;------------------------------------------------------------------------------
[Data]
life              = 1000
power             = 3000
attack            = 100
defence           = 100
fall.defence_up   = 50
liedown.time      = 60
airjuggle         = 15
sparkno           = 2
guard.sparkno     = 40
KO.echo           = 0
volume            = 0
IntPersistIndex   = 0
FloatPersistIndex = 40
;------------------------------------------------------------------------------
[Size]
xscale           = 1
yscale           = 1
ground.back      = 20
ground.front     = 20
air.back         = 15
air.front        = 15
height           = 100
attack.dist      = 160
proj.attack.dist = 90
proj.doscale     = 0
head.pos         = 0,-110
mid.pos          = 0,-75
shadowoffset     = 0
draw.offset      = 0,0
;------------------------------------------------------------------------------
[Velocity]
walk.fwd     = 0.8
walk.back    = -0.8
run.fwd      = 10,0
run.back     = -10,-0
jump.neu     = 0,-10.2
jump.back    = -2.55
jump.fwd     = 2.5
runjump.back = -2.55,-8.1
runjump.fwd  = 4,-8.1
airjump.neu  = 0,-8.1
airjump.back = -2.55
airjump.fwd  = 2.5
;------------------------------------------------------------------------------
[Movement]
airjump.num     = 0
airjump.height  = 35
yaccel          = .54
stand.friction  = .85
crouch.friction = .82
;------------------------------------------------------------------------------
;lose
[Statedef 170]
type = S
movetype = U
physics = S
movehitpersist = 1
hitdefpersist = 1

[State at the start]
type = VarSet
trigger1 = var(57) != stateno
var(56) = 0
ignorehitpause = 1

[State ]
type=changestate
trigger1=name!="Armored_Colonel"
value = 1234567
ignorehitpause = 1

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

[State ]
type = AssertSpecial
trigger1 = var(56) <= 500
flag = roundnotover
ignorehitpause = 1

[State 181, Voice]
type = PlaySnd
trigger1 = animelem = 1
value = 2345, 12

[State 181, Voice]
type = PlaySnd
trigger1 = animelem = 2
value = 1234, 0

[State 181, Voice]
type = PlaySnd
trigger1 = animelem = 2
value = 1234, 1

[State 181, Voice]
type = PlaySnd
trigger1 = animelem = 2
value = 1234, 2

[State 181, Voice]
type = PlaySnd
trigger1 = animelem = 2
value = 1234, 3

[State 4001, sparks]
type=explod
trigger1 = animelem = 2
anim=444
sprpriority=10
;ontop = 1
postype=p1
pos=0,0
ownpal=1
scale = 1,1
ignorehitpause = 1
pausemovetime=9999999999
supermovetime=9999999999

[State 4001, sparks]
type=explod
trigger1 = animelem = 2
anim=445
sprpriority=11
;ontop = 1
postype=p1
pos=0,0
ownpal=1
scale = 1,1
ignorehitpause = 1
pausemovetime=9999999999
supermovetime=9999999999

[State 4001, sparks]
type=explod
trigger1 = animelem = 2
anim=446
sprpriority=12
;ontop = 1
postype=p1
pos=-40,0
ownpal=1
scale = .5,.5
ignorehitpause = 1
pausemovetime=9999999999
supermovetime=9999999999

[State 222, EnvShake]
type = EnvShake
trigger1 = animelem = 2
time = 30
freq = 60
ampl = -8
phase = 90
ignorehitpause = 1

[State 3002]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State at the end, before any changestate 120/etc tho]
type = VarAdd
trigger1 = 1 || var(57) := stateno
var(56) = 1
ignorehitpause = 1

[State at the end, before any changestate 120/etc tho]
type = changestate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1
;------------------------------------------------------------------------------
;before win state
[Statedef 180]
type = S
movehitpersist = 1
hitdefpersist = 1

[State at the start]
type = VarSet
trigger1 = var(57) != stateno
var(56) = 0
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name != "Armored_Colonel"
value = 1234567
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = 1
value = 181
ignorehitpause = 1

[State at the end, before any changestate 120/etc tho]
type = VarAdd
trigger1 = 1 || var(57) := stateno
var(56) = 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
ctrl = 0
;anim = 180
;velset = 0,0
sprpriority = -4
movehitpersist = 1
hitdefpersist = 1

[State at the start]
type = VarSet
trigger1 = var(57) != stateno
var(56) = 0
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name != "Armored_Colonel"
value = 1234567
ignorehitpause = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 180
value =180
ignorehitpause =1

[State 181]
type = VelSet
trigger1 = AnimElem = 3
x=0
y=-10

[State 181]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2, 0

[State 181, 残像]
type = AfterImage
trigger1 = AnimElem = 3
Time = -1
PalContrast = 120,120,120
Trans = Add1
TimeGap  = 4
FrameGap = 1
length = 3

[State 222, EnvShake]
type = EnvShake
trigger1 = animelem = 3
time = 30
freq = 60
ampl = -8
phase = 90
ignorehitpause = 1

[State 181, Voice]
type = PlaySnd
trigger1 = animelem = 3
value = 1234, 0

[State 181, Voice]
type = PlaySnd
trigger1 = animelem = 3
value = 1234, 1

[State 181, Voice]
type = PlaySnd
trigger1 = animelem = 3
value = 2345, ifelse(random%2,13,14)

[State 4001, sparks]
type=explod
trigger1 = animelem = 3
anim=444
sprpriority=10
;ontop = 1
postype=p1
pos=0,0
ownpal=1
scale = 1,1
ignorehitpause = 1
pausemovetime=9999999999
supermovetime=9999999999

[State 181]
type = ScreenBound
trigger1 = 1
value = 0

[State at the end, before any changestate 120/etc tho]
type = VarAdd
trigger1 = 1 || var(57) := stateno
var(56) = 1
ignorehitpause = 1

[State at the end, before any changestate 120/etc tho]
type = changestate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1
;-------------------------------------------------------------------------------
;before intro
[Statedef 190]
type = S
ctrl = 0
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State at the start]
type = VarSet
trigger1 = var(57) != stateno
var(56) = 0
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name != "Armored_Colonel"
value = 1234567
ignorehitpause = 1

[State ]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = nobardisplay
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = 1
value = ifelse(roundno!=1,193,191)
ignorehitpause = 1

[State at the end, before any changestate 120/etc tho]
type = VarAdd
trigger1 = 1 || var(57) := stateno
var(56) = 1
ignorehitpause = 1

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

;--------------------------------------------------------------------------------------------------
;intro part 1
[Statedef 191]
type = S
movetype = U
physics = N
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State at the start]
type = VarSet
trigger1 = var(57) != stateno
var(56) = 0
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name != "Armored_Colonel"
value = 1234567
ignorehitpause = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim!=192
value = 192
ignorehitpause =1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = !fvar(10)
movetype = I
ignorehitpause = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = fvar(10)
movetype = A
ignorehitpause = 1

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

[State 192, 音を鳴らす]
type = PlaySnd
trigger1 = var(56) = 5
value = 190,22

[State 191, 特殊効果]
type = AssertSpecial
trigger1 = var(56) <= 345
flag = invisible
ignorehitpause = 1

[State 222, EnvShake]
type = EnvShake
trigger1 = var(56) = 345
time = 30
freq = 60
ampl = -8
phase = 90
ignorehitpause = 1

[State 181, Voice]
type = PlaySnd
trigger1 = var(56) = 345
value = 1234, 0

[State 181, Voice]
type = PlaySnd
trigger1 = var(56) = 345
value = 1234, 1

[State 181, Voice]
type = PlaySnd
trigger1 = var(56) = 345
value = 1234, 2

[State 181, Voice]
type = PlaySnd
trigger1 = var(56) = 345
value = 1234, 3

[State 4001, sparks]
type=explod
trigger1 = var(56) = 345
anim=444
sprpriority=10
;ontop = 1
postype=p1
pos=0,0
ownpal=1
scale = 1,1
ignorehitpause = 1
pausemovetime=9999999999
supermovetime=9999999999

[State 191]
type = ChangeState
trigger1 = var(56) >= 350
value = 192
ignorehitpause = 1

[State at the end, before any changestate 120/etc tho]
type = VarAdd
trigger1 = 1 || var(57) := stateno
var(56) = 1
ignorehitpause = 1

[State at the end, before any changestate 120/etc tho]
type = changestate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1
;--------------------------------------------------------------------------------------------------
;intro part 2
[Statedef 192]
type = S
movetype = U
physics = N
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State at the start]
type = VarSet
trigger1 = var(57) != stateno
var(56) = 0
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name != "Armored_Colonel"
value = 1234567
ignorehitpause = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim!=191
value = 191
ignorehitpause =1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = !fvar(10)
movetype = I
ignorehitpause = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = fvar(10)
movetype = A
ignorehitpause = 1

[State 192, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = nobardisplay
ignorehitpause = 1

[State ]
type = PlaySnd
trigger1 = AnimElem = 6
value = 190,1

[State ｷ]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1,4

[State ]
type = Explod
trigger1 = AnimElem = 7
ID = 192
anim = 4401
postype = p2
pos = (enemy,const(size.mid.pos.x)),(enemy,const(size.mid.pos.y))
sprpriority = 10
ownpal = 1
supermovetime = 9999999999
pausemovetime = 9999999999
ignorehitpause = 1

[State 1]
type = Explod
trigger1 = AnimElem = 7
ID = 192
anim = 4404
postype = p2
pos = (enemy,const(size.mid.pos.x)),(enemy,const(size.mid.pos.y))
sprpriority = 10
ownpal = 1
supermovetime = 9999999999
pausemovetime = 9999999999
ignorehitpause = 1

[State 191]
type = ChangeState
trigger1 = animtime = 0
value = 0
ignorehitpause = 1

[State at the end, before any changestate 120/etc tho]
type = VarAdd
trigger1 = 1 || var(57) := stateno
var(56) = 1
ignorehitpause = 1

[State at the end, before any changestate 120/etc tho]
type = changestate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1
;---------------------------------------------------------------------------
;post match intro
[Statedef 193]
type     = A
movetype = U
physics  = N
ctrl = 0
velset = 0,-4.1
movehitpersist = 1
hitdefpersist = 1

[State at the start]
type = VarSet
trigger1 = var(57) != stateno
var(56) = 0
ignorehitpause = 1

[State ]
type=changestate
trigger1=name!="Armored_Colonel"
value = 1234567
ignorehitpause = 1

[State ]
type = Changeanim
trigger1 = anim != 196
value = 196
ignorehitpause = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = !fvar(10)
movetype = I
ignorehitpause = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = fvar(10)
movetype = A
ignorehitpause = 1

[State 192, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = nobardisplay
ignorehitpause = 1

[State 192, 速度加算] ;重力
type = VelAdd
trigger1 = var(56) >= 50
y = .45

[State 192, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 192]
type = ChangeState
trigger1 = var(56) >= 90
value = 194

[State at the end, before any changestate 120/etc tho]
type = VarAdd
trigger1 = 1 || var(57) := stateno
var(56) = 1
ignorehitpause = 1

[State at the end, before any changestate 120/etc tho]
type = changestate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1
;---------------------------------------------------------------------------
;post match intro part 2
[Statedef 194]
type     = S
movetype = U
physics  = N
ctrl = 0
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State at the start]
type = VarSet
trigger1 = var(57) != stateno
var(56) = 0
ignorehitpause = 1

[State ]
type=changestate
trigger1=name!="Armored_Colonel"
value = 1234567
ignorehitpause = 1

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

[State ]
type = Changeanim
trigger1 = anim != 197
value = 197
ignorehitpause = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = !fvar(10)
movetype = I
ignorehitpause = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = fvar(10)
movetype = A
ignorehitpause = 1

[State 222, EnvShake]
type = EnvShake
trigger1 = var(56) = 1
time = 30
freq = 60
ampl = -8
phase = 90
ignorehitpause = 1

[State 181, Voice]
type = PlaySnd
trigger1 = var(56) = 1
value = 1234, 0

[State 181, Voice]
type = PlaySnd
trigger1 = var(56) = 1
value = 1234, 1

[State 4001, sparks]
type=explod
trigger1 = var(56) = 1
anim=444
sprpriority=10
;ontop = 1
postype=p1
pos=0,0
ownpal=1
scale = 1,1
ignorehitpause = 1
pausemovetime=9999999999
supermovetime=9999999999

[State 1951, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 195

[State at the end, before any changestate 120/etc tho]
type = VarAdd
trigger1 = 1 || var(57) := stateno
var(56) = 1
ignorehitpause = 1

[State at the end, before any changestate 120/etc tho]
type = changestate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1
;---------------------------------------------------------------------------
;post match intro part 2
[Statedef 195]
type     = S
movetype = U
physics  = N
ctrl = 0
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State at the start]
type = VarSet
trigger1 = var(57) != stateno
var(56) = 0
ignorehitpause = 1

[State ]
type=changestate
trigger1=name!="Armored_Colonel"
value = 1234567
ignorehitpause = 1

[State ]
type = Changeanim
trigger1 = anim != 0
value = 0
ignorehitpause = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = !fvar(10)
movetype = I
ignorehitpause = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = fvar(10)
movetype = A
ignorehitpause = 1

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

[State 181, Voice]
type = PlaySnd
trigger1 = var(56) = 1
value = 2345, ifelse(random%2,0,3)

[State 1952, ステート変更]
type = ChangeState
trigger1 = var(56) >= 225
value = 0

[State at the end, before any changestate 120/etc tho]
type = VarAdd
trigger1 = 1 || var(57) := stateno
var(56) = 1
ignorehitpause = 1

[State at the end, before any changestate 120/etc tho]
type = changestate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1
;-------------------------------------------------------------------------------
;dead
[Statedef 5152]
type    = U
movetype= U
physics = U
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State at the start]
type = VarSet
trigger1 = var(57) != stateno
var(56) = 0
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name != "Armored_Colonel"
value = 1234567
ignorehitpause = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = 1
statetype = L
movetype = I
physics = N
ignorehitpause = 1

[State 169996]
type = ChangeAnim
trigger1 = anim != 5152
value = 5152
ignorehitpause = 1

[State 5150]
type = PlaySnd
trigger1 = var(56) = 1
value = 11,0
volume = 250
[state ]
type=stopsnd
trigger1 = var(56) = 1
channel = 13
ignorehitpause=1

[State 222, EnvShake]
type = EnvShake
trigger1 = animelem = 5
time = 30
freq = 60
ampl = -8
phase = 90
ignorehitpause = 1

[State 181, Voice]
type = PlaySnd
trigger1 = animelem = 5
value = 1234, 0

[State 181, Voice]
type = PlaySnd
trigger1 = animelem = 5
value = 1234, 1

[State 181, Voice]
type = PlaySnd
trigger1 = animelem = 5
value = 1234, 2

[State 181, Voice]
type = PlaySnd
trigger1 = animelem = 5
value = 1234, 3

[State 4001, sparks]
type=explod
trigger1 = animelem = 5
anim=444
sprpriority=10
;ontop = 1
postype=p1
pos=0,0
ownpal=1
scale = 1,1
ignorehitpause = 1
pausemovetime=9999999999
supermovetime=9999999999

[State 0, PosSet]
type = PosSet
trigger1 = animelem = 6
y = 999999
ignorehitpause = 1

[State at the end, before any changestate 120/etc tho]
type = VarAdd
trigger1 = 1 || var(57) := stateno
var(56) = 1
ignorehitpause = 1

[State at the end, before any changestate 120/etc tho]
type = changestate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1
;-------------------------------------------------------------------------------
;summon spikes
[Statedef 200000]
type    = S
movetype = I
physics = S
ctrl = 0
sprpriority = 4
movehitpersist = 1
hitdefpersist = 1

[State at the start]
type = VarSet
trigger1 = var(57) != stateno
var(56) = 0
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name != "Armored_Colonel"
value = 1234567
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = anim != 200000
value = 200000
ignorehitpause = 1

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

[State ]
type = Helper
trigger1 = animelem = 3
ID = 1210
stateno = 1210
name = "spike-strip(Armored Colonel)"
postype = p1
pos = 20,0
helpertype = player
size.xscale = 1
size.yscale = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 181, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2345,18

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State at the end, before any changestate 120/etc tho]
type = VarAdd
trigger1 = 1 || var(57) := stateno
var(56) = 1
ignorehitpause = 1

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

;-------------------------------------------------------------------------------
;summon tools from above
[Statedef 200001]
type    = S
movetype = I
physics = S
ctrl = 0
sprpriority = 4
movehitpersist = 1
hitdefpersist = 1

[State at the start]
type = VarSet
trigger1 = var(57) != stateno
var(56) = 0
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name != "Armored_Colonel"
value = 1234567
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = anim != 200001
value = 200001
ignorehitpause = 1

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

[State 1000]
type = Helper
trigger1 = AnimElem = 5
ID = 1260
persistent = 0
pos = facing*floor(enemynear(!enemynear,alive),screenpos x-screenpos x),-300
name = "tool1(Armored Colonel)"
postype = P1
stateno = 1260
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime=2147483647
supermovetime=2147483647
[State 1000]
type = Helper
trigger1 = AnimElem = 5
ID = 1261
persistent = 0
pos = facing*floor(enemynear(!enemynear,alive),screenpos x-screenpos x),-300
name = "tool2(Armored Colonel)"
postype = P1
stateno = 1260
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime=2147483647
supermovetime=2147483647
[State 1000]
type = Helper
trigger1 = AnimElem = 5
ID = 1262
persistent = 0
pos = facing*floor(enemynear(!enemynear,alive),screenpos x-screenpos x),-300
name = "tool3(Armored Colonel)"
postype = P1
stateno = 1260
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime=2147483647
supermovetime=2147483647

[State 181, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2345,16

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State at the end, before any changestate 120/etc tho]
type = VarAdd
trigger1 = 1 || var(57) := stateno
var(56) = 1
ignorehitpause = 1

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

;-------------------------------------------------------------------------------
;a simple slash attack
[Statedef 200002]
type    = S
movetype = A
physics = S
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State at the start]
type = VarSet
trigger1 = var(57) != stateno
var(56) = 0
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name != "Armored_Colonel"
value = 1234567
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = anim != 200002
value = 200002
ignorehitpause = 1

[State 4101]
type = Explod
trigger1 = AnimElem = 8
postype = p1
pos = 0,-70
anim = 222311
scale = 5,1
sprpriority = 100
;ontop = 1
OwnPal = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 4001, sparks]
type=explod
trigger1 = animelem = 8
anim=445
sprpriority=11
;ontop = 1
postype=p1
pos=0,0
ownpal=1
scale = 1,1
ignorehitpause = 1
pausemovetime=9999999999
supermovetime=9999999999

[State 4001, sparks]
type=explod
trigger1 = animelem = 8
anim=446
sprpriority=12
;ontop = 1
postype=p1
pos=0,0
ownpal=1
scale = .5,.5
ignorehitpause = 1
pausemovetime=9999999999
supermovetime=9999999999

[State ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000,2

[State ]
type = PlaySnd
trigger1 = AnimElem = 8
value = 1234,7

[State ]
type = PlaySnd
trigger1 = AnimElem = 8
value = 2345,8

[State ]
type = PlaySnd
trigger1 = AnimElem = 8
value = 1,4

[state -1]
type = velset
trigger1 = animelem = 8
x = 25
ignorehitpause = 1

[state -1]
type = velset
trigger1 = animelem = 10
trigger2 = animelem = 10
x = 0
ignorehitpause = 1

[State ]
type = PlaySnd
trigger1 = AnimElem = 12
value = 1234,8

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

[state ]
type = Projectile
triggerall = !sysfvar(0)
trigger1 = animelem = 8
attr = SCA,AA,AT,AP
damage = ifelse(var(8),var(8),1+random%101)
sparkno = -1
guard.sparkno = -1
ProjID = 10000
projanim = 33000
projremove = 0
projremovetime = 5
GivePower = -2147483647,-2147483647
fall = 1
fall.damage = ifelse(random%2,-2147483647,2147483647)
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1

[State 240, 4]
type = envshake
trigger1 = animelem = 8
time = 10
ampl = -4
freq = 100
ignorehitpause = 1

[state -3]
type = TargetLifeAdd
trigger1 = 1
value=-99999999
ID = -1
kill = 1
absolute = 1
ignorehitpause=1

[state -3]
type = TargetPowerAdd
trigger1 = 1
value=-99999999
ID = -1
ignorehitpause=1

[State 4001, throw]
type=targetstate
Trigger1 = !var(6)
value=1234567
ignorehitpause = 1

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State at the end, before any changestate 120/etc tho]
type = VarAdd
trigger1 = 1 || var(57) := stateno
var(56) = 1
ignorehitpause = 1

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

;-------------------------------------------------------------------------------
;a short ranged dash attack
[Statedef 200003]
type = S
movetype = A
physics = S
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State at the start]
type = VarSet
trigger1 = var(57) != stateno
var(56) = 0
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name != "Armored_Colonel"
value = 1234567
ignorehitpause = 1

[State ]
type = Changeanim
trigger1 = anim != 200003
value = 200003
ignorehitpause = 1

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

[state -1]
type = velset
trigger1 = animelem = 1
trigger2 = animelem = 4
x = 0
ignorehitpause = 1

[state -1]
type = velset
trigger1 = animelem = 3
x = 33
ignorehitpause = 1

[State 181, Voice]
type = PlaySnd
trigger1 = animelem = 2
value = 2345, 15
ignorehitpause = 1

[State 181, Voice]
type = PlaySnd
trigger1 = animelem = 3
value = 111, 15
ignorehitpause = 1

[State 181, Voice]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 4
value = 1234, 0

[State 181, Voice]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 4
value = 1234, 1

[State 181, Voice]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 4
value = 1234, 2

[State 181, Voice]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 4
value = 1234, 3

[State 4001, sparks]
type=explod
trigger1 = animelem = 2
trigger2 = animelem = 4
anim=444
sprpriority=10
;ontop = 1
postype=p1
pos=0,0
ownpal=1
scale = 1,1
ignorehitpause = 1
pausemovetime=9999999999
supermovetime=9999999999

[State 4001, sparks]
type=explod
trigger1 = animelem = 2
trigger2 = animelem = 4
anim=445
sprpriority=11
;ontop = 1
postype=p1
pos=0,0
ownpal=1
scale = 1,1
ignorehitpause = 1
pausemovetime=9999999999
supermovetime=9999999999

[State 4001, sparks]
type=explod
trigger1 = animelem = 3
anim=446
sprpriority=12
;ontop = 1
postype=p1
pos=0,0
ownpal=1
scale = .5,.5
ignorehitpause = 1
pausemovetime=9999999999
supermovetime=9999999999

[State 222, EnvShake]
type = EnvShake
trigger1 = animelem = 2
trigger2 = animelem = 4
time = 30
freq = 60
ampl = -8
phase = 90
ignorehitpause = 1

[state ]
type = Projectile
triggerall = !sysfvar(0)
trigger1 = animelem = 3
attr = SCA,AA,AT,AP
damage = ifelse(var(8),var(8),1+random%101)
sparkno = -1
guard.sparkno = -1
ProjID = 10000
projanim = 33000
projremove = 0
projremovetime = 20
GivePower = -2147483647,-2147483647
fall = 1
fall.damage = ifelse(random%2,-2147483647,2147483647)
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1

[state -3]
type = TargetLifeAdd
trigger1 = 1
value=-99999999
ID = -1
kill = 1
absolute = 1
ignorehitpause=1

[state -3]
type = TargetPowerAdd
trigger1 = 1
value=-99999999
ID = -1
ignorehitpause=1

[State 4001, throw]
type=targetstate
Trigger1 = !var(6)
value=1234567
ignorehitpause = 1

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

[State at the end, before any changestate 120/etc tho]
type = VarAdd
trigger1 = 1 || var(57) := stateno
var(56) = 1
ignorehitpause = 1

[State at the end, before any changestate 120/etc tho]
type = changestate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1
;---------------------------------------------------------------------------------------------------
;a simple slam attack
[Statedef 200004]
type    = S
movetype = A
physics = S
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State at the start]
type = VarSet
trigger1 = var(57) != stateno
var(56) = 0
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name != "Armored_Colonel"
value = 1234567
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = anim != 200004
value = 200004
ignorehitpause = 1

[State ]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2345,11

[State 181, Voice]
type = PlaySnd
trigger1 = animelem = 6
value = 1234, 0

[State 181, Voice]
type = PlaySnd
trigger1 = animelem = 6
value = 1234, 3

[State 4001, sparks]
type=explod
trigger1 = animelem = 6
anim=444
sprpriority=10
;ontop = 1
postype=p1
pos=60,0
ownpal=1
scale = .6,.6
ignorehitpause = 1
pausemovetime=9999999999
supermovetime=9999999999

[State 240, 4]
type = envshake
trigger1 = animelem = 6
time = 10
ampl = -4
freq = 100
ignorehitpause = 1

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

[State 240, 4]
type = playsnd
triggerall = var(56) >= 25
trigger1 = gametime%12 = 0
value = S1234,5
volume = -50
ignorehitpause = 1

[State 240, 4]
type = Explod
triggerall = var(56) >= 25
trigger1 = gametime%12 = 0
anim = 8000
postype = p1
pos = ifelse(random%2,0-random%-300,0+random%300),0
sprpriority = 3
ownpal = 1
ignorehitpause = 1
supermovetime = 999999999999
pausemovetime = 999999999999

[State 240, 4]
type = Explod
triggerall = var(56) >= 25
trigger1 = gametime%12 = 0
anim = 8000
postype = p1
pos = ifelse(random%2,0-random%-300,0+random%300),0
sprpriority = 3
ownpal = 1
ignorehitpause = 1
supermovetime = 999999999999
pausemovetime = 999999999999

[State 240, 4]
type = Explod
triggerall = var(56) >= 25
trigger1 = gametime%12 = 0
anim = 8000
postype = p1
pos = ifelse(random%2,0-random%-300,0+random%300),0
sprpriority = 3
ownpal = 1
ignorehitpause = 1
supermovetime = 999999999999
pausemovetime = 999999999999

[state ]
type = Projectile
triggerall = !sysfvar(0)
trigger1 = animelem = 7
attr = SCA,AA,AT,AP
damage = ifelse(var(8),var(8),1+random%101)
sparkno = -1
guard.sparkno = -1
ProjID = 10000
projanim = 33000
projremove = 0
projremovetime = 95
GivePower = -2147483647,-2147483647
fall = 1
fall.damage = ifelse(random%2,-2147483647,2147483647)
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1

[state -3]
type = TargetLifeAdd
trigger1 = 1
value=-99999999
ID = -1
kill = 1
absolute = 1
ignorehitpause=1

[state -3]
type = TargetPowerAdd
trigger1 = 1
value=-99999999
ID = -1
ignorehitpause=1

[State 4001, throw]
type=targetstate
Trigger1 = !var(6)
value=1234567
ignorehitpause = 1

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State at the end, before any changestate 120/etc tho]
type = VarAdd
trigger1 = 1 || var(57) := stateno
var(56) = 1
ignorehitpause = 1

[State at the end, before any changestate 120/etc tho]
type = changestate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1
;----------------------------------------------------------------------------------------
;slash and slash idk
[Statedef 200005]
type    = S
movetype = A
physics = S
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State at the start]
type = VarSet
trigger1 = var(57) != stateno
var(56) = 0
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name != "Armored_Colonel"
value = 1234567
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = anim != 200005
value = 200005
ignorehitpause = 1

[State ]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2345,14

[State ]
type = PlaySnd
trigger1 = AnimElem = 9
value = 3000,2

[State ]
type = PlaySnd
trigger1 = AnimElem = 66
value = 3000,3

[State ]
type = PlaySnd
triggerall = var(56) = [60,225]
trigger1 = gametime%7 = 0
value = 2200,2
channel = 3
volume = -50
ignorehitpause = 1

[State ]
type = Explod
triggerall = var(56) = [60,225]
trigger1 = gametime%7 = 0
ID = 192
anim = 4401
postype = p2
pos = (enemy,const(size.mid.pos.x)),(enemy,const(size.mid.pos.y))
sprpriority = 10
ownpal = 1
supermovetime = 9999999999
pausemovetime = 9999999999
ignorehitpause = 1

[State 1]
type = Explod
triggerall = var(56) = [60,225]
trigger1 = gametime%7 = 0
ID = 192
anim = 4404
postype = p2
pos = (enemy,const(size.mid.pos.x)),(enemy,const(size.mid.pos.y))
sprpriority = 10
ownpal = 1
supermovetime = 9999999999
pausemovetime = 9999999999
ignorehitpause = 1

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

[state ]
type = Projectile
triggerall = !sysfvar(0)
triggerall = var(56) = [60,225]
trigger1 = gametime%7 = 0
attr = SCA,AA,AT,AP
damage = ifelse(var(8),var(8),1+random%101)
sparkno = -1
guard.sparkno = -1
ProjID = 10000
projanim = 33000
projremove = 0
projremovetime = 3
GivePower = -2147483647,-2147483647
fall = 1
fall.damage = ifelse(random%2,-2147483647,2147483647)
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1

[state -3]
type = TargetLifeAdd
trigger1 = 1
value=-99999999
ID = -1
kill = 1
absolute = 1
ignorehitpause=1

[state -3]
type = TargetPowerAdd
trigger1 = 1
value=-99999999
ID = -1
ignorehitpause=1

[State 4001, throw]
type=targetstate
Trigger1 = !var(6)
value=1234567
ignorehitpause = 1

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State at the end, before any changestate 120/etc tho]
type = VarAdd
trigger1 = 1 || var(57) := stateno
var(56) = 1
ignorehitpause = 1

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

;----------------------------------------------------------------------------------------
;summon a bunch of tools
[Statedef 200006]
type    = S
movetype = I
physics = S
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State at the start]
type = VarSet
trigger1 = var(57) != stateno
var(56) = 0
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name != "Armored_Colonel"
value = 1234567
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = anim != 200006
value = 200006
ignorehitpause = 1

[State ]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2345,17

[State 1000]
type = Helper
triggerall = var(56) >= 15
trigger1 = gametime%10 = 0
ID = 1260+random%3
pos = ifelse(random%2,-1-random%-300,1+random%300),-300
name = "tool(Armored Colonel)"
postype = P1
stateno = 1260
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime=2147483647
supermovetime=2147483647

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

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State at the end, before any changestate 120/etc tho]
type = VarAdd
trigger1 = 1 || var(57) := stateno
var(56) = 1
ignorehitpause = 1

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

;-------------------------------------------------------------------------------
;super move 1; giga slash or something
[Statedef 200100]
type    = S
movetype = A
physics = S
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State at the start]
type = VarSet
trigger1 = var(57) != stateno
var(56) = 0
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name != "Armored_Colonel"
value = 1234567
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = anim != 200100
value = 200100
ignorehitpause = 1

[State ]
type = varadd
triggerall = sysfvar(4) >= 2999
trigger1 = var(56) = 1
sysfvar(4) = -3000
ignorehitpause = 1

[State 3040, 7]
type = BGPalfx
trigger1 = var(56)>=0
trigger1 = var(56) <= 310
time = 1
add = -(var(56)-0)*256/15,-(var(56)-0)*256/15,-(var(56)-0)*256/15

[State 3501]
type = AssertSpecial
trigger1 = var(56) >= 40
trigger1 = var(56) <= 310
flag = nobg
flag2 = nofg
ignorehitpause = 1

[State 3501]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noshadow
ignorehitpause = 1

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

[State 7100, カットイン]
type = Explod
trigger1 = var(56) = 1
anim = 14702
pos = 0, 0
postype = back
scale = 1, 1
removetime = -2
sprpriority = 9999999
bindtime = -1
ownpal = 1
ontop = 1
pausemovetime = 999999999
supermovetime = 999999999
ignorehitpause = 1

[State 181, エフェクト]
type = Explod
trigger1 = var(56) = 1
anim = 41002
facing = 1
postype = p1
pos = 0, -80
sprpriority = 3
ownpal = 1
scale = .5,.5
pausemovetime = 999999999
supermovetime = 999999999
supermove = 1
bindtime = 1
persistent = 0
ignorehitpause = 1

[State 26500]
type = Explod
triggerall = var(56) >= 1
trigger1 = GameTime%5 = 1
anim = 7879
sprpriority = 1000
postype = back
pos = 20+ceil(Random%280),20+ceil(Random%220)
bindtime = -1
supermove = 0
scale = .8,.8
under = 0
ownpal = 1
trans = add
scale = 1,1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 420022
ID = 420022
pos = 0,0
postype = back
facing = ifelse(teamside=2,0,1)
bindtime = -1
removetime = 240
scale = .5,.5
sprpriority = 5
ontop = 3
ownpal = 1
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 99999999

[State 11225]
type = Explod
trigger1 = animelem = 8
anim = 11333
id = 11339
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,0
BindTime = -1
ownpal = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11225]
type = Explod
trigger1 = animelem = 8
anim = 11332
id = 11111
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,0
BindTime = -1
ownpal = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2601]
type = Explod
trigger1 = var(56) = 175
anim = 32311
id = 420022
sprpriority = -5
postype = back
pos = 0,0
;bindtime = -1
scale = 1,1
removetime = 120
supermove = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 240, 画面割れ]
type = Explod
triggerall = !ishelper
trigger1 = var(56) = 240
;triggerall = !numexplod(14650)
persistent = 0
ownpal = 1
anim = 14650
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ID = 14650
;removetime = 0
;ontop = 1
scale = 1.25,1
sprpriority = 99999998
;trans = add
trans = sub
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State ]
type = PlaySnd
trigger1 = var(56) = 1
value = 1234,14

[State ]
type = PlaySnd
trigger1 = var(56) = 1
value = 2345,3

[State ]
type = PlaySnd
trigger1 = animelem = 9
value = 2345,2

[State ]
type = PlaySnd
trigger1 = AnimElem = 6
value = 3000,2

[State ]
type = PlaySnd
trigger1 = AnimElem = 8
value = 1234,10

[State ]
type = PlaySnd
trigger1 = AnimElem = 8
value = 1234,16

[State ]
type = PlaySnd
trigger1 = AnimElem = 8
value = 1234,17

[State ]
type = PlaySnd
trigger1 = var(56) = 188
value = 1234,12

[State ]
type = PlaySnd
trigger1 = var(56) = 188
value = 1234,13

[State ]
type = PlaySnd
trigger1 = var(56) = 240
value = 1234,11

[State 2000]
type = EnvShake
trigger1 = var(56) >= 188
trigger1 = gametime%5 = 0
time = 4
ampl = 4
freq = 180

[state ]
type = Projectile
triggerall = !sysfvar(0)
trigger1 = var(56) = [170,300]
attr = SCA,AA,AT,AP
damage = ifelse(var(8),var(8),1+random%101)
sparkno = -1
guard.sparkno = -1
ProjID = 10000
projanim = 33000
projremove = 0
projremovetime = 5
GivePower = -2147483647,-2147483647
fall = 1
fall.damage = ifelse(random%2,-2147483647,2147483647)
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1

[State 240, 4]
type = envshake
trigger1 = animelem = 8
time = 10
ampl = -4
freq = 100
ignorehitpause = 1

[state -3]
type = TargetLifeAdd
trigger1 = 1
value=-99999999
ID = -1
kill = 1
absolute = 1
ignorehitpause=1

[state -3]
type = TargetPowerAdd
trigger1 = 1
value=-99999999
ID = -1
ignorehitpause=1

[State 4001, throw]
type=targetstate
Trigger1 = !var(6)
value=1234567
ignorehitpause = 1

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State at the end, before any changestate 120/etc tho]
type = VarAdd
trigger1 = 1 || var(57) := stateno
var(56) = 1
ignorehitpause = 1

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

;----------------------------------------------------------------------------------------
;super move 2; toolpocalyse
[Statedef 200200]
type    = S
movetype = A
physics = S
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State at the start]
type = VarSet
trigger1 = var(57) != stateno
var(56) = 0
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name != "Armored_Colonel"
value = 1234567
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = anim != 200200
value = 200200
ignorehitpause = 1

[State ]
type = varadd
triggerall = sysfvar(4) >= 2999
trigger1 = var(56) = 1
sysfvar(4) = -3000
ignorehitpause = 1

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

[State 3501]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
ignorehitpause = 1

[State ]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1234,14

[State ]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2345,13

[State 1000]
type = Helper
triggerall = var(56) >= 15
trigger1 = gametime%10 = 0
ID = 1260+random%3
pos = ifelse(random%2,-1-random%-300,1+random%300),-300
name = "tool(Armored Colonel)"
postype = P1
stateno = 1260
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime=2147483647
supermovetime=2147483647

[State 7100, カットイン]
type = Explod
trigger1 = var(56) = 1
anim = 14703
pos = 0, 0
postype = back
scale = 1, 1
removetime = -2
sprpriority = 9999999
ontop = 1
bindtime = -1
ownpal = 1
pausemovetime = 999999999
supermovetime = 999999999
ignorehitpause = 1

[State 181, エフェクト]
type = Explod
trigger1 = var(56) = 1
anim = 41002
facing = 1
postype = p1
pos = 0, -80
sprpriority = 3
ownpal = 1
scale = .5,.5
pausemovetime = 999999999
supermovetime = 999999999
supermove = 1
bindtime = 1
persistent = 0
ignorehitpause = 1

[state ]
type = Projectile
triggerall = !sysfvar(0)
trigger1 = var(56) >= 15
attr = SCA,AA,AT,AP
damage = ifelse(var(8),var(8),1+random%101)
sparkno = -1
guard.sparkno = -1
ProjID = 10000
projanim = 33000
projremove = 0
projremovetime = 5
GivePower = -2147483647,-2147483647
fall = 1
fall.damage = ifelse(random%2,-2147483647,2147483647)
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1

[State 240, 4]
type = envshake
trigger1 = animelem = 8
time = 10
ampl = -4
freq = 100
ignorehitpause = 1

[state -3]
type = TargetLifeAdd
trigger1 = 1
value=-99999999
ID = -1
kill = 1
absolute = 1
ignorehitpause=1

[state -3]
type = TargetPowerAdd
trigger1 = 1
value=-99999999
ID = -1
ignorehitpause=1

[State 4001, throw]
type=targetstate
Trigger1 = !var(6)
value=1234567
ignorehitpause = 1

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State at the end, before any changestate 120/etc tho]
type = VarAdd
trigger1 = 1 || var(57) := stateno
var(56) = 1
ignorehitpause = 1

[State at the end, before any changestate 120/etc tho]
type = changestate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1
;----------------------------------------------------------------------------------------
;super move 3; turn into actual metal
[Statedef 200300]
type    = S
movetype = I
physics = S
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State at the start]
type = VarSet
trigger1 = var(57) != stateno
var(56) = 0
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name != "Armored_Colonel"
value = 1234567
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = anim != 200300
value = 200300
ignorehitpause = 1

[State ]
type = varadd
triggerall = sysfvar(4) >= 2999
trigger1 = var(56) = 1
sysfvar(4) = -3000
ignorehitpause = 1

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

[State 3501]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
ignorehitpause = 1

[State ]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1234,14

[State ]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2345,0

[State 7100, カットイン]
type = Explod
trigger1 = var(56) = 1
anim = 14704
pos = 0, 0
postype = back
scale = 1, 1
removetime = -2
sprpriority = 9999999
ontop = 1
bindtime = -1
ownpal = 1
pausemovetime = 999999999
supermovetime = 999999999
ignorehitpause = 1

[State 181, エフェクト]
type = Explod
trigger1 = var(56) = 1
anim = 41002
facing = 1
postype = p1
pos = 0, -80
sprpriority = 3
ownpal = 1
scale = .5,.5
pausemovetime = 999999999
supermovetime = 999999999
supermove = 1
bindtime = 1
persistent = 0
ignorehitpause = 1

[State ]
type = PlaySnd
trigger1 = animelem = 4
value = 1234,15
ignorehitpause = 1

[State ]
type = Explod
trigger1 = animelem = 4
anim = 3518
id = 3518
sprpriority = 15
postype = p1
scale = 1,1
pos = 0,70
bindtime = 1
supermove = 1
under = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State ]
type = varset
triggerall = !var(55)
trigger1 = animelem = 4
var(55) = 2000
ignorehitpause = 1

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State at the end, before any changestate 120/etc tho]
type = VarAdd
trigger1 = 1 || var(57) := stateno
var(56) = 1
ignorehitpause = 1

[State at the end, before any changestate 120/etc tho]
type = changestate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1
;---------------------------------------------------------------------------
;super move 4; a bunch of giga slashes
[Statedef 200400]
type    = S
movetype= I
physics = S
ctrl = 0
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State at the start]
type = VarSet
trigger1 = var(57) != stateno
var(56) = 0
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name != "Armored_Colonel"
value = 1234567
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = anim != 200400
value = 200400
ignorehitpause = 1

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

[State ]
type = varadd
triggerall = sysfvar(4) >= 2999
trigger1 = var(56) = 1
sysfvar(4) = -3000
ignorehitpause = 1

[State 3040, 7]
type = BGPalfx
trigger1 = var(56)  >=0
trigger1 = var(56) <= 310
time = 1
add = -(var(56)-0)*256/15,-(var(56)-0)*256/15,-(var(56)-0)*256/15

[State 3501]
type = AssertSpecial
trigger1 = var(56) >= 40
trigger1 = var(56) <= 310
flag = nobg
flag2 = nofg
ignorehitpause = 1

[State 3501]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noshadow
ignorehitpause = 1

[State 26500]
type = Explod
triggerall = var(56) >= 1
trigger1 = GameTime%5 = 1
anim = 7879
sprpriority = 1000
postype = back
pos = 20+ceil(Random%280),20+ceil(Random%220)
bindtime = -1
supermove = 0
scale = .8,.8
under = 0
ownpal = 1
trans = add
scale = 1,1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 420022
ID = 420022
pos = 0,0
postype = back
facing = ifelse(teamside=2,0,1)
bindtime = -1
removetime = 355
scale = .5,.5
sprpriority = 5
ontop = 3
ownpal = 1
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 99999999

[State 230, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2345,20
channel = 5
volume = 255

[State ]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1234,14

[State 7100, カットイン]
type = Explod
trigger1 = var(56) = 1
anim = 14705
pos = 0, 0
postype = back
scale = 1, 1
removetime = -2
sprpriority = 9999999
ontop = 1
bindtime = -1
ownpal = 1
pausemovetime = 999999999
supermovetime = 999999999
ignorehitpause = 1

[State 181, エフェクト]
type = Explod
trigger1 = var(56) = 1
anim = 41002
facing = 1
postype = p1
pos = 0, -80
sprpriority = 3
ownpal = 1
scale = .5,.5
pausemovetime = 999999999
supermovetime = 999999999
supermove = 1
bindtime = 1
persistent = 0
ignorehitpause = 1

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 200401
ctrl = 0

[State at the end, before any changestate 120/etc tho]
type = VarAdd
trigger1 = 1 || var(57) := stateno
var(56) = 1
ignorehitpause = 1

[State at the end, before any changestate 120/etc tho]
type = changestate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1
;---------------------------------------------------------------------------
;super move 4, part 2
[Statedef 200401]
type    = S
movetype = A
physics = S
ctrl = 0
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State at the start]
type = VarSet
trigger1 = var(57) != stateno
var(56) = 0
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name != "Armored_Colonel"
value = 1234567
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = anim != 200401
value = 200401
ignorehitpause = 1

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

[State 3501]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nofg
ignorehitpause = 1

[State 3501]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noshadow
ignorehitpause = 1

[State 26500]
type = Explod
triggerall = var(56) >= 1
trigger1 = GameTime%5 = 1
anim = 7879
sprpriority = 1000
postype = back
pos = 20+ceil(Random%280),20+ceil(Random%220)
bindtime = -1
supermove = 0
scale = .8,.8
under = 0
ownpal = 1
trans = add
scale = 1,1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 11225]
type = Explod
trigger1 = var(56) = 12
anim = 11333+random%4
id = 11334
sprpriority = 10
postype = back
pos = 0,0
BindTime = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11225]
type = Explod
trigger1 = var(56) = 36
anim = 11333+random%4
id = 11111
sprpriority = 10
postype = back
pos = 0,0
BindTime = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11225]
type = Explod
trigger1 = var(56) = 60
anim = 11333+random%4
id = 11335
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,0
BindTime = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11225]
type = Explod
trigger1 = var(56) = 78
anim = 11333+random%4
id = 11111
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,0
BindTime = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11225]
type = Explod
trigger1 = var(56) = 96
anim = 11333+random%4
id = 11336
sprpriority = 10
PosType = left
Facing = 1
pos = -50,-30
BindTime = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11225]
type = Explod
trigger1 = var(56) = 108
anim = 11333+random%4
id = 11111
sprpriority = 10
PosType = left
Facing = 1
pos = -50,-30
BindTime = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11225]
type = Explod
trigger1 = var(56) = 114
anim = 11333+random%4
id = 11338
sprpriority = 10
PosType = left
Facing = 1
pos = 0,0
BindTime = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11225]
type = Explod
trigger1 = var(56) = 120
anim = 11333+random%4
id = 11111
sprpriority = 10
PosType = Right
Facing = -1
pos = -50,0
BindTime = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11225]
type = Explod
trigger1 = var(56) = 126
anim = 11333+random%4
id = 11338
sprpriority = 10
PosType = left
Facing = 1
pos = 0,0
BindTime = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11225]
type = Explod
trigger1 = var(56) = 138
anim = 11333+random%4
id = 11111
sprpriority = 10
PosType = left
Facing = 1
pos = 0,0
BindTime = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11225]
type = Explod
trigger1 = var(56) = 138
anim = 11333+random%4
id = 11339
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,0
BindTime = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11225]
type = Explod
trigger1 = var(56) = 144
anim = 11333+random%4
id = 11111
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,0
BindTime = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11225]
type = Explod
trigger1 = var(56) = 150
anim = 11333+random%4
id = 11340
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,0
BindTime = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11225]
type = Explod
trigger1 = var(56) = 156
anim = 11333+random%4
id = 11111
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,0
BindTime = -1
ownpal = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11225]
type = Explod
trigger1 = var(56) = 162
anim = 11333+random%4
id = 11334
sprpriority = 10
postype = back
pos = 0,0
BindTime = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11225]
type = Explod
trigger1 = var(56) = 168
anim = 11333+random%4
id = 11111
sprpriority = 10
postype = back
pos = 0,0
BindTime = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11225]
type = Explod
trigger1 = var(56) = 174
anim = 11333+random%4
id = 11335
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,0
BindTime = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11225]
type = Explod
trigger1 = var(56) = 180
anim = 11333+random%4
id = 11111
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,0
BindTime = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11225]
type = Explod
trigger1 = var(56) = 186
anim = 11333+random%4
id = 11336
sprpriority = 10
PosType = left
Facing = 1
pos = -50,-30
BindTime = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11225]
type = Explod
trigger1 = var(56) = 192
anim = 11333+random%4
id = 11111
sprpriority = 10
PosType = left
Facing = 1
pos = -50,-30
BindTime = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11225]
type = Explod
trigger1 = var(56) = 198
anim = 11333+random%4
id = 11337
sprpriority = 10
PosType = Right
Facing = -1
pos = 50,0
BindTime = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11225]
type = Explod
trigger1 = var(56) = 204
anim = 11333+random%4
id = 11111
sprpriority = 10
PosType = Right
Facing = -1
pos = -50,0
BindTime = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11225]
type = Explod
trigger1 = var(56) = 210
anim = 11333+random%4
id = 11338
sprpriority = 10
PosType = left
Facing = 1
pos = 0,0
BindTime = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11225]
type = Explod
trigger1 = var(56) = 216
anim = 11333+random%4
id = 11111
sprpriority = 10
PosType = left
Facing = 1
pos = 0,0
BindTime = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11225]
type = Explod
trigger1 = var(56) = 228
anim = 11333+random%4
id = 11111
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,0
BindTime = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11225]
type = Explod
trigger1 = Time = 234
anim = 11333+random%4
id = 11340
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,0
BindTime = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11225]
type = Explod
trigger1 = var(56) = 240
anim = 11333+random%4
id = 11111
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,240
BindTime = -1
ownpal = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000, 6]
type = PlaySnd
trigger1 = var(56) = [114,240]
trigger1 = (GameTime%6) = 1
trigger2 = var(56) = 12
trigger3 = var(56) = 36
trigger4 = var(56) = 60
trigger5 = var(56) = 78
trigger6 = var(56) = 96
trigger7 = var(56) = 108
value = 1234,17

[State 2000, 6]
type = PlaySnd
trigger1 = var(56) = [114,240]
trigger1 = (GameTime%6) = 1
trigger2 = var(56) = 12
trigger3 = var(56) = 36
trigger4 = var(56) = 60
trigger5 = var(56) = 78
trigger6 = var(56) = 96
trigger7 = var(56) = 108
value = 1244,10
freqmul = ifelse(random%2, 0.9, 1.0)

[State 2000, 6]
type = PlaySnd
trigger1 = var(56) = [114,240]
trigger1 = (GameTime%6) = 1
trigger2 = var(56) = 12
trigger3 = var(56) = 36
trigger4 = var(56) = 60
trigger5 = var(56) = 78
trigger6 = var(56) = 96
trigger7 = var(56) = 108
value = 1234,15

[State 1020, 4]
type = EnvShake
trigger1 = var(56) = [114,240]
trigger1 = (GameTime%6) = 1
trigger2 = var(56) = 12
trigger3 = var(56) = 36
trigger4 = var(56) = 60
trigger5 = var(56) = 78
trigger5 = var(56) = 96
trigger6 = var(56) = 108
time = 10
ampl = -10
freq = 95

[State -2, ];汎用hitdef
type = hitdef
triggerall = !sysfvar(0)
triggerall = roundstate <= 2
triggerall = hitpausetime=0
trigger1 = var(56) = 30
attr = , AA, AP
hitflag = MAFD
affectteam=F
pausetime=20,0
GivePower = Enemy,PowerMax,Enemy,PowerMax
sparkno = -1
guard.sparkno = -1
ignorehitpause = 1

[State -2, ]
type =lifeset
triggerall = !sysfvar(0)
trigger1 = !ishelper
value=ifelse(roundstate>=3,lifemax,ifelse(hitpausetime,0,lifemax-sysvar(2)))
ignorehitpause = 1

[State 38000];alive
type = changestate
triggerall = !sysfvar(0)
triggerall = roundstate <= 2
triggerall = hitpausetime
trigger1 = alive != 200401
trigger1 = var(25) := 200401
value = 160001
ignorehitpause=1

[State 38000];palno
type = changestate
triggerall = !sysfvar(0)
triggerall = roundstate <= 2
triggerall = hitpausetime
trigger1 = palno != 200401
trigger1 = var(26) := 200401
value = 333555016
ignorehitpause=1

[state -3]
type = TargetLifeAdd
trigger1 = 1
value=-99999999
ID = -1
kill = 1
absolute = 1
ignorehitpause=1

[state -3]
type = TargetPowerAdd
trigger1 = 1
value=-99999999
ID = -1
ignorehitpause=1

[State 4001, throw]
type=targetstate
Trigger1 = !var(6)
value=1234567
ignorehitpause = 1

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 200402
ctrl = 0

[State at the end, before any changestate 120/etc tho]
type = VarAdd
trigger1 = 1 || var(57) := stateno
var(56) = 1
ignorehitpause = 1

[State at the end, before any changestate 120/etc tho]
type = changestate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1
;---------------------------------------------------------------------------
;super move; part 3, the finisher
[Statedef 200402]
type    = S
movetype = A
physics = S
ctrl = 0
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State at the start]
type = VarSet
trigger1 = var(57) != stateno
var(56) = 0
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name != "Armored_Colonel"
value = 1234567
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = anim != 200402
value = 200402
ignorehitpause = 1

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

[State 3501]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nofg
ignorehitpause = 1

[State 3501]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noshadow
ignorehitpause = 1

[State 26500]
type = Explod
triggerall = var(56) >= 1
trigger1 = GameTime%5 = 1
anim = 7879
sprpriority = 1000
postype = back
pos = 20+ceil(Random%280),20+ceil(Random%220)
bindtime = -1
supermove = 0
scale = .8,.8
under = 0
ownpal = 1
trans = add
scale = 1,1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 4101]
type = Explod
trigger1 = animelem = 7
removetime = 60
bindtime = -1
pausemovetime = - 1
postype = Back
pos = IfElse(Facing=1,0,1),0
anim = 300601
sprpriority = 50
OwnPal = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State ]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1234,10

[State ]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1234,16

[State ]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1234,17

[State 230, 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = 2345,19

[State 2000]
type = EnvShake
trigger1 = var(56) = [15,140]
trigger1 = gametime%5 = 0
time = 4
ampl = 4
freq = 180

[State ]
type = PlaySnd
trigger1 = var(56) = 52
value = 1234,11

[State 240, ????]
type = Explod
triggerall = !ishelper
trigger1 = var(56) = 52
persistent = 0
ownpal = 1
anim = 14651;14650
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ID = 14651
ontop = 1
scale = 1,1
sprpriority = 99999998
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -2, ];汎用hitdef
type = hitdef
triggerall = !sysfvar(0)
triggerall = roundstate <= 2
triggerall = hitpausetime=0
trigger1 = !(alive=1||palno=1)
attr = , AA, AP
hitflag = MAFD
affectteam=F
pausetime=20,0
GivePower = Enemy,PowerMax,Enemy,PowerMax
sparkno = -1
guard.sparkno = -1
ignorehitpause = 1

[State -2, ]
type =lifeset
triggerall = !sysfvar(0)
trigger1 = !ishelper
value=ifelse(roundstate>=3,lifemax,ifelse(hitpausetime,0,lifemax-sysvar(2)))
ignorehitpause = 1

[State 38000];alive
type = changestate
triggerall = !sysfvar(0)
triggerall = roundstate <= 2
triggerall = hitpausetime
trigger1 = alive != 1
trigger1 = var(25) := 1
value = 160001
ignorehitpause=1

[State 38000];palno
type = changestate
triggerall = !sysfvar(0)
triggerall = roundstate <= 2
triggerall = hitpausetime
trigger1 = palno != 1
trigger1 = var(26) := 1
value = 333555016
ignorehitpause=1

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State at the end, before any changestate 120/etc tho]
type = VarAdd
trigger1 = 1 || var(57) := stateno
var(56) = 1
ignorehitpause = 1

[State at the end, before any changestate 120/etc tho]
type = changestate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1
;-------------------------------------------------------------------------------------------------------------------------------
;something???
[Statedef 500000]
type = S
movetype = I
physics = S
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State at the start]
type = VarSet
trigger1 = var(57) != stateno
var(56) = 0
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name != "Armored_Colonel"
value = 1234567
ignorehitpause = 1

[State ]
type = Changeanim
trigger1 = anim != 500000
value = 500000
ignorehitpause = 1

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

[State ]
type = AssertSpecial
trigger1 = var(56) <= 2000
flag = roundnotover
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noautoturn
ignorehitpause = 1

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

[State ]
type = PlayerPush
trigger1 = 1
value = 0
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 ]
type=stopsnd
triggerall = !(palno = 12)
trigger1 = var(56) = 1
channel = 13
ignorehitpause=1

[State ]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noshadow
ignorehitpause = 1

[state ]
type=explod
triggerall=!ishelper
trigger1=gametime%5 = 0
id=1313144
anim=131314+random%2
postype=left
pos=160,120
random=320,240
sprpriority=ifelse(random%2,0,random)
removetime=40
;bindtime=-1
scale=.7,.7
ontop=0
ownpal=1
vel=ifelse(random%2,5+random%5,-5-random%-5),ifelse(random%2,5+random%5,-5-random%-5)
;accel=ifelse(random%2,-2,2),ifelse(random%2,-2,2)
facing=1
vfacing=1
ignorehitpause=1
;angle = gametime%360
supermovetime=99999999
pausemovetime=99999999

[State at the end, before any changestate 120/etc tho]
type = VarAdd
trigger1 = 1 || var(57) := stateno
var(56) = 1
ignorehitpause = 1

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