;dancing pumpkin man by youknowwho
;------------------------------------------------------------------------------
[Data]
life=1000
power=3000
attack=100
defence=100
fall.defence_up=100
liedown.time=0
airjuggle=15
sparkno=-1
guard.sparkno=-1
KO.echo=0
volume=255
IntPersistIndex=59
FloatPersistIndex=40

[Size]
xscale=.5
yscale=.5
ground.back=1
ground.front=1
air.back=1
air.front=1
height=1
attack.dist=1
proj.attack.dist=1
proj.doscale=0
head.pos=0,0
mid.pos=0,0
shadowoffset=0
draw.offset=0,0
[Velocity]
walk.fwd=0
walk.back=0
run.fwd=0,0
run.back=0,0
jump.neu=0,0
jump.back=0
jump.fwd=0
runjump.back=0,0
runjump.fwd=0,0
airjump.neu=0,0
airjump.back=0
airjump.fwd=0

[Movement]
airjump.num=0
airjump.height=0
yaccel=1
stand.friction=1
crouch.friction=1

;------------------------------------------------------------------------------
;lose
[Statedef 170]
type = S
movetype = U
physics = S
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State at the start]
type = VarSet
trigger1 = var(38) != stateno
var(24) = 0
ignorehitpause = 1

[State ]
type=changestate
trigger1=name!="dancing pumpkin man"
value = 1234567
ignorehitpause = 1

[State ]
type = Changeanim
trigger1 = anim != 170
value = 170
ignorehitpause = 1

[State ]
type = AngleDraw
trigger1=1
scale = 1,1
ignorehitpause = 1
persistent = 1

[State ]
type = AngleAdd
trigger1=1
value = random
ignorehitpause = 1
persistent = 1

[State ]
type = posset
trigger1=1
x = -100+random%200
y = -100+random%200
ignorehitpause = 1
persistent = 1

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

[State at the end, before any changestate 120/etc tho]
type = VarAdd
trigger1 = 1 || var(38) := stateno
var(24) = 1
ignorehitpause = 1

[State at the end, before any changestate 120/etc tho]
type = changestate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1
;------------------------------------------------------------------------------
;win
[Statedef 181]
type = S
movetype = U
physics = S
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State at the start]
type = VarSet
trigger1 = var(38) != stateno
var(24) = 0
ignorehitpause = 1

[State ]
type=changestate
trigger1=name!="dancing pumpkin man"
value = 1234567
ignorehitpause = 1

[State ]
type = Changeanim
trigger1 = anim != 181
value = 181
ignorehitpause = 1

[State 191, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[State 191, 特殊効果]
type = AssertSpecial
trigger1 = var(24) <= 150
flag = roundnotover

[State 4001, sparks]
type=explod
trigger1 = animelem = 42
anim=444
sprpriority=1
postype=p1
pos=0,0
ownpal=1
scale = 2,5
pausemovetime=99999999
supermovetime=99999999

[State 180, 1]
type = Playsnd
trigger1 = animelem = 42
value = 444,0

[State 180, 1]
type = Playsnd
trigger1 = animelem = 1
value = 444,5

[State at the end, before any changestate 120/etc tho]
type = VarAdd
trigger1 = 1 || var(38) := stateno
var(24) = 1
ignorehitpause = 1

[State at the end, before any changestate 120/etc tho]
type = changestate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1
;---------------------------------------------------------------------------
;intro
[Statedef 191]
type = S
movetype = U
physics = S
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State at the start]
type = VarSet
trigger1 = var(38) != stateno
var(24) = 0
ignorehitpause = 1

[State ]
type=changestate
trigger1=name!="dancing pumpkin man"
value = 1234567
ignorehitpause = 1

[State ]
type = Changeanim
trigger1 = anim != 190
value = 190
ignorehitpause = 1

[State 191, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = nobardisplay

[State 4001, sparks]
type=explod
trigger1 = var(24) = 150
anim=444
sprpriority=1
postype=p1
pos=0,0
ownpal=1
scale = 2,5
pausemovetime=99999999
supermovetime=99999999

[State 180, 1]
type = Playsnd
trigger1 = var(24) = 150
value = 444,0

[State 4001, fadeout]
type=allpalfx
triggerall = sysfvar(1) >= 3
trigger1=var(24) = 190
time=40
sinadd=255,255,255,120
ignorehitpause = 1

[State 191, 音を鳴らす]
type = PlaySnd
triggerall = sysfvar(1) >= 3
trigger1=var(24) = 190
value = s444,7
ignorehitpause = 1

[State 4001, fadeout]
type=varset
triggerall = sysfvar(1) >= 3
trigger1=var(24) = 212
fvar(7) = 1
ignorehitpause = 1

[State 191, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 69420

[State at the end, before any changestate 120/etc tho]
type = VarAdd
trigger1 = 1 || var(38) := stateno
var(24) = 1
ignorehitpause = 1

[State at the end, before any changestate 120/etc tho]
type = changestate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1
;-------------------------------------------------------------------------------
;stand
[Statedef 69420]
type = S
movetype = U
physics = S
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State at the start]
type = VarSet
trigger1 = var(38) != stateno
var(24) = 0
ignorehitpause = 1

[State ]
type=changestate
trigger1=name!="dancing pumpkin man"
value = 1234567
ignorehitpause = 1

[State ]
type = Changeanim
trigger1 = anim != 69420
value = 69420
ignorehitpause = 1

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

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = 1
movetype = I
ignorehitpause = 1

[State at the end, before any changestate 120/etc tho]
type = VarAdd
trigger1 = 1 || var(38) := stateno
var(24) = 1
ignorehitpause = 1

[State at the end, before any changestate 120/etc tho]
type = changestate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1

;-------------------------------------------------------------------------------
;he dance
[Statedef 69420000]
type = S
movetype = U
physics = S
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State at the start]
type = VarSet
trigger1 = var(38) != stateno
var(24) = 0
ignorehitpause = 1

[State ]
type=changestate
trigger1=name!="dancing pumpkin man"
value = 1234567
ignorehitpause = 1

[State ]
type = Changeanim
trigger1 = anim != 69420
value = 69420
ignorehitpause = 1

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = invisible
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = var(24) <= 1000
flag = roundnotover
ignorehitpause = 1

[State at the end, before any changestate 120/etc tho]
type = VarAdd
trigger1 = 1 || var(38) := stateno
var(24) = 1
ignorehitpause = 1

[State at the end, before any changestate 120/etc tho]
type = changestate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1
