[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno=-1
guard.sparkno=-1
KO.echo = 0
volume = 0
IntPersistIndex = 59

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 15    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
height = 70          ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = -2, -125   ;Approximate position of head
mid.pos = -5, -60    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 3.5      ;Walk forward
walk.back = -3.2     ;Walk backward
run.fwd  = 6.6, 0    ;Run forward (x, y)
run.back = -4.5,-3.8 ;Hop backward (x, y)
jump.neu = 0,-9    ;Neutral jumping velocity (x, y)
jump.back = -2.55    ;Jump back Speed (x, y)
jump.fwd = 2.5       ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.

[Movement]
airjump.num = 0      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .52         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...

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

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

;  W      
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
velset = 0,0
sprpriority = 1

[State 40]
type = VarSet
trigger1 = Time = 0
sysvar(2) = command = "Hjump" || prevstateno = [100,103]

[State 40]
type = VarSet
trigger1 = Time = 0
sysvar(1) = command = "holdfwd" - command = "holdback"

[State 40, VarSet]
type = VarSet
trigger1 = Time = 0
sysvar(3) = 0

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

;   
[State 40]
type = VelSet
trigger1 = AnimTime = 0 && sysvar(2) && !sysvar(3)
x = ifelse(sysvar(1) = 0,0,ifelse(sysvar(1) = 1,4,-3))
y = -9

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

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

[State 1020, 1]
type = PlaySnd
trigger1 = Time = 0 && !sysvar(2) && !sysvar(3)
value = S0,21

[State 1020, 1]
type = PlaySnd
trigger1 = Time = 0 && sysvar(2) && !sysvar(3)
value = S0,22

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

[State 50]
type = ChangeAnim
trigger1 = Time = 0 && sysvar(2) && !sysvar(3)
value = 41 + (vel x > 0) + (vel x < 0) * 2

[State 50, AfterImage]
type = AfterImage
trigger1 = Time = 0 && sysvar(2) && !sysvar(3); && vel x
time = 15
length = 9
framegap = 4
trans = add1
palcontrast = 100,100,100
;paladd = 0,0,0
palmul = 1,1,1

[State 50]
type = ChangeAnim
trigger1 = Time = 0
value = 41 + (vel x > 0) + (vel x < 0) * 2

;-----------------------------
[Statedef 52]
type    = S
physics = S
ctrl = 1
anim = 47
velset = 0,0

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

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

;---------------------------------------------------------------------------
; _ b V  
[Statedef 100]
type    = S
physics = S
anim = 100

[State 850,1]
type = PlayerPush
trigger1 = 1
value = 1

[State 100, 0]
type = AssertSpecial
trigger1 = 1
flag = nowalk

[State 100, 2]
type = VelSet
trigger1 = time >= 0
x = const(velocity.run.fwd.x)

[State 100, 5]
type = ChangeState
trigger1 = (command != "holdfwd") && (time >= 9)
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Air _ b V  
[Statedef 101]
type    = A
physics = N
anim = 101
Ctrl = 0
velset = 0,0

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 1002
postype = p1
pos = -10,-80
sprpriority = 5
ownpal = 1

[State 100, 2]
type = Velset
trigger1 = AnimElem = 2
x = 10

[State 105, 1]
type = ChangeState
trigger1 = Time = 10
value = 102

;Air _ b V  
[Statedef 102]
type    = A
physics = A
anim = 102
Ctrl = 1

[State 100, 2]
type = Veladd
trigger1 = time >= 0
x = -.2

[State 106, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 107

;---------------------------------------------------------------------------
[Statedef 105]; o b N X e b v
type = S
physics = S
anim = 105
velset = 0
ctrl = 0

[State 170, 1]
type = NotHitBy
trigger1 = 1
trigger1 = var(5) = 1
value = SCA,AA,AP,AT
time = 2

[State 105, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 106

[Statedef 106]
type = A
physics = N
anim = 106
ctrl = 0

[State 170, 1]
type = NotHitBy
trigger1 = 1
trigger1 = var(5) = 1
value = SCA,AA,AP,AT
time = 2

[State 840, 2]
type = afterimage
trigger1 = time = 0
trigger1 = var(5) = 1
time = 20
length = 9
ignorehitpause = 1

[State 840, 2]
type = afterimagetime
trigger1 = var(5) = 1
trigger1 = 1
time = 2

[State -3, 5]
type = PlaySnd
trigger1 = Time = 0
value = S0,23

[State 106, 0]
type = VelSet
trigger1 = var(5) = 0
trigger1 = Time = 0
x = - 8
y = -2.7

[State 106, 0]
type = VelSet
trigger1 = var(5) = 1
trigger1 = Time = 0
x = -8
y = -3

[State 106, 1]
type = VelAdd
trigger1 = Time > 0
x = .3
y = .45

[State 106, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 107

[Statedef 107]
type = S
physics = S
anim = 107
velset = 0,0

[State 107, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 107, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
; CNS    x  :   {
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

;---------------------------------------------------------------------------
; Win state decider
[Statedef 180]
type = S
;anim = 180

[State 191, 1]
type = varrandom
trigger1 = time = 0
v = 4
range = 1,3

[State 191, 3]
type = ChangeState
trigger1 = var(4) = 1
value = 181

[State 191, 3]
type = ChangeState
trigger1 = var(4) = 2
value = 182

[State 191, 3]
type = ChangeState
trigger1 = var(4) = 3
value = 183

[Statedef 181]; K C A ?  ?L  
type = S
anim = 180

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 1
value = S0,2
volume = 100

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 15
value = S0,3
volume = 100

[State 240, 4]
type = Explod
trigger1 = AnimElem = 1
;trigger1 = time = 194
anim = 183
postype = p1
pos = -5,0
sprpriority = -1
removetime = 999999
ownpal = 1

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver

;----------------------------------
[Statedef 182];    E E E
type = S
anim = 181

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 7
value = S0,4
volume = 100

[State 240, 4]
type = Explod
trigger1 = AnimElem = 1
;trigger1 = time = 194
anim = 183
postype = p1
pos = -7,0
sprpriority = -1
removetime = 999999
ownpal = 1

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,230]
flag = RoundNotOver

;----------------------------------
[Statedef 183];win3
type = S
anim = 182
sprpriority = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 3
;trigger1 = time = 194
anim = 185
postype = p1
pos = 0,0
sprpriority = 4
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 1
;trigger1 = time = 194
anim = 183
postype = p1
removetime = -1
pos = 0,0
sprpriority = -1
ownpal = 1

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver

[Statedef 188];blood
type = S
anim = 198
sprpriority = 5

[State 191, 3]
type = ChangeState
trigger1 = animtime = 0
value = 189

[Statedef 189];blood2
type = S
anim = 199
sprpriority = 5

[State 6100, fadeout]
type = trans
trigger1 = 1
trans = addalpha
alpha=ceil(256-10*time),10*time

[State 191, 1]
type = destroyself
trigger1 = time = 45

;---------------------------------------------------------------------------
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 240, 4]
type = Explod
trigger1 = AnimElem = 27
anim = 191
postype = p1
pos = 0,0
sprpriority = 4
ownpal=1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 64
anim = 192
postype = p1
pos = 0,0
sprpriority = -1
ownpal=1

[State 191, 1]
type = playsnd
trigger1 = animelem = 11
value = S0,0
channel = 0
volume = 100

[State 191, 1]
type = playsnd
trigger1 = animelem = 28
value = S0,1
volume = 100

[State 191, 1]
type = playsnd
trigger1 = animelem = 28
value = S0,8

[State 191, 2]
type = AssertSpecial
trigger1 = 1;time = [0,450]
flag = Intro

[State 191, 3]
type = stopsnd
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = command = "x"
trigger5 = command = "y"
trigger6 = command = "x"
trigger7 = command = "start"
channel = 0

[State 191, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0

;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 170];lose
type = S

[State 10, 2]
type = Changeanim
trigger1 = time = 0
value = 170

;---------------------------------------------------------------------------
[Statedef 200];  p   `
type    = S
movetype= A
physics = S
juggle  = 15
velset = 0,0
ctrl = 0
anim = 200
poweradd = 0
sprpriority = 2

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = , NA
damage = 25, 0
animtype  = Medium
guardflag = M
hitflag = MA
priority = 3, Hit
pausetime = 4, 10
sparkno = S500
guard.sparkno = S505
sparkxy = -10, -76
hitsound = S0,15
guardsound = S0,24
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3.2
airguard.velocity = -2,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
air.fall = 1
air.juggle  = 15

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,13

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 210];   p   `
type    = S
movetype= A
physics = S
juggle  = 15
poweradd = 10
ctrl = 0
velset = 0,0
anim = 201
sprpriority = -1

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 4
value = S0,13

[State 240, 4]
type = Explod
trigger1 = AnimElem = 6
anim = 1002
postype = p1
pos = 60,-77
sprpriority = 4
ownpal = 1
removeongethit = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = , NA
animtype  = hard
damage    = 60,9
guardflag = M
hitflag = MA
pausetime = 8,12
sparkxy = -10,-70
hitsound   = S0,17
guardsound = S0,24
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -11
air.velocity = -6,-4
sparkno = S501
guard.sparkno = S506
air.fall = 1
air.juggle  = 15

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 230];  L b N
type    = S
movetype= A
physics = S
juggle  = 15
poweradd = 0
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,14

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 211
postype = p1
pos = 0,0
sprpriority = 4
ownpal = 1
removeongethit = 1

[State 230, 2]
type = HitDef
trigger1 = animelem = 2
attr = , NA
animtype  = Medium
damage    = 50,8
guardflag = M
hitflag = MA
pausetime = 12,12
sparkno = S500
guard.sparkno = S506
sparkxy = -7,-75
hitsound   = S0,16
guardsound = S0,24
ground.type = high
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -12
air.velocity = -3.5,-3.5
air.fall = 1
air.juggle  = 15
fall.recover = 0

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 240];   L b N
type    = S
movetype= A
physics = S
juggle  = 15
poweradd = 10
ctrl = 0
velset = 0,0
anim = 212
sprpriority = 2

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 2
value = S0,14

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 211
postype = p1
pos = 0,0
sprpriority = 4
ownpal = 1
removeongethit = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 2
attr = , NA
animtype  = hard
damage    = 80,0
guardflag = M
hitflag = MA
pausetime = 9,9
sparkno = S501
guard.sparkno = S505
sparkxy = -7,-75
hitsound   = S0,18
guardsound = S0,24
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4,-5
air.velocity = -3,-3.2
fall = 1
;fall.recover = 0
air.juggle  = 15

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 500]; ?   ? 
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 220
sprpriority = 2
juggle = 15
poweradd = IfElse((prevstateno = [150,153]),-1000,10)

[State 240, 4]
type = Explod
trigger1 = Time = 0 && prevstateno = [150,153]
anim = 2005;2109
postype = p1
pos = 0,-78
sprpriority = 4
ownpal = 1
pausemovetime = 999

[State 840,0]
type = envcolor
trigger1 = Time = 0 && prevstateno = [150,153]
time = 2
value = 255,255,255

[State 820, 1]
type = notHitBy
trigger1 = Time = 0 && prevstateno = [150,153]
value = SCA, AA, AP
time = 10

[State 820, 2]
type = Pause
trigger1 = Time = 0 && prevstateno = [150,153]
time = 10
movetime = 10

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 1
value = S0,14

[State 240, 4]
type = Explod
trigger1 = AnimElem = 5
anim = 1002
postype = p1
pos = 40,-80
sprpriority = 4
ownpal = 1
removeongethit = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 5
attr = , NA
animtype = DiagUp
damage = IfElse((prevstateno = [150,153]),0,100),15
guardflag = M
pausetime = 0,6
sparkno = S502
guard.sparkno = S506
sparkxy = -10,-60
hitsound   = S0,12
guardsound = S0,24
ground.type = low
ground.slidetime = 19
ground.hittime  = 19
guard.velocity = -15
ground.velocity = -5.5,-7
air.velocity = -5,-6
fall = 1
fall.recover = 0
air.juggle  = 15

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 510]; W     v ?   ? 
type    = A
movetype= A
physics = A
juggle  = 15
poweradd= 65
ctrl = 0
anim = 650
sprpriority = 2

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0, 14

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 1002
postype = p1
pos = 40,-65
sprpriority = 4
ownpal = 1
removeongethit = 1

[State 640, 3]
type = HitDef
trigger1 = animelem = 2
attr = , NA
animtype = DiagUp
damage    = 110,10
guardflag = H
priority = 4
pausetime = 12,12
sparkno = S502
guard.sparkno = S506
sparkxy = -10,-40
hitsound   = S0,12
guardsound = S0,24
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5,-7
air.velocity = -3,-6
fall = 1
fall.recover = 0
air.juggle  = 15

;Jump Light Punch
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 15
poweradd= 11
ctrl = 0
anim = 600
sprpriority = 2

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0,13

[State 600, 2]
type = HitDef
trigger1 = animelem = 1
attr = , NA
damage    = 40
guardflag = HA
priority = 3
pausetime = 9,10
sparkno = S500
guard.sparkno = S505
sparkxy = -10,-58
hitsound   = S0,15
guardsound = S0,24
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
air.juggle  = 15

;---------------------------------------------------------------------------
;Jump Strong Punch
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 15
poweradd= 65
ctrl = 0
anim = 600
sprpriority = 2

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,13

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = , NA
damage = 72,0
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = S501
guard.sparkno = S506
sparkxy = -10,-55
hitsound   = S0,17
guardsound = S0,24
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
air.juggle  = 15


;---------------------------------------------------------------------------
;Jump Light Kick
; CNS difficulty: easy
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 15
poweradd= 20
ctrl = 0
anim = 600
sprpriority = 2

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0, 14

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = , NA
damage = 45
guardflag = HA
priority = 3
pausetime = 10,12
sparkno = S500
guard.sparkno = S505
sparkxy = -5,-35
hitsound   = S0,16
guardsound = S0,24
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
air.juggle  = 15

;---------------------------------------------------------------------------
;Jump Strong Kick
; CNS difficulty: easy
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 15
poweradd= 65
ctrl = 0
anim = 600
sprpriority = 2

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,14

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = , NA
damage    = 70,0
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = S501
guard.sparkno = S506
sparkxy = -10,-40
hitsound   = S0,18
guardsound = S0,24
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-4
air.juggle  = 15

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 810]
movetype=a
physics=s
velset=0,0
ctrl=0
anim=800
sprpriority=2

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=null
trigger1=time=0
trigger1=var(52):=0||1
trigger1=var(53):=0||1
trigger1=0
trigger2=numenemy>0
trigger2=fvar(36):=abs(pos x-enemy(0),pos x)*ifelse(frontedgedist<ifelse((facing=enemy(0),facing),(enemy(0),frontedgedist),(enemy(0),backedgedist)),-1,1)||1
trigger2=fvar(37):=enemy(0),pos y-pos y||1
trigger2=var(56):=ifelse(fvar(36)>0,ifelse(enemy(0),facing=-1,enemy(0),const(size.air.front),enemy(0),const(size.air.back)),ifelse(enemy(0),facing=-1,enemy(0),const(size.air.back),enemy(0),const(size.air.front)))||1
trigger2=var(57):=ifelse(fvar(36)>0,ifelse(enemy(0),facing=-1,enemy(0),const(size.ground.front),enemy(0),const(size.ground.back)),ifelse(enemy(0),facing=-1,enemy(0),const(size.ground.back),enemy(0),const(size.ground.front)))||1
trigger2=fvar(36)=[-1*abs(var(ifelse(enemy(0),statetype=a,56,57)))+3,abs(var(ifelse(enemy(0),statetype=a,56,57)))+31]
trigger2=fvar(37)=[-92,3-1*(enemy(0),const(size.head.pos.y)*ifelse(enemy(0),statetype=c,.5,ifelse(enemy(0),statetype=l,.2,1)))]
trigger2=var(52):=1||1
trigger2=0
trigger3=numenemy>0
trigger3=enemy(0),hitdefattr=acs,aa,ap,at
trigger3=var(52):=1||1
trigger3=0
trigger4=numenemy=2
trigger4=fvar(36):=abs(pos x-enemy(1),pos x)*ifelse(frontedgedist<ifelse((facing=enemy(1),facing),(enemy(1),frontedgedist),(enemy(1),backedgedist)),-1,1)||1
trigger4=fvar(37):=enemy(1),pos y-pos y||1
trigger4=var(56):=ifelse(fvar(36)>0,ifelse(enemy(1),facing=-1,enemy(1),const(size.air.front),enemy(1),const(size.air.back)),ifelse(enemy(1),facing=-1,enemy(1),const(size.air.back),enemy(1),const(size.air.front)))||1
trigger4=var(57):=ifelse(fvar(36)>0,ifelse(enemy(1),facing=-1,enemy(1),const(size.ground.front),enemy(1),const(size.ground.back)),ifelse(enemy(1),facing=-1,enemy(1),const(size.ground.back),enemy(1),const(size.ground.front)))||1
trigger4=fvar(36)=[-1*abs(var(ifelse(enemy(1),statetype=a,56,57)))+3,abs(var(ifelse(enemy(1),statetype=a,56,57)))+31]
trigger4=fvar(37)=[-92,3-1*(enemy(1),const(size.head.pos.y)*ifelse(enemy(1),statetype=c,.5,ifelse(enemy(1),statetype=l,.2,1)))]
trigger4=var(53):=1||1
trigger4=0
trigger5=numenemy=2
trigger5=enemy(1),hitdefattr=acs,aa,ap,at
trigger5=var(53):=1||1
trigger5=0
[state samsara]
type=changestate
trigger1=var(52)=1||var(53)=1
value=811
[state samsara]
type=changestate
Trigger1=!animtime
value=210

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 811]
movetype=a
anim=810
poweradd=60
sprpriority=2

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=explod
trigger1=animelem=1,>=0&&animelem=5,<0&&gametime%9=0
anim=11710+random%5
sprpriority=5
postype=p2
pos=0,-63
random=40,60
scale=.2+.1*(gametime%27=0),.2+.1*(gametime%27=0)
vel=.25-(random%6*0.1),-1-(random%11*0.1)
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=playsnd
trigger1=animelem=6
value=s0,20
volume=120
freqmul=1.2
[state samsara]
type=playsnd
trigger1=animelem=6,=2
value=s0,31
freqmul=1.3
[state samsara]
type=playsnd
trigger1=animelem=6,=2
value=s0,31
freqmul=1.3
[state samsara]
type=width
trigger1=1
edge=50,0
[state samsara]
type=targetdrop
trigger1=1
[state samsara]
type=null
trigger1=var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+8):=1||1
trigger1=var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+12):=1||1
trigger1=var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+16):=var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+16)+1||1
trigger1=var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+40):=0||1
trigger1=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+4):=0||1
trigger1=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+24)+0):=1||1
trigger1=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+24)+4):=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+24)+4)+1||1
trigger1=0
trigger2=var(52)=1
trigger2=var(var(var(4938572)+46932)+4)=enemy(0),id
trigger2=var(var(var(4938572)+46932)+3600):=0||1
trigger2=var(var(var(4938572)+46932)+5056):=var(var((5052-3648)/4)+0)||1
trigger2=var(var(var(4938572)+46932)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger2=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46932)||1
trigger2=0
trigger3=var(52)=1
trigger3=var(var(var(4938572)+46936)+4)=enemy(0),id
trigger3=var(var(var(4938572)+46936)+3600):=0||1
trigger3=var(var(var(4938572)+46936)+5056):=var(var((5052-3648)/4)+0)||1
trigger3=var(var(var(4938572)+46936)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger3=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46936)||1
trigger3=0
trigger4=var(52)=1
trigger4=var(var(var(4938572)+46940)+4)=enemy(0),id
trigger4=var(var(var(4938572)+46940)+3600):=0||1
trigger4=var(var(var(4938572)+46940)+5056):=var(var((5052-3648)/4)+0)||1
trigger4=var(var(var(4938572)+46940)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger4=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46940)||1
trigger4=0
trigger5=var(52)=1
trigger5=var(var(var(4938572)+46944)+4)=enemy(0),id
trigger5=var(var(var(4938572)+46944)+3600):=0||1
trigger5=var(var(var(4938572)+46944)+5056):=var(var((5052-3648)/4)+0)||1
trigger5=var(var(var(4938572)+46944)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger5=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46944)||1
trigger5=0
[state samsara]
type=targetbind
trigger1=animelem=1
trigger1=var(58):=42
trigger1=var(59):=0||1
trigger2=animelem=2
trigger2=var(58):=42
trigger2=var(59):=-13
trigger3=animelem=3
trigger3=var(58):=42
trigger3=var(59):=-20
trigger4=animelem=4
trigger4=var(58):=42
trigger4=var(59):=-27
trigger5=animelem=5
trigger5=var(58):=42
trigger5=var(59):=-34
pos=var(58),var(59)
[state samsara]
type=targetstate
trigger1=time=0
trigger1=var(58):=812
trigger2=animelem=6
trigger2=var(58):=14200
value=var(58)
[state samsara]
type=targetlifeadd
trigger1=animelem=6
trigger1=numtarget
trigger1=var(58):=-1*ceil(target,lifemax*0.3)
value=var(58)
absolute=1
[state samsara]
type=targetpoweradd
trigger1=animelem=6
trigger1=numtarget
trigger1=var(58):=-1*ceil(target,powermax*0.3)
value=var(58)
[state samsara]
type=null
trigger1=var(53)=1
trigger1=var(var(var(4938572)+46932)+4)=enemy(1),id
trigger1=var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+3600):=0||1
trigger1=var(var(var(4938572)+46932)+5056):=var(var((5052-3648)/4)+0)||1
trigger1=var(var(var(4938572)+46932)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger1=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46932)||1
trigger1=0
trigger2=var(53)=1
trigger2=var(var(var(4938572)+46936)+4)=enemy(1),id
trigger2=var(var(var(4938572)+46936+4*(var((8-3648)/4)-1))+3600):=0||1
trigger2=var(var(var(4938572)+46936)+5056):=var(var((5052-3648)/4)+0)||1
trigger2=var(var(var(4938572)+46936)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger2=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46936)||1
trigger2=0
trigger3=var(53)=1
trigger3=var(var(var(4938572)+46940)+4)=enemy(1),id
trigger3=var(var(var(4938572)+46940+4*(var((8-3648)/4)-1))+3600):=0||1
trigger3=var(var(var(4938572)+46940)+5056):=var(var((5052-3648)/4)+0)||1
trigger3=var(var(var(4938572)+46940)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger3=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46940)||1
trigger3=0
trigger4=var(53)=1
trigger4=var(var(var(4938572)+46944)+4)=enemy(1),id
trigger4=var(var(var(4938572)+46944+4*(var((8-3648)/4)-1))+3600):=0||1
trigger4=var(var(var(4938572)+46944)+5056):=var(var((5052-3648)/4)+0)||1
trigger4=var(var(var(4938572)+46944)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger4=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46944)||1
trigger4=0
[state samsara]
type=targetbind
trigger1=animelem=1
trigger1=var(58):=42
trigger1=var(59):=0||1
trigger2=animelem=2
trigger2=var(58):=42
trigger2=var(59):=-13
trigger3=animelem=3
trigger3=var(58):=42
trigger3=var(59):=-20
trigger4=animelem=4
trigger4=var(58):=42
trigger4=var(59):=-27
trigger5=animelem=5
trigger5=var(58):=42
trigger5=var(59):=-34
pos=var(58),var(59)
[state samsara]
type=targetstate
trigger1=time=0
trigger1=var(58):=812
trigger2=animelem=6
trigger2=var(58):=14200
value=var(58)
[state samsara]
type=targetlifeadd
trigger1=animelem=6
trigger1=numtarget
trigger1=var(58):=-1*ceil(target,lifemax*0.3)
value=var(58)
absolute=1
[state samsara]
type=targetpoweradd
trigger1=animelem=6
trigger1=numtarget
trigger1=var(58):=-1*ceil(target,powermax*0.3)
value=var(58)
[state samsara]
type=helper
trigger1=animelem=5,>=0&&animelem=6,<0&&gametime%9=0
id=13033
postype=p2
pos=30-random%61,-63+(30-random%61)
stateno=13033
ownpal=1
size.xscale=.8
size.yscale=.8
[state samsara]
type=envshake
trigger1=animelem=6
time=10
ampl=-8
freq=200
[state samsara]
type=envcolor
trigger1=animelem=6
value=255,255,255
time=2
under=-1
[state samsara]
type=changestate
trigger1=!animtime
value=0
ctrl=1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 900]
anim=900
velset=0,0
ctrl=0
sprpriority=1
poweradd=ifelse((prevstateno=[150,153])*(var(30)),-1000,0)

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=explod
trigger1=!time&&prevstateno=[150,153]
anim=2005
pos=0,-78
sprpriority=4
pausemovetime=999
ownpal=1
[state samsara]
type=envcolor
trigger1=!time&&prevstateno=[150,153]
time=2
value=255,255,255
[state samsara]
type=hitby
trigger1=1
value=
[state samsara]
type=pause
trigger1=!time&&prevstateno=[150,153]
trigger2=time=10
time=10*(!time)
movetime=10*(!time)
[state samsara]
type=posset
trigger1=time=18
x=160-random%321
y=0
[state samsara]
type=playsnd
trigger1=!time
value=s0,29
volume=-70
freqmul=0.7
[state samsara]
type=playsnd
trigger1=!time
value=s0,29
volume=-70
freqmul=1.1
[state samsara]
type=helper
trigger1=!time
id=900
stateno=902
ownpal=1
pausemovetime=10*(prevstateno=[150,153])
supermovetime=10*(prevstateno=[150,153])
[state samsara]
type=helper
trigger1=!time
id=901
stateno=902
ownpal=1
pausemovetime=10*(prevstateno=[150,153])
supermovetime=10*(prevstateno=[150,153])
[state samsara]
type=helper
trigger1=!time
id=902
stateno=902
ownpal=1
pausemovetime=10*(prevstateno=[150,153])
supermovetime=10*(prevstateno=[150,153])
[state samsara]
type=helper
trigger1=!time
id=903
stateno=902
ownpal=1
pausemovetime=10*(prevstateno=[150,153])
supermovetime=10*(prevstateno=[150,153])
[state samsara]
type=changestate
trigger1=time=18
value=901

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 901]
anim=900
velset=0,0
ctrl=0
sprpriority=1

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=hitby
trigger1=1
value=
time=10+30*(root,palno=[7,11])+60*(root,palno=12)
[state samsara]
type=playsnd
trigger1=!time
value=s0,29
volume=-70
freqmul=0.7
[state samsara]
type=playsnd
trigger1=!time
value=s0,29
volume=-70
freqmul=1.1
[state samsara]
type=helper
trigger1=!time
id=900
stateno=902
ownpal=1
pos=16,0
[state samsara]
type=helper
trigger1=!time
id=901
stateno=902
ownpal=1
pos=32,0
[state samsara]
type=helper
trigger1=!time
id=902
stateno=902
ownpal=1
pos=-16,0
[state samsara]
type=helper
trigger1=!time
id=903
stateno=902
ownpal=1
pos=-32,0
[state samsara]
type=changestate
trigger1=!animtime
value=0
ctrl=1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 902]
anim=901
velset=(-1-1*(ishelper(901)))*(ishelper(900)||ishelper(901))+(1+1*(ishelper(903)))*(ishelper(902)||ishelper(903)),0
ctrl=0
sprpriority=1

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=trans
trigger1=1
trans=addalpha
alpha=(256-(16*time))*(parent,stateno=816||parent,stateno=900)+(16*time)*(parent,stateno=817||parent,stateno=901),256
[state samsara]
type=destroyself
trigger1=time=16

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1000]
movetype=a
physics=s
poweradd=110
velset=0,0
anim=1000
ctrl=0
sprpriority=2

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=null
trigger1=!time
trigger1=var(55):=0
[state samsara]
type=explod
trigger1=animelem=6
anim=1002
pos=35,-105
sprpriority=5
ownpal=1
[state samsara]
type=posadd
trigger1=animelem=9||animelem=10||animelem=11||animelem=12
x=-4
[state samsara]
type=helper
trigger1=animelem=6
id=1000
pos=70,-105
ownpal=1
stateno=1001
[state samsara]
type=helper
trigger1=animelem=6
id=1000
pos=70,-105
ownpal=1
stateno=1010
[state samsara]
type=changestate
trigger1=!animtime
value=0
ctrl=1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1001]
anim=40000

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=playsnd
trigger1=time%10=0
value=s0,9
[state samsara]
type=playsnd
trigger1=time%10=0
value=s0,23
freqmul=.7
[state samsara]
type=helper
trigger1=time%10=0
id=12310
pos=20-random%41,80-random%161
stateno=12310
ownpal=1
[state samsara]
type=destroyself
trigger1=time=30

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 12310]
anim=40000

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=explod
trigger1=!time
anim=11015
id=11015
sprpriority=5
pos=20,0
scale=.03,.15
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=!time
anim=11015
id=11015
sprpriority=5
pos=-10,0
scale=.09,.45
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=!time
anim=11015
id=11015
sprpriority=5
pos=10,0
scale=.05,.25
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=time=12
anim=12910
id=12910
sprpriority=5
scale=.3,.3
bindtime=12
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=!time
anim=12910
id=12910
sprpriority=5
scale=.7,.7
bindtime=24
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=helper
trigger1=time=8
id=12311
pos=30,0
stateno=12311
size.xscale=.75
size.yscale=.75
ownpal=1
[state samsara]
type=destroyself
trigger1=time=23

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 12311]
type=a
anim=12315
velset=7+random%7,0
movetype=a
sprpriority=5

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
[state samsara]
type=explod
trigger1=time%12=0
anim=12310
id=12310
sprpriority=5
pos=8,0
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=gametime%2=0
anim=13512
id=13512
sprpriority=5
scale=.4+.4*(gametime%4=0),.4+.4*(gametime%4=0)
vel=1-random%3,1-random%3
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=time%10=0
anim=12910
id=12910
sprpriority=5
scale=.06,.3
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=hitdef
trigger1=!time
attr=,sp
animtype=up
damage=163,9
priority=7,hit
getpower=0,0
hitflag=maf
guardflag=m
pausetime=0,12
sparkno=s501
sparkxy=-15,-53
hitsound=s0,17
guard.sparkno=s506
guardsound=s0,25
ground.type=high
ground.slidetime=19
ground.hittime=19
ground.velocity=-5.5,-6.8
air.velocity=-5.5,-6.8
guard.velocity=-14
yaccel=.45
fall=1
fall.recover=0
nochainid=9999
palfx.time=61
palfx.mul=180,140,220
palfx.sinadd=63,65,68,18
palfx.add=180,170,170
[state samsara]
type=envcolor
trigger1=movehit
value=255,255,255
time=1
under=-1
persistent=0
ignorehitpause=1
[state samsara]
type=helper
trigger1=movehit
id=17020
postype=p2
stateno=17020
ownpal=1
persistent=0
ignorehitpause=1
[state samsara]
type=changestate
trigger1=movehit
value=12320
[state samsara]
type=removeexplod
trigger1=frontedgedist<=-100
id=12310
ignorehitpause=1
[state samsara]
type=destroyself
trigger1=frontedgedist<=-100
ignorehitpause=1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 12320]
type=a
anim=12320
velset=0,0
sprpriority=5

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
[state samsara]
type=explod
trigger1=!time
anim=11015
id=11015
sprpriority=5
scale=.4,.4
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=!time
anim=11015
id=11015
sprpriority=5
scale=.8,.8
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=removeexplod
trigger1=1
id=12310
[state samsara]
type=explod
trigger1=!time
trigger1=var(56):=random%360||1
anim=12321+random%2
sprpriority=5
trans=addalpha
alpha=255,240
ownpal=1
vel=Cos(var(56)/(180/Pi))*10,Sin(var(56)/(180/Pi))*10
removetime=50
[state samsara]
type=explod
trigger1=!time
trigger1=var(56):=random%360||1
anim=12321+random%2
sprpriority=5
trans=addalpha
alpha=255,240
ownpal=1
vel=Cos(var(56)/(180/Pi))*10,Sin(var(56)/(180/Pi))*10
removetime=50
[state samsara]
type=explod
trigger1=!time
trigger1=var(56):=random%360||1
anim=12321+random%2
sprpriority=5
trans=addalpha
alpha=255,240
ownpal=1
vel=Cos(var(56)/(180/Pi))*10,Sin(var(56)/(180/Pi))*10
removetime=50
[state samsara]
type=explod
trigger1=!time
trigger1=var(56):=random%360||1
anim=12321+random%2
sprpriority=5
trans=addalpha
alpha=255,240
ownpal=1
vel=Cos(var(56)/(180/Pi))*10,Sin(var(56)/(180/Pi))*10
removetime=50
[state samsara]
type=trans
trigger1=1
trans=addalpha
alpha=255,240
[state samsara]
type=destroyself
trigger1=!animtime

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 17020]
anim=40000

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=playsnd
trigger1=!time
value=11500,2
[state samsara]
type=explod
trigger1=1
anim=17020+random%3
sprpriority=5
pos=-40+random%80,-10-random%90
trans=addalpha
alpha=256,40
ownpal=1
[state samsara]
type=destroyself
trigger1=time=3

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1010]
anim=40000

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=velset
trigger1=numenemy
trigger1=fvar(38):=-3*(facing*(enemy(numenemy=2&&!enemy,alive),screenpos x)-facing*(screenpos x)<0)+3*(facing*(enemy(numenemy=2&&!enemy,alive),screenpos x)-facing*(screenpos x)>0)||1
trigger1=fvar(39):=-3*(enemy(numenemy=2&&!enemy,alive),screenpos y-screenpos y<70)+3*(enemy(numenemy=2&&!enemy,alive),screenpos y-screenpos y>70)||1
x=fvar(38)
y=fvar(39)
[state samsara]
type=explod
trigger1=time%4=0
anim=10000
id=10000
sprpriority=5
random=20,20
scale=.25,.25
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=!time
anim=10000
id=10000
sprpriority=5
scale=.5,.5
bindtime=-1
removetime=121
ownpal=1
[state samsara]
type=explod
trigger1=gametime%4=0
anim=13512
id=13512
sprpriority=4
random=10,10
scale=.4+.4*(gametime%8=0),.4+.4*(gametime%8=0)
vel=1-random%3,1-random%3
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=changestate
trigger1=numenemy
trigger1=fvar(38):=abs(pos x-enemy(numenemy=2&&!enemy,alive),pos x)*ifelse(frontedgedist<ifelse((facing=enemy(numenemy=2&&!enemy,alive),facing),(enemy(numenemy=2&&!enemy,alive),frontedgedist),(enemy(numenemy=2&&!enemy,alive),backedgedist)),-1,1)||1
trigger1=fvar(39):=(enemy(numenemy=2&&!enemy,alive),pos y)-pos y||1
trigger1=fvar(38)=[enemy(numenemy=2&&!enemy,alive),const(size.ground.front)-20,enemy(numenemy=2&&!enemy,alive),const(size.ground.back)+20]
trigger1=fvar(39)=[-20,-1*enemy(numenemy=2&&!enemy,alive),const(size.head.pos.y)+20]
value=1011
[state samsara]
type=destroyself
trigger1=time=120

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1011]
anim=40000

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=removeexplod
trigger1=!time
id=10000
[state samsara]
type=playsnd
trigger1=!time
value=s0,31
freqmul=0.6
[state samsara]
type=playsnd
trigger1=!time
value=s0,31
freqmul=1.3
[state samsara]
type=helper
trigger1=!time
id=13033
stateno=13033
ownpal=1
size.xscale=.8
size.yscale=.8
[state samsara]
type=helper
trigger1=time=10||time=20||time=30
id=13033
pos=50-random%101,50-random%101
stateno=13033
ownpal=1
size.xscale=.8
size.yscale=.8
[state samsara]
type=destroyself
trigger1=time=30

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 13033]
type=a
anim=13033
velset=0,0
movetype=a
sprpriority=5

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
[state samsara]
type=envcolor
trigger1=!time
time=2
under=1
[state samsara]
type=envshake
trigger1=!time
time=5
ampl=-5
freq=95
phase=95
[state samsara]
type=explod
trigger1=animelem=3,>=0&&animelem=11,<0
trigger1=gametime%8=0
anim=11700
sprpriority=5
random=60,60
scale=.4+.4*(gametime%16=0),.4+.4*(gametime%16=0)
vel=0,-.1-(random%4*.01)
ownpal=1
trans=add1
[state samsara]
type=explod
trigger1=animelem=3,>=0&&animelem=11,<0
trigger1=gametime%2=0
anim=11710+random%5
facing=ifelse(random%2=0,-1,1)
sprpriority=5
random=60,60
scale=.2+.2*(gametime%4=0),.2+.2*(gametime%4=0)
vel=.25-(random%51*.01),-1-(random%101*.01)
ownpal=1
trans=add1
[state samsara]
type=explod
trigger1=!time
anim=12910
id=12910
sprpriority=5
scale=0.6,0.6
bindtime=-1
trans=add1
ownpal=1
[state samsara]
type=explod
trigger1=!time
anim=12910
id=12910
sprpriority=5
scale=1.2,1.2
bindtime=-1
trans=add1
ownpal=1
[state samsara]
type=playsnd
trigger1=!time
value=s0,8
freqmul=1.3
[state samsara]
type=playsnd
trigger1=!time
value=s0,27
freqmul=0.6
[state samsara]
type=trans
trigger1=1
trans=add1
[state samsara]
type=hitdef
trigger1=!time
attr=,sp
animtype=hard
damage=53,1
getpower=15,15
givepower=0,0
guardflag=
hitflag=mafd
pausetime=0,2
sparkno=s501
sparkxy=-15,-53
hitsound=s0,17
guard.sparkno=s506
guardsound=s0,25
ground.type=low
ground.slidetime=17
ground.hittime=17
ground.velocity=-1,-4
air.velocity=-1,-4
fall=1
fall.recover=0
juggle=15
palfx.time=61
palfx.mul=180,140,220
palfx.sinadd=63,65,68,18
palfx.add=180,170,170
[state samsara]
type=envcolor
trigger1=movehit
value=255,255,255
time=1
under=-1
persistent=0
ignorehitpause=1
[state samsara]
type=helper
trigger1=movehit
id=17020
postype=p2
stateno=17020
ownpal=1
persistent=0
ignorehitpause=1
[state samsara]
type=destroyself
trigger1=!animtime

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1030]
movetype=a
physics=s
poweradd=65
ctrl=0
velset=0,0
anim=1100
sprpriority=2

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=helper
trigger1=time=[10,42]
trigger1=(time-10)%ifelse(root,palno=12,5,8)=0
id=1030
pos=52+(20-random%41),-100+(80-random%161)
stateno=1033
ownpal=1
[State samsara]
type=changestate
trigger1=!animtime
value=0
ctrl=1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1031]
movetype=a
physics=s
poweradd=65
ctrl=0
velset=0,0
anim=1101
sprpriority=2

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=helper
trigger1=time=[10,42]
trigger1=(time-10)%ifelse(root,palno=12,8,10)=0
id=1031
pos=ceil(p2dist x)+(80-random%161),random%21-floor(screenpos y+pos y)
stateno=1034
ownpal=1
[state samsara]
type=helper
trigger1=time=[10,42]
trigger1=(time-10)%ifelse(root,palno=12,8,10)=0
id=1032
pos=ceil(p2dist x)+(80-random%161),220+random%21-floor(screenpos y+pos y)
stateno=1034
ownpal=1
[State samsara]
type=changestate
trigger1=!animtime
value=0
ctrl=1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1033]
type=a
ctrl=0
anim=1102
velset=0,0
sprpriority=5

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
[state samsara]
type=playsnd
trigger1=!var(0)
value=s0,26
freqmul=.6
[state samsara]
type=playsnd
trigger1=!var(0)
value=s0,26
freqmul=1.6
[state samsara]
type=null
trigger1=!var(0)
trigger1=var(56):=random%400
trigger2=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger2=var(57):=var(57)+1
[state samsara]
type=hitby
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
time=30+random%60
value=
[state samsara]
type=hitoverride
trigger1=1
time=1
attr=sca,aa,at,ap
slot=1
stateno=stateno
[state samsara]
type=explod
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=10-random%21||1
trigger1=var(59):=30-random%61||1
anim=1051
id=1051
sprpriority=5
pos=var(58)+20,var(59)
ownpal=1
[state samsara]
type=projectile
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
projanim=1054
projremanim=1057
projhitanim=1057
projid=1040
projremove=1
projremovetime=-1
projpriority=2000000000
projspriority=5
projheightbound=-2000000000,2000000000
projedgebound=50
projstagebound=2000000000
projscale=.6,.6
velocity=(vel x)*(vel x>0)+12,vel y
offset=var(58)+30,var(59)
attr=s,sp
damage=60,10
animtype=diagup
hitflag=maf
guardflag=m
sparkno=s502
guard.sparkno=s506
sparkxy=6,0
hitsound=s0,12
guardsound=s0,25
pausetime=0,12
guard.pausetime=0,12
ground.type=high
ground.slidetime=30
ground.hittime=30
guard.hittime=15
ground.velocity=-5,-7
air.velocity=-4,-5
fall=1
fall.recover=0
getpower=100,70
air.juggle=7
[state samsara]
type=explod
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=10-random%21||1
trigger1=var(59):=30-random%61||1
anim=1051
id=1051
sprpriority=5
pos=var(58)+20,var(59)
ownpal=1
[state samsara]
type=projectile
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
projanim=1054
projremanim=1057
projhitanim=1057
projid=1040
projremove=1
projremovetime=-1
projpriority=2000000000
projspriority=5
projheightbound=-2000000000,2000000000
projedgebound=50
projstagebound=2000000000
projscale=.6,.6
velocity=(vel x)*(vel x>0)+12,vel y
offset=var(58)+30,var(59)
attr=s,sp
damage=60,10
animtype=diagup
hitflag=maf
guardflag=m
sparkno=s502
guard.sparkno=s506
sparkxy=6,0
hitsound=s0,12
guardsound=s0,25
pausetime=0,12
guard.pausetime=0,12
ground.type=high
ground.slidetime=30
ground.hittime=30
guard.hittime=15
ground.velocity=-5,-7
air.velocity=-4,-5
fall=1
fall.recover=0
getpower=100,70
air.juggle=7
[state samsara]
type=explod
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=10-random%21||1
trigger1=var(59):=30-random%61||1
anim=1051
id=1051
sprpriority=5
pos=var(58)+20,var(59)
ownpal=1
[state samsara]
type=projectile
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
projanim=1054
projremanim=1057
projhitanim=1057
projid=1040
projremove=1
projremovetime=-1
projpriority=2000000000
projspriority=5
projheightbound=-2000000000,2000000000
projedgebound=50
projstagebound=2000000000
projscale=.6,.6
velocity=(vel x)*(vel x>0)+12,vel y
offset=var(58)+30,var(59)
attr=s,sp
damage=60,10
animtype=diagup
hitflag=maf
guardflag=m
sparkno=s502
guard.sparkno=s506
sparkxy=6,0
hitsound=s0,12
guardsound=s0,25
pausetime=0,12
guard.pausetime=0,12
ground.type=high
ground.slidetime=30
ground.hittime=30
guard.hittime=15
ground.velocity=-5,-7
air.velocity=-4,-5
fall=1
fall.recover=0
getpower=100,70
air.juggle=7
[state samsara]
type=explod
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=10-random%21||1
trigger1=var(59):=30-random%61||1
anim=1051
id=1051
sprpriority=5
pos=var(58)+20,var(59)
ownpal=1
[state samsara]
type=projectile
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
projanim=1054
projremanim=1057
projhitanim=1057
projid=1040
projremove=1
projremovetime=-1
projpriority=2000000000
projspriority=5
projheightbound=-2000000000,2000000000
projedgebound=50
projstagebound=2000000000
projscale=.6,.6
velocity=(vel x)*(vel x>0)+12,vel y
offset=var(58)+30,var(59)
attr=s,sp
damage=60,10
animtype=diagup
hitflag=maf
guardflag=m
sparkno=s502
guard.sparkno=s506
sparkxy=6,0
hitsound=s0,12
guardsound=s0,25
pausetime=0,12
guard.pausetime=0,12
ground.type=high
ground.slidetime=30
ground.hittime=30
guard.hittime=15
ground.velocity=-5,-7
air.velocity=-4,-5
fall=1
fall.recover=0
getpower=100,70
air.juggle=7
[state samsara]
type=explod
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=10-random%21||1
trigger1=var(59):=30-random%61||1
anim=1051
id=1051
sprpriority=5
pos=var(58)+20,var(59)
ownpal=1
[state samsara]
type=projectile
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
projanim=1054
projremanim=1057
projhitanim=1057
projid=1040
projremove=1
projremovetime=-1
projpriority=2000000000
projspriority=5
projheightbound=-2000000000,2000000000
projedgebound=50
projstagebound=2000000000
projscale=.6,.6
velocity=(vel x)*(vel x>0)+12,vel y
offset=var(58)+30,var(59)
attr=s,sp
damage=60,10
animtype=diagup
hitflag=maf
guardflag=m
sparkno=s502
guard.sparkno=s506
sparkxy=6,0
hitsound=s0,12
guardsound=s0,25
pausetime=0,12
guard.pausetime=0,12
ground.type=high
ground.slidetime=30
ground.hittime=30
guard.hittime=15
ground.velocity=-5,-7
air.velocity=-4,-5
fall=1
fall.recover=0
getpower=100,70
air.juggle=7
[state samsara]
type=explod
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=10-random%21||1
trigger1=var(59):=30-random%61||1
anim=1051
id=1051
sprpriority=5
pos=var(58)+20,var(59)
ownpal=1
[state samsara]
type=projectile
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
projanim=1054
projremanim=1057
projhitanim=1057
projid=1040
projremove=1
projremovetime=-1
projpriority=2000000000
projspriority=5
projheightbound=-2000000000,2000000000
projedgebound=50
projstagebound=2000000000
projscale=.6,.6
velocity=(vel x)*(vel x>0)+12,vel y
offset=var(58)+30,var(59)
attr=s,sp
damage=60,10
animtype=diagup
hitflag=maf
guardflag=m
sparkno=s502
guard.sparkno=s506
sparkxy=6,0
hitsound=s0,12
guardsound=s0,25
pausetime=0,12
guard.pausetime=0,12
ground.type=high
ground.slidetime=30
ground.hittime=30
guard.hittime=15
ground.velocity=-5,-7
air.velocity=-4,-5
fall=1
fall.recover=0
getpower=100,70
air.juggle=7
[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c--```P$RS3IM) зG, (@$XXXaTX--````%.s%%%%962dC6I"
params=7,-7
[state samsara]
type=reversaldef
trigger1=1
reversal.attr=sca,aa,at,ap
getpower=30,10
damage=0,0
animtype=hard
guardflag=m
hitflag=ma
priority=3,miss
pausetime=0,3
guard.pausetime=0,20
sparkno=s501
guard.sparkno=s506
sparkxy=-10,-70
hitsound=s0,17
guardsound=s0,25
ground.type=high
ground.slidetime=5
ground.hittime=5
ground.velocity=0
air.type=high
air.velocity=0
air.hittime=0
guard.velocity=-8
air.fall=1
p2facing=1
p2stateno=1035
air.juggle=15
palfx.time=61
palfx.mul=180,140,220
palfx.sinadd=63,65,68,18
palfx.add=180,170,170
[state samsara]
type=envcolor
trigger1=movehit
trigger2=var(0)=100+var(56)+var(56)*(root,palno=12)
trigger3=var(57)>1+2*(root,palno=12)
value=255,255,255
time=2
under=-1
[state samsara]
type=changestate
trigger1=movehit
trigger2=var(0)=100+var(56)+var(56)*(root,palno=12)
trigger3=var(57)>1+2*(root,palno=12)
value=1039
[state samsara]
type=null
trigger1=var(0):=var(0)+1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1034]
type=a
ctrl=0
anim=1103+(ishelper(1032))
velset=0,0
sprpriority=5

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
[state samsara]
type=playsnd
trigger1=!var(0)
value=s0,26
freqmul=.6
[state samsara]
type=playsnd
trigger1=!var(0)
value=s0,26
freqmul=1.6
[state samsara]
type=null
trigger1=!var(0)
trigger1=var(56):=random%400
trigger2=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger2=var(57):=var(57)+1
[state samsara]
type=hitby
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
time=30+random%60
value=
[state samsara]
type=hitoverride
trigger1=1
time=1
attr=sca,aa,at,ap
slot=1
stateno=stateno
[state samsara]
type=explod
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=30-random%61||1
trigger1=var(59):=10-random%21||1
anim=1052+(ishelper(1032))
id=1052+(ishelper(1032))
sprpriority=5
pos=var(58),var(59)+20-40*(ishelper(1032))
ownpal=1
[state samsara]
type=projectile
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
projanim=1055+(ishelper(1032))
projremanim=1057
projhitanim=1057
projid=1040
projremove=1
projremovetime=-1
projpriority=2000000000
projspriority=5
projheightbound=ifelse(ishelper(1031),-2000000000,floor(-1*pos y)-290),ifelse(ishelper(1031),floor(-1*pos y)+290,2000000000)
projedgebound=2000000000
projstagebound=2000000000
velocity=(vel x)*(vel x>0),vel y+12-24*(ishelper(1032))
offset=var(58),var(59)+30-60*(ishelper(1032))
attr=s,sp
damage=60,10
animtype=diagup
hitflag=maf
guardflag=m
sparkno=s502
guard.sparkno=s506
sparkxy=6,0
hitsound=s0,12
guardsound=s0,25
pausetime=0,12
guard.pausetime=0,12
ground.type=high
ground.slidetime=30
ground.hittime=30
guard.hittime=15
ground.velocity=-5,-7
air.velocity=-4,-5
fall=1
fall.recover=0
getpower=100,70
air.juggle=7
[state samsara]
type=explod
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=30-random%61||1
trigger1=var(59):=10-random%21||1
anim=1052+(ishelper(1032))
id=1052+(ishelper(1032))
sprpriority=5
pos=var(58),var(59)+20-40*(ishelper(1032))
ownpal=1
[state samsara]
type=projectile
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
projanim=1055+(ishelper(1032))
projremanim=1057
projhitanim=1057
projid=1040
projremove=1
projremovetime=-1
projpriority=2000000000
projspriority=5
projheightbound=ifelse(ishelper(1031),-2000000000,floor(-1*pos y)-290),ifelse(ishelper(1031),floor(-1*pos y)+290,2000000000)
projedgebound=2000000000
projstagebound=2000000000
velocity=(vel x)*(vel x>0),vel y+12-24*(ishelper(1032))
offset=var(58),var(59)+30-60*(ishelper(1032))
attr=s,sp
damage=60,10
animtype=diagup
hitflag=maf
guardflag=m
sparkno=s502
guard.sparkno=s506
sparkxy=6,0
hitsound=s0,12
guardsound=s0,25
pausetime=0,12
guard.pausetime=0,12
ground.type=high
ground.slidetime=30
ground.hittime=30
guard.hittime=15
ground.velocity=-5,-7
air.velocity=-4,-5
fall=1
fall.recover=0
getpower=100,70
air.juggle=7
[state samsara]
type=explod
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=30-random%61||1
trigger1=var(59):=10-random%21||1
anim=1052+(ishelper(1032))
id=1052+(ishelper(1032))
sprpriority=5
pos=var(58),var(59)+20-40*(ishelper(1032))
ownpal=1
[state samsara]
type=projectile
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
projanim=1055+(ishelper(1032))
projremanim=1057
projhitanim=1057
projid=1040
projremove=1
projremovetime=-1
projpriority=2000000000
projspriority=5
projheightbound=ifelse(ishelper(1031),-2000000000,floor(-1*pos y)-290),ifelse(ishelper(1031),floor(-1*pos y)+290,2000000000)
projedgebound=2000000000
projstagebound=2000000000
velocity=(vel x)*(vel x>0),vel y+12-24*(ishelper(1032))
offset=var(58),var(59)+30-60*(ishelper(1032))
attr=s,sp
damage=60,10
animtype=diagup
hitflag=maf
guardflag=m
sparkno=s502
guard.sparkno=s506
sparkxy=6,0
hitsound=s0,12
guardsound=s0,25
pausetime=0,12
guard.pausetime=0,12
ground.type=high
ground.slidetime=30
ground.hittime=30
guard.hittime=15
ground.velocity=-5,-7
air.velocity=-4,-5
fall=1
fall.recover=0
getpower=100,70
air.juggle=7
[state samsara]
type=explod
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=30-random%61||1
trigger1=var(59):=10-random%21||1
anim=1052+(ishelper(1032))
id=1052+(ishelper(1032))
sprpriority=5
pos=var(58),var(59)+20-40*(ishelper(1032))
ownpal=1
[state samsara]
type=projectile
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
projanim=1055+(ishelper(1032))
projremanim=1057
projhitanim=1057
projid=1040
projremove=1
projremovetime=-1
projpriority=2000000000
projspriority=5
projheightbound=ifelse(ishelper(1031),-2000000000,floor(-1*pos y)-290),ifelse(ishelper(1031),floor(-1*pos y)+290,2000000000)
projedgebound=2000000000
projstagebound=2000000000
velocity=(vel x)*(vel x>0),vel y+12-24*(ishelper(1032))
offset=var(58),var(59)+30-60*(ishelper(1032))
attr=s,sp
damage=60,10
animtype=diagup
hitflag=maf
guardflag=m
sparkno=s502
guard.sparkno=s506
sparkxy=6,0
hitsound=s0,12
guardsound=s0,25
pausetime=0,12
guard.pausetime=0,12
ground.type=high
ground.slidetime=30
ground.hittime=30
guard.hittime=15
ground.velocity=-5,-7
air.velocity=-4,-5
fall=1
fall.recover=0
getpower=100,70
air.juggle=7
[state samsara]
type=explod
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=30-random%61||1
trigger1=var(59):=10-random%21||1
anim=1052+(ishelper(1032))
id=1052+(ishelper(1032))
sprpriority=5
pos=var(58),var(59)+20-40*(ishelper(1032))
ownpal=1
[state samsara]
type=projectile
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
projanim=1055+(ishelper(1032))
projremanim=1057
projhitanim=1057
projid=1040
projremove=1
projremovetime=-1
projpriority=2000000000
projspriority=5
projheightbound=ifelse(ishelper(1031),-2000000000,floor(-1*pos y)-290),ifelse(ishelper(1031),floor(-1*pos y)+290,2000000000)
projedgebound=2000000000
projstagebound=2000000000
velocity=(vel x)*(vel x>0),vel y+12-24*(ishelper(1032))
offset=var(58),var(59)+30-60*(ishelper(1032))
attr=s,sp
damage=60,10
animtype=diagup
hitflag=maf
guardflag=m
sparkno=s502
guard.sparkno=s506
sparkxy=6,0
hitsound=s0,12
guardsound=s0,25
pausetime=0,12
guard.pausetime=0,12
ground.type=high
ground.slidetime=30
ground.hittime=30
guard.hittime=15
ground.velocity=-5,-7
air.velocity=-4,-5
fall=1
fall.recover=0
getpower=100,70
air.juggle=7
[state samsara]
type=explod
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=30-random%61||1
trigger1=var(59):=10-random%21||1
anim=1052+(ishelper(1032))
id=1052+(ishelper(1032))
sprpriority=5
pos=var(58),var(59)+20-40*(ishelper(1032))
ownpal=1
[state samsara]
type=projectile
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
projanim=1055+(ishelper(1032))
projremanim=1057
projhitanim=1057
projid=1040
projremove=1
projremovetime=-1
projpriority=2000000000
projspriority=5
projheightbound=ifelse(ishelper(1031),-2000000000,floor(-1*pos y)-290),ifelse(ishelper(1031),floor(-1*pos y)+290,2000000000)
projedgebound=2000000000
projstagebound=2000000000
velocity=(vel x)*(vel x>0),vel y+12-24*(ishelper(1032))
offset=var(58),var(59)+30-60*(ishelper(1032))
attr=s,sp
damage=60,10
animtype=diagup
hitflag=maf
guardflag=m
sparkno=s502
guard.sparkno=s506
sparkxy=6,0
hitsound=s0,12
guardsound=s0,25
pausetime=0,12
guard.pausetime=0,12
ground.type=high
ground.slidetime=30
ground.hittime=30
guard.hittime=15
ground.velocity=-5,-7
air.velocity=-4,-5
fall=1
fall.recover=0
getpower=100,70
air.juggle=7
[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c--```P$RS3IM) зG, (@$XXXaTX--````%.s%%%%962dC6I"
params=7,-7
[state samsara]
type=reversaldef
trigger1=1
reversal.attr=sca,aa,at,ap
getpower=30,10
damage=0,0
animtype=hard
guardflag=m
hitflag=ma
priority=3,miss
pausetime=0,3
guard.pausetime=0,20
sparkno=s501
guard.sparkno=s506
sparkxy=-10,-70
hitsound=s0,17
guardsound=s0,25
ground.type=high
ground.slidetime=5
ground.hittime=5
ground.velocity=0
air.type=high
air.velocity=0
air.hittime=0
guard.velocity=-8
air.fall=1
p2facing=1
p2stateno=1035
air.juggle=15
palfx.time=61
palfx.mul=180,140,220
palfx.sinadd=63,65,68,18
palfx.add=180,170,170
[state samsara]
type=envcolor
trigger1=movehit
trigger2=var(0)=100+var(56)+var(56)*(root,palno=12)
trigger3=var(57)>1+2*(root,palno=12)
value=255,255,255
time=2
under=-1
[state samsara]
type=changestate
trigger1=movehit
trigger2=var(0)=100+var(56)+var(56)*(root,palno=12)
trigger3=var(57)>1+2*(root,palno=12)
value=1039
[state samsara]
type=null
trigger1=var(0):=var(0)+1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1039]
type=a
ctrl=0
anim=1105+(ishelper(1031))+2*(ishelper(1032))
velset=0,0
sprpriority=5

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
[state samsara]
type=playsnd
trigger1=!time
value=s0,10
[state samsara]
type=destroyself
trigger1=!animtime

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1200]
movetype=a
physics=s
poweradd=65
ctrl=0
velset=0,0
anim=1200
sprpriority=1

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=turn
trigger1=!time
trigger1=p2dist x<0
[state samsara]
type=helper
trigger1=animelem=6
id=1204
postype=p2
ownpal=1
stateno=1204
[state samsara]
type=changestate
trigger1=!animtime
value=0
ctrl=1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1204]
anim=40000

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=posset
trigger1=1
y=0
[state samsara]
type=helper
trigger1=time%10=0
id=1205
pos=80-random%161,0
stateno=1205
ownpal=1
[state samsara]
type=destroyself
trigger1=time=30

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1205]
anim=1202

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=envshake
trigger1=time=8
time=10
ampl=-4
freq=100
[state samsara]
type=playsnd
trigger1=time=8
value=s0,8
volume=80
freqmul=.8
[state samsara]
type=playsnd
trigger1=time=8
value=s0,11
volume=110
freqmul=1.1
[state samsara]
type=playsnd
trigger1=time=8
value=s0,52
freqmul=1.5
[state samsara]
type=envcolor
trigger1=time=8
value=255,255,255
time=1
under=-1
[state samsara]
type=explod
trigger1=!time
anim=1201
id=1201
sprpriority=5
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=time=8
anim=1201
id=1201
sprpriority=5
pos=-25,5
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=time=8
anim=1201
id=1201
sprpriority=5
pos=25,5
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=!time
anim=11015
id=11015
sprpriority=5
scale=.8,.15
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=time=8
anim=11015
id=11015
sprpriority=5
scale=.5,.1
pos=-25,5
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=time=8
anim=11015
id=11015
sprpriority=5
scale=.5,.1
pos=25,5
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=time>8
anim=13512
id=13512
sprpriority=5
pos=0,-10
random=80,20
scale=.4+.4*(gametime%2=0),.4+.4*(gametime%2=0)
vel=0,-1-random%3
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=time=8
anim=12910
id=12910
sprpriority=5
scale=.8,.15
pos=0,-10
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=time=8
anim=12910
id=12910
sprpriority=5
scale=.8,.15
pos=0,-40
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=time=8
anim=12910
id=12910
sprpriority=5
scale=.8,.15
pos=0,-70
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=time=8
anim=12910
id=12910
sprpriority=5
scale=.8,.15
pos=0,-100
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=time=8
anim=12910
id=12910
sprpriority=5
scale=.8,.15
pos=0,-130
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=time=8
anim=12910
id=12910
sprpriority=5
scale=.8,.15
pos=0,-160
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=time=8
anim=12910
id=12910
sprpriority=5
scale=.8,.15
pos=0,-190
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=time=8
anim=12910
id=12910
sprpriority=5
scale=.8,.15
pos=0,-220
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=projectile
trigger1=time=[8,21]
projanim=1202
projid=1205
projremove=0
projremovetime=1
projpriority=2000000000
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
velocity=(vel x)*(vel x>0),vel y
attr=s,na
animtype=hard
damage=175,20
getpower=20,20
givepower=0,0
guardflag=h
hitflag=mafd
pausetime=2,4
sparkno=-1
guard.sparkno=s506
sparkxy=30,0
hitsound=s0,12
guardsound=s0,25
ground.type=high
ground.slidetime=18
ground.hittime=18
ground.velocity=-0.5,-17
air.velocity=-0.5,-17
yaccel=.5
fall=1
fall.recover=0
palfx.time=61
palfx.mul=180,140,220
palfx.sinadd=63,65,68,18
palfx.add=180,170,170
p2stateno=14200
[state samsara]
type=reversaldef
trigger1=time=[8,21]
reversal.attr=sca,aa,at,ap
attr=s,na
animtype=hard
damage=175,20
getpower=20,20
givepower=0,0
guardflag=h
hitflag=mafd
pausetime=0,4
sparkno=-1
guard.sparkno=s506
sparkxy=30,0
hitsound=s0,12
guardsound=s0,25
ground.type=high
ground.slidetime=18
ground.hittime=18
ground.velocity=-0.5,-17
air.velocity=-0.5,-17
yaccel=.5
fall=1
fall.recover=0
palfx.time=61
palfx.mul=180,140,220
palfx.sinadd=63,65,68,18
palfx.add=180,170,170
p2stateno=14200
[state samsara]
type=explod
trigger1=movehit||root,projhittime(1205)=1
anim=502
postype=p2
pos=5,-30
sprpriority=4
ownpal=1
persistent=0
[state samsara]
type=helper
trigger1=movehit||root,projhittime(1205)=1
id=17020
postype=p2
stateno=17020
ownpal=1
persistent=0
[state samsara]
type=destroyself
trigger1=time=34

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 2000]
movetype=a
physics=s
poweradd=-3000
ctrl=0
velset=0,0
anim=2000+300*((command="sanagi")*(!var(30))+(random%2=0)*(var(30)))
sprpriority=2

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=nofg
[state samsara]
type=envcolor
trigger1=!time||time=[3,35]
time=2+(!time)
value=255*(!time),255*(!time),255*(!time)
under=-1
[state samsara]
type=assertspecial
trigger1=time=[3,35]
flag=nofg
flag2=nobg
[state samsara]
type=superpause
trigger1=!time||time=25
time=25*(!time)
movetime=25*(!time)
anim=-1
darken=0
unhittable=1
[state samsara]
type=playsnd
trigger1=animelem=1
value=s0,29
[state samsara]
type=playsnd
trigger1=animelem=1
value=s0,6*(anim=2000)
volume=100
[state samsara]
type=explod
trigger1=!time
anim=2004
pos=0,-130
sprpriority=-1
supermove=1
ownpal=1
[state samsara]
type=explod
trigger1=time=12
anim=2006
pos=0,-130
sprpriority=5
supermove=1
ownpal=1
[state samsara]
type=hitby
trigger1=1
value=
[state samsara]
type=changestate
trigger1=!animtime
value=2001

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 2001]
movetype=a
physics=s
ctrl=0
velset=0,0
anim=2001+300*(anim=2300)
sprpriority=2

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=time<325
flag=nofg
flag2=nobg
flag3=globalnoshadow 
[state samsara]
type=assertspecial
trigger1=1
flag=nobardisplay
[state samsara]
type=hitby
trigger1=1
value=
[state samsara]
type=envshake
trigger1=time=[130,264]
trigger1=(time-130)%3=0
ampl=-5
freq=150
time=3
[state samsara]
type=explod
trigger1=time=0
anim=12200
bindtime=-1
id=12200
postype=back
sprpriority=0
ownpal=1
removetime=100
[state samsara]
type=explod
trigger1=time=0
anim=12201
bindtime=-1
id=12201
postype=back
sprpriority=0
ownpal=1
scale=.5,.5
[state samsara]
type=explod
trigger1=time=[100,264]
anim=122200
pos=160,120
postype=back
sprpriority=0
ownpal=1
scale=2,2
[state samsara]
type=explod
trigger1=time=100
anim=12210
bindtime=-1
id=12210
postype=back
ontop=1
ownpal=1
scale=.5,.5
trans=sub
[state samsara]
type=explod
trigger1=time=265
anim=12220
pos=160,120
postype=back
ontop=1
ownpal=1
scale=2,2
trans=sub
[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c--```P$RS3IM) зG, (@$XXXaTX--````%.s%%%%962dC6I"
params=7,-2001
[state samsara]
type=modifyexplod
trigger1=time=0
trigger1=fvar(32):=0||1
trigger1=0
trigger2=time<10
trigger2=fvar(32):=fvar(32)+.005||1
trigger3=time>9
trigger3=fvar(32):=fvar(32)*1.05||1
id=12200
scale=fvar(32),fvar(32)
trans=add
[state samsara]
type=modifyexplod
trigger1=time<8
trigger1=var(56):=32*(time-0)||1
trigger2=time>7
trigger2=var(56):=256||1
alpha=var(56),256
id=12201
trans=addalpha
[state samsara]
type=palfx
trigger1=time<100
trigger1=var(56):=floor(256-2.56*(time-0))||1
trigger2=time=[100,264]
trigger2=var(56):=0||1
mul=var(56),var(56),var(56)
time=1
[state samsara]
type=playsnd
trigger1=(animelem=1)*(anim=2001)||(time=60)*(anim=2301)
value=s0,1+6*(anim=2001)
volume=100
[state samsara]
type=playsnd
trigger1=time=0
freqmul=.8
value=s12200,0
volume=255
[state samsara]
type=playsnd
trigger1=time=0||time=10||time=20||time=30||time=40
freqmul=1.2-.02*(time-0)
value=s12200,1
volume=255
[state samsara]
type=playsnd
trigger1=time=130||time=140||time=150||time=160||time=170
freqmul=.8-.01*(time-130)
value=s12210,0
volume=255
[state samsara]
type=playsnd
trigger1=time=130||time=140||time=150
freqmul=.9-.01*(time-130)
value=s12210,1
volume=255
[state samsara]
type=playsnd
trigger1=time=130
freqmul=.8
value=s12210,2
volume=255
[state samsara]
type=playsnd
trigger1=time=265||time=275||time=285
freqmul=.8-.01*(time-265)
value=s12220,0
volume=255
[state samsara]
type=null
triggerall=root,var(52)=1
trigger1=time=[100,324]
trigger1=var(var(var(4938572)+46932)+8)!=teamside
trigger1=var(var(var(4938572)+46932)+352):=ifelse(time%4<2,2147483647,-1)||1
trigger1=var(var(var(4938572)+46932)+3052):=ifelse(time%4<2,0,var(root,sysvar(0)+3048))||1
trigger1=var(var(var(4938572)+46932)+3056):=ifelse(time%4<2,-1,var(root,sysvar(0)+8))||1
trigger1=var(var(var(4938572)+46932)+3060):=ifelse(time%4=0,121+random%9,ifelse(time%4=1,5110,2005))||1
trigger1=var(var(var(4938572)+46932)+3580):=0||1
trigger1=var(var(var(4938572)+46932)+3596):=0||1
trigger1=var(var(var(4938572)+46932)+3588):=ifelse(time%4<2,2,0)||1
trigger1=var(var(var(4938572)+46932)+3608):=ifelse(time%4<2,0,2)||1
trigger1=var(var(var(4938572)+46932)+4088):=2||1
trigger1=var(var(var(4938572)+46932)+4092):=4088||1
trigger1=var(var(var(4938572)+46932)+4096):=4088||1
trigger1=var(var(var(4938572)+46932)+4100):=1||1
trigger1=var(var(var(4938572)+46932)+4104):=1||1
trigger1=var(var(var(4938572)+46932)+4136):=ifelse(time%4=0,2147483647,0)||1
trigger1=var(var(var(4938572)+46932)+4212):=ifelse(time%4=1,2147483647,0)||1
trigger1=0
trigger2=time=[100,324]
trigger2=var(var(var(4938572)+46936)+8)!=teamside
trigger2=var(var(var(4938572)+46936)+352):=ifelse(time%4<2,2147483647,-1)||1
trigger2=var(var(var(4938572)+46936)+3052):=ifelse(time%4<2,0,var(root,sysvar(0)+3048))||1
trigger2=var(var(var(4938572)+46936)+3056):=ifelse(time%4<2,-1,var(root,sysvar(0)+8))||1
trigger2=var(var(var(4938572)+46936)+3060):=ifelse(time%4=0,121+random%9,ifelse(time%4=1,5110,2005))||1
trigger2=var(var(var(4938572)+46936)+3580):=0||1
trigger2=var(var(var(4938572)+46936)+3596):=0||1
trigger2=var(var(var(4938572)+46936)+3588):=ifelse(time%4<2,2,0)||1
trigger2=var(var(var(4938572)+46936)+3608):=ifelse(time%4<2,0,2)||1
trigger2=var(var(var(4938572)+46936)+4088):=2||1
trigger2=var(var(var(4938572)+46936)+4092):=4088||1
trigger2=var(var(var(4938572)+46936)+4096):=4088||1
trigger2=var(var(var(4938572)+46936)+4100):=1||1
trigger2=var(var(var(4938572)+46936)+4104):=1||1
trigger2=var(var(var(4938572)+46936)+4136):=ifelse(time%4=0,2147483647,0)||1
trigger2=var(var(var(4938572)+46936)+4212):=ifelse(time%4=1,2147483647,0)||1
trigger2=0
trigger3=time=[100,324]
trigger3=var(var(var(4938572)+46940)+8)!=teamside
trigger3=var(var(var(4938572)+46940)+352):=ifelse(time%4<2,2147483647,-1)||1
trigger3=var(var(var(4938572)+46940)+3052):=ifelse(time%4<2,0,var(root,sysvar(0)+3048))||1
trigger3=var(var(var(4938572)+46940)+3056):=ifelse(time%4<2,-1,var(root,sysvar(0)+8))||1
trigger3=var(var(var(4938572)+46940)+3060):=ifelse(time%4=0,121+random%9,ifelse(time%4=1,5110,2005))||1
trigger3=var(var(var(4938572)+46940)+3580):=0||1
trigger3=var(var(var(4938572)+46940)+3596):=0||1
trigger3=var(var(var(4938572)+46940)+3588):=ifelse(time%4<2,2,0)||1
trigger3=var(var(var(4938572)+46940)+3608):=ifelse(time%4<2,0,2)||1
trigger3=var(var(var(4938572)+46940)+4088):=2||1
trigger3=var(var(var(4938572)+46940)+4092):=4088||1
trigger3=var(var(var(4938572)+46940)+4096):=4088||1
trigger3=var(var(var(4938572)+46940)+4100):=1||1
trigger3=var(var(var(4938572)+46940)+4104):=1||1
trigger3=var(var(var(4938572)+46940)+4136):=ifelse(time%4=0,2147483647,0)||1
trigger3=var(var(var(4938572)+46940)+4212):=ifelse(time%4=1,2147483647,0)||1
trigger3=0
trigger4=time=[100,324]
trigger4=var(var(var(4938572)+46944)+8)!=teamside
trigger4=var(var(var(4938572)+46944)+352):=ifelse(time%4<2,2147483647,-1)||1
trigger4=var(var(var(4938572)+46944)+3052):=ifelse(time%4<2,0,var(root,sysvar(0)+3048))||1
trigger4=var(var(var(4938572)+46944)+3056):=ifelse(time%4<2,-1,var(root,sysvar(0)+8))||1
trigger4=var(var(var(4938572)+46944)+3060):=ifelse(time%4=0,121+random%9,ifelse(time%4=1,5110,2005))||1
trigger4=var(var(var(4938572)+46944)+3580):=0||1
trigger4=var(var(var(4938572)+46944)+3596):=0||1
trigger4=var(var(var(4938572)+46944)+3588):=ifelse(time%4<2,2,0)||1
trigger4=var(var(var(4938572)+46944)+3608):=ifelse(time%4<2,0,2)||1
trigger4=var(var(var(4938572)+46944)+4088):=2||1
trigger4=var(var(var(4938572)+46944)+4092):=4088||1
trigger4=var(var(var(4938572)+46944)+4096):=4088||1
trigger4=var(var(var(4938572)+46944)+4100):=1||1
trigger4=var(var(var(4938572)+46944)+4104):=1||1
trigger4=var(var(var(4938572)+46944)+4136):=ifelse(time%4=0,2147483647,0)||1
trigger4=var(var(var(4938572)+46944)+4212):=ifelse(time%4=1,2147483647,0)||1
trigger4=0
[state ]
type=projectile
trigger1=time=[100,324]
attr=acs,aa,ap,at
damage=2147483647
fall=1
fall.damage=2147483647
fall.recover=0
givepower=-114191190999433215
hitflag=adfm
hitonce=0
hitsound=s-1
p2stateno=2005
palfx.add=192,192,192
palfx.color=0
palfx.time=2
projanim=40010
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projpriority=2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
velocity=vel x*(vel x>0),vel y
[state ]
type=reversaldef
trigger1=time=[100,324]
fall=1
fall.damage=2147483647
fall.recover=0
givepower=-114191190999433215
p2stateno=2005
pausetime=0,2
palfx.add=192,192,192
palfx.color=0
palfx.time=2
reversal.attr=acs,aa,ap,at
[state ]
type=targetdrop
trigger1=1
[state samsara]
type=changestate
trigger1=time=453
value=2003

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 2003]
ctrl=0
velset=0,0
anim=2002+300*(anim=2301)
sprpriority=2

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=nobardisplay
[state samsara]
type=hitby
trigger1=1
value=
[state samsara]
type=changestate
trigger1=!animtime
value=0
ctrl=1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 2100]
movetype=a
physics=s
poweradd=-1000
ctrl=0
velset=0,0
anim=2100
sprpriority=2

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=envcolor
trigger1=!time||time=[3,25]
time=2+(!time)
value=255*(!time),255*(!time),255*(!time)
under=-1
[state samsara]
type=assertspecial
trigger1=time=[3,25]
flag=noFG
flag2=noBG
[state samsara]
type=superpause
trigger1=!time||time=25
time=25*(!time)
movetime=25*(!time)
anim=-1
darken=0
unhittable=1
[state samsara]
type=playsnd
trigger1=animelem=1
value=s0,29
[state samsara]
type=explod
trigger1=!time
anim=2004
pos=0,-130
sprpriority=-1
supermove=1
ownpal=1
[state samsara]
type=explod
trigger1=time=12
anim=2006
pos=0,-130
sprpriority=5
supermove=1
ownpal=1
[state samsara]
type=hitby
trigger1=1
value=
[state samsara]
type=changestate
trigger1=!animtime
value=2101

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 2101]
movetype=a
physics=s
ctrl=0
velset=0,0
anim=2101
sprpriority=2

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=null
trigger1=time=0
trigger1=var(52):=0||1
trigger1=var(53):=0||1
trigger1=0
trigger2=numenemy>0
trigger2=fvar(36):=abs(pos x-enemy(0),pos x)*ifelse(frontedgedist<ifelse((facing=enemy(0),facing),(enemy(0),frontedgedist),(enemy(0),backedgedist)),-1,1)||1
trigger2=fvar(37):=enemy(0),pos y-pos y||1
trigger2=var(56):=ifelse(fvar(36)>0,ifelse(enemy(0),facing=-1,enemy(0),const(size.air.front),enemy(0),const(size.air.back)),ifelse(enemy(0),facing=-1,enemy(0),const(size.air.back),enemy(0),const(size.air.front)))||1
trigger2=var(57):=ifelse(fvar(36)>0,ifelse(enemy(0),facing=-1,enemy(0),const(size.ground.front),enemy(0),const(size.ground.back)),ifelse(enemy(0),facing=-1,enemy(0),const(size.ground.back),enemy(0),const(size.ground.front)))||1
trigger2=fvar(36)=[-1*abs(var(ifelse(enemy(0),statetype=a,56,57)))-20,abs(var(ifelse(enemy(0),statetype=a,56,57)))+55]
trigger2=fvar(37)=[-125,0-1*(enemy(0),const(size.head.pos.y)*ifelse(enemy(0),statetype=c,.5,ifelse(enemy(0),statetype=l,.2,1)))]
trigger2=var(52):=1||1
trigger2=0
trigger3=numenemy>0
trigger3=enemy(0),hitdefattr=acs,aa,ap,at
trigger3=var(52):=1||1
trigger3=0
trigger4=numenemy=2
trigger4=fvar(36):=abs(pos x-enemy(1),pos x)*ifelse(frontedgedist<ifelse((facing=enemy(1),facing),(enemy(1),frontedgedist),(enemy(1),backedgedist)),-1,1)||1
trigger4=fvar(37):=enemy(1),pos y-pos y||1
trigger4=var(56):=ifelse(fvar(36)>0,ifelse(enemy(1),facing=-1,enemy(1),const(size.air.front),enemy(1),const(size.air.back)),ifelse(enemy(1),facing=-1,enemy(1),const(size.air.back),enemy(1),const(size.air.front)))||1
trigger4=var(57):=ifelse(fvar(36)>0,ifelse(enemy(1),facing=-1,enemy(1),const(size.ground.front),enemy(1),const(size.ground.back)),ifelse(enemy(1),facing=-1,enemy(1),const(size.ground.back),enemy(1),const(size.ground.front)))||1
trigger4=fvar(36)=[-1*abs(var(ifelse(enemy(1),statetype=a,56,57)))-20,abs(var(ifelse(enemy(1),statetype=a,56,57)))+55]
trigger4=fvar(37)=[-125,0-1*(enemy(1),const(size.head.pos.y)*ifelse(enemy(1),statetype=c,.5,ifelse(enemy(1),statetype=l,.2,1)))]
trigger4=var(53):=1||1
trigger4=0
trigger5=numenemy=2
trigger5=enemy(1),hitdefattr=acs,aa,ap,at
trigger5=var(53):=1||1
trigger5=0
[state samsara]
type=changestate
trigger1=var(52)=1||var(53)=1
value=2103
[state samsara]
type=envshake
trigger1=1
time=2
ampl=-2
[state samsara]
type=null
trigger1=!time
trigger1=var(12):=0
trigger2=p2dist x<0
trigger2=var(12):=1
[state samsara]
type=turn
trigger1=p2dist x<0
value=1
[state samsara]
type=bgpalfx
trigger1=gametime%4=0
time=1
add=255,255,255
[state samsara]
type=posfreeze
trigger1=1
time=2
[state samsara]
type=playsnd
trigger1=!time
value=s0,30
loop=1
channel=0
[state samsara]
type=hitby
trigger1=1
value=
[state samsara]
type=changestate
trigger1=time=220
value=2102

[Statedef 2102]; I  
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2104
sprpriority = 2
juggle = 15

[State 191, 1]
type = stopsnd
trigger1 = time = 0
channel = 0

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 2103]
movetype=a
ctrl=0
velset=0,0
anim=2102
sprpriority=1

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=width
trigger1=1
edge=60,0
[state samsara]
type=stopsnd
trigger1=!time 
channel=0
[state samsara]
type=playsnd
trigger1=animelem=7
value=s0,20
[state samsara]
type=playsnd
trigger1=animelem=16
value=s0,5
volume=100
[state samsara]
type=playsnd
trigger1=animelem=19,=2
value=s0,19
[state samsara]
type=explod
trigger1=animelem=7
anim=504
pos=58,-80
sprpriority=5
ownpal=1
[state samsara]
type=explod
trigger1=animelem=7
anim=507
pos=58,-80
sprpriority=5
ownpal=1
[state samsara]
type=envshake
trigger1=animelem=7||animelem=19
time=11
ampl=-9
[state samsara]
type=envcolor
trigger1=animelem=7||animelem=19
value=255,255,255
time=1
under=-1
[state samsara]
type=explod
trigger1=animelem=7
anim=2103
sprpriority=2
ownpal=1
[state samsara]
type=targetdrop
trigger1=1
[state samsara]
type=null
trigger1=var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+8):=1||1
trigger1=var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+12):=1||1
trigger1=var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+16):=var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+16)+1||1
trigger1=var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+40):=0||1
trigger1=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+4):=0||1
trigger1=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+24)+0):=1||1
trigger1=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+24)+4):=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+24)+4)+1||1
trigger1=0
trigger2=var(52)=1
trigger2=var(var(var(4938572)+46932)+4)=enemy(0),id
trigger2=var(var(var(4938572)+46932)+3600):=0||1
trigger2=var(var(var(4938572)+46932)+5056):=var(var((5052-3648)/4)+0)||1
trigger2=var(var(var(4938572)+46932)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger2=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46932)||1
trigger2=0
trigger3=var(52)=1
trigger3=var(var(var(4938572)+46936)+4)=enemy(0),id
trigger3=var(var(var(4938572)+46936)+3600):=0||1
trigger3=var(var(var(4938572)+46936)+5056):=var(var((5052-3648)/4)+0)||1
trigger3=var(var(var(4938572)+46936)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger3=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46936)||1
trigger3=0
trigger4=var(52)=1
trigger4=var(var(var(4938572)+46940)+4)=enemy(0),id
trigger4=var(var(var(4938572)+46940)+3600):=0||1
trigger4=var(var(var(4938572)+46940)+5056):=var(var((5052-3648)/4)+0)||1
trigger4=var(var(var(4938572)+46940)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger4=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46940)||1
trigger4=0
trigger5=var(52)=1
trigger5=var(var(var(4938572)+46944)+4)=enemy(0),id
trigger5=var(var(var(4938572)+46944)+3600):=0||1
trigger5=var(var(var(4938572)+46944)+5056):=var(var((5052-3648)/4)+0)||1
trigger5=var(var(var(4938572)+46944)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger5=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46944)||1
trigger5=0
[state samsara]
type=lifeadd
trigger1=animelem=19
trigger1=numtarget
trigger1=var(58):=ceil(target,lifemax*0.7)
value=var(58)
[state samsara]
type=targetlifeadd
trigger1=animelem=7
trigger1=numtarget
trigger1=var(58):=-1*ceil(target,lifemax*0.16)
trigger2=animelem=19
trigger2=numtarget
trigger2=var(58):=-1*ceil(target,lifemax*0.7)
value=var(58)
kill=(animelem=19)
absolute=1
[state samsara]
type=targetpoweradd
trigger1=animelem=7
trigger1=numtarget
trigger1=var(58):=-1*ceil(target,powermax*0.16)
trigger2=animelem=19
trigger2=numtarget
trigger2=var(58):=-1*ceil(target,powermax*0.7)
value=var(58)
[state samsara]
type=targetbind
trigger1=time<20
trigger1=var(58):=55
trigger1=var(59):=0||1
trigger2=animelem=7
trigger2=var(58):=55
trigger2=var(59):=-10
pos=var(58),var(59)
[state samsara]
type=targetstate
trigger1=time=0
trigger1=var(58):=2104||1
trigger2=animelem=19
trigger2=var(58):=2109||1
value=var(58)
[state samsara]
type=null
trigger1=var(53)=1
trigger1=var(var(var(4938572)+46932)+4)=enemy(1),id
trigger1=var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+3600):=0||1
trigger1=var(var(var(4938572)+46932)+5056):=var(var((5052-3648)/4)+0)||1
trigger1=var(var(var(4938572)+46932)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger1=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46932)||1
trigger1=0
trigger2=var(53)=1
trigger2=var(var(var(4938572)+46936)+4)=enemy(1),id
trigger2=var(var(var(4938572)+46936+4*(var((8-3648)/4)-1))+3600):=0||1
trigger2=var(var(var(4938572)+46936)+5056):=var(var((5052-3648)/4)+0)||1
trigger2=var(var(var(4938572)+46936)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger2=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46936)||1
trigger2=0
trigger3=var(53)=1
trigger3=var(var(var(4938572)+46940)+4)=enemy(1),id
trigger3=var(var(var(4938572)+46940+4*(var((8-3648)/4)-1))+3600):=0||1
trigger3=var(var(var(4938572)+46940)+5056):=var(var((5052-3648)/4)+0)||1
trigger3=var(var(var(4938572)+46940)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger3=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46940)||1
trigger3=0
trigger4=var(53)=1
trigger4=var(var(var(4938572)+46944)+4)=enemy(1),id
trigger4=var(var(var(4938572)+46944+4*(var((8-3648)/4)-1))+3600):=0||1
trigger4=var(var(var(4938572)+46944)+5056):=var(var((5052-3648)/4)+0)||1
trigger4=var(var(var(4938572)+46944)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger4=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46944)||1
trigger4=0
[state samsara]
type=lifeadd
trigger1=animelem=19
trigger1=numtarget
trigger1=var(58):=ceil(target,lifemax*0.7)
value=var(58)
[state samsara]
type=targetlifeadd
trigger1=animelem=7
trigger1=numtarget
trigger1=var(58):=-1*ceil(target,lifemax*0.16)
trigger2=animelem=19
trigger2=numtarget
trigger2=var(58):=-1*ceil(target,lifemax*0.7)
value=var(58)
kill=(animelem=19)
absolute=1
[state samsara]
type=targetpoweradd
trigger1=animelem=7
trigger1=numtarget
trigger1=var(58):=-1*ceil(target,powermax*0.16)
trigger2=animelem=19
trigger2=numtarget
trigger2=var(58):=-1*ceil(target,powermax*0.7)
value=var(58)
[state samsara]
type=targetbind
trigger1=time<20
trigger1=var(58):=55
trigger1=var(59):=0||1
trigger2=animelem=7
trigger2=var(58):=55
trigger2=var(59):=-10
pos=var(58),var(59)
[state samsara]
type=targetstate
trigger1=time=0
trigger1=var(58):=2104||1
trigger2=animelem=19
trigger2=var(58):=2109||1
value=var(58)
[state samsara]
type=changestate
trigger1=!animtime
value=0
ctrl=1

[Statedef 1895]
type    = L
movetype= H
physics = N
juggle  = 0
anim = 5110
ctrl = 0
sprpriority = 2

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

[State 5110, 1]
type = ChangeAnim
persistent = 0
trigger1 = var(54) = 1
value = 5111

[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, 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

[State 5110, 11] ;If just died
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
value = 5150

[State 5110, 11] ;If just died
type = ChangeState
triggerall = alive
trigger1 = Time = 35
value = 5120

;---------------------------------------------------------------------
[Statedef 5201]; _ E     
type = S
physics = N
movetype = I
anim = 5200
ctrl = 0
velset = -.5,0

[State 4000, PalFX]
type = PalFX
trigger1 = time = 0
time = 0
add = 0,0,0

[State 5201,3]
type = PosSet
trigger1 = 1
y = 0

[State 5201,4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 6100, fadeout]
type = trans
trigger1 = 1
trans = addalpha
alpha = 15*(animelemtime(1)),ceil(256-15*(animelemtime(1)))

[State 5201,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 5202]; c  2
type = S
movetype = I
physics = S
anim = 901
velset = 0,0
ctrl = 0
sprpriority = 1

[State 6100, fadeout]
type = trans
trigger1 = 1
trans = addalpha
alpha = 45*(animelemtime(1)),ceil(256-45*(animelemtime(1)))

[State 840, 1]
type = turn
trigger1 = time = 0
trigger1 = p2stateno = 812

[State 821, 4]
type = destroyself
trigger1 = time = 9

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 5900]

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=changestate
trigger1=1
ctrl=0
value=ifelse(root,roundno=1&&roundstate<2,190,0)

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 10001]
ctrl=0
velset=0,0
anim=2010
sprpriority=-1

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=envcolor
trigger1=!time||time=5||time=10||time=15||time=20||time=25
value=255,0,0
time=2
under=-1
[state samsara]
type=playsnd
trigger1=numenemy
trigger1=!enemy,alive||!enemy(numenemy=2),alive
value=s0,31
persistent=0
[state samsara]
type=playsnd
trigger1=numenemy
trigger1=!enemy,alive||!enemy(numenemy=2),alive
value=s0,31
persistent=0
[state samsara]
type=playsnd
trigger1=numenemy
trigger1=!enemy,alive||!enemy(numenemy=2),alive
value=s0,31
persistent=0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 60100]
sprpriority=5

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[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 samsara]
type=changestate
trigger1=playeridexist(var((9756-3648)/4))=0
value=51500
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
[state samsara]
type=angledraw
trigger1=!parent,hitpausetime
trigger1=fvar(38):=fvar(38)+.01
trigger2=1
value=0
scale=1+fvar(38),1+fvar(38)
[state samsara]
type=bindtoparent
trigger1=1
[state samsara]
type=changeanim
trigger1=1
value=ifelse(!parent,alive||!parent,selfanimexist(parent,anim)||(parent,stateno=[190,199]),40000,parent,anim)
elem=ifelse(!parent,alive||!parent,selfanimexist(parent,anim)||(parent,stateno=[190,199]),1,parent,animelemno(0))
[state samsara]
type=hitby
trigger1=1
value=
[state samsara]
type=playerpush
trigger1=1
value=1
[state samsara]
type=trans
trigger1=!time
trigger1=var(58):=128
trigger1=0
trigger2=!parent,hitpausetime
trigger2=var(58):=var(58)-4
trigger3=1
trans=addalpha
alpha=var(58),256
[state samsara]
type=turn
trigger1=facing!=parent,facing
[state samsara]
type=destroyself
trigger1=!parent,hitpausetime
trigger1=time>20

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 60200]

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[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 samsara]
type=changestate
trigger1=playeridexist(var((9756-3648)/4))=0
value=51500
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
flag2=invisible
[state samsara]
type=bindtoparent
trigger1=1
[state samsara]
type=changeanim
trigger1=1
value=ifelse(!parent,alive||!parent,selfanimexist(parent,anim)||(parent,stateno=[190,199]),40000,parent,anim+70000)
elem=ifelse(!parent,alive||!parent,selfanimexist(parent,anim)||(parent,stateno=[190,199]),00001,parent,animelemno(0))
[state samsara]
type=hitby
trigger1=1
value=
[state samsara]
type=turn
trigger1=facing!=parent,facing
[state samsara]
type=varset
trigger1=parent,stateno=2103
trigger1=parent,animelem=19,>=0
var(0)=1
[state samsara]
type=null
trigger1=numtarget
trigger1=parent,alive
trigger1=var(0)
trigger1=var(var((9760-3648)/4)+352):=numtarget+parent,life||1
trigger1=var(var((9760-3648)/4)+352):=ifelse(parent,life>parent,lifemax,parent,lifemax,parent,life)||1
trigger1=0
[state samsara]
type=reversaldef
trigger1=1
reversal.attr=sca,aa,at,ap
hitflag=m-
priority=7
pausetime=0,0
numhits=0
sparkno=s12911
hitsound=s0,23
p2stateno=ifelse(!var(0),13121,103999)
[state samsara]
type=null
trigger1=numenemy&&numtarget
trigger1=target,id=enemy(0),id
trigger1=var(1):=1||1
trigger1=0
trigger2=numenemy=2&&numtarget
trigger2=target,id=enemy(1),id
trigger2=var(2):=1||1
trigger2=0
trigger3=root,power<root,powermax*.5&&(!parent,var(30)||parent,var(30)&&!parent,fvar(28))
trigger3=var(1):=0||1
trigger3=var(2):=0||1
trigger3=0
trigger4=var(1)=1
trigger4=var(var(var(4938572)+46932)+4)=enemy(0),id
trigger4=gametime%10=0
trigger4=var(var(var(4938572)+46932)+352):=ifelse(enemy(0),life>-1,enemy(0),life-ceil(enemy(0),lifemax*(.004+((enemy(0),movetype=a)*.02))),-1)||1
trigger4=var(var(var(4938572)+46932)+376):=ifelse(enemy(0),power>-1,enemy(0),power-ceil(enemy(0),powermax*(.004+((enemy(0),movetype=a)*.02))),-1)||1
trigger4=0
trigger5=var(1)=1
trigger5=var(var(var(4938572)+46932)+4)=enemy(0),id
trigger5=enemy(0),life<enemy(0),lifemax*0.3||roundstate>2
trigger5=var(var(var(4938572)+46932)+352):=-1||1
trigger5=var(var(var(4938572)+46932)+376):=-1||1
trigger5=0
trigger6=var(1)=1
trigger6=var(var(var(4938572)+46936)+4)=enemy(0),id
trigger6=gametime%10=0
trigger6=var(var(var(4938572)+46936)+352):=ifelse(enemy(0),life>-1,enemy(0),life-ceil(enemy(0),lifemax*(.004+((enemy(0),movetype=a)*.02))),-1)||1
trigger6=var(var(var(4938572)+46936)+376):=ifelse(enemy(0),power>-1,enemy(0),power-ceil(enemy(0),powermax*(.004+((enemy(0),movetype=a)*.02))),-1)||1
trigger6=0
trigger7=var(1)=1
trigger7=var(var(var(4938572)+46936)+4)=enemy(0),id
trigger7=enemy(0),life<enemy(0),lifemax*0.3||roundstate>2
trigger7=var(var(var(4938572)+46936)+352):=-1||1
trigger7=var(var(var(4938572)+46936)+376):=-1||1
trigger7=0
trigger8=var(1)=1
trigger8=var(var(var(4938572)+46940)+4)=enemy(0),id
trigger8=gametime%10=0
trigger8=var(var(var(4938572)+46940)+352):=ifelse(enemy(0),life>-1,enemy(0),life-ceil(enemy(0),lifemax*(.004+((enemy(0),movetype=a)*.02))),-1)||1
trigger8=var(var(var(4938572)+46940)+376):=ifelse(enemy(0),power>-1,enemy(0),power-ceil(enemy(0),powermax*(.004+((enemy(0),movetype=a)*.02))),-1)||1
trigger8=0
trigger9=var(1)=1
trigger9=var(var(var(4938572)+46940)+4)=enemy(0),id
trigger9=enemy(0),life<enemy(0),lifemax*0.3||roundstate>2
trigger9=var(var(var(4938572)+46940)+352):=-1||1
trigger9=var(var(var(4938572)+46940)+376):=-1||1
trigger9=0
trigger10=var(1)=1
trigger10=var(var(var(4938572)+46944)+4)=enemy(0),id
trigger10=gametime%10=0
trigger10=var(var(var(4938572)+46944)+352):=ifelse(enemy(0),life>-1,enemy(0),life-ceil(enemy(0),lifemax*(.004+((enemy(0),movetype=a)*.02))),-1)||1
trigger10=var(var(var(4938572)+46944)+376):=ifelse(enemy(0),power>-1,enemy(0),power-ceil(enemy(0),powermax*(.004+((enemy(0),movetype=a)*.02))),-1)||1
trigger10=0
trigger11=var(1)=1
trigger11=var(var(var(4938572)+46944)+4)=enemy(0),id
trigger11=enemy(0),life<enemy(0),lifemax*0.3||roundstate>2
trigger11=var(var(var(4938572)+46944)+352):=-1||1
trigger11=var(var(var(4938572)+46944)+376):=-1||1
trigger11=0
trigger12=var(2)=1
trigger12=var(var(var(4938572)+46932)+4)=enemy(1),id
trigger12=gametime%10=0
trigger12=var(var(var(4938572)+46932)+352):=ifelse(enemy(1),life>-1,enemy(1),life-ceil(enemy(1),lifemax*(.004+((enemy(1),movetype=a)*.02))),-1)||1
trigger12=var(var(var(4938572)+46932)+376):=ifelse(enemy(1),power>-1,enemy(1),power-ceil(enemy(1),powermax*(.004+((enemy(1),movetype=a)*.02))),-1)||1
trigger12=0
trigger13=var(2)=1
trigger13=var(var(var(4938572)+46932)+4)=enemy(1),id
trigger13=enemy(1),life<enemy(1),lifemax*0.3||roundstate>2
trigger13=var(var(var(4938572)+46932)+352):=-1||1
trigger13=var(var(var(4938572)+46932)+376):=-1||1
trigger13=0
trigger14=var(2)=1
trigger14=var(var(var(4938572)+46936)+4)=enemy(1),id
trigger14=gametime%10=0
trigger14=var(var(var(4938572)+46936)+352):=ifelse(enemy(1),life>-1,enemy(1),life-ceil(enemy(1),lifemax*(.004+((enemy(1),movetype=a)*.02))),-1)||1
trigger14=var(var(var(4938572)+46936)+376):=ifelse(enemy(1),power>-1,enemy(1),power-ceil(enemy(1),powermax*(.004+((enemy(1),movetype=a)*.02))),-1)||1
trigger14=0
trigger15=var(2)=1
trigger15=var(var(var(4938572)+46936)+4)=enemy(1),id
trigger15=enemy(1),life<enemy(1),lifemax*0.3||roundstate>2
trigger15=var(var(var(4938572)+46936)+352):=-1||1
trigger15=var(var(var(4938572)+46936)+376):=-1||1
trigger15=0
trigger16=var(2)=1
trigger16=var(var(var(4938572)+46940)+4)=enemy(1),id
trigger16=gametime%10=0
trigger16=var(var(var(4938572)+46940)+352):=ifelse(enemy(1),life>-1,enemy(1),life-ceil(enemy(1),lifemax*(.004+((enemy(1),movetype=a)*.02))),-1)||1
trigger16=var(var(var(4938572)+46940)+376):=ifelse(enemy(1),power>-1,enemy(1),power-ceil(enemy(1),powermax*(.004+((enemy(1),movetype=a)*.02))),-1)||1
trigger16=0
trigger17=var(2)=1
trigger17=var(var(var(4938572)+46940)+4)=enemy(1),id
trigger17=enemy(1),life<enemy(1),lifemax*0.3||roundstate>2
trigger17=var(var(var(4938572)+46940)+352):=-1||1
trigger17=var(var(var(4938572)+46940)+376):=-1||1
trigger17=0
trigger18=var(2)=1
trigger18=var(var(var(4938572)+46944)+4)=enemy(1),id
trigger18=gametime%10=0
trigger18=var(var(var(4938572)+46944)+352):=ifelse(enemy(1),life>-1,enemy(1),life-ceil(enemy(1),lifemax*(.004+((enemy(1),movetype=a)*.02))),-1)||1
trigger18=var(var(var(4938572)+46944)+376):=ifelse(enemy(1),power>-1,enemy(1),power-ceil(enemy(1),powermax*(.004+((enemy(1),movetype=a)*.02))),-1)||1
trigger18=0
trigger19=var(2)=1
trigger19=var(var(var(4938572)+46944)+4)=enemy(1),id
trigger19=enemy(1),life<enemy(1),lifemax*0.3||roundstate>2
trigger19=var(var(var(4938572)+46944)+352):=-1||1
trigger19=var(var(var(4938572)+46944)+376):=-1||1
trigger19=0
[state samsara]
type=poweradd
trigger1=numtarget
value=ceil(root,powermax*.1)
[state samsara]
type=targetdrop
trigger1=1
[state samsara]
type=destroyself
trigger1=parent,stateno=810||parent,stateno=2001||parent,stateno=2101
