[Data]
life = 1000
attack = 100
defence = 100
power = 9000
fall.defence_up = 100
liedown.time = 60
airjuggle = 99
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 0
IntPersistIndex = 0
FloatPersistIndex = 40

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 13    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
height = 60      ;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 = -5, -70   ;Approximate position of head
mid.pos = -5, -37    ;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  = 3.4      ;Walk forward
walk.back = -3.2     ;Walk backward
run.fwd  = 5.6, 0    ;Run forward (x, y)
run.back = -5.5,-3.8 ;Hop backward (x, y)
jump.neu = 0,-9.4    ;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 = 1      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .44         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Lose by Time Over
[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

[State 180, 0]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0, 100

[State 180, 1]
type = ChangeState
v = 2
trigger1 = Var(2) = [0,25]
value = 181

[State 180, 2]
type = ChangeState
v = 2
trigger1 = Var(2) = [26,50]
value = 182

[State 180, 3]
type = ChangeState
v = 2
trigger1 = Var(2) = [51,75]
value = 183

[State 180, 4]
type = ChangeState
v = 2
trigger1 = Var(2) = [76,100]
value = 186

;---------------------------------------------------------------------------
; Dr. Pepper
[Statedef 181]
type = S
ctrl = 0
anim = 20
velset = 2,-2

[State 181, 0]
type = PlaySnd
trigger1 = Time = 0
value = 0, 7
volume = 255

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Applause
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 182, 0]
type = PlaySnd
trigger1 = Time = 0
value = 0, 12
volume = 255

[State 182, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 182, 2]
type = AssertSpecial
trigger1 = time = [0, 540]
flag = roundnotover

;---------------------------------------------------------------------------
; Dances With Hooch
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 183, Hooch] 
type = Explod
trigger1 = Time = 270
vel = 0,11
anim = 184
pos = 70,-200
removetime = 20
id = 184
sprpriority = 7

[State 183, Hooch2] 
type = Explod
trigger1 = Time = 288
vel = 0,0
anim = 185
pos = 70,0
removetime = 900
id = 185
sprpriority = 7

[State 183, 0]
type = PlaySnd
trigger1 = Time = 0
value = 0, 11
volume = 255

[State 183, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 183, 2]
type = AssertSpecial
trigger1 = time = [0, 480]
flag = roundnotover

;---------------------------------------------------------------------------
; Wilson
[Statedef 186]
type = S
ctrl = 0
anim = 186
velset = 0,0

[State 186, Wilson] 
type = Explod
trigger1 = Time = 0
vel = 2,0
anim = 187
pos = -200,0
removetime = 900
id = 187
sprpriority = 7

[State 186, Tom] 
type = Explod
trigger1 = Time = 140
vel = 1.5,0
anim = 20
pos = 0,0
removetime = 900
id = 20
sprpriority = 7

[State 186, Boing]
type = PlaySnd
trigger1 = Time = 30
trigger2 = Time = 80
trigger3 = Time = 130
trigger4 = Time = 180
trigger5 = Time = 230
trigger6 = Time = 280
trigger7 = Time = 330
trigger8 = Time = 380
trigger9 = Time = 430
trigger10 = Time = 480
trigger11 = Time = 530
trigger12 = Time = 580
value = 0, 15
volume = 255

[State 186, 0]
type = PlaySnd
trigger1 = Time = 120
value = 0, 13
volume = 255

[State 186, 0]
type = PlaySnd
trigger1 = Time = 220
value = 0, 14
volume = 255

[State 186, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 186, 2]
type = AssertSpecial
trigger1 = time = [0, 400]
flag = roundnotover

;----------------------------------------------------------------------
; Dexter's Lab Filet of Soul Ending(BORROWED FROM THE NONE)
[Statedef 187]
type = A
movetype= A
physics = N
anim = 0;3561
velset = 0,0
sprpriority = 888

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
var(0) = floor(screenpos x)
[State 0, VarSet]
type = VarSet
trigger1 = time = 0
var(1) = floor(screenpos y)
[State 0, VarSet]
type = VarSet
trigger1 = time = 0
var(10) = 160 - var(0)
[State 0, VarSet]
type = VarSet
trigger1 = time = 0
var(11) = 120 - var(1)

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "x = %d, x = %d f = %d"
params = var(0),var(10),(var(0)+var(10))
;ignorehitpause =
;persistent =

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

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
fvar(1) = 1
[State 0, VarAdd]
type = VarAdd
trigger1 = time >= 96
fvar(0) = 0.090
[State 0, VarAdd]
type = VarSet
trigger1 = time >= 96
fvar(1) = fvar(1) * 0.94
;[State 0, AngleDraw]
;type = AngleDraw
;trigger1 = 1
;scale = 1+fvar(0),1+fvar(0)

[State 0, Explod]
type = Explod
trigger1 = time = 0
id = 187
anim = 187
pos = var(0),var(1)
postype = left
facing = facing
vfacing = 1
bindtime = -1
removetime = 120
supermovetime = 65535
pausemovetime = 65535
scale = .5,.5
sprpriority = 888
ontop = 1
ownpal = 1
[State 0, Explod]
type = ModifyExplod
trigger1 = numexplod(187)
id = 187
pos = var(0)+ceil(var(10)*(1-fvar(1))),var(1)+ceil(var(11)*(1-fvar(1)))
postype = left
scale = .5+fvar(0),.5+fvar(0)
[State 186, 0]
type = PlaySnd
trigger1 = Time = 120
value = s13, 5
volume = 255
[State 0, EnvColor]
type = EnvColor
trigger1 = time >= 120
value = 0,0,0
time = 2

;---------------------------------------------------------------------------
; INTRO
[Statedef 190]
type = S

[State 190, 1]
type = VarRandom
triggerall = P2Name != "SamusAran"
triggerall = P3Name != "SamusAran"
triggerall = P4Name != "SamusAran"
trigger1 = Time = 0
v = 1
range = 0, 10

[State 190, 2]
type = Changestate
v = 1
triggerall = P2Name != "SamusAran"
triggerall = P3Name != "SamusAran"
triggerall = P4Name != "SamusAran"
trigger1 = Time = 0
trigger1 = Var(1) <= 5
value = 191

[State 190, 3]
type = Changestate
v = 1
triggerall = P2Name != "SamusAran"
triggerall = P3Name != "SamusAran"
triggerall = P4Name != "SamusAran"
trigger1 = Time = 0
trigger1 = Var(1) >= 6
value = 193

;---------------------------------------------------------------------------
; Death
[Statedef 193]
type = S
ctrl = 0
anim = 2000
velset = 0,0

[State 0, ]
type = EnvColor
trigger1 = time = 197
value = 255,255,255
time = 5

[State 191, 1]
type = playsnd
trigger1 = Time = 0
value = s701,0
Volume = 255

[State 191]
type = explod
trigger1 = Time = 11
anim = 11100
pos = 0,-150
scale = 0.3,0.3
postype = p1
ontop = 1
removetime = 186
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 191]
type = explod
trigger1 = time = 11
anim = 11900
bindtime = -1
postype = P1
pos = 0,-112
removetime = 186
ownpal = 1
ontop = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
trans = add
scale = 0.55,0.55

[State 191, 1]
type = playsnd
trigger1 = Time = 197
value = s700,0
Volume = 255

[State 191, 1]
type = explod
trigger1 = Time = 188
anim = 9900
pos = 0,-135
postype = p1
removetime = 129
sprpriority = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
trans =add

[State 191, 1]
type = explod
trigger1 = Time = 317
anim = 9901
pos = 0,-135
postype = p1
removetime = -2
sprpriority = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
trans =add

[State 191, 1]
type = explod
trigger1 = Time = 197
anim = 100000
removetime = 120
supermovetime = -1
ontop = 1
pos = 0,-130
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999


[State 193, 0]
type = PlaySnd
trigger1 = Time = 0
value = 0, 10
channel = 13
volume = 255

[State 193, 0]
type = PlaySnd
trigger1 = Time = 180
value = 0, 2
volume = 255

[State 193, 0]
type = PlaySnd
trigger1 = Time = 200
value = 0, 8
volume = 255

[State 193, 0]
type = PlaySnd
trigger1 = Time = 470
value = 0, 9
volume = 255

[State 193, Flash]
type = ALLPalFX
trigger1 = Time = 190
trigger2 = Time = 200
trigger3 = Time = 210
trigger4 = Time = 220
trigger5 = Time = 230
trigger6 = Time = 240
trigger7 = Time = 250
trigger8 = Time = 260
trigger9 = Time = 270
trigger10 = Time = 280
trigger11 = Time = 300
time = 3
add = 999,999,999
mul = 999,999,999

[State 193, Tom] 
type = Explod
trigger1 = Time = 170
vel = 4,0
anim = 20
pos = -120,0
removetime = 130
id = 20
;shadow = -1,0,0
sprpriority = 7

[State 193, Black] 
type = Explod
trigger1 = Time = 190
vel = 0,0
anim = 2004
pos = 0,0
removetime = 120
id = 2004
;shadow = -1,0,0
sprpriority = 999

[State 193, Victims] 
type = Explod
trigger1 = Time = 0
anim = 2002
pos = 0,0
removetime = 250
id = 2002
;shadow = -1,0,0
sprpriority = -3

[State 193, Goo] 
type = Explod
trigger1 = Time = 290
anim = 2003
pos = 0,0
removetime = 700
id = 2003
;shadow = -1,0,0
sprpriority = -3

[State 193, Intro] 
type = AssertSpecial
trigger1 = Time = [0, 1000]
flag = intro
flag2 = NoMusic

[State 193, End]
type = ChangeState
trigger1 = Time = 700
value = 0

;---------------------------------------------------------------------------
; Magic Shoes
[Statedef 191]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 191, 0]
type = PlaySnd
trigger1 = Time = 0
channel = 6
value = 0, 3
volume = 255

[State 0, ]
type = EnvColor
trigger1 = time = 197
value = 255,255,255
time = 5

[State 191, 1]
type = playsnd
trigger1 = Time = 0
value = s701,0
Volume = 255

[State 191]
type = explod
trigger1 = Time = 11
anim = 11100
pos = 0,-150
scale = 0.3,0.3
postype = p1
ontop = 1
removetime = 186
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 191]
type = explod
trigger1 = time = 11
anim = 11900
bindtime = -1
postype = P1
pos = 0,-112
removetime = 186
ownpal = 1
ontop = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
trans = add
scale = 0.55,0.55

[State 191, 1]
type = playsnd
trigger1 = Time = 197
value = s700,0
Volume = 255

[State 191, 1]
type = explod
trigger1 = Time = 188
anim = 9900
pos = 0,-135
postype = p1
removetime = 129
sprpriority = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
trans =add

[State 191, 1]
type = explod
trigger1 = Time = 317
anim = 9901
pos = 0,-135
postype = p1
removetime = -2
sprpriority = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
trans =add

[State 191, 1]
type = explod
trigger1 = Time = 197
anim = 100000
removetime = 120
supermovetime = -1
ontop = 1
pos = 0,-130
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999


[State 191, 0]
type = PlaySnd
trigger1 = Time = 280
value = 0, 4
volume = 255

[State 191, 1] 
type = Explod
trigger1 = Time = 120
anim = 191
vel = 1,1.1
pos = -120,-120
postype = P1
removetime = 105
supermovetime = 105

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = time = [0, 520]
flag = Intro

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = Time = 520
value = 0

;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 1
anim = ifelse(var(30)=0,0,3000)
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 195, Laugh]
type = PlaySnd
triggerall = roundstate = 2
trigger1 = command = "start"
value = 0, 0
channel = 3
loop = 1
volume = 255
ignorehitpause = 1

[State 191, 0]
type = StopSnd
trigger1 = roundstate != 2
channel = 3
value = 0, 0

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

;---------------------------------------------------------------------------
;Big Ground
[Statedef 200]
type    = S
movetype= A
physics = S
poweradd = 80
anim = ifelse(var(30)=0,0,3000)
ctrl = 0
velset = 0,0,0

[State 200, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2
volume = 255

[State 200, Helper]
type = Helper
trigger1 = NumHelper(201) < 1
trigger1 = Time = 2
helpertype = normal
name = "Big"
id = 201
postype = left
pos = 15,0
stateno = 201
keyctrl = 0
ownpal = 1
supermovetime = 0

[State 200, 3]
type = ChangeState
trigger1 = Time = 2
value = 0
ctrl = 1

;Big Air
[Statedef 203]
type    = A
movetype= A
poweradd= 80
anim = ifelse(var(30)=0,0,3000)
ctrl = 0
velset = 1,0,0

[State 203, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2
volume = 255

[State 203, Helper]
type = Helper
trigger1 = NumHelper(201) < 1
trigger1 = Time = 2
helpertype = normal
name = "Big"
id = 201
postype = left
pos = 15,0
stateno = 201
keyctrl = 0
ownpal = 1
supermovetime = 0

[State 203, 3]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Big
[Statedef 201]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0,0
anim = 201

[State 201, 1]
type = AfterImage
trigger1 = time = 0
time = 30
TimeGap  = 2
FrameGap = 1
length = 15
PalBright   = 0,0,0
PalContrast = 3000,0,0
Trans = add

[State 201, 2]
type = velset
trigger1 = time >= 0
x = 6
y = 0

[State 201, 3]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = 50, 8
animtype = Hard
sprpriority = 1
envshake.time = 7
guardflag = MA
hitflag   = MAF
pausetime = 0,4
sparkno = -1
sparkxy = 0,0
hitsound = S0,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.velocity = -2.5,-5.5
palfx.time = 15
palfx.add = 32,0,0
palfx.mul = 300,192,192

[State 201, 4]
type = ChangeState
;trigger1 = MoveContact
trigger1 = time = 120
value = 202
ctrl = 0

[State 226, 4]
type = DestroySelf
trigger1 = parent,var(32) = 1
;---------------------------------------------------------------------------
;The Green Mile Ground
[Statedef 205]
type    = S
movetype= A
physics = S
poweradd= 80
anim = ifelse(var(30)=0,0,3000)
ctrl = 0
velset = 0,0,0

[State 205, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2
volume = 255

[State 205, Helper]
type = Helper
trigger1 = NumHelper(206) < 1
trigger1 = Time = 2
helpertype = normal
name = "Big"
id = 206
postype = left
pos = 90,80
stateno = 206
keyctrl = 0
ownpal = 1
supermovetime = 0

[State 205, 3]
type = ChangeState
trigger1 = Time = 2
value = 0
ctrl = 1

;The Green Mile Air
[Statedef 207]
type    = A
movetype= A
poweradd= 80
anim = ifelse(var(30)=0,0,3000)
ctrl = 0
velset = 1,0,0

[State 207, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2
volume = 255

[State 207, Helper]
type = Helper
trigger1 = NumHelper(206) < 1
trigger1 = Time = 2
helpertype = normal
name = "The Green Mile"
id = 206
postype = left
pos = 90,80
stateno = 206
keyctrl = 0
ownpal = 1
supermovetime = 0

[State 207, 3]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;The Green Mile
[Statedef 206]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0,0
anim = 206

[State 206, 1]
type = AfterImage
trigger1 = time = 0
time = 30
TimeGap  = 2
FrameGap = 1
length = 15
PalBright   = 0,0,0
PalContrast = 3000,0,0
Trans = add

[State 206, 2]
type = velset
trigger1 = time >= 0
x = 0
y = -6

[State 206, 3]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = 50, 8
animtype = Hard
sprpriority = 1
numhits = 2
envshake.time = 7
guardflag = MA
hitflag   = MAF
pausetime = 0,4
sparkno = -1
sparkxy = 0,0
hitsound = S0,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.velocity = -2.5,-5.5
palfx.time = 15
palfx.add = 32,0,0
palfx.mul = 300,192,192

[State 206, 4]
type = ChangeState
trigger1 = time = 80
value = 202
ctrl = 0

[State 226, 4]
type = DestroySelf
trigger1 = parent,var(32) = 1

;---------------------------------------------------------------------------
;Forest Gump
[Statedef 210]
type    = S
movetype= A
physics = S
poweradd= 80
anim = ifelse(var(30)=0,0,3000)
ctrl = 0
velset = 0,0,0

[State 210, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2
volume = 255

[State 210, Helper]
type = Helper
trigger1 = NumHelper(211) < 1
trigger1 = Time = 2
helpertype = normal
name = "Forest Gump"
id = 211
postype = left
pos = 235,-150
stateno = 211
keyctrl = 0
ownpal = 1
supermovetime = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 2
value = 0
ctrl = 1

;Forest Gump Air
[Statedef 212]
type    = A
movetype= A
poweradd= 100
anim = ifelse(var(30)=0,0,3000)
ctrl = 0
velset = 1,0,0

[State 212, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2
volume = 255

[State 212, Helper]
type = Helper
trigger1 = NumHelper(211) < 1
trigger1 = Time = 2
helpertype = normal
name = "Forest Gump"
id = 211
postype = left
pos = 235,-150
stateno = 211
keyctrl = 0
ownpal = 1
supermovetime = 0

[State 212, 3]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Forest Gump
[Statedef 211]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0,0
anim = 211

[State 211, 1]
type = AfterImage
trigger1 = time = 0
time = 30
TimeGap  = 2
FrameGap = 1
length = 15
PalBright   = 0,0,0
PalContrast = 3000,0,0
Trans = add

[State 211, 2]
type = velset
trigger1 = time >= 0
x = 0
y = 7

[State 211, 3]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = 50, 8
animtype = Hard
sprpriority = 1
numhits = 3
envshake.time = 7
guardflag = MA
hitflag   = MAF
pausetime = 0,4
sparkno = -1
sparkxy = 0,0
hitsound = S0,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.velocity = -2.5,-5.5
palfx.time = 15
palfx.add = 32,0,0
palfx.mul = 300,192,192

[State 211, 4]
type = ChangeState
trigger1 = time = 50
value = 202
ctrl = 0

[State 226, 4]
type = DestroySelf
trigger1 = parent,var(32) = 1

;---------------------------------------------------------------------------
;Sleepless in Seattle
[Statedef 215]
type    = S
movetype= A
physics = S
poweradd= 100
anim = ifelse(var(30)=0,0,3000)
ctrl = 0
velset = 0,0,0

[State 215, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2
volume = 255

[State 215, Helper]
type = Helper
trigger1 = NumHelper(216) < 1
trigger1 = Time = 2
helpertype = normal
name = "Sleepless in Seattle"
id = 216
postype = left
pos = 400,0
stateno = 216
keyctrl = 0
ownpal = 1
supermovetime = 0

[State 215, 3]
type = ChangeState
trigger1 = Time = 2
value = 0
ctrl = 1

;Sleepless in Seattle Air
[Statedef 217]
type    = A
movetype= A
poweradd= 100
anim = ifelse(var(30)=0,0,3000)
ctrl = 0
velset = 1,0,0

[State 217, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2
volume = 255

[State 217, Helper]
type = Helper
trigger1 = NumHelper(216) < 1
trigger1 = Time = 2
helpertype = normal
name = "Sleepless in Seattle"
id = 216
postype = left
pos = 400,0
stateno = 216
keyctrl = 0
ownpal = 1
supermovetime = 0

[State 217, 3]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Sleepless in Seattle
[Statedef 216]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0,0
anim = 216

[State 216, 1]
type = AfterImage
trigger1 = time = 0
time = 30
TimeGap  = 2
FrameGap = 1
length = 15
PalBright   = 0,0,0
PalContrast = 3000,0,0
Trans = add

[State 216, 2]
type = velset
trigger1 = time >= 0
x = -6
y = 0

[State 216, 3]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = 50, 8
animtype = Hard
sprpriority = 1
numhits = 1
envshake.time = 7
guardflag = MA
hitflag   = MAF
pausetime = 0,4
sparkno = -1
sparkxy = 0,0
hitsound = S0,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.velocity = -2.5,-5.5
palfx.time = 15
palfx.add = 32,0,0
palfx.mul = 300,192,192

[State 216, 4]
type = ChangeState
trigger1 = time = 120
value = 202
ctrl = 0

[State 226, 4]
type = DestroySelf
trigger1 = parent,var(32) = 1
;---------------------------------------------------------------------------
;Cast Away Ground
[Statedef 220]
type    = S
movetype= A
physics = S
poweradd= 100
anim = ifelse(var(30)=0,0,3000)
ctrl = 0
velset = 0,0,0

[State 220, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2
volume = 255

[State 220, Helper]
type = Helper
trigger1 = NumHelper(221) < 1
trigger1 = Time = 2
helpertype = normal
name = "Cast Away"
id = 221
postype = left
pos = 90,-150
stateno = 221
keyctrl = 0
ownpal = 1
supermovetime = 0

[State 220, 3]
type = ChangeState
trigger1 = Time = 2
value = 0
ctrl = 1

;Cast Away Air
[Statedef 222]
type    = A
movetype= A
poweradd= 100
anim = ifelse(var(30)=0,0,3000)
ctrl = 0
velset = 1,0,0

[State 222, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2
volume = 255

[State 222, Helper]
type = Helper
trigger1 = NumHelper(221) < 1
trigger1 = Time = 2
helpertype = normal
name = "Cast Away"
id = 221
postype = left
pos = 90,-150
stateno = 221
keyctrl = 0
ownpal = 1
supermovetime = 0

[State 222, 3]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Cast Away
[Statedef 221]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0,0
anim = 221

[State 221, 1]
type = AfterImage
trigger1 = time = 0
time = 30
TimeGap  = 2
FrameGap = 1
length = 15
PalBright   = 0,0,0
PalContrast = 3000,0,0
Trans = add

[State 221, 2]
type = velset
trigger1 = time >= 0
x = 0
y = 7

[State 221, 3]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = 50, 8
animtype = Hard
sprpriority = 1
numhits = 2
envshake.time = 7
guardflag = MA
hitflag   = MAF
pausetime = 0,4
sparkno = -1
sparkxy = 0,0
hitsound = S0,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.velocity = -2.5,-5.5
palfx.time = 15
palfx.add = 32,0,0
palfx.mul = 300,192,192

[State 221, 4]
type = ChangeState
trigger1 = time = 50
value = 202
ctrl = 0

[State 226, 4]
type = DestroySelf
trigger1 = parent,var(32) = 1
;---------------------------------------------------------------------------
;Saving Private Ryan
[Statedef 225]
type    = S
movetype= A
physics = N
poweradd= 100
anim = ifelse(var(30)=0,0,3000)
ctrl = 0
velset = 0,0,0

[State 225, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2
volume = 255

[State 225, Helper]
type = Helper
trigger1 = NumHelper(226) < 1
trigger1 = Time = 2
helpertype = normal
name = "Saving Private Ryan"
id = 226
postype = left
pos = 235,80
stateno = 226
keyctrl = 0
ownpal = 1
supermovetime = 0

[State 225, 3]
type = ChangeState
trigger1 = Time = 2
value = 0
ctrl = 1

;Saving Private Ryan Air
[Statedef 227]
type    = A
movetype= A
poweradd= 100
anim = ifelse(var(30)=0,0,3000)
ctrl = 0
velset = 1,0,0

[State 227, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2
volume = 255

[State 227, Helper]
type = Helper
trigger1 = NumHelper(226) < 1
trigger1 = Time = 2
helpertype = normal
name = "Saving Private Ryan"
id = 226
postype = left
pos = 235,80
stateno = 226
keyctrl = 0
ownpal = 1
supermovetime = 0

[State 227, 3]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;Saving Private Ryan
[Statedef 226]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0,0
anim = 226

[State 226, 1]
type = AfterImage
trigger1 = time = 0
time = 30
TimeGap  = 2
FrameGap = 1
length = 15
PalBright   = 0,0,0
PalContrast = 3000,0,0
Trans = add

[State 226, 2]
type = velset
trigger1 = time >= 0
x = 0
y = -6

[State 226, 3]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage   = 50, 8
animtype = Hard
sprpriority = 1
numhits = 3
envshake.time = 7
guardflag = MA
hitflag   = MAF
pausetime = 0,4
sparkno = -1
sparkxy = 0,0
hitsound = S0,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.velocity = -2.5,-5.5
palfx.time = 15
palfx.add = 32,0,0
palfx.mul = 300,192,192

[State 226, 4]
type = DestroySelf
trigger1 = parent,var(32) = 1
;---------------------------------------------------------------------------
;DVD Destroy
[Statedef 202]
type    = A
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
anim = 201

;[State 202, AfterImageTime]
;type = AfterImageTime
;trigger1 = time = 0
;time = 0

[state 202, 2]
type = destroyself
trigger1 = time = 30
;---------------------------------------------------------------------------
;Hooch
[Statedef 1000]
type = S
phySicS = N
movetype = A
ctrl = 0
anim = ifelse(var(30)=0,0,3000)
velSet = 0,0

[State 1000, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 5
volume = 255

[State 1000, Helper]
type = Helper
trigger1 = NumHelper(1001) < 1
trigger1 = Time = 2
helpertype = normal
name = "Hooch"
id = 1001
postype = left
pos = 160,-200
stateno = 1001
keyctrl = 0
ownpal = 1
supermovetime = 0

[State 1000, 0]
type = ChangeState
trigger1 = Time = 2
value = 0
ctrl = 1

[Statedef 1001]
type    = A
movetype= A
physics = N
poweradd = -2000
ctrl = 0
velset = 0,0,0
anim = 1001

[State 1001, Explosion1] 
type = Explod
trigger1 = Time = 40
vel = 0,0
anim = 2010
pos = 0,65
removetime = 35
id = 2010
;shadow = -1,0,0
sprpriority = 7

[State 1001, Explosion2] 
type = Explod
trigger1 = Time = 40
vel = 0,0
anim = 2011
pos = -7,17
removetime = 98
id = 2011
;shadow = -1,0,0
sprpriority = 8

[State 1001, 0]
type = PlaySnd
trigger1 = Time = 40
value = 0, 6
volume = 255

[State 1001, 1]
type = AfterImage
trigger1 = time = 0
time = 30
TimeGap  = 2
FrameGap = 1
length = 15
PalBright   = 0,0,0
PalContrast = 3000,0,0
Trans = add

[State 1001, 2]
type = velset
trigger1 = time >= 0
x = 0
y = 3

[State 1001, 3]
type = HitDef
trigger1 = time = 0
trigger1 = parent,var(30) = 0
attr = A, HP
damage = 500+(random%500),0
animtype = Hard
sprpriority = 1
guardflag = MA
hitflag = MAF
pausetime = 0,4
sparkno = -1
sparkxy = 0,0
hitsound = S0,1
guardsound = 6,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 20
ground.velocity = -2,-5
air.velocity = -2,-5
;p2stateno = 155000

[State 1001, 3]
type = HitDef
trigger1 = time = 0
trigger1 = parent,var(30) = 1
attr = A, HP
damage = 99999,99999
animtype = Hard
sprpriority = 1
envshake.time = 120
guardflag = N
hitflag = MAF
pausetime = 0,4
sparkno = -1
sparkxy = 0,0
hitsound = S0,1
guardsound = 6,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 20
ground.velocity = -1, -100
air.velocity = -1, -100
yaccel = 3
palfx.time = 15
palfx.add = 32,0,0
palfx.mul = 300,192,192
;p2stateno = 155000

[State 1001, 4]
type = ChangeState
trigger1 = time = 48
value = 1002
ctrl = 0

[Statedef 1002]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0

[state 1002, 2]
type = destroyself
trigger1 = time = 5

;;EXTRA HYPERS ==================================
;;Level 2 Armageddon
[Statedef 1100]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = ifelse(var(30)=0,0,3000)
sprpriority = 2                  ;Set layering priority to 2 (in front)


[State 2500, SuperPause]
type = SuperPause
trigger1 = Time = 0
unhittable = 1
anim = -1
time = 30
darken = 1
poweradd = -4000
ignorehitpause = 1

[State 2500, HSDM Sound]
type = PlaySnd
trigger1 = time = 0
value = 13, 0
channel = 1
volume = 255
ignorehitpause = 1

[State 0, ]
type = Helper
trigger1 = Time = 1
helpertype = normal
name = "Bus"
ID = 1100
pos = 0,0
postype = p1
facing = 1
stateno = 1101
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Armageddon
[Statedef 1101]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= I                      ;Move-type: A-attack, I-idle, H-gethit
physics = N                      ;Physics: S-stand, C-crouch, A-air
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 9999                       ;Change animation (Def: no change)

[State 0, ]
type = VarRandom
trigger1 = 1
v = 6
range = 0, 320
ignorehitpause = 1

[State You want a bomb?]
type = Helper
trigger1 = timemod = 20,2
trigger1 = root,var(30) = 0
helpertype = normal
name = "Bomb"
ID = 422
pos = (var(6)),-700
postype = left
facing = 1
stateno = 1102
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
ignorehitpause = 1

[State You want a bomb?]
type = Helper
trigger1 = timemod = 15,2
trigger1 = root,var(30) = 1
helpertype = normal
name = "Bomb"
ID = 422
pos = (var(6)),-700
postype = left
facing = 1
stateno = 1102
ownpal = 1
ignorehitpause = 1

[State 0, ]
type = DestroySelf
trigger1 = time >= 300
ignorehitpause = 1

;---------------------------------------------------------------------------
; The bomb
[Statedef 1102]
type    = A                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = N                      ;Physics: S-stand, C-crouch, A-air
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 420                       ;Change animation (Def: no change)
sprpriority = 0                  ;Set layering priority to 2 (in front)

[State 0, ]
type = PlaySnd
trigger1 = Time = 0
value = S1, 1
volume = 255

[State 0, ]
type = PlaySnd
trigger1 = Time = 0
value = S1, 1
volume = 255

[State 0, ]
type = Gravity
trigger1 = 1

[State 610, 3]
type = HitDef
trigger1 = movecontact = 0
trigger1 = root,var(30) = 0
animtype = Hard
attr = A, HP
damage = 250+(random%250)
guardflag = M
pausetime = 0,0
sparkno = -1
hitsound = -1
guardsound = S6,0
animtype = High
ground.type = Trip
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0, 0
air.type = high
air.velocity = 0, 0

[State 610, 3]
type = HitDef
trigger1 = movecontact = 0
trigger1 = parent,var(30) = 1
animtype = Hard
attr = A, HP
damage = 500+(random%500)
guardflag = N
pausetime = 0,0
sparkno = -1
hitsound = -1
guardsound = S6,0
animtype = High
ground.type = Trip
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(random<500,3,-3),-30
air.type = Trip
air.velocity = -7,30
fall = 1
yaccel = 2

[State 0, ]
type = ChangeState
trigger1 = movecontact
value = 1104

[State 0, ]
type = ChangeState
trigger1 = pos y >= 0
value = 1103

; BOOM!
[Statedef 1103]
type    = C
movetype= A
physics = C
ctrl = 0
anim = 421
sprpriority = 10
velset = 0,0

[State 0, ]
type = EnvShake
trigger1 = Time = 0
time = 20
freq = 140
ignorehitpause = 1

[State 0, ]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 440, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1, 0
volume = 255

[State 440, 3]
type = HitDef
trigger1 = Time = 0
trigger1 = root,var(30) = 0
attr = C, SA
priority = 7
damage = 500+(random%500)
hitflag = MAFD
guardflag = N
pausetime = 0,12
sparkno = 1
sparkxy = -5,-10
hitsound  = S5,2
guardsound = 6,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = ifelse(random<500,3,-3),-30
air.velocity = ifelse(random<500,3,-3),-30
guard.velocity = -5
fall = 1
yaccel = 2

[State 440, 3]
type = HitDef
trigger1 = Time = 0
trigger1 = root,var(30) = 1
attr = C, SA
priority = 7
damage = 100
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkno = 1
sparkxy = -5,-10
hitsound  = S5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
guard.velocity = -5
fall = 0

[State 440, 4]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; Air Boom
[Statedef 1104]
type    = A
movetype= I
physics = N
juggle  = 4
poweradd = 100
ctrl = 0
anim = 422
sprpriority = 2
velset = 0,0

[State 0, ]
type = EnvShake
trigger1 = time = 0
time = 20
freq = 120
ignorehitpause = 1

[State 610, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1, 0
volume = 255

[State 0, ]
type = DestroySelf
trigger1 = animtime = 0

;;Level 3
[Statedef 1960]
type = S
movetype = A
physics = S
juggle = 15
ctrl = 0
velset = 0,0
anim = 1901
sprpriority = 2

[State 2500, SuperPause]
type = SuperPause
trigger1 = Time = 60
unhittable = 1
anim = -1
time = 40
darken = 1
movetime = 40
poweradd = -5000
ignorehitpause = 1

[State 2500, HSDM Sound]
type = PlaySnd
trigger1 = time = 60
value = 13, 0
channel = 1
volume = 255
ignorehitpause = 1

[State 181, 0]
type = Helper
trigger1 = Time = 110
trigger2 = Time = 120
trigger3 = Time = 130
trigger4 = Time = 140
trigger5 = Time = 150
trigger6 = Time = 160
trigger7 = Time = 170
trigger8 = Time = 180
trigger9 = Time = 190
trigger10 = Time = 200
trigger11 = Time = 210
trigger12 = Time = 220
trigger13 = Time = 230
trigger14 = Time = 240
trigger15 = Time = 250
trigger16 = Time = 200
trigger17 = Time = 210
trigger18 = Time = 220
trigger19 = Time = 230
trigger20 = Time = 240
id = 1966
pos = -170,-0
postype = back
stateno = 1966
helpertype = normal
keyctrl = 0

[State 181, 0]
type = Helper
trigger1 = Time = 110
trigger2 = Time = 120
trigger3 = Time = 130
trigger4 = Time = 140
trigger5 = Time = 150
trigger6 = Time = 160
trigger7 = Time = 170
trigger8 = Time = 180
trigger9 = Time = 190
trigger10 = Time = 200
trigger11 = Time = 210
trigger12 = Time = 220
trigger13 = Time = 230
trigger14 = Time = 240
trigger15 = Time = 250
trigger16 = Time = 200
trigger17 = Time = 210
trigger18 = Time = 220
trigger19 = Time = 230
trigger20 = Time = 240
id = 1966
pos = -150,-25
postype = back
stateno = 1966
helpertype = normal
keyctrl = 0

[State 181, 0]
type = Helper
trigger1 = Time = 110
trigger2 = Time = 120
trigger3 = Time = 130
trigger4 = Time = 140
trigger5 = Time = 150
trigger6 = Time = 160
trigger7 = Time = 170
trigger8 = Time = 180
trigger9 = Time = 190
trigger10 = Time = 200
trigger11 = Time = 210
trigger12 = Time = 220
trigger13 = Time = 230
trigger14 = Time = 240
trigger15 = Time = 250
trigger16 = Time = 200
trigger17 = Time = 210
trigger18 = Time = 220
trigger19 = Time = 230
trigger20 = Time = 240
id = 1966
pos = -170,-50
postype = back
stateno = 1966
helpertype = normal
keyctrl = 0

[State 181, 0]
type = Helper
trigger1 = Time = 110
trigger2 = Time = 120
trigger3 = Time = 130
trigger4 = Time = 140
trigger5 = Time = 150
trigger6 = Time = 160
trigger7 = Time = 170
trigger8 = Time = 180
trigger9 = Time = 190
trigger10 = Time = 200
trigger11 = Time = 210
trigger12 = Time = 220
trigger13 = Time = 230
trigger14 = Time = 240
trigger15 = Time = 250
trigger16 = Time = 200
trigger17 = Time = 210
trigger18 = Time = 220
trigger19 = Time = 230
trigger20 = Time = 240
id = 1966
pos = -150,-75
postype = back
stateno = 1966
helpertype = normal
keyctrl = 0

[State 181, 0]
type = Helper
trigger1 = Time = 110
trigger2 = Time = 120
trigger3 = Time = 130
trigger4 = Time = 140
trigger5 = Time = 150
trigger6 = Time = 160
trigger7 = Time = 170
trigger8 = Time = 180
trigger9 = Time = 190
trigger10 = Time = 200
trigger11 = Time = 210
trigger12 = Time = 220
trigger13 = Time = 230
trigger14 = Time = 240
trigger15 = Time = 250
trigger16 = Time = 200
trigger17 = Time = 210
trigger18 = Time = 220
trigger19 = Time = 230
trigger20 = Time = 240
id = 1966
pos = -170,-100
postype = back
stateno = 1966
helpertype = normal
keyctrl = 0

[State 181, 0]
type = Helper
trigger1 = Time = 110
trigger2 = Time = 120
trigger3 = Time = 130
trigger4 = Time = 140
trigger5 = Time = 150
trigger6 = Time = 160
trigger7 = Time = 170
trigger8 = Time = 180
trigger9 = Time = 190
trigger10 = Time = 200
trigger11 = Time = 210
trigger12 = Time = 220
trigger13 = Time = 230
trigger14 = Time = 240
trigger15 = Time = 250
trigger16 = Time = 200
trigger17 = Time = 210
trigger18 = Time = 220
trigger19 = Time = 230
trigger20 = Time = 240
id = 1966
pos = -150,-125
postype = back
stateno = 1966
helpertype = normal
keyctrl = 0

[State 181, 0]
type = Helper
trigger1 = Time = 110
trigger2 = Time = 120
trigger3 = Time = 130
trigger4 = Time = 140
trigger5 = Time = 150
trigger6 = Time = 160
trigger7 = Time = 170
trigger8 = Time = 180
trigger9 = Time = 190
trigger10 = Time = 200
trigger11 = Time = 210
trigger12 = Time = 220
trigger13 = Time = 230
trigger14 = Time = 240
trigger15 = Time = 250
trigger16 = Time = 200
trigger17 = Time = 210
trigger18 = Time = 220
trigger19 = Time = 230
trigger20 = Time = 240
id = 1966
pos = -170,-150
postype = back
stateno = 1966
helpertype = normal
keyctrl = 0

[State 181, 0]
type = Helper
trigger1 = Time = 110
trigger2 = Time = 120
trigger3 = Time = 130
trigger4 = Time = 140
trigger5 = Time = 150
trigger6 = Time = 160
trigger7 = Time = 170
trigger8 = Time = 180
trigger9 = Time = 190
trigger10 = Time = 200
trigger11 = Time = 210
trigger12 = Time = 220
trigger13 = Time = 230
trigger14 = Time = 240
trigger15 = Time = 250
trigger16 = Time = 200
trigger17 = Time = 210
trigger18 = Time = 220
trigger19 = Time = 230
trigger20 = Time = 240
id = 1966
pos = -150,-175
postype = back
stateno = 1966
helpertype = normal
keyctrl = 0

[State 181, 0]
type = Helper
trigger1 = Time = 110
trigger2 = Time = 120
trigger3 = Time = 130
trigger4 = Time = 140
trigger5 = Time = 150
trigger6 = Time = 160
trigger7 = Time = 170
trigger8 = Time = 180
trigger9 = Time = 190
trigger10 = Time = 200
trigger11 = Time = 210
trigger12 = Time = 220
trigger13 = Time = 230
trigger14 = Time = 240
trigger15 = Time = 250
trigger16 = Time = 200
trigger17 = Time = 210
trigger18 = Time = 220
trigger19 = Time = 230
trigger20 = Time = 240
id = 1966
pos = -170,-200
postype = back
stateno = 1966
helpertype = normal
keyctrl = 0


[State 2500, ChangeState]
type = ChangeState
trigger1 = time = 250
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Wilsons
[Statedef 1966]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 2066

[State 201, 2]
type = velset
trigger1 = time >= 0
x = 14

[State 201, 3]
type = HitDef
trigger1 = time = 0
trigger1 = parent,var(30) = 0
attr = A, HA
damage = 100+(random%100), 0
animtype = Hard
sprpriority = 1
guardflag = MA
hitflag = MAF
pausetime = 0,4
sparkno = 2
sparkxy = 0,-25
hitsound = S0,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.velocity = -2.5,-5.5
;p2stateno = 155000

[State 201, 3]
type = HitDef
trigger1 = time = 0
trigger1 = parent,var(30) = 1
attr = A, HA
damage = 500+(random%500)
animtype = Hard
sprpriority = 1
envshake.time = 7
guardflag = N
hitflag = MAF
pausetime = 0,4
sparkno = 2
sparkxy = 0,-25
hitsound = S0,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.velocity = -2.5,-5.5
;p2stateno = 155000


[State 201, 4]
type = DestroySelf
trigger1 = time = 120
trigger2 = frontedgedist <- 145

;;==================================
;;Level 4
[Statedef 1900]
type = S
movetype = A
physics = S
juggle = 15
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1900
sprpriority = 2

[State 2500, SuperPause]
type = SuperPause
trigger1 = Time = 60
unhittable = 1
anim = -1
time = 40
darken = 1
movetime = 40
poweradd = -5000
ignorehitpause = 1

[State 2500, BG]
type = AssertSpecial
trigger1 = time = [100,198]
flag = noFG
flag2 = noBG
ignorehitpause = 1

[State 2500, HSDM Sound]
type = PlaySnd
trigger1 = time = 60
value = 13, 0
channel = 1
volume = 255
ignorehitpause = 1

[State 3906, 018Helper]
type = Helper
trigger1 = Time = 100
ID = 1930
name = "ifnothit"
postype = back
pos = 0,0
sprpriority = -1
stateno = 1930
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 2500, ChangeState]
type = ChangeState
trigger1 = time = 200
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1930]
type = S
movetype = A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1931
sprpriority = -1

[State 4060]
type = PlayerPush
trigger1 = 1
value = 0

[State 3925, 005]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = noFG
flag3 = noBG
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 3925, 001]
type = HitOverride
trigger1 = 1
attr = SCA, AA, AP, AT
stateno = 1930
time = -1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 4060]
type = bindtoroot
trigger1 = 1
pos = 0,0

[State 3906, HitSecondary]
type = Projectile
Trigger1 = time = [0,98]
trigger1 = root,var(30) = 0
projanim = 1930
projID = 1935
offset = 0,0
velocity = 0,0
projpriority = 999999
projsprpriority = -1
projremovetime = 2
projhitanim = -1
projremanim = -1
priority = 999, Hit
attr = S, HA
damage = 30,0
getpower = 0,0
givepower = 0,0
hitflag = MAFPDLH
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S0,1
guardsound = 6,0
ownpal = 1
ground.type = High
ground.slidetime = 0
ground.hittime = 10
guard.hittime = 18
air.hittime = 13
ground.velocity = 0,0
air.velocity = 0,0
air.fall = 1
yaccel = 3
fall = 1
fall.recover = 0
palfx.time = 15
palfx.add = 0,0,0
palfx.mul = 250,250,250
palfx.sinadd = 100,100,100,5
palfx.color = 1
p2stateno = 1920

[State 3906, HitSecondary]
type = Projectile
trigger1 = time = 99
trigger1 = root,var(30) = 0
projanim = 1930
projID = 1936
offset = 0,0
velocity = 0,0
projpriority = 999999
projsprpriority = -1
projremovetime = 2
projhitanim = -1
projremanim = -1
priority = 999, Hit
attr = A, HA
damage = 999999,10
getpower = 0,0
givepower = -100000,-100000
hitflag = MAFPDLH
guardflag = M
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,5
guardsound = 6,0
ownpal = 1
ground.type = Trip
ground.slidetime = 0
ground.hittime = 15
ground.velocity = -0,-100
air.velocity = -0,-100
air.fall = 1
yaccel = 3
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 0,0,0
palfx.mul = 250,250,250
palfx.sinadd = 100,100,100,5
palfx.color = 1
p2stateno = 1921

[State 3906, HitSecondary]
type = Projectile
Trigger1 = time = [0,98]
trigger1 = root,var(30) = 1
projanim = 1930
projID = 1935
offset = 0,0
velocity = 0,0
projpriority = 999999
projsprpriority = -1
projremovetime = 2
projhitanim = -1
projremanim = -1
priority = 999, Hit
attr = S, HA
damage = 1000,0
getpower = 0,0
givepower = 0,0
hitflag = MAFPDLH
guardflag = N
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S0,1
guardsound = 6,0
ownpal = 1
ground.type = High
ground.slidetime = 0
ground.hittime = 10
guard.hittime = 18
air.hittime = 13
ground.velocity = 0,0
air.velocity = 0,0
air.fall = 1
yaccel = 3
fall = 1
fall.recover = 0
palfx.time = 15
palfx.add = 0,0,0
palfx.mul = 250,250,250
palfx.sinadd = 100,100,100,5
palfx.color = 1
p2stateno = 1920

[State 3906, HitSecondary]
type = Projectile
trigger1 = time = 99
trigger1 = root,var(30) = 1
projanim = 1930
projID = 1936
offset = 0,0
velocity = 0,0
projpriority = 999999
projsprpriority = -1
projremovetime = 2
projhitanim = -1
projremanim = -1
priority = 999, Hit
attr = A, HA
damage = 999999,999999
getpower = 0,0
givepower = -100000,-100000
hitflag = MAFPDLH
guardflag = N
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S5,3
guardsound = 6,0
ownpal = 1
ground.type = Trip
ground.slidetime = 0
ground.hittime = 15
ground.velocity = -0,-100
air.velocity = -0,-100
air.fall = 1
yaccel = 3
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 0,0,0
palfx.mul = 250,250,250
palfx.sinadd = 100,100,100,5
palfx.color = 1
p2stateno = 1921

[State 900, 2]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 104
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 4060]
type = destroyself
trigger1 = Time = 105

;;;===========================================================================
[Statedef 1920]
type    = A
movetype= H
physics = N
ctrl = 0
velset = 0,0
sprpriority = 4

[State 3430, brilho]
type = PalFX
trigger1 = time = 0
time = 100
add = 0,0,0
mul = 250,250,250
sinadd = 100,100,100,5
color = 1
ignorehitpause = 1

[State 4206, Anim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1921

[State 4206, Anim2]
type = ChangeAnim2
trigger1 = anim = 1921
trigger1 = Time >= 100
value = 1922

[State 4206, Anim2]
type = VelAdd
trigger1 = anim = 1922
trigger1 = Time >= 101
y = 0.5

[state 4206, Fin]
type = SelfState
trigger1 = anim = 1922
trigger1 = Vel y > 0 && Pos y >= 0
value = 5100
;---------------------------------------------------------------------------
[Statedef 1921]
type    = A
movetype= H
physics = N
ctrl = 0
velset = 0,0
sprpriority = 4

[State 3430, brilho]
type = PalFX
trigger1 = time = 0
time = 200
add = 0,0,0
mul = 250,250,250
sinadd = 100,100,100,5
color = 1
ignorehitpause = 1

[State 4217, 0]
type = ChangeAnim2
trigger1 = Vel Y <= 0
value = 1923

[State 4217, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = -60*Const(movement.yaccel)

[State 4217, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 4217, 3]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 4217, 4]
type = SelfState
trigger1 = time >= 30
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5110
;;;===========================================================================
;;Level 5
[Statedef 1915]
type = S
movetype = A
physics = S
juggle = 15
ctrl = 0
velset = 0,0
anim = 1900
sprpriority = 2

[State 3700]
type = HitOverride
trigger1 = 1
attr = SCA, AA, AP, AT
stateno = -1
ignorehitpause = 1

[State 2500, SuperPause]
type = SuperPause
trigger1 = Time = 60
unhittable = 1
anim = -1
time = 40
darken = 1
movetime = 40
poweradd = -10000
ignorehitpause = 1

[State 2500, BG]
type = AssertSpecial
trigger1 = time = [100,299]
flag = noFG
flag2 = noBG
flag3 = nokosnd
ignorehitpause = 1

[State 2500, HSDM Sound]
type = PlaySnd
trigger1 = time = 60
value = 13, 0
channel = 1
volume = 255
ignorehitpause = 1

[State 2500, HSDM Sound]
type = PlaySnd
trigger1 = time = 60
value = 13, 1
channel = 2
volume = 255
ignorehitpause = 1

[State 3906, 018Helper]
type = Helper
trigger1 = Time = 100
trigger1 = numhelper(1945) = 0
ID = 1945
name = "ifnothit"
postype = back
pos = 0,0
sprpriority = -1
stateno = 1945
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 900, 2]
type = EnvColor
trigger1 = time >= 100
value = 0,0,0
time = 2

[State 0, ]
type = Explod
trigger1 = Time = 240
anim = 2067
id = 2067
pos = ifelse(facing=-1,0,-320),0
postype = front
bindtime = -1
ontop = 1
ownpal = 1
removetime = 39
supermovetime = 65535
pausemovetime = 65535

[State 2500, HSDM Sound]
type = PlaySnd
trigger1 = time = 101
value = 0, 8
channel = 5
volume = 255

[State 2500, HSDM Sound]
type = VarRandom
trigger1 = 1
v = 25
range = 0,2

[State 2500, HSDM Sound]
type = PlaySnd
trigger1 = time = 240
trigger1 = var(25) = 0
value = S13, 5
channel = 5
volume = 255
freqmul = 0.75

[State 2500, HSDM Sound]
type = PlaySnd
trigger1 = time = 240
trigger1 = var(25) = 1
value = S13, 5
channel = 5
volume = 255

[State 2500, HSDM Sound]
type = PlaySnd
trigger1 = time = 240
trigger1 = var(25) = 2
value = S13, 5
channel = 5
volume = 255
freqmul = 1.25

[State 2500, noFG]
type = AssertSpecial
trigger1 = time = [100,299]
flag = noFG
ignorehitpause = 1

[State 0, ]
type = TargetState
trigger1 = time = 298
value = 1955
ignorehitpause = 1

[State 0, ]
type = TargetLifeAdd
trigger1 = time >= 298
value = Ceil(-9*enemy,const(data.life))
absolute = 1
ignorehitpause = 1
persistent = 1

[State 3906, 019]
type = Helper
trigger1 = time = 300
trigger1 = numhelper(1980) = 0
ID = 1980
name = "attacker2"
postype = back
pos = 0,0
sprpriority = -1
stateno = 1980
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999


[State 2500, ChangeState]
type = ChangeState
trigger1 = time = 305
trigger1 = winko
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1945]
type = A
movetype = A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1931
sprpriority = -1

[State 4217, 3]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 3927, NoPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3927, Assert1]
type = AssertSpecial
trigger1 = 1
flag = globalnoshadow   
flag2 = unguardable    
flag3 = nobardisplay
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999

[State 3927, Assert2]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = noFG
flag3 = timerfreeze
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999

[State 3906, HitSecondary]
type = Projectile
trigger1 = Time = [0,195]
projanim = 1930
projID = 1946
offset = 0,0
velocity = 0,0
projpriority = 999999
projsprpriority = -1
projremovetime = 1
projhitanim = -1
projremanim = -1
priority = 7, Hit
attr = S, HA
damage = 0,0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFPDLH
guardflag = N
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
ownpal = 1
ground.type = Trip
ground.slidetime = 0
ground.hittime = 15
ground.velocity = 0,0
air.velocity = 0,0
kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
pausemovetime = 999999
supermovetime = 999999
supermove = 1
p2stateno = 1950

[State 3906, HitSecondary]
type = Projectile
trigger1 = Time >= 198
projanim = 1930
projID = 1947
offset = 0,0
velocity = 0,0
projpriority = 999999
projsprpriority = -1
projremovetime = 1
projhitanim = -1
projremanim = -1
priority = 999, Hit
attr = A, HA
damage = 9999999,9999999
numhits = 0
getpower = 0,0
givepower = -1000000,-1000000
hitflag = MAFPDLH
guardflag = N
pausetime = 1,1
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
ownpal = 1
ground.type = Trip
ground.slidetime = 999999
ground.hittime = 999999
ground.velocity = -0,-100
air.velocity = -0,-100
guard.ctrltime = 999999
guard.pausetime = 0,999999
guard.slidetime =999999
air.fall = 1
yaccel = 3
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
pausemovetime = 999999
supermovetime = 999999
supermove = 1
p2stateno = 1955

[State 3927, Bind]
type = bindtoroot
trigger1 = 1
pos = 0,0

[State 3906, 025]
type = Targetlifeadd
trigger1 = projhit1947 = 1
trigger2 = numprojID(1947) = 1
value = Ceil(-9*enemy,const(data.life))
absolute = 1
ignorehitpause = 1
persistent = 1

[State 3927, Disperse]
type = destroyself
trigger1 = root,stateno != 1915

;;;================================================================================================
[Statedef 1980]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 1930

[State 3927, NoPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3927, NoPush]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 3927, Assert1]
type = AssertSpecial
trigger1 = 1
flag = globalnoshadow
flag2 = noBG
flag3 = noFG
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999

[State 3927, Assert3]
type = AssertSpecial
trigger1 = 1
flag = nokosnd
flag2 = nokoslow
flag3 = timerfreeze
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999

[State 9998, 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT, AA, AP, AT
pausetime = 0, 0
sparkno = -1
numhits = 0
p1stateno = 1980
p2stateno = 1957

[State 1000, 5]
type = Targetlifeadd
trigger1 = 1
value = Ceil(-9*enemy,Const(data.life))
absolute = 1

[State 1000, 5]
type = DestroySelf
trigger1 = Win
;;;================================================================================================
;Thrown by Kung Fu Throw
; (a custom gethit state)
; Description: This is the state that the opponent changes to after being
;     hit by KFM's throw HitDef. The important thing here is to use a
;     ChangeAnim2 controller. The difference between ChangeAnim2 and
;     ChangeAnim is that ChangeAnim2 changes the player's animation to
;     an action in the AIR file of the attacker (in this case, kfm.air),
;     whereas ChangeAnim always changes the player to an action in his
;     own AIR file. Look at Action 820 in kfm.air for some extra
;     comments.
[Statedef 1950]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = Posset
Trigger1 = Time = 0
y = 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1950

[State 820, 2]
type = SelfState
trigger1 = time = 200
value = 5110
;---------------------------------------------------------------------------
[Statedef 1955]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1950

[State 820, 1]
type = Playsnd
Trigger1 = Time = 1
value = 11,0
volume = 255

[State 820, 1]
type = Posset
Trigger1 = Time = 0
y = 0

[State 0, ]
type = LifeSet
trigger1 = 1
value = 0
ignorehitpause = 1

[State 820, 2]
type = SelfState
trigger1 = Time = 1
value = 5150

;---------------------------------------------------------------------------
[Statedef 1957]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1950

[State 2752, Off]
Type = AssertSpecial
trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard

[State 820, 1]
type = DestroySelf
Trigger1 = ishelper = 1
Trigger2 = !ishelper

[State 0, ]
type = LifeSet
trigger1 = 1
value = 0

[State 0, ]
type = PowerSet
trigger1 = 1
value = 0

[State 820, 2]
type = SelfState
trigger1 = time >= 10
value = 5150
;;==================================
;;DUH
[Statedef 1999]
type = S
movetype = I
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1931
sprpriority = -1

[State 2500, SuperPause]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2500, ChangeState]
type = ChangeState
trigger1 = time = 1
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 無に還ろう
;---------------------------------------------------------------------------

[Statedef 2200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -9000
anim = 2200
ctrl = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -2]
type = assertspecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state a]
type = varset
trigger1 = time = 0
v = 5
value = ifelse(var(30)!=1,(1*(command!="x")),0+(random%2))

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2201

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

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

;[State a]
;type = helper
;trigger1 = time = 12 || time = 16 || AnimElemTime(6) = 1 || AnimElemTime(7) = 14
;id = 22101
;persistent = 1
;name = "wakka"
;pos = 1,-129
;;postype = P1
;stateno = 22101
;helpertype = normal
;keyctrl = 0
;ownpal = 1
;pausemovetime = 999
;supermovetime = 999

;[State 1000, 5]
;type = Explod
;trigger1 = time = 10
;anim = 22174
;sprpriority = -4
;postype = p1
;pos = 1,-129
;bindtime = -1
;supermove = 1
;under = 0
;ownpal = 1

;[State 1000, 5]
;type = Explod
;trigger1 = time = 0
;anim = 22172
;sprpriority = -3
;postype = p1
;pos = 1,-129
;bindtime = -1
;supermove = 1
;under = 0
;ownpal = 1

;[State 1000, 5]
;type = Explod
;trigger1 = Time = 0
;anim = 22173
;sprpriority = 20
;postype = p1
;pos = 1,-129
;bindtime = 1
;supermove = 1
;under = 0
;ownpal = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2200,0

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = 2562,2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 8
value = 2563,3

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 50
value = 0,0,0
under = 2

[state a]
type = changestate
trigger1 = animtime = 0
value = 2205

;---------------------------------------------------------------------------
;攻撃
;---------------------------------------------------------------------------

[Statedef 2205]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2205
ctrl = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -2]
type = assertspecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2206

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

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2563,4

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 20
value = 2563,5
volume = 250
channel = 10

[State 2632]
type = Explod
trigger1 = Time = 0
anim = 22176
id = 22176
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

[State 2632]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 1]
type = Projectile
triggerall = var(1)!=1
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = ((random<=15)*(random%150))+(random<=(3+(var(1)*5)))*21474836,(random<=25)*(random%250)
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2636

[State 1]
type = Projectile
triggerall = var(1)!=0
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 21474836
getpower = 0,0
givepower = 0-((palno = [1,12])*9999999999)
hitflag = MAFD
guardflag =
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2636

[State 1]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 22178
projhitanim = -1
projid = 22178
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1
p2stateno = 2636

[State 1]
type = AttackDist
trigger1 = palno=[1,12]
value = 0

[State 1]
type = ReversalDef
triggerall = palno = [1,12]
trigger1 = time = [20,220]
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 2636

[state 1]
type = targetstate
triggerall = palno = [1,12]
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
value = 2636

[State 1]
type = targetLifeAdd
trigger1 = palno = [1,12]
value = -9999999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1]
type = Explod
trigger1 = target,stateno = 2636 && enemyNear,time = 0 || projhit22177 = 1
anim = 22109+var(35)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 1]
type = HitAdd
trigger1 = target,stateno = 2636 && enemyNear,time = 0
value = 1

[state a]
type = changestate
trigger1 = time >= 250
value = 2210

;---------------------------------------------------------------------------
;終了
;---------------------------------------------------------------------------

[Statedef 2210]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2210
ctrl = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = timerfreeze
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2211

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;やられ
;---------------------------------------------------------------------------

[Statedef 2635]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 2635]
type = destroyself
trigger1 = ishelper

[State 2635]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.007 * Const(data.life)))

[State 2635]
type = powerset
trigger1 = time = 0
ignorehitpause = 1
value = power - (Ceil(0.005 * Const(data.power)))

[State 2635]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2635]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State 2635]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 2635]
type = changestate
trigger1 = time >= 8
value = 2637

;---------------------------------------------------------------------------
;やられ
;---------------------------------------------------------------------------

[Statedef 2636]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 2636]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 2636]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 2636]
type = VarRangeSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&!ishelper&&name!="Omega Tom Hanks"
value = 0

[State 2636]
type = VarRangeSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&!ishelper&&name!="Omega Tom Hanks"
fvalue = 0

[State 2636]
type = VarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&!ishelper&&name!="Omega Tom Hanks"
sysvar(1) = 0

[State 2636]
type = VarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&!ishelper&&name!="Omega Tom Hanks"
sysvar(2) = 0

[State 2636]
type = VarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&!ishelper&&name!="Omega Tom Hanks"
sysvar(3) = 0

[State 2636]
type = VarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&!ishelper&&name!="Omega Tom Hanks"
sysvar(4) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(1) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(2) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(3) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(4) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(5) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(6) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(7) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(8) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(9) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(10) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(11) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(12) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(13) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(14) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(15) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(16) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(17) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(18) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(19) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(20) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(21) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(22) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(23) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(24) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(25) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(26) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(27) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(28) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(29) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(30) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(31) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(32) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(33) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(34) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(35) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(36) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(37) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(38) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(39) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(40) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(41) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(42) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(43) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(44) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(45) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(46) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(47) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(48) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(49) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(50) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(51) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(52) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(53) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(54) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(55) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(56) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(57) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(58) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(59) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(1) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(2) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(3) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(4) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(5) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(6) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(7) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(8) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(9) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(10) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(11) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(12) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(13) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(14) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(15) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(16) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(17) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(18) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(19) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(20) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(21) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(22) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(23) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(24) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(25) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(26) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(27) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(28) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(29) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(30) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(31) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(32) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(33) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(34) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(35) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(36) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(37) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(38) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(39) = 0

[State 2636]
type = AssertSpecial
trigger1 = ishelper
flag = invisible

[State 2636]
type = PlayerPush
trigger1 = 1
value = -1

[State 2636]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2636]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2636]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State 2636]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[state 2636]
type = destroyself
trigger1 = ishelper&&time>=1

[State 2636]
type = changestate
trigger1 = !ishelper&&time >= 8
value = 2637

;---------------------------------------------------------------------------
;相手落下1
;---------------------------------------------------------------------------

[Statedef 2637]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 2637]
type = destroyself
trigger1 = ishelper

[State 2637]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.035 * Const(data.life)))

[State 2637]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 2637]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 2637]
type = VarRangeSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&!ishelper&&name!="Omega Tom Hanks"
value = 0

[State 2637]
type = VarRangeSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&!ishelper&&name!="Omega Tom Hanks"
fvalue = 0

[State 2637]
type = VarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&!ishelper&&name!="Omega Tom Hanks"
sysvar(1) = 0

[State 2637]
type = VarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&!ishelper&&name!="Omega Tom Hanks"
sysvar(2) = 0

[State 2637]
type = VarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&!ishelper&&name!="Omega Tom Hanks"
sysvar(3) = 0

[State 2637]
type = VarSet
trigger1 = enemynear,name="Omega Tom Hanks"&&enemynear,fvar(37)=1&&!ishelper&&name!="Omega Tom Hanks"
sysvar(4) = 0

[State 2637]
type = PlayerPush
trigger1 = 1
value = -1

[State 2637]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2637]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2637]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 2637]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 2637]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 2637]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;Kimiya Summon
[Statedef 1501]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 4881 ;Summon Anim
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
triggerall = Anim=4881
trigger1 = AnimElem=3
value = S237,0

[State 0, PlaySnd]
type = PlaySnd
triggerall = Anim=4881
trigger1 = AnimElem=11
value = S0,4

[State 1500, Summon]
type = Helper
triggerall = Anim=4881
trigger1 = AnimElem = 2
helpertype = normal
name = "Kimiya"
ID = 16000
stateno = 16000
postype = p1
size.xscale = .5
size.yscale = .5
pos = -348,0
facing = 1
keyctrl = 0
ownpal = 1

[State 0, ChangeAnim]
type = ChangeState
trigger1 = AnimTime=0; && Anim=4881
value= 0
ctrl=1

[State 0, ChangeAnim]
type = Null;ChangeAnim
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(3) < 0
triggerall = NumHelper(16000)
trigger1 = Anim=1500
trigger1 = (helper(16000),stateno=16000) || (helper(16000),stateno=16001 && helper(16000),animelemtime(7)<1)
value = 1500
elem = 2

[State 1500, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0 && Anim=1500
value = 0
ctrl = 1
;------------------------------------------------------------------------ P.S SCREW YOU DANIEL
;Kimi-chan!
[Statedef 16000]
type = S
movetype= I
physics = N
ctrl = 0
sprpriority=3
anim = 16000
velset = 14,0

[State Hentai Voice]
type = PlaySnd
trigger1 = AnimElem=13
value = S16000,1+random%2

[State MISS]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 16001
ignorehitpause = 1

[State NO]
type = NotHitBy
trigger1 = 1
value = ,NA,SA,AP,AT
ignorehitpause = 1

[State End]
type = ChangeState
trigger1 = Time >= 15
value = 16001
ctrl = 0

;Kimiya Syringe Throw
[Statedef 16001]
type = S
movetype= A
physics = S
ctrl = 0
sprpriority=3
anim = 16001

[State Realistic Shit that wastes my time]
type = PlaySnd
trigger1 = Time=0
value = S0,2

[State Hentai Voice]
type = PlaySnd
trigger1 = Time=0 && random<500
value = S16000,6
channel=0

[State Hentai Voice]
type = PlaySnd
trigger1 = AnimElem=13 && random<500
value = S16000,3+4*(random%2)
channel=0

[State MISS]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 16005
ignorehitpause = 1

[State Throw it!]
type = Helper
trigger1 = AnimElem=10
helpertype = normal
name = "Syringe"
ID = 16002
stateno = 16002
pos = 54,-78
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = .5
size.yscale = .5

[State NO]
type = NotHitBy
trigger1 = AnimElemTime(11)<0
value = ,AT

[State FUCK, YOU, BALANCE]
type = NotHitBy
trigger1 = AnimElemTime(11)>=0
value = SCA

[State Woosh]
type = PlaySnd
trigger1 = AnimElem=7
value = S0,2

[State 114002, ChangeAnim]
type = ChangeAnim
triggerall = AnimElemTime(16) >= 0
trigger1 = Win
value = 16001
elem = 16

[State 14001, ChangeState]
type = ChangeState
triggerall = AnimElemTime(16) >= 0
trigger1 = Win && Roundstate = 4
value = 116002
ctrl = 0

[State End]
type = ChangeState
trigger1 = AnimTime=0
value = 16006
ctrl = 0

;Syringe Itself
[Statedef 16002]
type = A
movetype= A
physics = N
ctrl = 0
velset = 6.4,0
anim = 16002

[State FALL]
type = VelAdd
trigger1 = Time>6
y = 0.35

[State MISS]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 16007
ignorehitpause = 1

[State Sex Joke Number 2]
type = NotHitBy
trigger1 = 1
value = ,AA,AT,NP
ignorehitpause=1

[State Angle]
type = VarSet
trigger1 = 1
fvar(0) = -(atan(Vel Y/Vel X))*(180/pi)
ignorehitpause=1

[State Rotate]
type = AngleDraw
trigger1 = 1
value = fvar(0)
ignorehitpause=1

[State It all Starts here]
type = HitDef
trigger1 = Time=0
attr = A,SP
hitflag = MA-
guardflag = MA
affectteam = B
animtype = light
priority = 5,Hit
damage = 5,5
pausetime = 0,0
guard.pausetime = 0,5
sparkno = 12
guard.sparkno = 11
sparkxy = 6,0
hitsound = S5,2
guardsound = S100,1+random%3
ground.type = Low
ground.slidetime = 0
guard.hittime=15
guard.slidetime=15
ground.hittime = 180
air.hittime = 180
air.velocity=0
guard.dist = 320
ground.velocity = 0
guard.velocity = -4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p1facing = 1
p2facing = 1
forcestand = 1
air.fall = 1
id = 555
nochainID = 555
hitonce=1
kill = 0
guard.kill = 0
numhits = 1
getpower = 0,0
givepower = 0,0

;[State p2stateno]
;type = TargetState
;triggerall = movehit && !movereversed && !moveguarded
;triggerall = NumTarget(555)
;triggerall = !target(555),IsHelper
;trigger1 = target(555),Time=0
;value = 16004
;ID = 555
;ignorehitpause=1
;persistent=0

;[State p1stateno]
;type = ChangeState
;triggerall = movehit && !movereversed && !moveguarded
;triggerall = NumTarget(555)
;triggerall = !target(555),IsHelper
;trigger1 = target(555),Time=0
;value = 16003
;ctrl=0
;ignorehitpause=1

[State Abort!]
type = ChangeState
trigger1 = Pos Y > 0 && Vel Y > 0
trigger2 = moveguarded || movereversed
value = 16007
ctrl=0

; [State 0, Helper]
; type = Helper
; trigger1 = time = 0
; helpertype = normal
; name = "Check"
; ID = 25000
; stateno = 25000
; pos = 0,0
; postype = P1
; facing = 1
; ownpal = 1
; supermovetime = 0
; pausemovetime = 0
; ignorehitpause = 1
; persistent = 1
; [16:36:34] Nick Hooper: ;==========================================================================
; ;
; [Statedef 25000]
; Type = A
; MoveType = I
; Physics = N
; Anim = 99999
;
; [State Check]
; Type = ChangeState
; Trigger1 = TeamSide = 1
; Value = IfElse(Root,AuthorName = "kishio/DarkDonald1",25001,1010101)
;
; ;==========================================================================
; ;
; [Statedef 25001]
; Type = A
; MoveType = I
; Physics = N
;
; [State DestroySelf]
; Type = DestroySelf
; Trigger1 = 1

;Syringe
[Statedef 16003]
type = A
movetype= A
physics = N
ctrl = 0
velset = 0,0

[State NO!]
type = NotHitBy
trigger1 = 1
value = SCA

[State X]
type = VarSet
trigger1 = Time = 0
v = 3
value = -ceil(p2dist X)

[State Y]
type = VarSet
trigger1 = Time = 0
v = 4
value = -ceil(p2dist Y)

; [State BIND]
; type = BindToTarget
; trigger1 = 1
; time = 1
; ID = 555
; pos = 7,var(4),Foot

[State Rotate]
type = AngleDraw
trigger1 = 1
value = fvar(0)
ignorehitpause=1

[State 0, PosSet]
type = PosSet
trigger1 = numtarget(555)
x = target(555),pos x-7
y = target(555),pos y+var(4)


[State Poison Damage]
type = TargetLifeAdd
trigger1 = (time%4=0) && time<=180
value = -1
ID = 555
kill = 0

[State NO]
type = ChangeState
trigger1 = !NumTarget(555)
trigger2 = NumTarget(555)
trigger2 = target(555),stateno!=16004
value = 16007
ctrl=0

;Hit!
[Statedef 16004]
type = U
movetype= H
physics = N
ctrl = 0
velset = 0,0
anim = 5012


[State Bobs]
type = VelAdd
trigger1 = statetype=A
y = 0.5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Vel Y > 0 && Pos Y > 0
trigger1 = statetype=A
value = F7,2

[State 0, EnvShake]
type = EnvShake
trigger1 = Vel Y > 0 && Pos Y > 0
trigger1 = statetype=A
time = 10
freq = 180
ampl = -5

[State 0, Explod]
type = Explod
trigger1 = Vel Y > 0 && Pos Y > 0
trigger1 = statetype=A
anim = F62
pos = 0,0
postype = p1
facing = 1
ontop=1
removetime = -2
ownpal=1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Vel Y > 0 && Pos Y > 0
trigger1 = statetype=A
statetype = S

[State 0, PosSet]
type = PosSet
trigger1 = statetype!=A
y = 0
[State Fall]
type = VelSet
trigger1 = statetype!=A
y = 0


[State AnimChanger]
type = ChangeAnim
trigger1 = AnimTime=0 && Anim=5012
value = 5017

[State FALL/Recover in Ground]
type = SelfState
trigger1 = Time>=gethitvar(hittime)
value = ifelse(statetype=S||Statetype=C,0,5050)
ctrl=ifelse(statetype=S||Statetype=C,1,0)

;Hit!
[Statedef 16005]
type = A
movetype= H
physics = N
ctrl = 0
velset = -10,-10
anim = 16005

[State Hentai Voice]
type = PlaySnd
trigger1 = Time=0
value = S16000,5+3*(random%2)
channel=0

[State 9, YOU, BALANCE]
type = NotHitBy
trigger1 = 1
value = SCA

[State Go away]
type = DestroySelf
trigger1 = !(screenpos X = [-60,380])

;Zoom Out
[Statedef 16006]
type = S
movetype= A
physics = N
ctrl = 0
velset = 10,0
anim = 16000

[State Hentai Voice]
type = PlaySnd
trigger1 = Time=0 && random<500
value = S16000,4
channel=0

[State Realistic S**t that wastes my time]
type = PlaySnd
trigger1 = Time=0
value = S0,2

[State FUCK, YOU, BALANCE]
type = NotHitBy
trigger1 = 1
value = SCA

[State Go away]
type = DestroySelf
trigger1 = !(screenpos X = [-60,380])

[State Accel Kimi]
type = VelAdd
trigger1 = 1
x = 0.3

; IT LOOKS AWKWARD
[Statedef 16007]
type = A
movetype= I
physics = N
ctrl = 0
velset = -3,-6

[State No..., Matt, No...]
type = NotHitBy
trigger1 = 1
value = SCA

[State HAHA]
type = PlaySnd
trigger1 = Time=0
value = S8050,1

[State Fall]
type = VelAdd
trigger1 = 1
y = 0.5

[State WHEEEEE]
type = AngleDraw
trigger1 = 1
value = time*17
scale = 1+Time/15.0,1+Time/15.0

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

[State ASDF]
type = DestroySelf
trigger1 = ScreenPos X > 360

;---------------------------------------------------------------------------
; Devil'Star AKA Night Sky
;---------------------------------------------------------------------------

[Statedef 2202]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -9000
anim = 2200
ctrl = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -2]
type = assertspecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state a]
type = varset
trigger1 = time = 0
v = 5
value = ifelse(var(30)!=1,(1*(command!="x")),0+(random%2))

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2201

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

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

;[State a]
;type = helper
;trigger1 = time = 12 || time = 16 || AnimElemTime(6) = 1 || AnimElemTime(7) = 14
;id = 22101
;persistent = 1
;name = "wakka"
;pos = 1,-129
;;postype = P1
;stateno = 22101
;helpertype = normal
;keyctrl = 0
;ownpal = 1
;pausemovetime = 999
;supermovetime = 999

;[State 1000, 5]
;type = Explod
;trigger1 = time = 10
;anim = 22174
;sprpriority = -4
;postype = p1
;pos = 1,-129
;bindtime = -1
;supermove = 1
;under = 0
;ownpal = 1

;[State 1000, 5]
;type = Explod
;trigger1 = time = 0
;anim = 22172
;sprpriority = -3
;postype = p1
;pos = 1,-129
;bindtime = -1
;supermove = 1
;under = 0
;ownpal = 1

;[State 1000, 5]
;type = Explod
;trigger1 = Time = 0
;anim = 22173
;sprpriority = 20
;postype = p1
;pos = 1,-129
;bindtime = 1
;supermove = 1
;under = 0
;ownpal = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2200,0

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = 678,0

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 4343,3

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 8
value = 2563,3

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 50
value = 0,0,0
under = 2

[state a]
type = changestate
trigger1 = animtime = 0
value = 2206

;---------------------------------------------------------------------------
;康ight Sky Attack
;---------------------------------------------------------------------------

[Statedef 2206]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2205
ctrl = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -2]
type = assertspecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2206

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

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 679,0

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 20
value = 677,0
volume = 250
channel = 10

[State 2632]
type = Explod
trigger1 = Time = 0
anim = 4501
id = 22176
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

[State 2632]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 1]
type = Projectile
triggerall = var(1)!=1
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22178
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = ((random<=15)*(random%150))+(random<=(3+(var(1)*5)))*21474836,(random<=25)*(random%250)
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2635

[State 1]
type = Projectile
triggerall = var(1)!=0
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 21474836
getpower = 0,0
givepower = 0-((palno = [1,12])*9999999999)
hitflag = MAFD
guardflag =
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2635

[State 1]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 22178
projhitanim = -1
projid = 22178
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 1]
type = AttackDist
trigger1 = palno=[1,12]
value = 0

[State 1]
type = ReversalDef
triggerall = palno = [1,12]
trigger1 = time = [20,220]
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = ifelse(var(3)>0,1000044,2001)

[State 300, HitAdd]
type = HitAdd
trigger1 = win
value = 999

[State 300, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = 1
value = -9999999
kill = 1

[State 300, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

[state 1]
type = targetstate
triggerall = palno = [1,12]
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
value = ifelse(var(3)>0,1000044,2001) ;2636

[State 1]
type = targetLifeAdd
trigger1 = palno = [1,12]
value = -9999999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1]
type = Explod
trigger1 = target,stateno = 2636 && enemyNear,time = 0 || projhit22177 = 1
anim = 22109+var(35)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 1]
type = HitAdd
trigger1 = target,stateno = 2636 && enemyNear,time = 0
value = 1

[state a]
type = changestate
trigger1 = time >= 250
value = 2210

;---------------------------------------------------------------------------
; Protton guy
[Statedef 761]
type    = S
movetype = I
physics = N
velset = 4.2,0
ctrl = 0
anim = 761
sprpriority = 1
;poweradd = -1000

[State 0, ]
type = HitOverride
trigger1 = 1
slot = 0
attr = SCA,AA,AP,AT
stateno = 767
time = -1
ignorehitpause = 1

[State 0, ]
type = StateTypeSet
trigger1 = animelem = 3
physics = S

[State 105, 3]
type = ChangeState
trigger1 = animtime = 0
value = 762

[Statedef 762]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 762
ctrl = 0

[State 0, ]
type = Explod
trigger1 = AnimElem = 8
anim = 7621
ID = 762
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = 116
sprpriority = -1
shadow = 255,255,255
removeongethit = 1
ignorehitpause = 1

[State AckBarhaha]
type = Explod
triggerall = animelem = 11
trigger1 = facing = enemynear, facing
anim = 966
id = 666
pos = 0,0
postype = left
bindtime = -1
supermovetime = 65535
pausemovetime = 65535
removetime = 40
scale = .5, .5
sprpriority = -666
ownpal = 1
ignorehitpause = 1
persistent = 0

[State AckBarhaha]
type = SuperPause
triggerall = animelem = 11
trigger1 = facing = enemynear, facing
time = 40
anim = -1
sound = S966,0
darken = 0
ignorehitpause = 1
persistent = 0

[State 0, ]
type = Helper
trigger1 = AnimElem = 12
helpertype = normal
name = "Beam"
pos = 0,0
postype = p1
facing = 1
stateno = 763
ownpal = 1
ignorehitpause = 1

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(win,766,764)

[Statedef 763]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 763
ctrl = 0
sprpriority = 5

[State 0, ]
type = PlaySnd
trigger1 = Time = 0
value = 760,2

[State 210, 2]
type = HitDef
trigger1 = time != 0
trigger1 = timemod = 3,2
attr = A, HP
animtype  = Hard
guardflag = M
damage    = 5
pausetime = 0,8
sparkno = 3
sparkxy = -10,-115
hitsound   = S0,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -30,-1
air.velocity = -30,-1
fall = 1
sprpriority = 5
getpower = 0

[State 0, ]
type = DestroySelf
trigger1 = parent, stateno != 762
trigger2 = time >= 100
ignorehitpause = 1

[Statedef 764]
type    = A
movetype    = I
ctrl = 0
anim = 764
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = -4.5
y = -3.8

[State 105, 1]
type = Gravity
trigger1 = 1

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 7645

[Statedef 7645]
type    = S
physics = S
ctrl = 0
anim = 7645

[State 106, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 106, 4]
type = ChangeState
trigger1 = animtime = 0
value = ifelse(win,766,764)
ctrl = 0

[State 0, ]
type = DestroySelf
trigger1 = backedgedist < -18
ignorehitpause = 1

[Statedef 766]
type = S
ctrl = 0
anim = 766
velset = 0,0

[State 0, ]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random < 500
value = 760,ifelse(Random<500,0,1)
channel = 0

[Statedef 767]
type    = A
movetype= H
physics = N
ctrl = 0
anim = 767

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

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

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 768

[Statedef 768]
type    = L
movetype= H
physics = N
anim = 768

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

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

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

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

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

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

[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
;value = 61
;pos = 0, 0
;under = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 10

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
;value = F7, 0 ;Hit ground
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100, 11]
type = PosFreeze
trigger1 = animelemtime(6) < 0

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

[State 5101, 3]
type = HitFallVel
trigger1 = animelem = 6

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = animelemtime(6) >= 0
y = .4

[State 5101, 6]
trigger1 = animelemtime(6) >= 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 769

[Statedef 769]
type    = L
movetype= H
physics = N
anim = 769

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

[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, 0 ;Hit ground
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) <= 10

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

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

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

[State 0, ]
type = DestroySelf
trigger1 = animtime = 0
ignorehitpause = 1
;;;;===============================================================================
[Statedef -2]

[State No Longer?]
type = VarSet
triggerall = var(35) = 0
trigger1 = enemy, const(data.attack)>=250
trigger2 = enemy, name = "Asura Yun"
trigger3 = enemy, authorname = "Ex-Infernis"
trigger4 = enemy, authorname = "Tetchi"
trigger5 = enemy, authorname = "EasyChar"
trigger6 = enemy, authorname = "Actarus"
trigger7 = enemy, authorname = "Actarus, maxim"
trigger8 = enemy, authorname = "GohanSSM2"
trigger9 = enemy, authorname = "gulthor"
trigger10 = enemy, authorname = "supermystery"
trigger11 = enemy, authorname = "YOUKAI"
trigger12 = enemy, authorname = "Reu"
trigger13 = enemy, authorname = "Slayer"
trigger14 = enemy, authorname = "Cannon Musume" 
trigger15 = enemy, authorname = "Zero_Col"
trigger16 = enemy, authorname = "Toma"
trigger17 = P2name = "GOD ADON" || P4name = "GOD ADON"
trigger18 = P2name = "Rare Akuma" || P4name = "Rare Akuma" || P2name = "Dai Gouki" || P4name = "Dai Gouki" || P2name = "IT CAME FROM HELL..." || P4name = "IT CAME FROM HELL..."
trigger19 = P2name = "Rashoujin Mizuki" || P4name = "Rashoujin Mizuki"
trigger20 = p2name = "elque" || p4name = "elque"
trigger21 = p2name = "oni chizuru" || p4name = "oni chizuru"
trigger22 = p2name = "Kingpamaty" || p4name = "Kingpamaty"
trigger23 = p2name = "Makoto Shishio" || p2name = "Makoto Shishio"
trigger24 = p2name = "Kishin Orochi" || p4name = "Kishin Orochi" || P2name = "Mizuchi" || P4name = "Mizuchi" || P2name = "Kishin Mizuchi" || P4name = "Kishin Mizuchi"
trigger25 = p2name = "Goro" || P4name = "Goro"
trigger26 = p2name = "Kintaro" || P4name = "Kintaro"
trigger27 = p2name = "MOTARO" || P4name = "MOTARO"
trigger28 = p2name = "Shao Kahn" || P4name = "Shao Kahn"
trigger29 = p2name = "[Necromancer's] Broli" || P4name = "[Necromancer's] Broli"
trigger30 = p2name = "Oda Nobunaga" || P4name = "Oda Nobunaga"
trigger31 = p2name = "Pneophen's random experiment" || P4name = "Pneophen's random experiment"
trigger32 = p2name = "Omega Zero" || P4name = "Omega Zero"
trigger33 = p2name = "Gill" || P4name = "Gill"
trigger34 = p2name = "Shadow Lady" || P4name = "Shadow Lady"
trigger35 = p2name = "Dark Chun Li" || P4name = "Dark Chun Li"
trigger36 = p2name = "Gill" || P4name = "Gill"
trigger37 = p2name = "Nameless One" || P4name = "Nameless One"
trigger38 = P2name = "Master Geese" || P4name = "Master Geese"
trigger39 = p2name = "Perfect Weapon MB-02" || P4name = "Perfect Weapon MB-02"
trigger40 = p2name = "Sonic Machine" || P4name =  "Sonic Machine"
trigger41 = p2name = "Evil Ken" || P4name = "Evil Ken"
trigger42 = p2name = "Evil Ryu" || P4name = "Evil Ryu"
trigger43 = p2name = "ihiryu" || P4name = "ihiryu"
trigger44 = p2name = "somos" || P4name = "somos"
trigger45 = p2name = "Mech-HISUIX" || p4name = "Mech-HISUIX" || p2name = "mechhisuiex" || p4name = "mechhisuiex" || p2name = "Stupid Mech-HISUIX" || p4name = "Stupid Mech-HISUIX"
trigger46 = p2name = "Kurihan by kurihan" || P4name = "Kurihan by kurihan"
trigger47 = p2name = "Super-Vegeta by Biohazard 82" || P4name = "Super-Vegeta by Biohazard 82"
trigger48 = p2name = "kuroneko" || P4name = "kuroneko"
trigger49 = P2name = "Mega Weapon" || P4name = "Mega Weapon"
trigger50 = p2name = "Zero Hotaru" || P4name = "Zero Hotaru"
trigger51 = p2name = "Radish SSj4 by the vicious" || P4name = "Radish SSj4 by the vicious"
trigger52 = p2name = "Shinobi" || P4name = "Shinobi"
trigger53 = P2name = "Evil Soul" || P4name = "Evil Soul"
trigger54 = P2name = "DX" || P4name = "DX"
trigger55 = P2name = "OMEGA" || P4name = "OMEGA"
trigger56 = P2name = "Shinryu" || P4name = "Shinryu"
trigger57 = P2name = "Kamek's Rival" || P4name = "Kamek's Rival"
trigger58 = P2name = "Master Hand" || P4name = "Master Hand"
trigger59 = P2name = "Cheep-Chomp" || P4name = "Cheep-Chomp"
trigger60 = P2name = "Adolf Hitler" || P4name = "Adolf Hitler"
trigger61 = P2name = "Hyper Neo-Kamek" || P4name = "Hyper Neo-Kamek"
trigger62 = P2name = "Overlord" || P4name = "Overlord"
trigger63 = P2name = "Light Yagami" || P4name = "Light Yagami"
trigger64 = p2name = "Kanna" || P4name = "Kanna"
trigger65 = P2name = "Dark Hikari Reiko" || P4name = "Dark Hikari Reiko"
trigger66 = P2name = "F1" || P4name = "F1"
trigger67 = P2name = "Psycho Shredder[S]" || P4name = "Psycho Shredder[S]"
trigger68 = P2name = "Kadelioscope" || P4name = "Kadelioscope"
trigger69 = P2name = "Super Dizzy" || P2name = "Dizzy" || P4name = "Super Dizzy" || P4name = "Dizzy"
trigger70 = P2name = "Goku super saiyajin 5" || P4name = "Goku super saiyajin 5"
trigger71 = p2name = "Son Goku@ by Nemesis82 and Biohazard82" || P4name = "Son Goku@ by Nemesis82 and Biohazard82"
trigger72 = P2name = "Pico" || P4name = "Pico"
trigger73 = P2name = "Setsuna Sakurazaki" || P4name = "Setsuna Sakurazaki"
trigger74 = P2name = "Pacman" || P4name = "Pacman"   ;;THANK GOD It's not Manny Pacquiao
trigger75 = P2name = "Bloo" || P4name = "Bloo"
trigger76 = P2name = "Zeeky H. Bomb" || P4name = "Zeeky H. Bomb"
trigger77 = P2name = "Neo-Sephiroth" || P4name = "Neo-Sephiroth"
trigger78 = P2name = "Sabaki Ryuuken" || P4name = "Sabaki Ryuuken"
trigger79 = p2name = "Masta Gambit" || P4name = "Masta Gambit" 
trigger80 = P2name = "Disciple's Storm" || P4name = "Disciple's Storm"
trigger81 = p2name = "Dark Gogeta" || p4name = "Dark Gogeta" || p2name = "Gogeta" || p4name = "Gogeta"
trigger82 = p2name = "Y20k buggeroid t3h H4x" || p4name = "Y20k buggeroid t3h H4x"
trigger83 = p2name = "Death Star" || p4name = "Death Star" || p2name = "deathstar" || p4name = "deathstar"   ;;;;I AIN'T SURE ABOUT THE REAL NAME OF THIS....
trigger84 = p2name = "Omni-Psych Chipp" || p4name = "Omni-Psych Chipp" || p2name = "Omni-Psych Jam" || p4name = "Omni-Psych Jam" || p2name = "Omni-Psych justice" || p4name = "Omni-Psych justice"
trigger85 = enemy, authorname = "Neon Tiger"
trigger86 = enemy, authorname = "Hanyou"
trigger87 = enemy, authorname = "Snowwolf"
trigger88 = enemy, authorname = "nana/Seven" || enemy, authorname = "Seven"
trigger89 = enemy, authorname = "DENMOU" || enemy, authorname = "denmou" || enemy,authorname = "gm"
trigger90 = enemy, authorname = "sordane" || enemy, authorname = "Oohwhap"
var(30) = 1

;[State -2 ,if you're not scare for this enable it]
;type = null  ;;;;Varset
;trigger1 = lose
;trigger1 = var(30) = 0
;var(28) = 1
;ignorehitpause = 1

[State 3000, Exception]
type = PowerAdd
trigger1 = var(28) = 1
trigger1 = GameTime % 2 = 0
value = 12
ignorehitpause = 1

[State 3000, Exception]
type = LifeAdd
trigger1 = alive = 1
trigger1 = var(28) = 1
trigger1 = GameTime % 2 = 0
value = 2
ignorehitpause = 1

[State -2]
type = LifeSet
trigger1 = var(30) = 1
value = Ceil(9*const(data.life))
ignorehitpause = 1

[State -2, vs_Normal]
type = VarSet
trigger1 = 1
var(31) = 0

[State -2, vs]
type = VarSet
trigger1 = P2name = "Ayu Tukimiya"  || P4name = "Ayu Tukimiya"
trigger1 = enemy,stateno = [20000,20200]
var(31) = 1

[State 3201, vs]
type = VarSet
trigger1 = P2name = "Mishio Amano"  || P4name = "Mishio Amano"
trigger1 = enemynear,stateno != 1900
trigger2 = P2name = "Mai_K"  || P4name = "Mai_K"
trigger2 = enemynear,stateno != [4500,4501]
trigger3 = P2name = "Franko" || P4name = "Franko"
trigger3 = enemynear,stateno != 900
trigger4 = P2name = "Misuzu Kamio"  || P4name = "Mishio Kamio"
trigger4 = enemynear,stateno != 1900
trigger5 = 1
var(32) = 0

[State -2, DVD Destroyer]
type = VarSet
trigger1 = P2name = "Mishio Amano"  || P4name = "Mishio Amano"
trigger1 = enemynear,stateno = 1900
trigger2 = P2name = "Mai_K"  || P4name = "Mai_K"
trigger2 = enemynear,stateno = [4500,4501]
trigger3 = P2name = "Franko"  || P4name = "Franko"
trigger3 = enemynear,stateno = 900
trigger4 = P2name = "Misuzu Kamio"  || P4name = "Mishio Kamio"
trigger4 = enemynear,stateno = 1900
var(32) = 1

[State -2, Helper]
type = Helper
trigger1 = life > 0
trigger1 = numhelper(10666) = 0
trigger1 = var(30) = 0
name = "armor2"
stateno = 10666
ID = 10666
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1

[State -2, Unhit]
type = NotHitBy
trigger1 = 1
value = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT ;, C, ST
ignorehitpause = 1

[State -2, life-]
type = lifeadd
triggerall = life >= 501
triggerall = numhelper(10666) = 1
triggerall = helper(10666),Gethitvar(Damage) >= 10
trigger1 = var(30) = 0
value = -helper(10666),Gethitvar(Damage)
absolute = 1

[State -2, life-]
type = lifeadd
triggerall = life = [200,500]
triggerall = numhelper(10666) = 1
triggerall = helper(10666),Gethitvar(Damage) >= 10
trigger1 = var(30) = 0
value = -helper(10666),Gethitvar(Damage)

[State -2, life-]
type = lifeadd
triggerall = life < 200
triggerall = numhelper(10666) = 1
triggerall = helper(10666),Gethitvar(Damage) >= 10
trigger1 = var(30) = 0
value = -10
absolute = 1

[State -2]
Type = PowerSet
Trigger1 = var(30) = 1
value = 10000

[State -2, Stop]
type = StopSnd
trigger1 = life = 0
trigger2 = var(31) = 1
trigger3 = var(30) = 0
trigger4 = stateno = 0 && prevstateno = 191
channel = 7

[State -2, Stop]
type = StopSnd
trigger1 = life = 0
trigger2 = var(31) = 1
trigger3 = var(30) = 0
trigger4 = stateno = 0 && prevstateno = 193
channel = 13

[State -2, Stop]
type = StopSnd
trigger1 = life = 0
trigger2 = var(31) = 1
trigger3 = var(30) = 0
trigger4 = roundstate = 3
channel = 3

[State -2, Laugh]
type = PlaySnd
triggerall = var(30) = 1
trigger1 = prevstateno = 191 && time = 1
trigger2 = roundsexisted = 1 && (GameTime%1000)=0 && roundstate = 2
trigger3 = prevstateno = 193 && time = 1
value = 0, 0
channel = 3
loop = 1
volume = 255
ignorehitpause = 1

[State -2, NoGuard]
type = AssertSpecial
trigger1 = var(30) = 1
flag = noairguard
flag2 = nostandguard
flag3 = nocrouchguard

[State -2, CannotReversed]
type = SelfState
trigger1 = movereversed
value = 1999
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State -2]
Type = PowerAdd
trigger1 = palno = 12
trigger1 = !(gametime%8)
value = 30

[State -2, ひかる]
type = PalFX
triggerall = palno = 12
trigger1 = (GameTime%60)=0
time = 120
sinadd = 60, 60, 60, 60

[State -2, LifeAdd] ;Backup Life add.
type = LifeAdd
trigger1 = 1
trigger1 = palno = 12
trigger1 = !(gametime%1)
value = 3
ignorehitpause =1
persistent =1

[State -2];deathstar2
type = helper
triggerall = RoundState = [0,1]
trigger1 = !ishelper
trigger1 = !numhelper(250000) && !numhelper(250001)
trigger1 = time = 240
id = 250000
name = "deathstar"
pos = 0,-70
postype = P1
stateno = 149998
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999999
sausemovetime = 9999999
size.xscale = 0.8
size.yscale = 0.8

[State -2];deathstar2
type = helper
triggerall = RoundState != [0,1]
trigger1 = !ishelper
trigger1 = !numhelper(250001) && !numhelper(250000)
id = 250001
persistent = 1
name = "deathstar2"
pos = 0,-70
postype = P1
stateno = 150000
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999999
sausemovetime = 9999999
size.xscale = 0.8
size.yscale = 0.8

[Statedef 149998];演出用deathstarヘルパー
type    = S
movetype= I
physics = S
pos = 0,-70
anim = 6035

[State 149999]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 149999]
type = AfterImage
trigger1 = time = 0
time = -1
length = 20
palcolor = 0
palinvertall = 0
palbright = 0,0,0
palcontrast = 0,0,0
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0,0,0

[state 149999]
type = explod
triggerall = 1
trigger1 = ishelper(250000)
trigger1 = numexplod(11900) <= 0
anim = 11900
bindtime = -1
postype = P1
pos = -5,-20
ID = 11900
sprpriority = -1
supermovetime = -1
pausemovetime = -1
ontop = 1
scale = 0.8,0.8

[state 149999]
type = explod
triggerall = 1
trigger1 = ishelper(250000)
trigger1 = numexplod(6600) <= 0
trigger1 = palno = 12
anim = 6600
bindtime = -1
postype = P1
ID = 6600
sprpriority = -1
supermovetime = -1
pausemovetime = -1
ontop = 1
scale = 0.7,0.7

[State 149999]
type = palfx
trigger1 = 1
color = 0
time = 1

[State 149999]
type = Destroyself
trigger1 = Roundstate = 2

;deathstar2
[Statedef 150000];戦闘用deathstarヘルパーstate
type    = S
movetype= I
physics = S
anim = 6035

[State 150000]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 150000]
type = AfterImage
trigger1 = time = 0
time = -1
length = 20
palcolor = 0
palinvertall = 0
palbright = 0,0,0
palcontrast = 0,0,0
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0,0,0

[state 150000]
type = explod
triggerall = 1
;triggerall = roundstate = 2
trigger1 = ishelper(250001)
trigger1 = numexplod(11900) <= 0
anim = 11900
bindtime = -1
postype = P1
pos = -5,-20
;removetime = 27
ID = 11900
sprpriority = -1
supermovetime = -1
pausemovetime = -1
ontop = 1
scale = 0.8,0.8

[state 150000]
type = explod
triggerall = 1
trigger1 = ishelper(250001)
trigger1 = numexplod(6600) <= 0
trigger1 = palno = 12
anim = 6600
bindtime = -1
postype = P1
ID = 6600
sprpriority = -1
supermovetime = -1
pausemovetime = -1
ontop = 1
scale = 0.7,0.7

[state 150000]
type = palfx
trigger1 = 1
color = 0
time = 1

[State 150000];ターン
type = Turn
trigger1 = Facing != parent,Facing
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 30000]
type = velset
trigger1 = rootdist Y = 100
y = 0
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 30000]
type = velset
trigger1 = rootdist Y > 100
y = 1
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 30000]
type = velset
trigger1 = rootdist Y < 100
y = -1
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 150000]
type = PosSet
trigger1 = Pos Y < 20
y = -70

[state 150000];前進ステートへ
type = changestate
triggerall = Roundstate != [0,1]
trigger1 = parentdist x > 70
trigger1 = parent, stateno != [50,104]
value = 150001

[state 150000];フロントジャンプステートへ
type = changestate
triggerall = Roundstate != [0,1]
triggerall = parentdist x > 70
;trigger1 = parent, stateno = [50,104]
trigger1 = parent, anim = 42
value = 150003

[state 150000];後退ステートへ
type = changestate
triggerall = Roundstate != [0,1]
trigger1 = parentdist x < 40
value = 150002

[state 150000];バックジャンプステートへ
type = changestate
triggerall = Roundstate != [0,1]
triggerall = parentdist x < -20
;trigger1 = parent, stateno = [50,104]
trigger1 = parent, anim = 43
value = 150004

[state 150000];Remilia超必殺中ステートへ
type = changestate
triggerall = Roundstate != [0,1]
trigger1 = root,stateno = [3020,3021]
value = 150006

[statedef 150001];前進ステート
type = S
ctrl = 0
physics = N

[State 150001]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 150001]
type = explod
triggerall = 1
;triggerall = roundstate = 2
trigger1 = ishelper(250001)
trigger1 = numexplod(11900) <= 0
anim = 11900
bindtime = -1
postype = P1
pos = -5,-20
;removetime = 27
ID = 11900
sprpriority = -1
supermovetime = -1
pausemovetime = -1
ontop = 1
scale = 0.8,0.8

[state 150001]
type = explod
triggerall = 1
trigger1 = ishelper(250001)
trigger1 = numexplod(6600) <= 0
trigger1 = palno = 12
anim = 6600
bindtime = -1
postype = P1
ID = 6600
sprpriority = -1
supermovetime = -1
pausemovetime = -1
ontop = 1
scale = 0.7,0.7

[state 150001]
type = palfx
trigger1 = 1
color = 0
time = 1

[state 150001]
type = changeanim
trigger1 = parent, anim != 21
value = 150002

[State 150001];ターン
type = Turn
trigger1 = Facing != parent,Facing
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 150001]
type = velset
trigger1 = parentdist x > 0
x = const(velocity.walk.fwd.x)

[State 30000]
type = velset
trigger1 = rootdist Y = 100
y = 0
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 30000]
type = velset
trigger1 = rootdist Y > 100
y = 1
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 30000]
type = velset
trigger1 = rootdist Y < 100
y = -1
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[state 150001]
type = posset
trigger1 = parentdist y > 20
y = -80

[state 150001]; forward
type = changestate
trigger1 = parentdist x < 70
value = 150000

[state 150000];Remilia超必殺中ステートへ
type = changestate
triggerall = Roundstate != [0,1]
trigger1 = root,stateno = [3020,3021]
value = 150006

;[state 150001]; backward
;type = changestate
;trigger1 = parentdist x < 0
;value = 150002

[statedef 150002];後退ステート
type = S
ctrl = 0
physics = N

[State 150001]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 150002]
type = explod
triggerall = 1
;triggerall = roundstate = 2
trigger1 = ishelper(250001)
trigger1 = numexplod(11900) <= 0
anim = 11900
bindtime = -1
postype = P1
pos = -5,-20
;removetime = 27
ID = 11900
sprpriority = -1
supermovetime = -1
pausemovetime = -1
ontop = 1
scale = 0.8,0.8

[state 150002]
type = explod
triggerall = 1
trigger1 = ishelper(250001)
trigger1 = numexplod(6600) <= 0
trigger1 = palno = 12
anim = 6600
bindtime = -1
postype = P1
ID = 6600
sprpriority = -1
supermovetime = -1
pausemovetime = -1
ontop = 1
scale = 0.7,0.7

[state 150002]
type = palfx
trigger1 = 1
color = 0
time = 1

[state 150002]; forward
type = changeanim
trigger1 = vel x = const(velocity.Walk.Back.x)
trigger1 = anim != 6035
value = 6035

[State 150002];ターン
type = Turn
trigger1 = Facing != parent,Facing
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 150002]; forward
type = velset
trigger1 = parentdist x < 40
x = const(velocity.Walk.Back.x)

[state 150002]
type = posset
trigger1 = parentdist y > 20
y = -80

[state 150002]; backward
type = changestate
trigger1 = parentdist x > 40
value = 150000

[state 150000];Remilia超必殺中ステートへ
type = changestate
triggerall = Roundstate != [0,1]
trigger1 = root,stateno = [3020,3021]
value = 150006

;[state 150002]; forward
;type = changestate
;trigger1 = parentdist x > 70
;value = 150001

[Statedef 150003];フロントジャンプステート
type = S
ctrl = 0
physics = N

[State 150003]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 150003]
type = explod
triggerall = 1
;triggerall = roundstate = 2
trigger1 = ishelper(250001)
trigger1 = numexplod(11900) <= 0
anim = 11900
bindtime = -1
postype = P1
pos = -5,-20
;removetime = 27
ID = 11900
sprpriority = -1
supermovetime = -1
pausemovetime = -1
ontop = 1
scale = 0.8,0.8

[state 150003]
type = explod
triggerall = 1
trigger1 = ishelper(250001)
trigger1 = numexplod(6600) <= 0
trigger1 = palno = 12
anim = 6600
bindtime = -1
postype = P1
ID = 6600
sprpriority = -1
supermovetime = -1
pausemovetime = -1
ontop = 1
scale = 0.7,0.7

[state 150003]
type = palfx
trigger1 = 1
color = 0
time = 1

[State 150003]
type = changeanim
trigger1 = vel x = const(velocity.jump.fwd.x)
trigger1 = anim != 6035
value = 6035

[State 150003];ターン
type = Turn
trigger1 = Facing != parent,Facing
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 30000]
type = velset
trigger1 = rootdist Y = 100
y = 0
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 30000]
type = velset
trigger1 = rootdist Y > 100
y = 1
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 30000]
type = velset
trigger1 = rootdist Y < 100
y = -1
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[state 150003]
type = velset
trigger1 = parentdist x > 0
x = const(velocity.jump.fwd.x)

[state 150003]; forward
type = changestate
trigger1 = parentdist x < 70
value = 150000

[state 150003]; backward
type = changestate
trigger1 = parentdist x < 0
value = 150004

[state 150003];Remilia超必殺中ステートへ
type = changestate
triggerall = Roundstate != [0,1]
trigger1 = root,stateno = [3020,3021]
value = 150006

[statedef 150004];バックジャンプステート
type = S
ctrl = 0
physics = N

[State 150004]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 150004]
type = explod
triggerall = 1
;triggerall = roundstate = 2
trigger1 = ishelper(250001)
trigger1 = numexplod(11900) <= 0
anim = 11900
bindtime = -1
postype = P1
pos = -5,-20
;removetime = 27
ID = 11900
sprpriority = -1
supermovetime = -1
pausemovetime = -1
ontop = 1
scale = 0.8,0.8

[state 150004]
type = explod
triggerall = 1
trigger1 = ishelper(250001)
trigger1 = numexplod(6600) <= 0
trigger1 = palno = 12
anim = 6600
bindtime = -1
postype = P1
ID = 6600
sprpriority = -1
supermovetime = -1
pausemovetime = -1
ontop = 1
scale = 0.7,0.7

[state 150004]
type = palfx
trigger1 = 1
color = 0
time = 1

[State 150004]
type = changeanim
trigger1 = vel x = const(velocity.jump.back.x)
trigger1 = anim != 6035
value = 6035

[State 150004];ターン
type = Turn
trigger1 = Facing != parent,Facing
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 150004]
type = velset
trigger1 = parentdist x > -20
x = const(velocity.jump.back.x)

[state 150004]; forward
type = changestate
trigger1 = parentdist x > -20
value = 150000

[state 150004]; backward
type = changestate
trigger1 = parentdist x > 70
value = 150003

[state 150004];Remilia超必殺中ステートへ
type = changestate
triggerall = Roundstate != [0,1]
trigger1 = root,stateno = [3020,3021]
value = 150006

[statedef 150006]
type = S
physics = N
ctrl = 0

[State 150006]
type = changeanim
trigger1 = anim != 54999
value = 54999

[State 150006];ターン
type = Turn
trigger1 = Facing != parent,Facing
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 150006]
type = changestate
triggerall = Roundstate != [0,1]
trigger1 = root,stateno != [3020,3021]
value = 150000

;[state 150006]
;type = changestate
;triggerall = parentdist y > 30
;trigger1 = parent,stateno != 50
;value = 150007

[statedef 150007]
type = S
ctrl = 0
physics = N

[state 150007]
type = explod
triggerall = 1
;triggerall = roundstate = 2
trigger1 = ishelper(250001)
trigger1 = numexplod(11900) <= 0
anim = 11900
bindtime = -1
postype = P1
pos = -5,-20
;removetime = 27
ID = 11900
sprpriority = -1
supermovetime = -1
pausemovetime = -1
ontop = 1
scale = 0.8,0.8

[state 150007]
type = explod
triggerall = 1
trigger1 = ishelper(250001)
trigger1 = numexplod(6600) <= 0
trigger1 = palno = 12
anim = 6600
bindtime = -1
postype = P1
ID = 6600
sprpriority = -1
supermovetime = -1
pausemovetime = -1
ontop = 1
scale = 0.7,0.7

[state 150007]
type = palfx
trigger1 = 1
color = 0
time = 1

[State 150007]
type = changeanim
trigger1 = vel y = const(velocity.jump.y)
trigger1 = anim != 6035
value = 6035

[State 150007];ターン
type = Turn
trigger1 = Facing != parent,Facing
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 150007]
type = velset
trigger1 = parentdist y > 30
y = const(velocity.jump.y)

;[state 150007]
;type = changestate
;triggerall = parentdist y > 30
;trigger1 = parent,stateno != 50
;value = 150000

[state 150007]
type = posset
trigger1 = parentdist y > 30
y = -70

[state 150007]
type = changestate
Trigger1 = AnimTime = 0
Value = 150000
;------------------------------------------------------------------
; Armor mode
[StateDef 10666]
physics = N

[State anim]
type = ChangeAnim
trigger1 = 1
value = parent,anim
elem = parent,animelemno(0)

[State 10000]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State bind]
type = BindToParent
trigger1 = 1

[State turn]
type = turn
trigger1 = facing!= parent,facing

[State hit]
type = NotHitBy
trigger1 = parent,movetype = H
value = SCA, NT, ST, HT, NA, SA, HA ,NP, SP, HP

[State hit]
type = NotHitBy
trigger1 = parent,movetype!= H
value = ,NT, ST, HT

[State hit]
type = HitOverride
trigger1 = parent,movetype!= H
attr = SCA, NT, ST, HT, NA, SA, HA ,NP, SP, HP
slot = 7
stateno = 10666
ignorehitpause = 1

[State end]
type = DestroySelf
trigger1 = parent,life = 0
trigger2 = parent,var(30) = 1
