;---------------------------------------------------------------------------
; Stand
[Statedef 100000]
type = S
physics = S
sprpriority = 0
anim = 12000

[State 0, 2]
type = turn
trigger1 = p2dist x < 0

[State 0, 2]
type = posSet
trigger1 = prevstateno = 100050
trigger1 = Time = 0
y = 0
[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

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

[State 0, 1]
type = ctrlset
trigger1 = roundstate=2&&var(var(4938572)+39444)<=var(var(4938572)+48196)
value = 1

[state ]
type=null
trigger1=var((532-3648)/4):=0||1
trigger1=var((536-3648)/4):=-1||1
trigger1=0

[State 41, 6]
type = null
trigger1=roundstate=4
trigger1=prevstateno=170||prevstateno=175||prevstateno=180
trigger1=var(var((9764-3648)/4)+3648+4*15):=var(var((9764-3648)/4)+3648+4*18)||1
trigger1=0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = alive = 0
value = 105150

;---------------------------------------------------------------------------
; Walk
[Statedef 100020]
type    = S
sprpriority = 0
anim = 12020
velset = 2,0
ctrl = 0

[State 41, 6]
type = ChangeState
trigger1 = roundstate > 2 || var(16) = 0
value = 100000
ctrl = 1
[State 41, 6]
type = ChangeState
trigger1 = p2dist x < -50
value = 100021

[State 3000, screenbound]
Type = ScreenBound
Trigger1 = 1
Value = 0
MoveCamera = 0,1

[State 20, 1]
type = Veladd
trigger1 = 1
x = .1
[State 20, 1]
type = Velset
trigger1 = vel x > 1.5*const(velocity.run.fwd.x)
x = 1.5*const(velocity.run.fwd.x)

;---------------------------------------------------------------------------
; Walk
[Statedef 100021]
type    = S
sprpriority = 0
anim = ifelse(facing = 1,12021,12022)

[State 41, 6]
type = ChangeState
trigger1 = vel x = [-1,1]
value = 100020

[State 3000, screenbound]
Type = ScreenBound
Trigger1 = 1
Value = 0
MoveCamera = 0,1

[State 41, 6]
type = turn
trigger1 = time = 0

[State 41, 6]
type = velmul
trigger1 = 1
x = .93

;---------------------------------------------------------------------------
; Jump Up
[Statedef 100050]
type    = A
velset = vel x,-6
ctrl = 0
anim = 12040

[State 41, 6]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 100000
ctrl = 1

[State 41, 1]
type = gravity
trigger1 = 1

[State 41, 1]
type = playsnd
trigger1 = Time = 0
value = 0,0

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

;--------------------------------------
; }I85
[Statedef 101000]
type    = S
physics = S
anim = 12999
ctrl = 0
sprpriority = 2147483647
velset=0,0

[state ]
type=hitby
trigger1=time=60
time=600
value2=

[State ]
type=null
triggerall=time=60
trigger1=palno<12
trigger1=var(16):=1600||1
trigger1=0
trigger2=palno=12
trigger2=var(16):=6600||1
trigger2=0

[State 41, 6]
type = ChangeState
trigger1 = Time = 60
trigger1=var(var((9764-3648)/4)+3648+4*14):=0||1
value = 100000
ctrl = 1

[State 41, 1]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg
flag3 = nofg
[State 41, 1]
type = AssertSpecial
trigger1 = 1
flag = nomusic

[State 41, 1]
type = PosSet
trigger1 = 1
y = 0

[State 50, 1]
type = explod
trigger1 = 1
anim = 18000
ownpal = 1
pos = 160,120
postype = back
sprpriority = 2147483646
pausemovetime = 2147483647

[state ]
type=null
trigger1=time=0
trigger1=var((352-3648)/4):=lifemax||1
trigger1=var((3620-3648)/4):=1||1
trigger1=var((9752-3648)/4):=85||1
trigger1=var(var((9764-3648)/4)+3648+4*13):=1||1
trigger1=var(var((9764-3648)/4)+3648+4*14):=1||1
trigger1=0

[State 41, 1]
type = pause
trigger1 = Time = 0
movetime = 60
time = 60

[State 41, 1]
type = playsnd
trigger1 = Time = 0
value = 1,0

[State 50, 1]
type = removeexplod
trigger1 = Time = 0
id = 60100

;--------------------------------------
; 85猳ɖ߂
[Statedef 101001]
type    = S
physics = S
anim = 129990
ctrl = 0
sprpriority = 2147483647
velset=0,0

[State 41, 6]
type = ChangeState
trigger1 = Time = 60
trigger1=var((352-3648)/4):=lifemax||1
trigger1=var((3620-3648)/4):=1||1
trigger1=var((9752-3648)/4):=21||1
trigger1=var(var((9764-3648)/4)+3648+4*13):=0||1
trigger1=var(var((9764-3648)/4)+3648+4*14):=0||1
trigger1=var(var((9764-3648)/4)+3648+4*15):=var(var((9764-3648)/4)+3648+4*18)||1
value = 0
ctrl = 1

[State 41, 1]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg
flag3 = nofg
[State 41, 1]
type = AssertSpecial
trigger1 = 1
flag = nomusic

[State 41, 1]
type = PosSet
trigger1 = 1
y = 0

[State 50, 1]
type = explod
trigger1 = 1
anim = 18000
ownpal = 1
pos = 160,120
postype = back
sprpriority = 2147483646
pausemovetime = 2147483647

[state ]
type=null
trigger1=time=0
trigger1=var(var((9764-3648)/4)+3648+4*14):=1||1
trigger1=0

[State 41, 1]
type = pause
trigger1 = Time = 0
movetime = 60
time = 60

[State 41, 1]
type = playsnd
trigger1 = Time = 0
value = 1,1

;---------------------------------------------------------------------------
; 
[Statedef 105000]
movetype = h
physics = S
sprpriority = 0
anim = 12500
ctrl = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = alive = 0
value = 105150
[State 41, 6]
type = ChangeState
trigger1 = animtime = 0
value = 100000
ctrl = 1

[State 41, 1]
type = palfx
trigger1 = animelem = 2,< 0
trigger1 = Time%2 = 0
add = 220,220,220
time = 1

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

;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 105150]
type    = L
movetype= H
physics = N
velset = 0,0
anim = 12501
sprpriority = -3
ctrl = 0

[State 5150, 5]
type = changestate
trigger1 = (screenpos y != [-40,280])&&vel y>0
value = 105151

[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = playsnd
trigger1 = time = 0
value = 0,1

[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = velset
trigger1 = time = 0
x = 0
y = -6

[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = veladd
trigger1 = time > 9
x = 0
y = .44

[State 5150, 8]
type = assertspecial
trigger1 = pos y >= 0
flag = noshadow

[State 5150, 5]
type = changeanim
trigger1 = anim != 125010
trigger1 = vel y > 0
value = 125010

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

[State 190, 1]
type = playerpush
trigger1 = 1
value = 0

;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 105151]
anim = 2147483647

[State 5150, 5]
type = changestate
trigger1 = time = 200
value = 200190

[State 5150, 5]
type = screenbound
trigger1 = 1
value = 0

;---------------------------------------------------------------------------
; I[
[statedef 190000]

[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=assertspecial
trigger1=1
flag=noshadow
[state ]
type=angledraw
trigger1=1
scale=1+.015*(time-0),1+.015*(time-0)
[state ]
type=bindtoparent
trigger1=1
[state ]
type=changeanim
trigger1=1
value=parent,anim
elem=parent,animelemno(0)
[state ]
type=hitby
trigger1=1
value=
[state ]
type=null
trigger1=var((460-3648)/4):=var(var((9760-3648)/4)+460)+1||1
trigger1=var((476-3648)/4):=ifelse(var(var((9760-3648)/4)+476)=0,0,2147483647)||1
trigger1=var((480-3648)/4):=ifelse(var(var((9760-3648)/4)+480)=0,0,2147483647)||1
trigger1=0
[state ]
type=trans
trigger1=1
trans=addalpha
alpha=192-12*(time-0),256
[state ]
type=turn
trigger1=facing!=parent,facing
[state ]
type=destroyself
trigger1=time=16
trigger2=parent,stateno!=[100000,209999]

;---------------------------------------------------------------------------
; Stand
[Statedef 200000]
type = S
physics = S
sprpriority = 0
anim = 13000

[State 0, 2]
type = turn
trigger1 = p2dist x < 0

[State 0, 2]
type = posSet
trigger1 = prevstateno = 200050
trigger1 = Time = 0
y = 0
[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

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

[State 0, 1]
type = ctrlset
trigger1 = roundstate=2&&var(var(4938572)+39444)<=var(var(4938572)+48196)
value = 1

[state ]
type=null
trigger1=var((532-3648)/4):=0||1
trigger1=var((536-3648)/4):=-1||1
trigger1=0

;---------------------------------------------------------------------------
; Walk
[Statedef 200020]
type    = S
sprpriority = 0
anim = 13020
velset = 2,0
ctrl = 0

[State 41, 6]
type = ChangeState
trigger1 = roundstate > 2 || var(16) = 0
value = 200000
ctrl = 1
[State 41, 6]
type = ChangeState
trigger1 = p2dist x < -50
value = 200021

[State 3000, screenbound]
Type = ScreenBound
Trigger1 = 1
Value = 0
MoveCamera = 0,1

[State 20, 1]
type = Veladd
trigger1 = 1
x = .2
[State 20, 1]
type = Velset
trigger1 = vel x > 2*const(velocity.run.fwd.x)
x = 2*const(velocity.run.fwd.x)

;---------------------------------------------------------------------------
; Walk
[Statedef 200021]
type    = S
sprpriority = 0
anim = ifelse(facing = 1,13021,13022)

[State 41, 6]
type = ChangeState
trigger1 = vel x = [-1,1]
value = 200020

[State 3000, screenbound]
Type = ScreenBound
Trigger1 = 1
Value = 0
MoveCamera = 0,1

[State 41, 6]
type = turn
trigger1 = time = 0

[State 41, 6]
type = velmul
trigger1 = 1
x = .93

;---------------------------------------------------------------------------
; Jump Up
[Statedef 200050]
type    = A
velset = vel x,-8
ctrl = 0
anim = 13040

[State 41, 6]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 200000
ctrl = 1

[State 41, 1]
type = gravity
trigger1 = 1

[State 41, 1]
type = playsnd
trigger1 = Time = 0
value = 85,50

;---------------------------------------------------------------------------
; Jump Up
[Statedef 200055]
physics = S
ctrl = 0
anim = 13041

[State 41, 6]
type = ChangeState
trigger1 = vel y > 0
value = 200056

[State 41, 1]
type = gravity
trigger1 = animelem = 3,>= 0

[State 41, 1]
type = playsnd
trigger1 = animelem = 3
value = 0,0

[State 41, 1]
type = statetypeset
trigger1 = animelem = 3
statetype = a

[State 41, 1]
type = velset
trigger1 = animelem = 3
y = -12

;---------------------------------------------------------------------------
; Jump Up
[Statedef 200056]
type = a
ctrl = 0
anim = 13051

[State 41, 6]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 200057

[State 41, 1]
type = gravity
trigger1 = 1

;--------------------------------------
; n
[Statedef 200057]
physics = S
anim = 13052
velset=vel x,0

[state ]
type=null
trigger1=time=30
trigger1=prevstateno=200190
trigger1=var(16):=2000||1
trigger1=0

[State 41, 6]
type = ChangeState
trigger1 = Time = 30
value = 200000
ctrl = 1

[State 41, 1]
type = envshake
trigger1 = Time = 0
time = 10

[State 41, 1]
type = playsnd
trigger1 = Time = 0
value = 10,0

[State 0, 2]
type = posSet
trigger1 = 1
y = 0

;--------------------------------------
; 
[Statedef 200170]
anim = 13170
velset=0,0

[State 41, 1]
type = AssertSpecial
trigger1 = Time < 300
flag = roundnotover

[State 41, 6]
type = null
trigger1=var(var((9764-3648)/4)+3648+4*15):=var(var((9764-3648)/4)+3648+4*18)||1
trigger1=0

[State 41, 1]
type = playsnd
trigger1 = Time = 0
channel = 1
value = 85,170

;--------------------------------------
; 
[Statedef 200180]
anim = 13180
velset=0,0

[State 41, 1]
type = AssertSpecial
trigger1 = Time < 300
flag = roundnotover

[State 41, 6]
type = null
trigger1=var(var((9764-3648)/4)+3648+4*15):=var(var((9764-3648)/4)+3648+4*18)||1
trigger1=0

[State 41, 1]
type = playsnd
trigger1 = Time = 0
channel = 1
value = 85,180+random%2

;--------------------------------------
; o
[Statedef 200190]
type    = a
anim = 13190
velset=0,-10

[State 41, 1]
type = PosSet
trigger1 = time = 0
y = pos y-screenpos y + 320

[State 41, 6]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 200057

[State 5150, 8]
type = assertspecial
trigger1 = pos y >= 0
flag = noshadow

[state ]
type=helper
trigger1=time=0
pausemovetime=2147483647
stateno=290000
supermovetime=2147483647

[state ]
type=null
trigger1=time=0
trigger1=var((352-3648)/4):=lifemax||1
trigger1=var((3620-3648)/4):=1||1
trigger1=var(var((9764-3648)/4)+3648+4*13):=2||1
trigger1=0

[State 41, 1]
type = palfx
trigger1 = Time < 64
mul = 4*(time - 0),4*(time - 0),4*(time - 0)
time = 1

[State 41, 1]
type = playsnd
trigger1 = Time = 0
value = 85,50
[State 41, 1]
type = playsnd
trigger1 = Time = 0
channel = 1
value = 85,190

[State 0, 2]
type = veladd
trigger1 = 1
y = .5*Const(Movement.Yaccel)

[State 41, 6]
type = hitby
trigger1 = 1
value = 

[State 190, 1]
type = playerpush
trigger1 = 1
value = 0

;---------------------------------------------------------------------------
; [JXփbZ[W
[Statedef 200900]
physics = S
sprpriority = 0
anim = 13900
ctrl = 0

[State 50, 1]
type = explod
trigger1 = time = 1444
anim = 139100
bindtime = -1
ontop = 1
ownpal = 1
pausemovetime = 2147483647
pos = 160,120
postype = back
scale = 2,2
trans = sub

[State 190, 1]
type = null
trigger1 = time = 1444
trigger1=var(var((9764-3648)/4)+3648+4*11)>0
trigger1=var(var((9764-3648)/4)+3648+4*11):=var(var((9764-3648)/4)+3648+4*11)-1||1
trigger1=0

[State 41, 6]
type = ChangeState
trigger1 = Time = 1444
trigger1=var((9752-3648)/4):=21||1
trigger1=var(var((9764-3648)/4)+3648+4*13):=0||1
trigger1=var(var((9764-3648)/4)+3648+4*14):=0||1
trigger1=var(var((9764-3648)/4)+3648+4*15):=var(var((9764-3648)/4)+3648+4*18)||1
value = 51500

[State 41, 1]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg
flag3 = nofg
[State 41, 1]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = timerfreeze

[State 50, 1]
type = explod
trigger1 = time = 0
anim = 13910
bindtime = -1
ontop = 1
ownpal = 1
pos = 160,120
postype = back
scale = 2,2
trans = sub
[State 50, 1]
type = explod
trigger1 = time = [128,327]
anim = 18000
ontop = 1
ownpal = 1
pausemovetime = 2147483647
pos = 160,120
postype = back

[State 50, 1]
type = explod
trigger1 = time = 328
anim = 13920
bindtime = -1
ownpal = 1
pausemovetime = 2147483647
pos = 160,120
postype = left
scale = .5,.5
sprpriority = 2147483646
removetime = 765

[State 50, 1]
type = explod
trigger1 = time = 593
anim = 13922
bindtime = -1
ownpal = 1
pausemovetime = 2147483647
pos = 160,120
postype = left
scale = .5,.5
sprpriority = 2147483647

[State 50, 1]
type = explod
trigger1 = time = 1093
anim = 13921
bindtime = -1
ontop = 1
ownpal = 1
pausemovetime = 2147483647
pos = 160,120
postype = left
scale = .5,.5

[State 190, 1]
type = null
trigger1=time=0
trigger1=var(var((9764-3648)/4)+3648+4*14):=1||1
trigger1=0

[State 41, 1]
type = pause
trigger1 = Time = 128
movetime = 1316
time = 1316

[State 41, 1]
type = playsnd
trigger1 = Time = 593 || Time = 693 || Time = 793 || Time = 893 || Time = 993
value = 85,900
[State 41, 1]
type = playsnd
trigger1 = Time = 1093
value = 85,901
channel = 1

[State 41, 1]
type = stopsnd
trigger1 = time = 0
channel = 1

;--------------------------------------
; Uwp[
[Statedef 290000]
anim = 130000

[state ]
type=changestate
trigger1=parent,stateno!=[200000,209999]
value=290001

[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=posset
trigger1=1
x=parent,pos x
y=parent,pos y

[State ]
type=DisplayToClipboard
trigger1=var(56):=0||1
trigger1=var(57):=0||1
trigger1=var(58):=0||1
trigger1=var(59):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-290000,56,0

[State 50, 2]
type = Projectile
trigger1 = 1
attr = acs,aa,ap,at
damage = 2147483647
sparkno = s-1
hitflag = adfm
hitsound = s-1
numhits = 0
affectteam=b
ownadmin=1
palfx.add=192,192,192
palfx.time=2
p2stateno = 120000
projanim=130000
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremovetime=1
projstagebound=2000000000
projpriority=2147483647

[State 50, 2]
type = reversaldef
trigger1 = 1
reversal.attr = acs,aa,ap,at
pausetime = 0,2
sparkno = s-1
hitsound = s-1
numhits = 0
p2stateno = 120000

[State 50, 2]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper = 1

[State 50, 2]
type = targetlifeadd
trigger1 = 1
absolute = 1
value = -2147483647

[State 50, 2]
type = targetstate
trigger1 = 1
value = 120000

;-------------------------------------------------------------------------------------------------------
[statedef -290000];Č
;--------------------------------------------------
[state ]
type=null
trigger1=var(var(var(4938572)+46948+4*var(56))+9764)!=var((9764-3648)/4)
trigger1=var(var(var(4938572)+46948+4*var(56))+3600)=0
trigger1=playeridexist(var(var(var(4938572)+46948+4*var(56))+4))=1
trigger1=var(57):=var(var(var(4938572)+46948+4*var(56))+4)||1
trigger1=fvar(36):=(ifelse(abs(playerid(var(57)),pos x)<160,playerid(var(57)),pos x,160-320*(playerid(var(57)),pos x<0))-pos x)*facing||1
trigger1=fvar(37):=playerid(var(57)),pos y-pos y||1
trigger1=(fvar(36)=[-25,25])&&fvar(37)=[-70,0+abs(playerid(var(57)),const(size.head.pos.y))]
trigger1=var(var(var(4938572)+46948+4*var(56))+3052):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+46948+4*var(56))+3056):=var((8-3648)/4)||1
trigger1=var(var(var(4938572)+46948+4*var(56))+3060):=120000||1
trigger1=var(var(var(4938572)+46948+4*var(56))+3580):=0||1
trigger1=var(var(var(4938572)+46948+4*var(56))+3592):=0||1
trigger1=var(var(var(4938572)+46948+4*var(56))+5056):=var(var((5052-3648)/4)+0)||1
trigger1=0
trigger2=var(56):=1+var(56)||1
trigger2=0

;--------------------------------------
; Uwp[
[Statedef 290001]

[state ]
type=destroyself
trigger1=1
