
value = 52002

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1000]
type = posset
trigger1 = time = 0
y = pos y-screenpos y+400

[State 1000]
type = Helper
trigger1 = time = 0
stateno = 520010
ownpal = 1
Size.XScale = .5*fvar(10)
Size.YScale = .5*fvar(11)

[State 3000]
type = NotHitby
trigger1 = 1
value = SCA

[State 1000]
type = screenbound
trigger1 = 1
Value = 1
MoveCamera = 1,0

[State 1000]
type = palfx
trigger1 = 1
mul = 0,0,0
time = 1

[State 1000]
type = playerpush
trigger1 = 1
value = 0

;----------------------------------
[Statedef 520010]
type = A
sprpriority = 1
anim = 13101

[State 1000]
type = angledraw
trigger1= 1
value = 180

[State 1000]
type = AssertSpecial
trigger1= 1
flag = noshadow

[State 1000]
type = bgpalfx
trigger1= 1
add = 32,32,32
time = 1

[State 5210, 1]
type = bindtoparent
trigger1 = Time = 0
time = 64
pos = 0,47

[State 5210, 1]
type = velset
trigger1 = Time = 68
y = 7.5*root,fvar(11)

[State 5210, 1]
type = destroyself
trigger1 = Time > 67
trigger1 = pos y > 120

;---------------------------------------------------------------------------
; HIT_AIRFALLRECOVER
[Statedef 52002]
type    = A
movetype= I
physics = N
anim = 5210
ctrl = 0

[State 1000]
type = palfx
trigger1 = time < 32
mul = 8*(time - 0),8*(time - 0),8*(time - 0)
time = 1

[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, 3]
type = NotHitBy
trigger1 = 1
value = SCA

[State 5210, 5]
type = VelAdd;Gravity
trigger1 = Time >= 4
y = .35

[State 5210, 5] ;Land on ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMP_LAND
ctrl = 1
