[Data]
life = 1800
attack = 125
defence = 135
fall.defence_up = 50
liedown.time = 30
airjuggle = 15
power = 5000
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 160
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1            ;Horizontal scaling factor.
yscale = 1            ;Vertical scaling factor.
ground.back = 40      ;Player width (back, ground)
ground.front = 30     ;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 = 20, -95    ;Approximate position of head
mid.pos = -5, -60     ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0     ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 4             ;Walk forward
walk.back = -3            ;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           ;Neutral jumping velocity (x, y)
jump.back = -4            ;Jump back Speed (x, y)
jump.fwd = 4.2            ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.

[Movement]
airjump.num = 0      ;Number of air jumps allowed (opt)
airjump.height = 35
yaccel = .54         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
[Statedef 6]
type = C
movetype = I
physics = C
anim = 6
velset = 0

[State 6, 1]
type = Turn
trigger1 = Time = 0

[State 6, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
trigger2 = PrevStateNo = 100
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
trigger2 = PrevStateNo = 105
sysvar(1) = -1

[State 40, 6]
type = ChangeState
triggerall = Time = 0
trigger1 = PrevStateNo = 100
trigger2 = PrevStateNo = 105
value = 940

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 40, Humosuelo]
type = explod
trigger1 = animelem = 1
anim = 8195
pos = 0, 0
postype = p1
sprpriority = 4
ownpal = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

;---------------------------------------------------------------------------
; Jump Start
[Statedef 940]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40]
type = PalFX
trigger1 = (Time = 0 || Time = 2 || Time = 4 || Time = 6) && (prevstateno = [101,100])
time = 1
add = 255,255,255

[State 40]
type = AfterImage
trigger1 = time = 0 && (prevstateno = [101,100])
time = 26
length = 7
framegap = 3
palcontrast = 120,120,140
PalAdd = 0,0,0
palmul = 1,1,1

[State 40]
type = AfterImage
trigger1 = time = 0 && (prevstateno != [101,100])
time = 26
length = 7
framegap = 3
trans = add1
palcontrast = 120,120,120
PalAdd = 0,0,0
palmul = 1,1,1

[State 40, 2]
type = VarSet
triggerall = Time = 0
trigger1 = command = "holdfwd"
trigger2 = command != "holdback"
trigger2 = PrevStateNo = 100
trigger2 = PrevStateNo = 101
sysvar(1) = 1

[State 40, 3]
type = VarSet
triggerall = Time = 0
trigger1 = command = "holdback"
trigger1 = PrevStateNo != 100
trigger1 = PrevStateNo != 101
trigger1 = sysvar(1) != 1
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = sysvar(1) = 0
x = 0
y = -10.7

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = sysvar(1) = 1
x = 6
y = -9.6

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = sysvar(1) = -1
x = -6
y = -9.6

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 941
ctrl = 1

;---------------------------------------------------------------------------
; Jump Up
[Statedef 941]
type    = A
physics = A

[State 191, 3]
type = PlaySnd
trigger1 = Time = 0
value = 2,52

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

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

[State 52, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 52, Humosuelo]
type = explod
trigger1 = animelem = 1
anim = 8180
pos = 0, 0
postype = p1
sprpriority = 4
ownpal = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

;------------------------------------------------------------------------
[Statedef 80]
type = S
movetype = I
physics = N
ctrl = 0
anim = 80
velset = 0,0
poweradd = ifelse((prevstateno = [150,152]),10,0)
sprpriority = -2

[state 80]
type = velset
trigger1 = animelemtime(3) >= 0 && animelemtime(7) < 0
x = 5

[State 80]
type = PlaySnd
trigger1 = animelem = 3
value = s200,13

[State 80]
type = PalFX
trigger1 = (Time = 0 || Time = 2 || Time = 4 || Time = 6) && (prevstateno = [150,152])
time = 1
add = 255,255,255

[State 80]
type = AfterImage
trigger1 = time = 0 && (prevstateno = [150,152])
time = 26
length = 7
framegap = 3
palcontrast = 120,120,140
PalAdd = 0,0,0
palmul = 1,1,1

[State 80]
type = AfterImage
trigger1 = time = 0 && (prevstateno != [150,152])
time = 26
length = 7
framegap = 3
trans = add1
palcontrast = 120,120,120
PalAdd = 0,0,0
palmul = 1,1,1

[State 80]
type = HitBy
trigger1 = animelemtime(7) < 0
value = SC, NT, ST, HT

[State 80]
type = PlayerPush
trigger1 = 1
value = 0

[state 80]
type = velset
trigger1 = animelem = 7
x = 0

[State 80]
type = AfterImageTime
trigger1 = animtime = 0
value = 0

[State 80]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

------------------------------------------------------------------------
[Statedef 90]
type = S
movetype = I
physics = N
ctrl = 0
anim = 90
velset = 0,0
poweradd = ifelse((prevstateno = [150,152]),10,0)
sprpriority = -2

[state 90]
type = velset
trigger1 = animelemtime(3) >= 0 && animelemtime(7) < 0
x = -5

[State 90]
type = PlaySnd
trigger1 = animelem = 4
value = s200,13

[State 90]
type = PalFX
trigger1 = (Time = 0 || Time = 2 || Time = 4 || Time = 6) && (prevstateno = [150,152])
time = 1
add = 255,255,255

[State 90]
type = AfterImage
trigger1 = time = 0 && (prevstateno = [150,152])
time = 26
length = 7
framegap = 3
palcontrast = 120,120,140
PalAdd = 0,0,0
palmul = 1,1,1

[State 90]
type = AfterImage
trigger1 = time = 0 && (prevstateno != [150,152])
time = 26
length = 7
framegap = 3
trans = add1
palcontrast = 120,120,120
PalAdd = 0,0,0
palmul = 1,1,1

[State 90]
type = HitBy
trigger1 = animelemtime(7) < 0
value = SC, NT, ST, HT

[State 90]
type = PlayerPush
trigger1 = 1
value = 0

[state 90]
type = velset
trigger1 = animelem = 7
x = 0

[State 90]
type = AfterImageTime
trigger1 = animtime = 0
value = 0

[State 90]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------
; RUN Section 
;-------------------------------------------------
[Statedef 100]
type    = S
movetype = I
physics = N
anim = 100
ctrl = 0

[State 100, 1]
type = VelSet
trigger1 = AnimElem = 3
x = const(velocity.run.fwd.x)

[State 100, 2]
type = VelAdd
trigger1 = AnimElem = 3,> 0
x = .4

[State 100, 4]
type = ChangeState
trigger1 = command = "holdup"
value = 40
ctrl = 1

[State 100, 3]
type = ChangeState
trigger1 = Time = 1 && command = "holdfwd"
value = 101

[State 100, 4]
type = ChangeState
trigger1 = Time = 1
value = 102

;-----------------------------
[Statedef 101]
type    = S
movetype = I
physics = N
anim = 101
ctrl = 0

[State 101, 1]
type = VelSet
trigger1 = Time = 0
x = 6.0

[State 101,2]
type = PlaySnd
trigger1 = TimeMod = 70, 0
value = 2, 56

[State 101,3]
type = PlaySnd
trigger1 = TimeMod = 70, 21
value = 2, 56

[State 101,4]
type = PlaySnd
trigger1 = TimeMod = 70, 47
value = 2, 56

[State 101, 5]
type = ChangeState
trigger1 = command = "holdup"
value = 40
ctrl = 1


[State 101, 5]
type = ChangeState
trigger1 = command != "holdfwd"
value = 102
 
;-----------------------------
[Statedef 102]
type    = S
movetype = I
physics = S
ctrl = 0
anim = 106
velset = 0,0

[State 106, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
 
; 105: RUN_BACK_1 
;-----------------------------
[Statedef 105]
type = S
movetype = I
physics = S
anim = 106
ctrl = 0
velset = 0

[State 105, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 106
;---------------------------------------------------------------------------
[Statedef 106]
type = A
movetype = I
physics = N
anim = 105
ctrl = 1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,56

[State 200, 1]
type = VELSET
trigger1 = Time = 0
y = -2

[State 200, 1]
type = VELadd
trigger1 = Time >= 0
y = .2

[State 106, 1]
type = AssertSpecial
trigger1 = Time >= 0
flag = nowalk
flag2 = nostandguard
flag3 = nocrouchguard

[State 106, 2]
type = velset
trigger1 = Time = 0
x = const(velocity.run.back.x)

[State 106, 3]
type = ChangeState
trigger1 = ANIMTime = 0 ;;;;;|| command = "holdfwd"
value = 107

;---------------------------------------------------------------------------
[Statedef 107]
type = S
movetype = I
physics = S
anim = 106
ctrl = 0

[State 200, 1]
type = POSSET
trigger1 = Time >= 0
y = 0

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

;---------------------------------------------------------------------------
; GUARD (start)
[Statedef 120]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
trigger1 = command = "holddown"
value = 131

[State 130, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
physics = C

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
trigger1 = command != "holddown"
value = 130

[State 131, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type    = A
physics = N

[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

;[State 140, 5] ;Implemented within engine
;type = ChangeState
;trigger1 = AnimTime = 0
;value = (statetype = C)*11 + (statetype = A)*51

;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0

[State 720, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 120,0
ignorehitpause = 1
persistent = 0

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 150, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
movetype= H
physics = S
anim = 150

[State 720, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 120,0
ignorehitpause = 1
persistent = 0

[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 151, 4]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 152, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 152, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
movetype= H
physics = C
anim = 151

[State 720, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 120,0
ignorehitpause = 1
persistent = 0

[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 153, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 153, 4]
type = ChangeState
trigger1 = HitOver
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type    = A
movetype= H
physics = N
velset = 0,0

[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155 ;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152

[State 720, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 120,0
ignorehitpause = 1
persistent = 0

[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

;---------------------------------------------------------------------------
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

;---------------------------------------------------------------------------
[Statedef 180]
type = S
MoveType = I
physics = N
ctrl = 0
velset = 0,0

[State 180, 0]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 1

[State 180, 1]
type = ChangeState
triggerall = Var(10) = 0
trigger1 = Time = 0
value = 181

[State 180, 2]
type = ChangeState
triggerall = Var(10) = 1
trigger1 = Time = 0
value = 182

;---------------------------------------------------------------------------
[Statedef 181]
type = S
movetype = I
physics = S
anim = 181
velset = 0,0

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,200]
flag = RoundNotOver

[State 181, 6]
type = PlaySnd
trigger1 = AnimElem = 2
value = s200,15

;---------------------------------------------------------------------------
[Statedef 182]
type = S
movetype = I
physics = S
anim = 182
velset = 0,0

[State 182, 1]
type = AssertSpecial
trigger1 = Time = [0,318]
flag = RoundNotOver

[State 182, 6]
type = PlaySnd
trigger1 = AnimElem = 2
value = s2,55
volume = 255

[State 182, 7]
type = PlaySnd
trigger1 = AnimElem = 2
value = s3001,26
volume = 70

[State 182, 8]
type = EnvShake
trigger1 = Time = 20
time = 9999
ampl = 7
freq = 200

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

[State 191, 1]
type = PlaySnd
trigger1 = time = 76
value = s2,31
channel = 2
volume = 200

[State 191, 1]
type = PlaySnd
trigger1 = time = 79
value = s2,9
channel = 2
volume = 200

[State 182, 7]
type = CHANGEANIM
trigger1 = ANIM = 191 && AnimTIME = 0
value = 0

[State 2000]
type = Explod
trigger1 = TIME = 0
anim = 192
pos = -60,0
sprpriority = 0
ownpal = 1
bindtime = 1
supermove = 1

[State 1250, 0]
type = Envcolor
trigger1 = time = 79
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 3
under = 2
supermove = 1

[State 820, 1]
type = EnvShake
trigger1 = time = 79
time = 15
freq = 100
ampl = -7

[State 2000]
type = Explod
trigger1 = time = 79
anim = F8
pos = -60,-70
sprpriority = 5
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 79
anim = F9
pos = -60,-70
sprpriority = 5
ownpal = 1
bindtime = 1
supermove = 1

[State 191, 1] 
type = AssertSpecial
trigger1 = time = [0,100]
flag = Intro

;---------------------------------------------------------------------------
[Statedef 195]
type = S
movetype = I
physics = S
ctrl = 0
anim = 195
velset = 0,0
sprpriority = 2

[State 195, 1]
type = PlaySnd
trigger1 = animelem = 2
value = s200,15
channel = 2

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

;---------------------------------------------------------------------------
;==============================[Basic Attacks]==============================
; Standing light punch
[Statedef 200]
type = S
movetype = A
physics = S
anim = 200
velset = 0,0
juggle = 8
ctrl = 0

[State 200, 2]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 750
value = 200,0
channel = 0

[State 200, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1,2

[State 200, 3]
type = HitDef
trigger1 = (p2stateno != [5020,5040])  
trigger1 = p2stateno != [154,155]
trigger1 = AnimElem = 3
attr = S, NA
animtype = light
damage = 49
priority = 7, Hit
guardflag = MA
pausetime = 13,13
sparkno = 7
guard.sparkno = 6
sparkxy = 5,-83
hitsound = S2,0
guardsound = S2,3
ground.type = high
ground.slidetime = ifelse((var(40)>0||var(37)>0),18,9)
ground.hittime = ifelse((var(40)>0||var(37)>0),18,9)
ground.velocity = -6.3
air.velocity = -3.5,-6
guard.velocity = -6.1
getpower = 51,51
givepower = 21,21
guard.pausetime = 11,11
guard.slidetime = 10
guard.hittime = 20
guard.ctrltime = 20
yaccel = .5

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Standing Close Light Punch
[Statedef 210]
type = S
movetype = A
physics = S
anim = 210
velset = 0,0
juggle = 8
hitcountpersist = 1
ctrl = 0

[State 200, 2]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 750
value = 200,0
channel = 0

[State 210, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1,2

[State 210, 3]
type = HitDef
trigger1 = (p2stateno != [5020,5040])  
trigger1 = p2stateno != [154,155]
trigger1 = AnimElem = 3
attr = S, NA
animtype = light
damage = 39
priority = 7, Hit
guardflag = MA
pausetime = 13,13
sparkno = 7
guard.sparkno = 6
sparkxy = 3,-82
hitsound = S2,0
guardsound = S2,3
ground.type = high
ground.slidetime = ifelse((var(40)>0||var(37)>0),18,9)
ground.hittime = ifelse((var(40)>0||var(37)>0),18,9)
ground.velocity = -6.3
air.velocity = -3.5,-6
guard.velocity = -6.1
getpower = 53,53
givepower = 21,21
guard.pausetime = 11,11
guard.slidetime = 10
guard.hittime = 20
guard.ctrltime = 20
yaccel = .5

[State 210, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing hard punch
[Statedef 220]
type = S
movetype = A
physics = S
anim = 220
juggle = 8
velset = 0,0
poweradd = 0
ctrl = 0

[State 220, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 220, 1]
type = PlaySnd
trigger1 = Time = 4
value = 200,1
channel = 0

[State 220, 2]
type = PlaySnd
trigger1 = Time = 2
value = 1,3

[State 220, 4]
type = HitDef
trigger1 = ifelse(var(16) > 1, p2stateno != 5040,(p2stateno != [5020,5040]))
trigger1 = p2stateno != [1014,1019]
trigger1 = p2stateno != [154,155]
trigger1 = AnimElem = 6
attr = S, NA
animtype = hard
damage = 117
guardflag = MA
hitflag = MAF
pausetime = 13,13
sparkno = 7
guard.sparkno = 6
sparkxy = -10,-76
hitsound = S2,1
guardsound = S2,3
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -12
air.velocity = -3.5,-6
airguard.velocity = -4,-6
guard.velocity = -12
;ground.cornerpush.veloff = -18
air.cornerpush.veloff = -0
;guard.cornerpush.veloff = -18
getpower = 125,125
givepower = 21,21
guard.pausetime = 11,11
guard.slidetime = 18
;guard.hittime = 36
;guard.ctrltime = 36
fall = 0
yaccel = .5
fall.yvelocity = -3.4

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Standing hard punch (close)
[Statedef 230]
type = S
movetype = A
physics = S
anim = 230
juggle = 8
velset = 0,0
poweradd = 0
ctrl = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 200,1
channel = 0

[State 230, 2]
type = PlaySnd
trigger1 = Time = 1
value = 1,3

[State 230, 4]
type = HitDef
trigger1 = ifelse(var(16) > 1, p2stateno != 5040,(p2stateno != [5020,5040]))
trigger1 = p2stateno != [1014,1019]
trigger1 = p2stateno != [154,155]
trigger1 = AnimElem = 5
attr = S, NA
animtype = hard
damage = 99
guardflag = MA
hitflag = MAF
pausetime = 11,13
sparkno = 7
guard.sparkno = 6
sparkxy = 0,-64
hitsound = S2,1
guardsound = S2,3
ground.type = Low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -12
air.velocity = -3.5,-6
airguard.velocity = -4,-6
guard.velocity = -12
;ground.cornerpush.veloff = -18
air.cornerpush.veloff = -0
;guard.cornerpush.veloff = -18
getpower = 125,125
givepower = 21,21
guard.pausetime = 11,11
guard.slidetime = 18
;guard.hittime = 36
;guard.ctrltime = 36
fall = 0
yaccel = .5
fall.yvelocity = -3.4

[State 230, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light kick
[Statedef 250]
type = S
movetype = A
physics = S
poweradd = 20
velset = 0
ctrl = 0
anim = 250

[State 250, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 250, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
value = 200,2

[State 250, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
value = 1,2

[State 250, Hitdef]
type = HitDef
trigger1 = Animelem = 4 && var(10) < 5
attr = S, NA
animtype = Light
damage = 20
getpower = 10
guardflag = M
pausetime = 8,8
sparkno = 7
guard.sparkno = 6
sparkxy = -10,-76
hitsound = S2,0
guardsound = S2,3
ground.type = Low
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -6.5
air.velocity = -3,IfElse((var(6) != 0),-6.5,-6)
guard.ctrltime = 31

[State 250, Last ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Close Light kick
[Statedef 260]
type = S
movetype = A
physics = S
poweradd = 20
velset = 0
ctrl = 0
anim = 260

[State 260, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 260, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
value = 200,2

[State 260, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
value = 1,2

[State 260, Hitdef]
type = HitDef
trigger1 = Animelem = 3 && var(10) < 5
attr = S, NA
animtype = Light
damage = 20
getpower = 10
guardflag = L
pausetime = 8,8
sparkno = 7
guard.sparkno = 6
sparkxy = -10,-76
hitsound = S2,0
guardsound = S2,3
ground.type = Low
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -6.5
air.velocity = -3,IfElse((var(6) != 0),-6.5,-6)
guard.ctrltime = 31

[State 260, Last ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;STAND_C
[Statedef 270]
type    = S
movetype= A
physics = S
juggle  = 8
ctrl = 0
velset = 0,0
anim = 270

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 1405, 0]
type = varrandom
trigger1 = time = 0
v = 4
range = 2

[State 1405, 0]
type = varrandom
trigger1 = time = 0
v = 5
range = 1

[State 275, 0]
type = varset
trigger1 = animelem = 1
var(38) = 1

[State 275, 1]
type = nothitby
trigger1 = var(16) > 0 && var(38) = 1 && (time < 10 || time >= 18)
value = ,AA,AP

[State 275, 1]
type = nothitby
trigger1 = var(16) > 0 && var(38) = 1 && time >= 10 && time < 18
value = SCA

[State 275, 0]
type = varset
trigger1 = animelem = 6,1
var(38) = 0

[State 275, 1]
type = PlaySnd
trigger1 = animelem = 4
value = s1,3

[State 275, 2]
type = PlaySnd
trigger1 = animelem = 3
value = s200,3
channel = 1

[State 270, 2]
type = HitDef
trigger1 = AnimElem = 6 && var(5) = 0
trigger1 = var(14) < 1
trigger1 = var(16) < 1
attr = S, NA
damage   = 96
animtype = Hard
guardflag = MA
pausetime = 12,12
sparkno = 7
getpower = 142,142
givepower = 21,21
guard.sparkno = 6
sparkxy = 10-ifelse(var(1)=1000||var(1)=500||var(1)=750||var(1)=667,16,0),-57
hitsound  = s2,1
guardsound = s2,3
ground.type = high
air.type = low
ground.slidetime = 20
ground.hittime  = 20
guard.slidetime = 26-ifelse(var(1)=1000||var(1)=500||var(1)=750||var(1)=667,12,0)
guard.hittime = 26-ifelse(var(1)=1000||var(1)=500||var(1)=750||var(1)=667,12,0)
ground.velocity = -11  
guard.cornerpush.veloff = -15
ground.cornerpush.veloff = -15
air.velocity = -3.5,-5
airguard.velocity = -3.5
fall.recover = 1
palfx.time = 1
palfx.add = 0,0,0

[State 270, 2]
type = HitDef
triggerall = AnimElem = 6 && var(5) = 0
trigger1 = var(14) > 0
trigger2 = var(16) > 0
attr = S, NA
damage   = 96
animtype = Hard
guardflag = MA
pausetime = 12,12
sparkno = 7
guard.sparkno = 6
sparkxy = 10-ifelse(var(1)=1000||var(1)=500||var(1)=750||var(1)=667,16,0),-57
hitsound   = s2,1
guardsound = s2,3
getpower = 142,142
givepower = 21,21
ground.type = high
air.type = low
ground.slidetime = 22
ground.hittime  = 22
guard.slidetime = 28-ifelse(var(1)=1000||var(1)=500||var(1)=750||var(1)=667,13,0)
guard.hittime = 28-ifelse(var(1)=1000||var(1)=500||var(1)=750||var(1)=667,13,0)
ground.velocity = -11  
guard.cornerpush.veloff = -15
ground.cornerpush.veloff = -15
air.velocity = -3.5,-5
airguard.velocity = -3.5
fall.recover = 1
palfx.time = 1
palfx.add = 0,0,0

[State 270, 2]
type = HitDef
trigger1 = AnimElem = 6 && var(5) = 1
trigger1 = var(14) < 1
trigger1 = var(16) < 1
attr = S, NA
damage   = 96
animtype = Hard
guardflag = MA
pausetime = 12,12
sparkno = 7
getpower = 142,142
givepower = 21,21
guard.sparkno = 6
sparkxy = 10-ifelse(var(1)=1000||var(1)=500||var(1)=750||var(1)=667,16,0),-57
hitsound = s2,1
guardsound = s2,3
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
guard.slidetime = 26-ifelse(var(1)=1000||var(1)=500||var(1)=750||var(1)=667,12,0)
guard.hittime = 26-ifelse(var(1)=1000||var(1)=500||var(1)=750||var(1)=667,12,0)
ground.velocity = -11  
guard.cornerpush.veloff = -15
ground.cornerpush.veloff = -15
air.velocity = -3.5,-5
airguard.velocity = -3.5
fall.recover = 1
palfx.time = 1
palfx.add = 0,0,0

[State 270, 2]
type = HitDef
triggerall = AnimElem = 6 && var(5) = 1
trigger1 = var(14) > 0
trigger2 = var(16) > 0
attr = S, NA
damage   = 96
animtype = Hard
guardflag = MA
pausetime = 12,12
sparkno = 7
guard.sparkno = 6
sparkxy = 10-ifelse(var(1)=1000||var(1)=500||var(1)=750||var(1)=667,16,0),-57
hitsound = s2,1
guardsound = s2,3
getpower = 142,142
givepower = 21,21
ground.type = low
ground.slidetime = 22
ground.hittime  = 22
guard.slidetime = 28-ifelse(var(1)=1000||var(1)=500||var(1)=750||var(1)=667,13,0)
guard.hittime = 28-ifelse(var(1)=1000||var(1)=500||var(1)=750||var(1)=667,13,0)
ground.velocity = -11  
guard.cornerpush.veloff = -15
ground.cornerpush.veloff = -15
air.velocity = -3.5,-5
airguard.velocity = -3.5
fall.recover = 1
palfx.time = 1
palfx.add = 0,0,0

[State 270, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------
;STAND_C (close)
[Statedef 280]
type    = S
movetype= A
physics = S
juggle  = 8
ctrl = 0
velset = 0,0
anim = 280

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 1405, 0]
type = varrandom
trigger1 = time = 0
v = 4
range = 2

[State 275, 0]
type = varset
trigger1 = animelem = 1
var(38) = 1

[State 275, 1]
type = nothitby
trigger1 = var(16) > 0 && var(38) = 1 && (time < 3 || time >= 10)
value = ,AA,AP

[State 275, 1]
type = nothitby
trigger1 = var(16) > 0 && var(38) = 1 && time >= 3 && time < 10
value = SCA

[State 275, 0]
type = varset
trigger1 = animelem = 5
var(38) = 0
          
[State 275, 1]
type = PlaySnd
trigger1 = animelem = 1
value = s1,3

[State 275, 2]
type = PlaySnd
trigger1 = animelem = 1
value = s200,3
channel = 1

[State 280, 2]
type = HitDef
trigger1 = AnimElem = 6
trigger1 = var(14) < 1
trigger1 = var(16) < 1
attr = S, NA
damage   = 95  
animtype = Hard
guardflag = MA
pausetime = 12,12
sparkno = 7
guard.sparkno = 6
sparkxy = 10-ifelse(var(1)=1000||var(1)=500||var(1)=750||var(1)=667,16,0),-67+ceil(p2bodydist Y/2)
hitsound   = s2,1
guardsound = s2,3
ground.type = High
air.type = low
getpower = 142,142
givepower = 21,21
ground.slidetime = 17
ground.hittime = 17
guard.slidetime = 23-ifelse(var(1)=1000||var(1)=500||var(1)=750||var(1)=667,11,0)
guard.hittime = 23-ifelse(var(1)=1000||var(1)=500||var(1)=750||var(1)=667,11,0)
guard.velocity = -11
ground.velocity = -10 
air.velocity = -3.5,-5
airguard.velocity = -3.5
fall.recover = 1
palfx.time = 1
palfx.add = 0,0,0

[State 280, 2]
type = HitDef
triggerall = AnimElem = 6
trigger1 = var(14) > 0
trigger2 = var(16) > 0
attr = S, NA
damage   = 95  
animtype = Hard
guardflag = MA
pausetime = 12,12
sparkno = 7
guard.sparkno = 6
sparkxy = 10-ifelse(var(1)=1000||var(1)=500||var(1)=750||var(1)=667,16,0),-67+ceil(p2bodydist Y/2)
hitsound   = s2,1
guardsound = s2,3
ground.type = High
air.type = low
getpower = 142,142
givepower = 21,21
ground.slidetime = 19
ground.hittime = 19
guard.slidetime = 25-ifelse(var(1)=1000||var(1)=500||var(1)=750||var(1)=667,12,0)
guard.hittime = 25-ifelse(var(1)=1000||var(1)=500||var(1)=750||var(1)=667,12,0)
guard.velocity = -11
ground.velocity = -10 
air.velocity = -3.5,-5
airguard.velocity = -3.5
fall.recover = 1
palfx.time = 1
palfx.add = 0,0,0

[State 280, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crouching light punch
[Statedef 400]
type = C
movetype = A
physics = C
poweradd = 10
velset = 0
ctrl = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 400, ChangeAnim]
type = ChangeAnim
triggerall = Time = 0
trigger1 = var(7) != 400
trigger2 = Prevstateno = 400
value = 400

[State 400, PlaySnd]
type = PlaySnd
triggerall = Numexplod(9991) = 0
trigger1 = Animelem = 1
value = 1,2

[State 400, PlaySnd]
type = PlaySnd
triggerall = Numexplod(9991) = 0
trigger1 = Animelem = 1 && Random >= 500
value = 200,4

[State 400, 1]
type = HitDef
trigger1 = Animelem = 4 && var(10) < 6
attr = C, NA
animtype = Light
damage = 20
guardflag = M
getpower = 31,25
pausetime = 12,12
sparkno = 7
guard.sparkno = 6
sparkxy = -10,-50
hitsound = S2,0
guardsound = S2,3
ground.type = Low
ground.slidetime = 5
ground.hittime = IfElse((var(6) != 0),17,10)
ground.velocity = -6.5
air.velocity = -3,IfElse((var(6) != 0),-6.5,-6)
guard.ctrltime = 46

[State 400, Armor mode varset]
type = varset
trigger1 = var(6) > 0 && time = 0
var(7) = 400

[State 400, Armor mode varset]
type = varset
trigger1 = Animelem = 5
var(7) = 0

[State 400, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 250, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0 && prevstateno != 10000
value = 410

[State 200,VarSet(32)]
type = VarSet
trigger1 = Time = 0 && prevstateno != 10000
var(32) = 0
ignorehitpause = 1

[State 200,VarSet(32)]
type = VarSet
trigger1 = MoveContact
var(32) = 1
ignorehitpause = 1

[State -2,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=1
value = 1, 3

[State 240,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2,=0
value = 200,5
channel = 0

[State 250,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 15
movetype = I

[State 410,HitDef]
type = HitDef
trigger1 = var(32) = 0
trigger1 = AnimElem = 4
attr = C, NA
animtype  = Hard
damage    = IfElse(Var(16)=1,IfElse(Var(16)=1,168,105),IfElse(Var(16)=1,91,84))
getpower = ifelse(fvar(3) != 0,0,98),ifelse(fvar(3) != 0,0,98)
guardflag = M
hitflag = MAF
pausetime = 13,13
sparkno = 7
guard.sparkno = 6
sparkxy = 0,-40
hitsound = S2, 1
guardsound = S2, 3
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -9-(Var(25)=1 || Var(25)=2)*1.5
air.hittime = 13
air.velocity = -5,-7-(Var(25)=1 || Var(25)=2)*1.5
air.cornerpush.veloff = 0
yaccel = .5

[State 410,HitDef]
type = HitDef
trigger1 = var(32) = 0
trigger1 = AnimElem = 5
attr = C, NA
animtype  = Hard
damage    = IfElse(Var(16)=1,IfElse(Var(16)=1,168,105),IfElse(Var(16)=1,91,84))
getpower = ifelse(fvar(3) != 0,0,98),ifelse(fvar(3) != 0,0,98)
guardflag = M
hitflag = MAF
pausetime = 13,13
sparkno = 7
guard.sparkno = 6
sparkxy = 0,-96
hitsound = S2, 1
guardsound = S2, 3
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -9-(Var(25)=1 || Var(25)=2)*1.5
air.hittime = 13
air.velocity = -5,-7-(Var(25)=1 || Var(25)=2)*1.5
air.cornerpush.veloff = 0
yaccel = .5

[State 410,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 22
ctrl = 0
anim = 430
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 430]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 200, 6
channel = 1

[State 430]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 1, 2

[State 430]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 28
animtype  = Light
guardflag = M
hitflag = MAF
guardflag = L
pausetime = 7,9
sparkno = 7
guard.sparkno = 6
sparkxy = -10, -10
hitsound = s5, 1
guardsound = s5, 7
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -6
air.velocity = -2,-3

[State 430]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 440
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 440]
type = PlaySnd
trigger1 = AnimElem = 3
value = 200, 7
channel = 1

[State 440]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 3

[State 440]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 72
hitflag = MAF
guardflag = L
pausetime = 9,12
sparkno = 7
guard.sparkno = 6
sparkxy = -11,-15
hitsound   = s2,1
guardsound = s2,3
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1
fall.recover = 0

[State 440]
type = PosAdd
trigger1 = AnimElemTime(4) = 0
x = 1
[State 440]
type = PosAdd
trigger1 = AnimElemTime(6) = 0
x = 12
[State 440]
type = PosAdd
trigger1 = AnimElemTime(9) = 0
x = 3

[State 440]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 600]
type = A
movetype = A
physics = A
anim = 600
ctrl = 0
juggle = 8

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 600]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200, 8
channel = 1

[State 600, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr             = A,NA
hitflag          = MAF
guardflag        = HA
animtype         = Light
damage           = 50
getpower         = 60,0
givepower        = 0,0
pausetime        = 13,14
guard.pausetime  = 13,14
sparkno          = 7
guard.sparkno    = 6
sparkxy          = -10,-55
hitsound         = S2,0
guardsound       = S2,3
ground.type      = Low
ground.slidetime = 10
ground.hittime   = 10
yaccel           = .4
ground.velocity  = -4,0
air.velocity     = -3,-4
nochainid = 1

;---------------------------------------------------------------------------
[Statedef 620]
type     = A
movetype = A
physics  = A
juggle   = 6
poweradd = 80
ctrl     = 0
anim     = 620
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 620, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200, 9

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1, 3

[State 620, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 72
guardflag = HA
priority = 4
pausetime = 13,13
sparkno = 7
guard.sparkno = 6
sparkxy = -20,-55
hitsound   = s2,1
guardsound = s2,3
animtype = Medium
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
[Statedef 625]
type     = A
movetype = A
physics  = A
juggle   = 6
poweradd = 80
ctrl     = 0
anim     = 625
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 620, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 200, 9

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 7
value = 1, 3

[State 620, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
damage = 36
guardflag = HA
priority = 4
pausetime = 10,12
sparkno = 7
guard.sparkno = 6
sparkxy = -20,-55
hitsound   = s2,1
guardsound = s2,3
animtype = Medium
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -3
air.velocity = -3,-4

[State 620, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = A, NA
damage = 36
guardflag = HA
priority = 4
pausetime = 10,12
sparkno = 7
guard.sparkno = 6
sparkxy = -20,-55
hitsound   = s2,1
guardsound = s2,3
animtype = Medium
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 630]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200, 10
channel = 1

[State 630, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 630

[State 630,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 10
movetype = I

[State 630,HitDef]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype = Light
damage    = 32
getpower = 48,48
guardflag = HA
priority = 3
pausetime = 10,12
sparkno = 7
guard.sparkno = 6
sparkxy = 0,-40
hitsound = S2, 0
guardsound = S2, 3
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -5
ground.cornerpush.veloff = -8.0
air.cornerpush.veloff = 0
air.velocity = -3.5,-6
air.hittime = 13
yaccel = .5

;---------------------------------------------------------------------------
[StateDef 645]
type = A
movetype = A
physics = A
sprpriority = 5
anim = 645
ctrl = 0
juggle = 7

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 645, Throw Limiter]
type = VarSet
trigger1 = var(50) != 1 && movehit
var(12) = 15
persistent = 0

[State 645, air animation]
type = ChangeAnim
trigger1 = anim = 645 && AnimTime = 0
value = 41
elem = 4

[State 645, sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,3
channel = 1

[State 645, voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,11
channel = 0

[State 645, hit def]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = hard
ground.type = high
air.type = low
priority = 4, hit
damage = 108,0
getpower = 90,90
givepower = 15,15
sparkno = 7
guard.sparkno = 6
sparkxy = -5, -95
hitsound = s2,1
guardsound = s2,3
pausetime = 11,13
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -6.1
guard.pausetime = 11,11
guard.slidetime = 17
guard.hittime = 20
guard.ctrtime = 20
guard.velocity = -6.1
air.velocity = -3.5,-6
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -0
guard.cornerpush.veloff = -6
yaccel = .5

;-----------------------------------------------------------------------
[StateDef 640]
type = A
movetype = A
physics = A
sprpriority = 2
anim = 640
ctrl = 0
juggle = 7

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 640, Throw Limiter]
type = VarSet
trigger1 = var(50) != 1 && movehit
var(12) = 15
persistent = 0

[State 640, air animation]
type = ChangeAnim
trigger1 = anim = 640 && AnimTime = 0
value = 41
elem = 4

[State 640, sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,3
channel = 1

[State 640, voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,11
channel = 0

[State 640, hit def]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = hard
ground.type = high
air.type = low
priority = 4, hit
damage = 108,0
getpower = 90,90
givepower = 15,15
sparkno = 7
guard.sparkno = 6
sparkxy = -20, -70
hitsound = s2,1
guardsound = s2,3
pausetime = 11,13
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -6.1
guard.pausetime = 11,11
guard.slidetime = 17
guard.hittime = 20
guard.ctrtime = 20
guard.velocity = -6.1
air.velocity = -3.5,-6
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -0
guard.cornerpush.veloff = -6
yaccel = .5

;---------------------------------------------------------------------------
[Statedef 99]
type = S
movetype = A
physics = S
juggle = 8
ctrl = 0
velset = 0,0
anim = 710
poweradd = 30
sprpriority = 2

[State 99]
type = PlaySnd
trigger1 = Time = 2
value = 1, 4

[State 99]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 99]
type = PalFX
trigger1 = Time = 0 || Time = 2 || Time = 4 || Time = 6
time = 1
add = 255,255,255

[State 99]
type = HitDef
trigger1 = TIME = 0
attr = S, NA
animtype = digup
damage = 60
guardflag = MA
hitflag = MA
pausetime = 10,10
sparkno = 7
guard.sparkno = 6
sparkxy = 10,-50
hitsound = s2, 17
guardsound = s2, 3
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5,-5
air.velocity = -2.5,-5
fall = 1
fall.recover = 0

[State 99]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 710]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 40
ctrl = 0
velset = 0,0
anim = 700

[State 710]
type = PlaySnd
trigger1 = Time = 1
value = 1, 4

[State 710]
type = PlaySnd
trigger1 = Time = 1
value = 200, 12

[State 710]
type = HitDef
trigger1 = TIME = 0
attr = S, NA
animtype  = Hard
damage    = 90
guardflag = MA
hitflag = MAF
pausetime = 12,12
sparkno = 7
guard.sparkno = 6
sparkxy = 0,-53
hitsound = s2, 17
guardsound = s2, 3
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5,-5
air.velocity = -5,-4
fall = 1
fall.recover = 0

[State 710]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 750]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 40
ctrl = 0
anim = 750

[State 750]
type = PlaySnd
trigger1 = Time = 5
value = 1, 4

[State 750]
type = PlaySnd
trigger1 = Time = 5
value = 200, 12

[State 750]
type = HitDef
trigger1 = TIME = 0
attr = S, NA
animtype  = Hard
damage    = 90
guardflag = MA
hitflag = MAF
pausetime = 12,12
sparkno = 7
guard.sparkno = 6
sparkxy = 0,-48
hitsound = s2, 17
guardsound = s2, 3
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5,-5
air.velocity = -5,-4
fall = 1
fall.recover = 0

;---------------------------------------------------------------------------

;===========================================================================
; Definition of the Basic Throws
;===========================================================================
;GrabY
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
hitsound   = s2,20
p1stateno = 810
p2stateno = 825
p2getp1state = 1
p2facing = 1
fall = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 220

;=============================================================
;Success
[Statedef 810] 
type    = S
movetype= A
physics = S
anim = 810
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 810, 1]
type = Width
trigger1 = 1
edge = 70,0

[State 810, 2]
type = Explod
trigger1 = AnimElem = 2
id = 8120
anim = 8120
pos = 60,-65
sprpriority = 1
ownpal = 1
removeongethit = 1

[State 810, Bind1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 44, 0
time = 1

[State 810, Bind2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 40, 0
time = 1

[State 810, Bind3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 89, -45
time = 1

[State 810, Bind4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 73, -5
time = 1

[State 810, Grab Snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,20

[State 810, Voice Snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000,14
channel = 0

[State 810, hitGrnd Snd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,19

[State 810, Cancel Var]
type = varset
Trigger1 = Time = [0,7]
trigger1 = target, command = "x" || target, command = "y"
var(7) = 1

[State 810, Cancel]
type = changestate
Trigger1 = Time = [5,7]
trigger1 = var(7) = 1
value = 305

[State 810, Cancel]
type = targetstate
Trigger1 = Time = [5,7]
trigger1 = var(7) = 1
value = 306

[State 810, Cancel Var]
type = varset
Trigger1 = animtime = 0
var(7) = 0

[State 810, Repeat Var]
type = varset
Trigger1 = animtime = 0
var(17) = 0

[State 810, end]
type = ChangeState
Trigger1 = AnimTime = 0
value = 811
ctrl = 0

;-----------------------------------
;=============================================================
;Squeeze
[Statedef 811] 
type    = S
movetype= A
physics = S
anim = 811
sprpriority = 2

[State 811, Repeat Var]
type = varadd
Trigger1 = Animelem = 1
var(17) = 1

[State 811, 2]
type = Explod
trigger1 = AnimElem = 3
id = 8000
anim = F7
pos = 47,-25
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 811, humo]
type = Explod
trigger1 = AnimElem = 1
id = 8165
anim = 8165
pos = 75,0
sprpriority = 3
ownpal = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)
removeongethit = 1

[State 811, Squeeze]
type = PlaySnd
trigger1 = AnimElem = 3
volume = 0
value = 2,18

[State 811, DAMAGE]
type = targetlifeadd
Trigger1 = AnimElem = 3, =0
value = -19

[State 811, Bind1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 73, -5
time = 1

[State 811, Bind2]
type = TargetBind
trigger1 = AnimElem = 3
pos = 70, -23
time = 1

[State 811, Bind3]
type = TargetBind
trigger1 = AnimElem = 4
pos = 73, -5
time = 1

[State 811, end]
type = Targetstate
Trigger1 = Time = 0
value = 826
ctrl = 0

[State 811, P2Decrease]
type = varadd
trigger1 = target, command = "x" || target, command = "y"
var(7) = 10

[State 811, Increase]
type = varadd
trigger1 = command = "x" || command = "y"
var(7) = -10

[State 811, Decrease]
type = varadd
Trigger1 = time = 0
var(7) = 7

[State 811, end]
type = ChangeState
Triggerall = AnimTime = 0 && !win && var(17) < 8
Trigger1 = var(7) <50
value = 811
ctrl = 0

[State 811, end]
type = ChangeState
Triggerall = AnimTime = 0
Trigger1 = var(7) >=50
Trigger2 = var(17) >= 8
Trigger3 = win
value = 812
ctrl = 0

;---------------------------------------
;=============================================================
;Getup
[Statedef 812] 
type    = S
movetype= I
physics = S
anim = 812
sprpriority = 2

[State 812, Repeat Var]
type = varset
Trigger1 = time = 0
var(17) = 0

[State 812, Squeeze]
type = PlaySnd
trigger1 = AnimElem = 1
volume = 100
value = 2,21

[State 812, end]
type = Targetstate
Trigger1 = Time = 0
value = 827
ctrl = 0

[State 812, end]
type = varset
Trigger1 = time = 0
var(7) = 0

[State 812, end]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------
;SLAMMED
[Statedef 825]
type    = A
movetype= H ;Get hit
sprpriority = 0
physics = N
ctrl = 0

[State 825, 2]
type = Screenbound
Trigger1 = 1
value = 0

[State 825, 2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 825
;---------------------------------------
;SQUEEZE
[Statedef 826]
type    = A
movetype= H 
sprpriority = 0
physics = N
ctrl = 0

[State 826, 2]
type = Screenbound
Trigger1 = 1
value = 0

[State 826, 2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 826
;--------------------------------------
;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 827]
type    = A
movetype= H
physics = N

[State 827, 1] ;Coming hit ground anim (normal)
type = Nothitby
trigger1 = 1
value = SCA

[State 827, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 827, VEl]
type = Velset
trigger1 = Time = 0
x = -3.7
y = -5.5

[State 827, 4]
type = PosSet
trigger1 = Time = 0
y = 20

[State 827, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .4

[State 827, 6] ;Hit ground
trigger1 = time > 5
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = SelfState
value = 5100
ctrl = 0

;---------------------------------------------------------------------------
;P1 Miss
[Statedef 305]
type    = S
movetype= I ;Get hit
physics = S
velset = -7,0
anim = 305
ctrl = 0

[State 305, Cancel]
type = targetstate
Trigger1 = time = 0
value = 306

[State 305, MD]
type = makedust
Trigger1 = 1
pos = 0,0
spacing = 3

[State 301, Cancel Var]
type = varset
Trigger1 = animtime = 0
var(7) = 0

[State 305, END]
type = changestate
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------
;P2 Counter
[Statedef 306]
type    = S
movetype= I ;Get hit
physics = S
velset = 0,0
ctrl = 0

[State 306, ANIM1]
type = changeanim
trigger1 = selfanimexist(306)
Trigger1 = time = 0
value = 306

[State 306, ANIM2]
type = changeanim
trigger1 = !selfanimexist(306)
trigger1 = selfanimexist(200)
Trigger1 = Time = 0
value = 200

[State 306, ANIM3]
type = changeanim
trigger1 = !selfanimexist(306)
trigger1 = !selfanimexist(200)
Trigger1 = Time = 0
value = 5000

[State 306, END]
type = selfstate
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 801]
type = S
movetype = A
physics = S
anim = 801
velset = 0,0
ctrl = 0

[State 801, 1]
type = Hitdef
triggerall = enemynear,StateNo != 150 && enemynear,StateNo != 151 
trigger1 = Time = 1 && P2BodyDist X <= 40
attr = S, NT
givepower = 0
getpower = 40
guardflag = 
hitflag = M-
sparkno = -1
pausetime = 0,0
p1stateno = 830
p2facing = 1
p2stateno = 835
fall.recover = 0
fall = 1
snap = 30,0
p2getp1facing = -1
fall.recover = 0

[State 801, 9]
type = ChangeState
trigger1 = Time = 2 && P2BodyDist X <= 15
value = 230

[State 801, 9]
type = ChangeState
trigger1 = Time = 2
value = 220

;-----------------------------------------------------------------------
[Statedef 829]
type = S
movetype = A
physics = S
anim = 801
velset = 0,0
ctrl = 0

[State 829, 1]
type = Hitdef
triggerall = enemynear,StateNo != 150 && enemynear,StateNo != 151 
trigger1 = Time = 1 && P2BodyDist X <= 40
attr = S, NT
givepower = 0
getpower = 40
guardflag = 
hitflag = M-
sparkno = -1
pausetime = 0,0
p1stateno = 840
p2facing = 1
p2stateno = 845
fall.recover = 0
fall = 1
snap = 30,0
p2getp1facing = -1
fall.recover = 0

[State 829, 9]
type = ChangeState
trigger1 = Time = 2 && P2BodyDist X <= 15
value = 230

[State 829, 9]
type = ChangeState
trigger1 = Time = 2
value = 220

;---------------------------
[Statedef 830]
type = S
movetype = A
physics = S
anim = 830
velset = 0,0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 830, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = s2,20

[State 830, 1]
type = SprPriority
trigger1 = Time >= 0
value = 6

[State 830, Explosion1]
type = explod
trigger1 = animelem = 5
anim = 8100
pos = 70, 0
postype = p1
sprpriority = -2
ownpal = 1
under = 0

[State 830, Explosion2]
type = explod
trigger1 = animelem = 5
anim = 8110
pos = 0, 0
postype = p2
sprpriority = 2
ownpal = 1
under = 0

[State 830, 2]
type = Width
trigger1 = AnimElem = 5
edge = 40,0

[State 830, 3]
type = TargetBind
trigger1 = AnimElem = 1
pos = -30,0

[State 830, 3]
type = TargetBind
trigger1 = AnimElem = 2
pos = -37,0

[State 830, 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = -20,-65

[State 830, 3]
type = TargetBind
trigger1 = AnimElem = 4
pos = 40,-75

[State 830, 3]
type = TargetBind
trigger1 = AnimElem = 5
pos = 80,0

[State 830, 4]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -120

[State 830, 5]
type = EnvShake
trigger1 = AnimElem = 5
time = 14

[State 830, 6]
type = PlaySnd
trigger1 = AnimElem = 6
value = s2,19

[State 830, 6]
type = PlaySnd
trigger1 = AnimElem = 6
value = s1000,14

[State 830, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;----------------------------------------------------------
[Statedef 840]
type = S
movetype = A
physics = S
velset = 0,0

[State 840, 0]
type = Turn
trigger1 = Time = 0

[State 840, 1]
type = ChangeState
trigger1 = Time = 0
value = 830

;-----------------------
[Statedef 835]
type = A
movetype = H
physics = N
velset = 0,0

[State 835, 1]
type = SprPriority
trigger1 = Time >= 0
value = 1

[State 835, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 835

[State 835, 3]
type = ScreenBound
trigger1 = Time >= 0
value = 0

[State 835, 7]
type = VelSet
trigger1 = AnimTime = 0
X = -4
Y = -3

[State 835, 8]
type = Turn
trigger1 = AnimTime = 0

[State 835, 9]
type = SelfState
trigger1 = AnimTime = 0
value = 5100

;--------------------------------------------------------
[Statedef 845]
type = A
movetype = H
physics = N
velset = 0,0

[State 845, 0]
type = Turn
trigger1 = Time = 0

[State 845, 1]
type = ChangeState
trigger1 = Time = 0
value = 835

;---------------------------------------------------------------------------
[Statedef 850]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 850
sprpriority = 2

[State 850, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = s8120
sparkxy = -17,-57
sprpriority = 1
hitsound   = s2,20
p1stateno = 860
p2stateno = 870
p2getp1state = 1
p2facing = 1
fall = 1

[State 850, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 280

;---------------------------------------------------------------------------
[Statedef 860]
type    = S
movetype= A
physics = N
anim = 860
poweradd = 100

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 860, ‰¹]
type = PlaySnd
trigger1 = animelem = 5
value = s1000,16

[State 860, 1]
type = Turn
Trigger1 = Animtime = 0

[State 860, 3]
type = TargetBind
Trigger1 = animelem = 3
pos = 8,-77

[State 860, 3]
type = TargetBind
Trigger1 = animelem = 4
pos = -41,-63

[State 860, 3]
type = TargetBind
Trigger1 = animelem = 5, >= 0
Trigger1 = animelem = 5, <= 6
pos = -70,-61

[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 5 , = 6
value = -75
kill = 1

[State 860, 1]
type = Posset
trigger1 = 1
y = 0

[State 860, 3]
type = posadd
trigger1 = Animelem = 4, = 0
trigger1 = BackEdgeDist <= 30
x = 30

[State 860, 3]
type = posadd
trigger1 = Animelem = 5, = 0
trigger1 = BackEdgeDist <= 60
x = 35

[State 860, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 870]
type    = S
movetype= H
physics = S
velset = 0,0

[State 870, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 870

[State 870, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 871

;---------------------------------------------------------------------------
[Statedef 871]
type    = A
movetype= H
physics = N
velset = 0,0

[State 871, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 871

[State 871, 2]
type = VelAdd
trigger1 = Time > 0
y = .43

[State 871, 3]
type = velset
trigger1 = Time = 0
x = 3
y = -4.5

[State 871, 1]
type = Posadd
trigger1 = time = 0
y = -10

[State 871, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
[Statedef 900]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 900
sprpriority = 2

[State 900, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = s8120
sparkxy = -17,-57
sprpriority = 1
hitsound   = s2,20
p1stateno = 910
p2stateno = 920
p2getp1state = 1
p2facing = 1
fall = 1

[State 900, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 270

;---------------------------------------------------------------------------
[Statedef 910]
type    = S
movetype= A
physics = N
anim = 910
poweradd = 100

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 910, ‰¹]
type = PlaySnd
trigger1 = animelem = 6
value = s1000,16

[State 910, 3]
type = TargetBind
Trigger1 = animelem = 2
pos = 10,0

[State 910, 3]
type = TargetBind
Trigger1 = animelem = 3
pos = -18,0

[State 910, 3]
type = TargetBind
Trigger1 = animelem = 4
pos = -6,0

[State 910, 3]
type = TargetBind
Trigger1 = animelem = 5
pos = 28,0

[State 910, 3]
type = TargetBind
Trigger1 = animelem = 6
pos = 51,-52

[State 910, 3]
type = TargetBind
Trigger1 = animelem = 7 , = 0
pos = 106,-55

[State 910, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 7 , = 0
value = -79
kill = 1

[State 910, 1]
type = Posset
trigger1 = 1
y = 0

[State 910, 3]
type = posadd
trigger1 = Animelem = 7, = 1
trigger1 = FrontEdgeDist <= 60
x = -80

[State 910, 3]
type = posadd
trigger1 = Animelem = 7, = 1
trigger1 = FrontEdgeDist > 60
trigger1 = FrontEdgeDist <= 85
x = -40

[State 910, 1]
type = Posadd
trigger1 = Animtime = 0
x = 59

[State 910, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 911

;---------------------------------------------------------------------------
[Statedef 911]
type    = L
movetype= I
ctrl = 0
anim = 911
sprpriority = 2

[State 911, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 920]
type    = S
movetype= H
physics = S
velset = 0,0

[State 920, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 920

[State 920, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 921

;---------------------------------------------------------------------------
[Statedef 921]
type    = A
movetype= H
physics = N
velset = 0,0

[State 921, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 921

[State 921, 2]
type = VelAdd
trigger1 = Time > 0
y = .43

[State 921, 3]
type = velset
trigger1 = Time = 0
x = -3.5
y = -4.6

[State 921, 2]
type = Turn
trigger1 = Time = 0

[State 921, 1]
type = Posadd
trigger1 = time = 0
y = -10

[State 921, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
[Statedef 950]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 950
sprpriority = 2

[State 950, 1]
type = HitDef
Trigger1 = time = 0
attr = A, NT
hitflag = AF
priority = 1, Miss
sparkno = s8120
sparkxy = 10,-80
sprpriority = 1
hitsound   = s2,20
p1stateno = 960
p2stateno = 970
p2getp1state = 1
p2facing = 1
fall = 1

[State 950, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 640

;---------------------------------------------------------------------------
[Statedef 960]
type    = A
movetype= A
physics = N
anim = 960
poweradd = 100

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 960, ‰¹]
type = PlaySnd
trigger1 = animelem = 1 , = 2
value = s1000,15

[State 960, 3]
type = TargetBind
Trigger1 = animelem = 1
pos = -8,-85

[State 960, 3]
type = TargetBind
Trigger1 = animelem = 2
pos = 33,-70

[State 960, 3]
type = TargetBind
Trigger1 = animelem = 3
pos = 48,-55

[State 960, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -84
kill = 1

[State 971, 2]
type = Velset
trigger1 = 1
x = 0
y = 0

[State 860, 3]
type = posadd
trigger1 = Animelem = 3, = 0
trigger1 = FrontEdgeDist <= 50
x = -35

[State 910, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 961

;---------------------------------------------------------------------------
[Statedef 961]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 961
sprpriority = 2

[State 971, 2]
type = Veladd
trigger1 = 1
y = .4

[State 961, 1]
type = Changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
[Statedef 970]
type    = A
movetype= H
physics = N
velset = 0,0

[State 970, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 970

[State 970, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 971

;---------------------------------------------------------------------------
[Statedef 971]
type    = A
movetype= H
physics = N
velset = 0,0

[State 971, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 971

[State 971, 2]
type = Velset
trigger1 = 1
x = 4.1

[State 971, 2]
type = Veladd
trigger1 = 1
y = 1.2

[State 971, 2]
type = Turn
trigger1 = time = 0

[State 971, 1]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 14
ampl = -8

[State 971, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
[Statedef 980]
type = A
movetype = A
physics = A
anim = 980
ctrl = 0

[State 980, 1]
type = Hitdef
trigger1 = Time = 1 && P2BodyDist X <= 40
attr = A, NT
givepower = 0
getpower = 100
guardflag = 
hitflag = A
sparkno = -1
pausetime = 0,0
p1stateno = 981
p2facing = 1
p2stateno = 990
fall.recover = 0
fall = 1
snap = 30,0
p2getp1facing = -1
fall.recover = 0

[State 980, 9]
type = ChangeState
trigger1 = Time = 2
value = 625

;-------------------------------
[Statedef 981]
type = A
movetype = A
physics = N
anim = 981
velset = 0,0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 981, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = s2,20

[State 981, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1000,14

[State 981, 1]
type = SprPriority 
trigger1 = Time >= 0
value = 6

[State 981, 2]
type = TargetBind
trigger1 = AnimElem = 1
pos = -40,-65

[State 981, 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 3,-84

[State 981, 2]
type = TargetBind
trigger1 = AnimElem = 3
pos = 32,-15

[State 981, 2]
type = TargetBind
trigger1 = Time > 24
pos = 17,-15

[State 981, 3]
type = VelAdd
trigger1 = Time > 24
Y = 0.4

[State 981, 9]
type = ChangeState
trigger1 = Pos Y >= 0
value = 982

;--------------------------------------------------------------------------
[Statedef 982]
type = A
movetype = A
physics = N
anim = 982
velset = 0,0

[State 982, 1]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 982, 5]
type = PlaySnd
trigger1 = Time = 0
value = s2,19

[State 982, 2]
type = TargetState
trigger1 = Time = 0
value = 991

[State 982, 3]
type = TargetBind
trigger1 = AnimElem = 1
pos = 13,0

[State 982, 4]
type = TargetLifeAdd
trigger1 = AnimElem = 1
value = -120

[State 982, Explosion1]
type = explod
trigger1 = animelem = 1
anim = 8100
pos = 10, 0
postype = p1
sprpriority = -2
ownpal = 1
under = 0

[State 982, Explosion2]
type = explod
trigger1 = animelem = 1
anim = 8110
pos = 0, 0
postype = p2
sprpriority = 2
ownpal = 1
under = 0

[State 982, 5]
type = EnvShake
trigger1 = Time = 1
time = 14

[State 982, 6]
type = VelSet
trigger1 = Time = 13
X = -3
Y = -4

[State 982, 7]
type = VelAdd
trigger1 = Time >= 13
Y = 0.4

[State 982, 8]
type = Turn
trigger1 = Time > 13 && Pos Y >= 0

[State 982, 9]
type = ChangeState
trigger1 = Time > 13 && Pos Y >= 0
value = 983

;-----------------------------------
[Statedef 990]
type = A
movetype = H
physics = N
velset = 0,0

[State 990, 1]
type = SprPriority
trigger1 = Time >= 0
value = 4

[State 990, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 990

[Statedef 991]
type = A
movetype = H
physics = N
velset = 0,0

[State 991, 1]
type = SprPriority
trigger1 = Time >= 0
value = 4

[State 991, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 991

[State 991, 3]
type = VelSet
trigger1 = AnimTime = 0
X = -3
Y = -4

[State 991, 4]
type = Turn
trigger1 = AnimTime = 0

[State 991, 9]
type = SelfState
trigger1 = AnimTime = 0
value = 5100

;---------------------------------------------------------------------------
[Statedef 983]
type    = S
physics = S
ctrl = 0
anim = 983

[State 983, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 983, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 983, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 983, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;[State 983, Humosuelo]
;type = explod
;trigger1 = animelem = 1
;anim = 8090
;pos = 0, 0
;postype = p1
;sprpriority = 4
;ownpal = 1
;under = 0
;trans = addalpha
;;alpha = 320-60,60
;scale = const(size.xscale),const(size.yscale)

;---------------------------------------------------------------------------
;===========================================================================
; Definition of the Specials
;===========================================================================
;---------------------------------------------------------------------------
[Statedef 1000]
type = S
movetype = A
physics = N
anim = 1000
ctrl = 0
juggle = 8
poweradd= 100
velset = 0,0
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 1000, 2]
type = PlaySnd
trigger1 = animelem = 4
value = 1000, 0

[State 1000, 2]
type = PlaySnd
trigger1 = animelem = 5
value = 2, 8

[State 1000, 2]
type = PlaySnd
trigger1 = animelem = 10
value = 2, 8

[State 1000, 5]
type = Explod
trigger1 = time = 7
anim = 1011
id = 1000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 99
supermove = 1
under = 0
ounpal = 1
trans = addalpha
scale = const(size.xscale),const(size.yscale)

[State 1000, 5]
type = Explod
trigger1 = animelemtime(8) = 2
anim = 1012
id = 1000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ounpal = 1
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1]
type = NotHitBy
trigger1 = time = [0,12]
value = SCA

[state 3]
type = StatetypeSet
trigger1 = Animelem = 6
value = A

[State 5]
type = gravity
trigger1 = Animelem = 6,>= 0


[State 4]
type = VelSet
trigger1 = Animelem = 6
y = -5

[State 2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
animtype  = hard
damage    = 50,10
getpower = 40,20
guardflag = MA
pausetime = 10,10
sparkno = 9
sparkxy = 5,-75
hitsound   = s2,9
guard.sparkno = 6
guardsound = s2,4
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,-7.5
air.fall = 1
fall.recover = 0

[State 2]
type = HitDef
trigger1 = animelem = 6
attr = S, NA
animtype  = hard
damage    = 50,10
getpower = 40,20
guardflag = MA
pausetime = 10,10
sparkno = 9
sparkxy = 5,-75
hitsound   = s2,9
guard.sparkno = 6
guardsound = s2,4
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = 0,-7.0
air.velocity = 0,-7.0
fall = 1
fall.recover = 0

[State 2]
type = HitDef
trigger1 = animelem = 10
attr = S, NA
animtype  = up
damage    = 90,20
getpower = 40,20
guardflag = MA
pausetime = 25,25
sparkno = 9
sparkxy = 5,-75
hitsound   = s2,9
guard.sparkno = 6
guardsound = s2,4
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1,-7.0
air.velocity = -1,-7.0
envshake.time = 10
envshake.ampl = -6
envshake.freq = 92
envshake.phase = 92
fall = 1
fall.recover = 0

[State 7]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1026

;--------------------------------------------------------------------------
[Statedef 1026]
type = S
movetype = I
physics = S
anim = 1026
ctrl = 0
velset = 0,0
sprpriority = 2

[State 8]
type = PosSet
trigger1 = time = 0
y = 0

[State 9]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

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

;---------------------------------------------------------------------------
[Statedef 1025]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1025
poweradd = 0
sprpriority = 2  

[STate 1025]
type=POsSet
trigger1=time=0
y=0

[STate 1005]
type=PlaySnd
trigger1=Time=0
value=1,12
channel=2

[State 1025, 7]
type = ChangeState
trigger1 =animtime=0
value = 0
ctrl=1

;---------------------------------------------------------------------------
[Statedef 1090]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 7
ctrl = 0
anim = 1090
poweradd = 50
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 1090]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 1000, 1
channel = 1

[State 1090]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 1, 4

[State 1090]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 0
value = A
physics = N
ignorehitpause = 1

[State 1090]
type = velSet
trigger1 = AnimElem = 2
x = 3
y = -7.5
[State 1090]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = .4

[State 1090]
type = ReversalDef
trigger1 = AnimElem = 2
attr = S, NT
reversal.attr = SCA,NA,SA
pausetime = 10,10
priority = 2
hitsound = s2,1
sparkno = 7
sparkxy = 16,0
numhits = 0

[State 1510]
type = ReversalDef
trigger1 = AnimElem = 3
attr = S, NT
reversal.attr = SCA,NA,SA
pausetime = 10,10
priority = 2
hitsound = s2,1
sparkno = 7
sparkxy = 16,0
numhits = 0

[State 1510]
type = ReversalDef
trigger1 = AnimElem = 4
attr = S, NT
reversal.attr = SCA,NA,SA
pausetime = 10,10
priority = 2
hitsound = s2,1
sparkno = 7
sparkxy = 33,0
numhits = 0

[State 1510]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
animtype  = Hard
damage    = 100, 22
guardflag = MA
hitflag = MAF
pausetime = 10,12
sparkno = 7
guard.sparkno = 6
sparkxy = -15,-60
hitsound = s2, 1
guardsound = s2, 3
ground.type = low
ground.slidetime = 20
ground.hittime  = 22
ground.velocity = -3,-14
ground.cornerpush.veloff = 0
guard.velocity = -8
air.velocity = -3,-11
air.juggle = 2
air.animtype = Back
yaccel = .6
fall = 1
fall.recover = 0

[State 1090]
type = ChangeState
trigger1 = StateType = A
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1091

;---------------------------------------------------------------------------
[Statedef 1091]
type    = S
physics = S
ctrl = 0
velset = 0, 0
anim = 47
facep2 = 1

[State 1091]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1091]
type = ChangeState
trigger1 = Time >= 7
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1100]
type     = A
movetype = A
physics  = S
juggle   = 5
poweradd = 100
velset   = 0,0
anim     = 1100
ctrl     = 0
sprpriority = 5

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 1100, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 8

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = s2,10
channel = 4

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = s1000,2

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = s1,4

[State 1000, 1]
type = Velset
trigger1 = time = 0
x = 0

[State 210, 1]
type = Width
trigger1 = AnimElemTime (2) >= 0 && AnimElemTime (4) <= 0
value = 10,0

[State 1000, 1]
type = Posadd
trigger1 = AnimElem = 3
x = 30

[State 1000, 1]
type = Velset
trigger1 = AnimElem = 5
x = 3

[State 1000, 1]
type = Velset
trigger1 = AnimElem = 6
y = -7

[State 1000, 1]
type = VelAdd
trigger1 = AnimElemtime(6) > 0
y = .6

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 5
statetype = A

[State 1100, 1]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 1120
id = 1120
postype = P1
pos = 15,-15
sprpriority = 10
under = 0

;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1100, 1]
type = Explod
trigger1 = AnimElem = 10
persistent = 0
anim = 1121
postype = P1
pos = 0,40
sprpriority = 10
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 92,8
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = 7
guard.sparkno = 6
sparkxy = -25, -60
hitsound = s2,12
guardsound = s2,4
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.2,-10.5
air.velocity = -3.2,-10.5
air.type = High
air.hittime = 12
fall = 1
palfx.time = 50
palfx.add = 0,170,0
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1

[State 1000, 1]
type = PlaySnd
trigger1 = Movehit
value = s18,1

[State 1000,]
type = TargetVeladd
trigger1 = Movehit
y = .2

[State 1000, 2]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1104

;---------------------------------------------------------------------------
[Statedef 1104]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1104
ctrl     = 0
sprpriority = 2

[State 1000, 1]
type = PlaySnd
trigger1 = time = 1
value = s1,0

[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, 1]
type = Velset
trigger1 = time = 0
x = 0
y = 0

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

;---------------------------------------------------------------------------
; 1150 uppercut_C crow bite C
[Statedef 1150]
type	= S
movetype= A
physics = S
poweradd = 125
ctrl = 0
velset = 0,0,0
anim = 1150
juggle = 4 + var(13)

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 1150, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1000,3

[State 1150, 0]
type = PlaySnd
trigger1 = animelem = 5
value = 2,10
persistent = 0

[State 1150, 1]
type = HitBy
trigger1 = Time = 3
value = SCA, SA,HA,AP
time = 13

[State 1150, burn]
type = varset
trigger1 = movehit
var(3) = 1

[State 1150, 2]
type = PosAdd
trigger1 = AnimElemtime(4) = 0
trigger2 = AnimElemtime(5) = 0
x = 8

[State 1150, 2]
type = PosAdd
trigger1 = AnimElemtime(5) = 1
x = 7

[State 1150, 2]
type = PosAdd
trigger1 = AnimElemtime(6) = 0
trigger2 = AnimElemtime(6) = 1
x = 5

[State 1000, 0]
type = PlaySnd
trigger1 = movehit
value = 1500,0
persistent = 0

[State 1150, 3]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5 && !movecontact
attr = S, SA
animtype = Medium
damage = 42,9
getpower = 63
guardflag = M ; MA
sparkno = 7
guard.sparkno = 6
sparkxy = -10,-55
pausetime = 6,8
hitsound = S2,2
guardsound = S2,4
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -5   ;,-6   no Y velocity on firsrt hit
air.velocity = -5,-6
air.animtype = Back
fall.recover = 0
palfx.time = 18
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.add = 0,170,0
palfx.color = 0
palfx.invertall = 1

[State 1150, 3]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
animtype = Medium
damage = 42,9
getpower = 63
guardflag = M ; MA
sparkno = 7
guard.sparkno = 6
sparkxy = -10,-55
pausetime = 6,8
hitsound = S2,12
guardsound = S2,4
ground.type = Low
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -5,-6.5  ; X -4 Y  -6
air.velocity = -5,-6
air.animtype = Back
fall = 1
fall.recover = 0
palfx.time = 60
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.add = 0,170,0
palfx.color = 0
palfx.invertall = 1

[State 1150, 4]
type = Explod
trigger1 = time = 0
anim = 1175
postype = p1
pos = -16,-26
sprpriority = -2
bindtime = 1
ownpal = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1150, 5]
type = explod
trigger1 = animelem = 4, = 2
Anim = 1170
pos = -20,-34
sprpriority = 3
postype = p1
ID = 1170
bindtime = 18
ownpal = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1150, 5]
type = Explod
trigger1 = animelem = 6, = 1
anim = 1160
postype = p1
pos = 24,-36
ID = 1150
shadow = 64,64,64
sprpriority = 2
ignorehitpause = 0
bindtime = 22
ownpal = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1150, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 1154

;------------------In Air
[Statedef 1154]
type = A
movetype = A
physics = N
anim = 1154
velset = 5, -10
juggle = 2

[State 1154, 1]
type = VelAdd
trigger1 = Time > 0
y = 0.55

[State 1150, burn]
type = varset
trigger1 = movehit
var(3) = 1

[State 1154, 0]
type = PlaySnd
trigger1 = movehit
value = 2,10
persistent = 0

[State 1154, var-reset]
type = varset
trigger1 = time = 0
var(2) = 0

[State 1154, 4]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
animtype = Hard
damage = 40,9
getpower = 63
sparkno = 7
guard.sparkno = 6
sparkxy = 0,-60
pausetime = 6,8
guardflag = MA
hitsound = S2,12
guardsound = S2,4
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -3,-7
air.velocity = -4,-7
air.animtype = Back
fall = 1
fall.recover = 0
palfx.time = 60
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.add = 0,170,0
palfx.color = 0
palfx.invertall = 1

[State 1154, 4]
type = ChangeState
trigger1 = var(59) >= 1
trigger1 = AnimElem = 3, = 4
trigger1 = movecontact
value = 1155
ctrl = 0

[State 1154, 5]
type = ChangeState
trigger1 = (var(2) = 1) && (AnimElem = 3, = 4)
value = 1155

[State 1154, 5]
type = ChangeState
trigger1 = (var(2) = 2) && (AnimElem = 3, = 4)
value = 1155

[State 1154, 6]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 1025
ctrl = 0

;--------------------
;1155 fwd_D in air
[Statedef 1155]
type = A
movetype = A
physics = N
anim = 1155
poweradd = 42
juggle = 2

[State 1155 , 4]
type = VelAdd
trigger1 = Time > 0
y = 0.45

[State 1150, burn]
type = varset
trigger1 = movehit
var(3) = 1

[State 1000, 0]
type = PlaySnd
trigger1 = Time = 2
value = 200,2

[State 1000, 0]
type = PlaySnd
trigger1 = movehit
value = 2,10
persistent = 0

[State 1155 , 5]
type = explod
trigger1 = animelem = 3, = 1
Anim = 1180
pos = 20,-80
sprpriority = 2
shadow = 64,64,64
postype = p1
bindtime = 13
ownpal = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1155 , 6]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = (AnimElem = 5) && (!movecontact)
trigger3 = (AnimElem = 6) && (!movecontact)
attr = A, SA
animtype = up
damage = 20,9
getpower = 42
sparkno = 7
guard.sparkno = 6
guardflag = MA
sparkxy = 0,-60
pausetime = 8,8
hitsound = S2,12
guardsound = S2,4
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -3,7
air.velocity = -7,5
air.fall = 1
fall = 1
fall.recover = 0
palfx.time = 36
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.add = 0,170,0
palfx.color = 0
palfx.invertall = 1

[State 1155 , 10]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 1025
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 1200]
type = S
physics = S
movetype = A
anim = 1200
;velset = 0,0
ctrl = 0
juggle = 12

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 1200,2]
type = ReversalDef
Trigger1 = AnimElem = 2, >= 0
Trigger1 = AnimElem = 12, <= 0
attr = S, SA
reversal.attr = SCA, AA
numhits = 0
getpower = 100
pausetime = 8,8
sparkno = S8080
sparkxy = -10,-40
hitsound = S0,7

[State a]
type = Explod
Trigger1 = AnimElem = 14
anim = 1201
postype = p1
pos = 0,0
removetime = 999
bindtime = -1
removeongethit = 1
sprpriority = 5
ignorehitpause = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State a]
type = removeExplod
Trigger1 = AnimElem = 16

[State 107, 1]
type = PlaySnd
Trigger1 = Time = 0
value = S1000,4

[State 107, 1]
type = PlaySnd
Trigger1 = AnimElem = 12
value = S1,2

[State 1234, 2]
type = Projectile
projID = 1000
Trigger1 = animelem = 14, >= 0
Trigger1 = animelem = 14, <= 22
Trigger1 = 1
projremove = 0
Projremovetime = 2
projhits = 0
projremanim = -1
projpriority = 999999999
projanim = 1202
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP

[State 210, 2]
type = HitDef
Triggerall = AnimElem = 14, >= 0
Trigger1 = p2life > 0
attr = S, SA
animtype  = hard
getpower = 100,20
damage    = 50,10
hitflag = MAF
guardflag = M
guard.sparkno = 6
pausetime = 22,21
sparkno = 7
sparkxy = -10,-93
hitsound   = S2,2
guardsound = S2,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -6
air.velocity = -2,-4
air.fall = 1
p2facing = 1

[State 210, 2]
type = HitDef
Triggerall = AnimElem = 14, >= 0
Trigger1 = p2life > 0
Trigger1 = hitcount < 5 && enemy,pos y = 0
attr = S, SA
animtype  = hard
getpower = 100,20
damage    = 50,10
hitflag = MAF
guardflag = M
guard.sparkno = 6
pausetime = 22,21
sparkno = 7
sparkxy = -10,-93
hitsound   = S2,2
guardsound = S2,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -7
air.velocity = -2,-4
air.fall = 1
p2facing = 1

[State 210, 2]
type = HitDef
Triggerall = AnimElem = 14, >= 0
Trigger1 = p2life > 0
Trigger1 = hitcount >= 5 && enemy,pos y = 0
attr = S, SA
animtype  = hard
getpower = 100,50
damage    = 50,10
hitflag = MAF
guardflag = M
guard.sparkno = 6
pausetime = 25,0
guard.pausetime = 22,21
sparkno = 7
sparkxy = -10,-93
hitsound   = S2,2
guardsound = S2,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -7
air.velocity = -2,-4
air.fall = 1
p2facing = 1
p2stateno = 1206

[State 107, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1221]
type    = L
movetype = H
physics = N
velset = -3.3,-5.5
sprpriority = 4

[State 821, 4]
type = changeanim2
Trigger1 = time = 0
value = 1222

[State 810, Turn 12]
type = veladd
Trigger1 = time > 0
y = .3

[State 5050, 6]
type = changestate
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Trigger1 = time >= 15
value = 1202

[Statedef 1202]
type    = L
movetype = H
physics = N
velset = 0,0
sprpriority = 4

[State 1051, 1]
type = PlaySnd
Trigger1 = time = 0
Trigger1 = name != "NeoGeegus"
value = F7,0

[State 1051, 1]
type = PlaySnd
Trigger1 = time = 0
Trigger1 = name = "NeoGeegus"
value = S0,9

[State 1027, Spark]
type = Explod
Trigger1 = Time = 0
anim = F60
pos = 0,0
postype = p1
sprpriority = -2

[State 1012, 1]
type = posset
Trigger1 = time = 0
y = 0

[State 821, 4]
type = changeanim2
Trigger1 = time = 0
value = 1223

[State 1012, 1]
type = velset
Trigger1 = AnimElem = 2
x = -3
y = -2

[State 1012, 1]
type = veladd
Trigger1 = AnimElem = 2,> 0
x = .1
y = .2

[State 9001, 5]
type = changestate
Trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1203

[Statedef 1203];
type = A
movetype = H
physics = S
velset = 0,0
ctrl = 0
sprpriority = 3

[State 1027, Spark]
type = Explod
Trigger1 = Time = 0
anim = F60
pos = 0,0
postype = p1
sprpriority = -2

[State 3040, 1]
type = velset
Trigger1 = Time = [0,7]
x = -1

[State 1012, 1]
type = posset
Trigger1 = time = 0
y = 0

[State 1051, 1]
type = PlaySnd
Trigger1 = time = 0
Trigger1 = name != "NeoGeegus"
value = F7,0

[State 1051, 1]
type = PlaySnd
Trigger1 = time = 0
Trigger1 = name = "NeoGeegus"
value = S0,9

[State 821, 4]
type = changeanim2
Trigger1 = time = 0
value = 1224

[State 610, 4]
type = SelfState
Trigger1 = life = 0
Trigger1 = Time = 29
value = 5150

[State 9001, 5]
type = changestate
Trigger1 = time = 30
Trigger1 = life > 0
value = 1204

[Statedef 1204];
type = S
movetype = H
physics = S
velset = 0,0
ctrl = 0
sprpriority = 3

[State 170, 1]
type = NotHitBy
Trigger1 = 1
value = SCA
time = 1

[State 9001, 5]
type = changeanim
Trigger1 = time = 0
value = 5120

[State 9001, 5]
type = changestate
Trigger1 = animtime = 0
value = 1205

[Statedef 1205];
type = S
movetype = I
physics = S
velset = 0,0
ctrl = 0
sprpriority = 3

[State 820, 1]
type = ChangeAnim
Trigger1 = AnimExist(5300)
Trigger1 = time = 0
value = 5300

[State 820, 1]
type = ChangeAnim2
Trigger1 = !AnimExist(5300)
Trigger1 = time = 0
value = 1225

[State 9001, 5]
type = selfstate
Trigger1 = time = 180
value = 0
ctrl = 1

[Statedef 1206]
type    = L
movetype = H
physics = N
velset = 0,0
sprpriority = 2

[State 821, 4]
type = changeanim2
Trigger1 = time = 0
value = 1226

[State 9001, 5]
type = changestate
Trigger1 = animtime = 0
value = 1221

;---------------------------------------------------------------------------
[Statedef 1250]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd = 65
ctrl = 0
velset = 0,0
anim = 1250
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 170, 1]
type = NotHitBy
trigger1 = time = 0
trigger1 = var(58) = 1
value = SCA
time = 10

[State 240, 4]
type = posadd
trigger1 = animelem = 7
x = 20

[State 240, 4]
type = posadd
trigger1 = animelem = 8
x = 10

[State 240, 4]
type = posadd
trigger1 = animelem = 9
x = 10

[State 240, 4]
type = playsnd
trigger1 = time = 0
value = S1000,5
channel = 0

[State 240, 4]
type = playsnd
trigger1 = animelem = 7
value = S2,11
channel = 1

[State 240, 4]
type = stopsnd
trigger1 = movehit
channel = 1

;[State 240, 4]
;type = Explod
;triggerall = movehit
;trigger1 = AnimElem = 7
;trigger2 = AnimElem = 8
;trigger3 = AnimElem = 9
;trigger4 = AnimElem = 10
;trigger5 = AnimElem = 11
;trigger6 = AnimElem = 12
;trigger7 = AnimElem = 13
;anim = 510
;postype = p2
;pos = -10,-78
;sprpriority = 4

[State 200, 1]
type = HitDef
triggerall = var(58) = 0
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
trigger5 = AnimElem = 11
trigger6 = AnimElem = 12
getpower = 30,10
attr = S, SA
damage = 20, 8
animtype = hard
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 2, 3
sparkno = 8
guard.sparkno = 6
sparkxy = -10, -76
hitsound = S2,7
guardsound = S2,4
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
guard.velocity = -6
airguard.velocity = -.1,-.8
air.type = High
air.velocity = -.1,-3
air.hittime = 12
air.fall = 1
fall.recover = 0

[State 200, 1]
type = HitDef
triggerall = var(58) = 1
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
trigger5 = AnimElem = 11
trigger6 = AnimElem = 12
getpower = 160,10
attr = S, SA
damage = 20, 8
animtype = hard
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 2, 3
sparkno = 8
guard.sparkno = 6
sparkxy = -10, -76
hitsound = S2,7
guardsound = S2,4
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
guard.velocity = -6
airguard.velocity = -.1,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
air.fall = 1
fall.recover = 0

[State 191, 1]
type = envcolor
trigger1 = movehit
trigger1 = AnimElem = 13
value = 255,255,255
time = 1
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 13
attr = S, SA
damage = 20, 8
animtype = up
guardflag = MA
hitflag = MAF
;priority = 3, Hit
pausetime = 2, 3
sparkno = 8
guard.sparkno = 6
sparkxy = -10, -80
hitsound = S2,7
guardsound = S2,4
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0,-11
air.type = High
air.velocity = 0,-10
air.hittime = 12
yaccel = .44
fall = 1
fall.recover = 0

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

;---------------------------------------------------------------------------
[Statedef 1300]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1300
sprpriority = 1
ctrl = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

;---------------------[a]
[state a]
type = playsnd
trigger1 = animelem = 3
value = 1000,6

[state a]
type = playsnd
trigger1 = animelem = 3
value = 2,10

;---------------------[a]
[state a]
type = Helper
trigger1 = animelem = 4
id = 1305
name = "suiryu"
sprpriority = 2
pos = 72,0
postype = p1
stateno = 1305
helpertype = normal
keyctrl = 0 
ownpal = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

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

;---------------------------------------------------------------------------
;(HELPER)
[Statedef 1305]
type = A
ctrl = 0
anim = 1305
velset = 4,0
movetype = A
physics = N
sprpriority = 2

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[c]
[State 240, 2]
type = HitDef
trigger1 = time = 0
attr = A, SP
animtype  = hard
damage = 63,5
velocity = 15,0
priority = 9, Hit
getpower = 51,51
guardflag = M
pausetime = 1,16
sparkno = 7
sparkxy = -15,-10
hitsound = S2,12
guard.sparkno = 6
guardsound = s2,4
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,0
air.velocity = -3,-4
yaccel = 0.42
air.fall = 1
fall = 0
fall.recover = 0
palfx.time = 36
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.add = 0,170,0
palfx.color = 0
palfx.invertall = 1

;---------------------[]
[state a]
type = changestate
trigger1 = movehit
value = 1310

[state a]
type = changestate
trigger1 = time >= 25 && root,var(5) = 0
trigger2 = time >= 50 && root,var(5) = 1
trigger3 = moveguarded
value = 1306

;---------------------------------------------------------------------------
;(HELPER)
[Statedef 1306]
type = S
ctrl = 0
velset = 3,0
movetype = A
physics = S
sprpriority = 2

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[c]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 306-(var(22)), (var(22))

;---------------------[c]
[state a]
type = varadd
trigger1 = 1
v = 22
value = 20

;---------------------[c]
[state a]
type = destroyself
trigger1 = time >= 30

;---------------------------------------------------------------------------
;(HELPER)
[Statedef 1310]
type = S
ctrl = 0
velset = 0,0
movetype = A
physics = S
anim = 1310
sprpriority = 2

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[c]
[state a];
type = playsnd
trigger1 = time = 0
value = 2,12

;---------------------[c]
[State 240, 2]
type = HitDef
trigger1 = time = 0
attr = A, SP
animtype  = up
damage  = 63,5
priority = 9, Hit
getpower = 51,51
guardflag = M
pausetime = 1,16
sparkno = 7
sparkxy = -15,-50
hitsound = S2,12
guard.sparkno = 6
guardsound = s2,4
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-13
air.velocity = 0,-13
yaccel = 0.45
air.fall = 1
fall = 1
fall.recover = 0
palfx.time = 36
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.add = 0,170,0
palfx.color = 0
palfx.invertall = 1


;---------------------[d]
[state a]
type = Trans
trigger1 = time >= 30
trans = addalpha
alpha = 306-(var(22)), (var(22))

;---------------------[d]
[state a]
type = varadd
trigger1 = time >= 30
v = 22
value = 20

;---------------------[d]
[state a]
type = destroyself
trigger1 = time >= 60

;---------------------------------------------------------------------------
[Statedef 1350]
type = S
movetype = A
physics = S
anim = 1350
poweradd = 100
juggle = 10
velset = 0
ctrl = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1000,7

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,10

[State 705, 2]
type = Explod
trigger1 = animelem = 1
anim = 1360
ID = 1360
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
removeongethit = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1350, 3]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1365
projhitanim = 1366
projID = 1000
velocity = 8
projpriority = 1
postype = p1
offset = 70,-35
attr = S, SP
damage = 100,10
animtype = hard
hitflag = MAFP
guardflag = MA
sparkno = 7
guard.sparkno = 6
sparkxy = 10,-0
hitsound = S2,12
guardsound = S2,4
pausetime = 0,13
ground.hittime = 19
ground.type = low
ground.slidetime = 19
ground.velocity = -12.5
air.velocity = -4,-6
air.fall = 1
fall.recover = 0
air.juggle = 10
yaccel = .5
palfx.time = 32
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.add = 0,170,0
palfx.color = 0
palfx.invertall = 1

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

;---------------------------------------------------------------------------
[Statedef 1400]
type = S
movetype = A
physics = S
anim = 1400
poweradd = 100
velset = 0
ctrl = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 1400, 1]
type = PlaySnd
trigger1 = AnimElem = 1, = 1
value = 1000,8
channel = 0

[State 1400, 2]
type = VelSet
trigger1 = AnimElem = 2, >= 0
x = 5

[State 1400, 3]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
attr = S, SA
damage = 12,5
animtype = hard
hitflag = MA
guardflag = MA
sparkno = 7
guard.sparkno = 6
sparkxy = -10,-85
hitsound = S2,2
guardsound = S2,4
pausetime = 16,16
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -7
air.velocity = -3,-3

[State 1400, 4]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = MoveContact != 1
attr = S, SA
damage = 12,5
animtype = hard
hitflag = MA
guardflag = MA
sparkno = 7
guard.sparkno = 6
sparkxy = -10,-85
hitsound = S2,2
guardsound = S2,4
pausetime = 16,16
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -2,-5
air.velocity = -2,-5
fall = 1
fall.recover = 0

[State 1400, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1410

;---------------------------------------
[Statedef 1410]
type = A
movetype = A
physics = N
anim = 1410
velset = 6,-4

[State 1410, 1]
type = VelAdd
trigger1 = Time >= 0
y = .215

[State 1410, 2]
type = PlaySnd
trigger1 = AnimElem = 2, = 1
value = 2,13

[State 1410, 5]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
attr = S, SA
damage = 12,5
animtype = hard
hitflag = MA
guardflag = MA
sparkno = 7
guard.sparkno = 6
sparkxy = -10,-85
hitsound = S2,2
guardsound = S2,4
pausetime = 16,16
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -7
air.velocity = -3,-3

[State 1410, 6]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 30,5
animtype = digup
hitflag = MAF
guardflag = MA
sparkno = 7
guard.sparkno = 6
sparkxy = -10,-55
hitsound = S2,2
guardsound = S2,4
pausetime = 9,9
ground.type = high
ground.velocity = -2.8,-5.7
air.velocity = -2.3,-5.9
fall = 1
fall.recover = 0

[State 1410, 7]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1420

;---------------------------------------------------
[Statedef 1420]
type = S
movetype = I
physics = S
anim = 1420
velset = 0,0

[State 1420, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1420, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1,0

[State 1420, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1450]
type    = S
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1450
poweradd = 0
sprpriority = 1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

;----------------------------------------
[State 210,0]
type = Explod
trigger1 = animelemtime(1) = 0
anim = 1460
id = 1460
pos = 0,0
postype = p1
sprpriority = 2
bindtime =- 1
ownpal = 1
pausemovetime = 1000
supermovetime = 1000
removeongethit = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

;---------------------------------------
[State 3000, 0] 
type = PlaySnd
trigger1 = animelem = 1
value = 1000, 9

[State 200, 0]
type = ChangeState
trigger1 = Time = 10
value = 1455
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 1455]
type    = A
movetype= A
physics = S
juggle  = 0
poweradd= 0
velset = 0,0
anim = 1455
ctrl = 0
sprpriority = 0

;---------------------------------------
[State 210,0]
type = Explod
trigger1 = animelemtime(1) = 0
anim = 1461
id = 1461
pos = 0,0
postype = p1
sprpriority = 2
bindtime =- 1
ownpal = 1
pausemovetime = 1000
supermovetime = 1000
removeongethit = 1
IgnoreHitPause = 0
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 250, 2]
type = velset
trigger1 = Time = 0
x = 4.4

[State 250, 2]
type = velset
trigger1 = animelem = 1
y = -2.8

[State 250, 2]
type = velset
trigger1 = animelem = 2
y = 0

[State 250,3]
type = VelAdd
trigger1 = animelem >= 15
y = 1.75

[State 1200, 9]
type = StateTypeSet
trigger1 = 1
physics = N

;----------------------------------------
[State 3000, 0] 
type = PlaySnd
trigger1 = animelem = 1||animelem = 3||animelem = 5||animelem = 7||animelem = 9||animelem = 11||animelem = 13
value = 1,3

;----------------------------------------
[State 1455]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
trigger5 = AnimElem = 9
trigger6 = AnimElem = 11
trigger7 = AnimElem = 13
attr = S, SA
damage = 22,5
animtype = hard
hitflag = MA
guardflag = MA
sparkno = 9
guard.sparkno = 6
sparkxy = -5, -60
hitsound = S2,9
guardsound = S2,4
pausetime = 7,7
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -7
air.velocity = -3,-3

[State 200, 0]
type = HitDef
trigger1 = animelem = 15
attr = S, SA
damage = 25,5
animtype = hard
hitflag = MA
guardflag = MA
sparkno = 9
guard.sparkno = 6
sparkxy = -5, -60
hitsound = S2,9
guardsound = S2,4
pausetime = 7,7
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -7
air.velocity = -3,-3

[State 200, 0]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1452
ctrl = 0

;----------------------------------------------------------------------------
[Statedef 1452]
type    = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1452
poweradd = 0
sprpriority = 1

;----------------------------------------
[State 210,0]
type = Explod
trigger1 = animelemtime(1) = 0
anim = 1462
id = 1462
pos = 0,0
postype = p1
sprpriority = 2
bindtime =- 1
ownpal = 1
pausemovetime = 1000
supermovetime = 1000
removeongethit = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

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

;---------------------------------------------------------------------------
[Statedef 1500]
type    = S
movetype = A
physics = S
anim = 1500+var(1)*10000
poweradd = ifelse(var(46),0,90)
velset = 0,0
ctrl = 0
juggle = 8

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 1500, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1000, 10
channel = 0

[State 1500, Effect]
type = PlaySnd
triggerall = var(5) = 0
trigger1 = AnimElemTime(6) = 0
value = 2, 14

[State 1500, Effect]
type = PlaySnd
triggerall = var(5) = 1
trigger1 = AnimElemTime(6) = 0
value = 2, 15

[State 903, EnvShake]
type = EnvShake
trigger1 = AnimElemTime(6) = 0
time = 20
ampl = 5

[State 1500, Spark]
type = Explod
trigger1 = AnimElemTime(6) = 0
Anim = 8110
pos = 40, 0
postype = p1
ownpal = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
sprpriority = 3

[State 1500, Proj]
type = Projectile
trigger1 = AnimElemTime(6) = 1
projanim = ifelse (var(5), 1515, 1505)
Projhitanim = -1
Projremanim = -1
projremovetime = 5
offset = 0, 0
projpriority = 1
velocity = 0
attr = S, SP
damage=ceil(70*ifelse(var(46),.75,1)),5
animtype = heavy
air.animtype = up
hitflag = MAF
guardflag = MA
pausetime = 0,5
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S2,16
guardsound = S2,4
ground.type = High
ground.slidetime = 13
ground.hittime  = 13
guard.ctrltime = 26
air.hittime = 40
ground.velocity = -11,0
guard.velocity = -10.5
air.velocity = -11, 4
airguard.velocity = -5,0
air.juggle = 15
fall = 0
fall.recover = 1
air.fall = 1
air.recover = 0
fall.recovertime = 30
yaccel = .5
envshake.time = 15
envshake.ampl = 5
ProjID = 1005
getpower = ifelse(var(46),0,60),ifelse(var(46),0,60)

[State 1000, Proj]
type = Projectile
trigger1 = AnimElemTime(6) = 1
projanim = ifelse (var(5), 1515, 1505)
Projhitanim = -1
Projremanim = -1
Projremovetime = 5
offset = 0, 0
projpriority = 7
velocity = 0
attr = S, SP
damage = 5
animtype = heavy
hitflag = P
guardflag = 
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S9999,99
guardsound = S9999,99
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
guard.ctrltime = 0
ground.slidetime = 0
ground.hittime  = 0
guard.ctrltime = 0;17
ground.velocity = 0,0
guard.velocity = 0
air.velocity = 0,0
air.juggle = 0
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
ProjID = 1506
getpower = 0,0

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

;---------------------------------------------------------------------------
[Statedef 1550]
type    = S
movetype= A
physics = S
juggle  = 7
velset = 0,0
ctrl = 0
anim = 1550+var(1)*10000
poweradd = 50
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 1550]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 1000, 11
channel = 1

[State 1550]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = 2, 14

[State 1550, Effect]
type = PlaySnd
triggerall = var(5) = 1
trigger1 = AnimElemTime(6) = 0
value = 2, 15

[State 1550, Spark]
type = Explod
trigger1 = AnimElemTime(6) = 0
Anim = 8110
pos = 30, 0
postype = p1
ownpal = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
sprpriority = 3

[State 1550]
type = Projectile
trigger1 = AnimElemTime(6) = 0
projanim = ifelse (var(5), 1515, 1505)
Projhitanim = -1
Projremanim = -1
Projremovetime = 5
offset = 0,0
velocity = 0
remvelocity = 0,0
attr = S, SP
hitflag = MAF
guardflag = MA
animtype = back
damage = 120,10
pausetime = 0,12
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s2,16
guardsound = s2,4
ground.type = low
ground.slidetime = 14
ground.hittime = 18
yaccel = .45
ground.velocity = -7
air.velocity = -4,-5
airguard.velocity = -3,-4
air.fall = 1
fall = 0
fall.recover = 1
air.fall = 1
air.recover = 0
fall.recovertime = 30
yaccel = .5
envshake.time = 15
envshake.ampl = 5
ProjID = 1505
getpower = ifelse(var(46),0,60),ifelse(var(46),0,60)

[State 1550]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1600]
type = S
movetype = I
physics = S
anim = 1600
velset = 0
ctrl = 0
poweradd = 50

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 1600, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 1605

;---------------------------------------------------------------------------
[Statedef 1605]
type = A
movetype = A
physics = N
anim = 1605
velset = 7,-12.5

[State 1605]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 2, 14

[State 1135, 1]
type = veladd
trigger1 = Time
y = .7

[State 1605, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 120,20
animtype = digup
getpower = 70
givepower = 10
guardflag = HA
hitflag = MAF
pausetime = 12,12
sparkno = 7
guard.sparkno = 6
sparkxy = -10,-40
hitsound = S2,2
guardsound = S2,4
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -5, -5.5
air.velocity = -4.5,-5
fall = 1
fall.recover = 0

[State 1605, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000,12

[State 1605, 9]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1610

;---------------------------------------------------------------------------
[Statedef 1610]
type = S
movetype = I
physics = S
anim = 1610
velset = 0,0

[State 1610, 1]
type = posset
trigger1 = Time = 0
y = 0

[State 1610, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1650]
type = S
movetype = A
physics = S
velset = 0, 0
ctrl = 0
anim = 1650
poweradd = 110
facep2 = 1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 1650, varset]
type = varset
trigger1 = var(22) = 1
trigger1 = time = 0
var(50) = 15

[State 1650,0]
type = NotHitBy
trigger1 = AnimElem = 1
time = 6
value = SCA

[State 1650,1]
type = HitBy
trigger1 = AnimElem = 1
value = SC, NT, ST, HT
time = 6

[State 1650,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A
physics = N

[State 1650,VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 0.84
y = -5.8

[State 1650,VelAdd]
type = VelAdd
trigger1 = AnimElem = 4, >= 0
y = .38

[State 1650, 1]
type = PosAdd
trigger1 = AnimElem = 4
x = 28	;29
y = -5	;-6

[State 1650, 2]
type = PlaySnd
trigger1 = time = 1
value = 1000,13

[State 1650, 2]
type = PlaySnd
trigger1 = time = 7
value = 1,4

[State 1650, 3]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
attr = A, NA
damage = 30,10
animtype = digup
getpower = 70
givepower = 10
guardflag = HA
hitflag = MAF
pausetime = 12,12
sparkno = 7
guard.sparkno = 6
sparkxy = -10,-40
hitsound = S2,2
guardsound = S2,4
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -5, -5.5
air.velocity = -4.5,-5
fall = 1
fall.recover = 0

[State 1650,ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0 && AnimElem = 5, > 1
value = 1660

;---------------------------------------------------------------------------
[Statedef 1660]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
anim = 1660
velset = 0,0

[State 1660, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1660, 3]
type = PlaySnd
trigger1 = Time = 0
value = 47,1

[State 1660 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1700]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1700
velset = 0,0
sprpriority = 2
poweradd= 120

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 1700, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 1000,17

[State 1700, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1701

;---------------------------------------------------------------------------
[Statedef 1701]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1701
sprpriority = 2

[State 1701, 0]
type = PlaySnd
trigger1 = animelem = 2
value = 2, 8

[State 1701, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 2

[State 1701, 1]
type = Velset
trigger1 = Time = 0
x = 1
y = -4

[State 1701, 1]
type = Gravity
trigger1 = time > 0

[State 1701, 2]
type = HitDef
trigger1 = movehit = 0
trigger1 = time >= 0
attr = A, SA
animtype = up
damage = 85,10
hitflag = MAF
guardflag = MA
pausetime = 8,8
sparkno = 9
guard.sparkno = 6
sparkxy = -5,-90
hitsound   = s2,9
guardsound = s2,4
ground.type = Low
ground.slidetime = 13
ground.hittime  = 15
ground.velocity = -3,-7
air.velocity = -1.2,-5
guard.velocity = -8
fall = 1
fall.recover = 0
getpower = 0

[State 1701, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1702

;---------------------------------------------------------------------------
[Statedef 1702]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 1702
sprpriority = 2

[State 1702, 1]
type = Gravity
trigger1 = 1

[State 1702, 4]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1703

;---------------------------------------------------------------------------
[Statedef 1703]
type    = C
movetype= I
physics = C
ctrl = 0
anim = 1703
sprpriority = 2

[State 1703, 1]
type = Velset
trigger1 = 1
x = 0
y = 0

[State 1703, 2]
type = Posset
trigger1 = time = 0
y = 0

[State 1703, 4]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1750]
type = S
movetype = A
physics = S
anim = 1750
sprpriority = 2
velset = 0,0
ctrl = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 1750, add power]
type = PowerAdd
trigger1 = time = 0
value = ifelse(var(0) = 1, 63, 31)

[State 1750, voice]
type = PlaySnd
trigger1 = animelem = 1
value = 1000, 18
channel = 0

[State 1750, sound]
type = PlaySnd
trigger1 = animelem = 1
value = 2, 22
channel = 1

[State 1750, hitdef]
type = Hitdef
trigger1 = AnimElem = 3
attr = S, SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
ground.type = Low
damage = ifelse(var(0) = 1, 117, ifelse(var(2) = 1, 152, 90)), ifelse(var(0) = 1, 16, ifelse(var(2) = 1, 20, 12))
getpower = ifelse(var(0) = 1, 125, ifelse(var(2) = 1, 78 ,63 ))
pausetime = 18,18
guard.pausetime = 18,18
sparkno = 7
guard.sparkno = 6
sparkxy = 0, -60
hitsound = s2,2
guardsound = s2,4
ground.slidetime = 20
ground.hittime = 28
ground.velocity = -8.5
guard.slidetime = 16
guard.hittime = 16
guard.ctrltime = 16
guard.velocity = -6.4

[State 1750, barrier 1]
type = Explod
trigger1 = AnimElem = 1
anim = 1751
sprpriority = 3
pos = 0,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1750, barrier 2]
type = Explod
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 3, < 1
anim = 1752
sprpriority = 3
pos = 0,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1750, barrier 3]
type = Explod
trigger1 = AnimElem = 3, >= 1
trigger1 = AnimElem = 3, < 2
anim = 1753
sprpriority = 3
pos = 0,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1750, barrier 4]
type = Explod
trigger1 = AnimElem = 3, >= 2
trigger1 = AnimElem = 4, < 0
anim = 1754
sprpriority = 3
pos = 0,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1750, air state]
type = ChangeState
trigger1 = AnimElem = 4
value = 1751

; (Air)
;------
[Statedef 1751]
type = A
movetype = A
physics = N
sprpriority = 2
ctrl = 0

[State 1751, velocity]
type = VelSet
trigger1 = time = 1
x = 1.67

[State 1751, vertical velocity 1]
type = VelSet
trigger1 = time = 1
y = -7

[State 1751, vertical velocity 2]
type = VelSet
trigger1 = time = 3
y = -6

[State 1751, vertical velocity 3]
type = VelSet
trigger1 = time = 5
y = -5.5

[State 1751, vertical velocity 4]
type = VelSet
trigger1 = time = 7
y = -5

[State 1751, vertical velocity 5]
type = VelSet
trigger1 = time = 9
y = -3.5

[State 1751, vertical velocity 6]
type = VelSet
trigger1 = time = 11
y = -3

[State 1751, vertical velocity 7]
type = VelSet
trigger1 = time = 13
y = -2.5

[State 1751, vertical velocity 8]
type = VelSet
trigger1 = time = 15
y = -1.5

[State 1751, vertical velocity 9]
type = VelSet
trigger1 = time = 17
y = 0

[State 1751, vertical velocity 10]
type = VelSet
trigger1 = time = 20
y = 1

[State 1751, vertical velocity 11]
type = VelSet
trigger1 = time = 22
y = 2.5

[State 1751, vertical velocity 12]
type = VelSet
trigger1 = time = 24
y = 3.5

[State 1751, vertical velocity 13]
type = VelSet
trigger1 = time = 26
y = 5.5

[State 1751, vertical velocity 14]
type = VelSet
trigger1 = time = 28
y = 6.5

[State 1751, vertical velocity 15]
type = VelSet
trigger1 = time = 30
y = 8

[State 1751, vertical velocity 16]
type = VelSet
trigger1 = time = 32
y = 9

[State 1751, hitdef]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
attr = A, SA
hitflag = MAF
guardflag = MA
animtype = up
damage = ifelse(var(0) = 1, 16, ifelse(var(2) = 1, 20, 12)), 4
getpower = ifelse(var(0) = 1, 63, ifelse(var(2) = 1, 26, 31))
pausetime = 3,3
guard.pausetime = 3,3
sparkno = 7
guard.sparkno = 6
sparkxy = 0, -60
hitsound = s2,2
guardsound = s2,4
guard.slidetime = 9
guard.hittime = 9
guard.ctrltime = 9
guard.velocity = -2
ground.velocity = -1, -13
air.velocity = -1, -13
fall = 1
fall.recover = 0
air.fall = 0
fall.yvelocity = -0.1
fall.envshake.time = 10
fall.envshake.ampl = -4
yaccel = 0.7

[State 1750, barrier 5]
type = Explod
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 4, < 1
anim = 1755
sprpriority = 3
pos = 0,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1750, barrier 6]
type = Explod
trigger1 = AnimElem = 4, >= 1
trigger1 = AnimElem = 4, < 2
anim = 1756
sprpriority = 3
pos = 0,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1750, barrier 7]
type = Explod
trigger1 = AnimElem = 4, >= 2
trigger1 = AnimElem = 5, < 0
anim = 1757
sprpriority = 3
pos = 0,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1750, barrier 8]
type = Explod
trigger1 = AnimElem = 5, >= 0
trigger1 = AnimElem = 5, < 1
anim = 1758
sprpriority = 3
pos = 0,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1750, barrier 9]
type = Explod
trigger1 = AnimElem = 5, >= 1
trigger1 = AnimElem = 5, < 2
anim = 1759
sprpriority = 3
pos = 0,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1750, barrier 10]
type = Explod
trigger1 = AnimElem = 5, >= 2
trigger1 = AnimElem = 5, < 3
anim = 1760
sprpriority = 3
pos = 0,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1750, barrier 11]
type = Explod
trigger1 = AnimElem = 5, >= 3
trigger1 = AnimElem = 6, < 0
anim = 1761
sprpriority = 3
pos = 0,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1750, barrier 12]
type = Explod
trigger1 = AnimElem = 6, >= 0
trigger1 = AnimElem = 6, < 1
anim = 1762
sprpriority = 3
pos = 0,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1750, barrier 13]
type = Explod
trigger1 = AnimElem = 6, >= 1
trigger1 = AnimElem = 6, < 2
anim = 1763
sprpriority = 3
pos = 0,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1750, barrier 14]
type = Explod
trigger1 = AnimElem = 6, >= 2
trigger1 = AnimElem = 6, < 3
anim = 1764
sprpriority = 3
pos = 0,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1750, barrier 15]
type = Explod
trigger1 = AnimElem = 6, >= 3
trigger1 = AnimElem = 6, < 4
anim = 1765
sprpriority = 3
pos = 0,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1750, barrier 16]
type = Explod
trigger1 = AnimElem = 6, >= 4
trigger1 = AnimElem = 7, < 0
anim = 1766
sprpriority = 3
pos = 0,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1750, barrier 17]
type = Explod
trigger1 = AnimElem = 7
anim = 1767
sprpriority = 3
pos = 0,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1751, land state]
type = ChangeState
trigger1 = AnimElem = 10
value = 1752

; (Land)
;-------
[Statedef 1752]
type = S
movetype = A
physics = S
sprpriority = 2
ctrl = 0

[State 1752, velocity]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 1752, position]
type = PosSet
trigger1 = time = 0
y = 0

[State 1752, sound]
type = PlaySnd
trigger1 = Time = 0
value = 1, 0
channel = 1

[State 1752, end move]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; (Follow 1)
;-----------
[Statedef 1770]
type = S
movetype = A
physics = S
anim = 1770
sprpriority = 2
velset = 0,0
ctrl = 0

[State 1770, add power]
type = PowerAdd
trigger1 = time = 0
value = ifelse(var(0) = 1, 31, 16)

[State 1770, voice]
type = PlaySnd
trigger1 = animelem = 2
value = 1000, 19
channel = 0

[State 1770, sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2, 23
channel = 1

[State 1770, hitdef]
type = Hitdef
trigger1 = AnimElem = 2
attr = S, SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
damage = ifelse(var(0) = 1, 31, ifelse(var(2) = 1, 43, 74)), ifelse(var(0) = 1, 4, ifelse( var(2) = 1, 4, 8))
getpower = ifelse(var(0) = 1, 62, ifelse( var(2) = 1, 31, 46))
pausetime = 5,5
guard.pausetime = 5,5
sparkno = -1
guard.sparkno = 6
sparkxy = 0, -100
hitsound = s2, 2
guardsound = s2, 4
ground.velocity = -3,-10
guard.slidetime = 14
guard.hittime = 14
guard.ctrltime = 14
guard.velocity = -6.5
air.velocity = -3,-10
fall = 1
air.fall = 1
fall.recover = 0
fall.yvelocity = -5
fall.envshake.time = 10
fall.envshake.ampl = -4
yaccel = 0.7
palfx.time = 34
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.add = 0,170,0
palfx.color = 0
ground.cornerpush.veloff = -12
guard.cornerpush.veloff = -7

[State 1770, electrical spark]
type = Explod
triggerall = NumExplod(7100) = 0
trigger1 = MoveHit
ID = 1780
anim = 1780
postype = p2
pos = const(size.mid.pos.x), const(size.mid.pos.y)
bindtime = 34
removetime = 34
sprpriority = 1
ownpal = 1
IgnoreHitPause = 1
Persistent = 0
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1770, sparks]
type = Explod
trigger1 = AnimElem = 2
anim = 1771
postype = p1
pos = 58,-107
sprpriority = 3
ownpal = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1770, end state]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1800]
type    = S
movetype = A
physics = N
juggle = 8
anim = 1800
ctrl = 0
poweradd = 0
velset=0,0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 1800, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 1800, 1]
type = NotHitBy
trigger1 = Time <= 24
value = SCA

[State 1800, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 1800, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1000,20
channel = 0

[State 1800, Voice]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,26

[State 1800, Velocity]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = 9

[State 1800, VarSet]
type = VarSet
trigger1 = Time = 0
var(8) = ceil(Pos X)

[State 1800, VarSet]
type = VarSet
trigger1 = 1
var(9) = ceil(Pos X)

[State 1800, VarSet]
type = VarSet
trigger1 = AnimElemTime(5) = 0
ignorehitpause = 1
var(49) = ceil(ifelse((184*fvar(10))<8,8,(184*fvar(10))))

[State 1800, VarSet]
type = VarSet
trigger1 = AnimElemTime(5) = 0
ignorehitpause = 1
var(46) = -15

[State 1800, VarSet]
type = VarSet
trigger1 = AnimElemTime(5) = 0
ignorehitpause = 1
var(47) = 2

[State 1800, Super]
type = Helper
trigger1 = AnimElem = 5
id = 1820
name = "annu_slash"
pos =0,0
postype = P1
stateno = 1820
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999999999999
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1800, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = C, SA
animtype  = Heavy
air.animtype  = Back
damage = 90,10
priority  = 7, Hit
hitflag = MAF
guardflag = L
pausetime = 4, 5
sparkno = 9
guard.sparkno = -1
sparkxy = 0, -15
hitsound = S2,9
guardsound = S2, 4
ground.type = Trip
ground.slidetime = 15
ground.hittime  = 16
guard.ctrltime = 34;17
ground.velocity = 0,-7
guard.velocity = -7
air.velocity = 0,-7
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
getpower = 0,0
palfx.time = 30
palfx.add = 0,170,0
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1

[State 1800, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1805

;---------------------------------------------------------------------------
[Statedef 1805]
type = S
physics = N
ctrl = 0
anim = 1805

[State 1805, Width]
type = Width
trigger1 = 1
edge = 3,0

;[State 1805, Spark]
;type = Explod
;trigger1 = Time = 1
;Anim = 8200
;pos = 20, 0
;postype = p1
;ownpal = 1
;bindtime = 1
;pausemovetime = -1
;supermove = 1
;ignorehitpause = 1
;sprpriority = 7

[State 1805, 1]
type = VelMul
trigger1 = 1
x = .955

[State 1805, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,24
channel = 20

[State 1805, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1820]
type = A
movetype = I
physics = N
ctrl = 0
anim = 10000
velset = 0,0
ownpal = 1
sprpriority = 3

[State 1820,0]
type = Bindtoparent
trigger1 = 1
pos = 0,0
postype = p1

[State 0]
type = changeanim
trigger1 = parent,stateno = 1800 & parent,animelemtime(5) >= 0
trigger1 = parent,stateno = 1800 & parent,animelemtime(6) < 0
value = 1820
elem = 1
persistent = 1

[State 0]
type = changeanim
trigger1 = parent,stateno = 1800 & parent,animelemtime(6) >= 0
trigger1 = parent,stateno = 1800 & parent,animelemtime(7) < 0
value = 1820
elem = 2
persistent = 1

[State 0]
type = changeanim
trigger1 = parent,stateno = 1800 & parent,animelemtime(7) >= 0
trigger1 = parent,stateno = 1800 & parent,animelemtime(8) < 0
value = 1820
elem = 3
persistent = 1

[State 0]
type = changeanim
trigger1 = parent,stateno = 1800 & parent,animelemtime(8) >= 0
value = 1820
elem = 4
persistent = 1

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = parent,stateno != 1800

;---------------------------------------------------------------------------
[Statedef 1850]
type    = S
movetype= I
physics = S
anim = 1850
ctrl = 0
velset = 0,0,0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[state 1850, 1]
type = Turn
trigger1 = time = 0 && P2Dist X < 0

[State 1850]
type = ChangeState
trigger1 = AnimTime = 0
value = 1856
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1856]
type = S
movetype = A
physics = N
anim = 1851
ctrl = 0
velset = 0,0,0

[State 1856, 1]
type = VelSet
trigger1 = AnimElem = 2
x = 8.5

[State 1856, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 2,27
channel = 2

[State 1856, 2]
type = ChangeState
trigger1 = p2bodydist X < 50
value = 1857

[State 1856, 3]
type = ChangeState
trigger1 = time = 25
value = 1852

;--------------------------------------------------------------------------
[Statedef 1857]
type    = S
movetype= A
physics = N
anim = 1853
ctrl = 0
velset = 0,0,0
juggle = 2

[State 1857, 1]
type = VelSet
trigger1 = animelem = 1
x = 4

[State 1857, 1]
type = VelSet
trigger1 = animelem = 2
x = 3

[State 1857, 2]
type = stopSnd
trigger1 = animelem = 1
channel = 2

[State 1857, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 1000,21
channel = 3

[State 1857, 3]
type = Explod
trigger1 = AnimElem = 1,3
anim = 1860
postype = p1
pos = -30,-90
sprpriority = 7
supermove = 1
bindtime = 10
ownpal = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1857, 4]
type = HitDef
trigger1 = anim = 1853
trigger1 = time = 0
persistent = 0
attr = S, HA
animtype = Hard
damage = 110,10
givepower = 30
sparkno = 9
guard.sparkno = 6
sparkxy = 0,-60
priority = 6
pausetime = 10,14
guardflag = MA
hitsound = S2,9
guardsound = S2,4
ground.slidetime = 10
ground.hittime = 20
ground.velocity = -2.5,-8
air.velocity = -3,-6
air.juggle = 9
air.animtype = Back
envshake.time = 14
envshake.anpl = 3
fall = 1
fall.recover = 0

[State 1857]
type = ChangeState
trigger1 = AnimTime = 0
value = 1852
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1852]
type = S
movetype = I
physics = S
anim = 1852
ctrl = 0
velset = 0,0,0

[State 1852, 2]
type = stopSnd
trigger1 = animelem = 1
channel = 2

[State 1852, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 2,24
channel = 1

[State 1852, 1]
type = VelSet
trigger1 = Time = [0,2]
x = 3

[State 1852, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1870]
type    = A
movetype= A
physics = N
anim = 1870
ctrl = 0
velset = 5.2,-8.8
juggle = 0
poweradd = 100

[STate 1870, 1]
type = VelAdd
trigger1 = 1
y =.4

[State 1870, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 2,8
channel = 2

[State 1870, 4]
type = Explod
trigger1 = AnimElem = 1
anim = 1880
postype = p1
pos = -50,-130
sprpriority = 7
supermove = 1
bindtime = 15
ownpal = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1870, 5]
type = HitDef
trigger1 = anim = 1870
trigger1 = time = 0
persistent = 0
attr = S, HA
animtype = diagup
damage = 60,10
givepower = 20
sparkno = 9
guard.sparkno = 6
sparkxy = 0,-60
priority = 6
pausetime = 14,16
guardflag = MA
hitsound = S2,9
guardsound = S2,4
ground.slidetime = 10
ground.hittime = 20
ground.velocity = -2,-8
air.velocity = -3,-8
air.juggle = 9
air.animtype = diagup
envshake.time = 14
envshake.anpl = 3
fall = 1
fall.recover = 0

[state 1870, 6]
type = ChangeState
trigger1 = pos Y>=0&&vel Y>0
value = 1871

;--------------------------------------------------------------------------
[Statedef 1871]
type    = S
movetype= I
physics = S
anim = 1871
ctrl = 0
velset = 0,0,0

[State 1871, 1]
type = posset
trigger1 = Time = 0
y = 0

[State 1871, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 1,0
channel = 3

[State 1871]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------
[Statedef 1900]
type = S
movetype = A
physics = S
juggle = 1
poweradd = 120
ctrl = 0
anim = 1900

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 1900,0]
type = PlaySnd
trigger1 = Time = 2
value = 1000, 22

[State 1900,1]
type = PlaySnd
trigger1 = AnimElem = 7, = 0
value = 2, 8

[State 1900,2]
type = Explod
trigger1 = AnimElem = 7, = 0
anim = 1910
pos = 20, -80
postype = p1
sprpriority = 3
bindtime = 10
ownpal = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1900,3]
type = Projectile
trigger1 = AnimElem = 7, = 0
projanim = 1920
projhitanim = 1930
projID = 1000
offset = 20, -80
velocity = 7, 0
attr = S, SP
damage = 80, 10
animtype = Heavy
guardflag = MA
hitflag = MA
guard.pausetime = 0, 15
pausetime = 0, 10
sparkno = 9
guard.sparkno = 6
sparkxy = 0, 0
hitsound = s2, 9
guardsound = s2, 4
ground.type = Low
ground.slidetime = 16
ground.hittime = 18
guard.ctrltime = 20  
ground.velocity = -10
air.velocity = -4.6, -5
air.fall = 1
getpower = 50, 20
givepower = 40, 20

[State 1900,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1950]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1950
ctrl     = 0
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 1950, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = s1000,23

[State 1950, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = s2,10

[State 1950, 1]
type = Explod
trigger1 = AnimElem = 5
anim = 1955
postype = P1
pos = 0, 0
persistent = 0
sprpriority = 10
ownpal = 1
removeongethit = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1950]
type = Projectile
trigger1 = AnimElem = 6
projID = 1960
projanim = 1960
projremove = 1
projpriority = 1
projhitanim = 1965
projremanim = -1
projcancelanim = 1965
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 50
ownpal = 0
offset = 50,-77
velocity = 3.5, 0
attr = S, SP
animtype = Hard
damage = 85 ,9
hitflag = MAF
guardflag = M
hitsound = s2,12
guardsound = s2,4
pausetime = 0,10
sparkno = 7
guard.sparkno = 6
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -8
air.juggle = ifelse(var(30)!=0,0,8)
air.velocity = -4,-4
air.fall = 1
fall.recovertime = 30
palfx.time = 20
palfx.add = 0,170,0
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1

[State 1950, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 2000]
type = S
movetype = A
physics = S
anim = 2000
velset = 0,0
poweradd = 53
ctrl = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 2000, turn]
type = Turn
trigger1 = Time = 0
trigger1 = prevstateno = 860

[State 2000, Snd]
type = PlaySnd
trigger1 = Time = 0
value = 1000,24
channel = 0

[State 2000, Gun fire]
type = PlaySnd
trigger1 = AnimElem = 9
value = 2,28
volume = 100

[State 2000, Explod1]
type = Explod
trigger1 = AnimElem = 9
id = 2005
anim = 2005
pos = 110,5
sprpriority = 2
ownpal = 1
;removeongethit = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)



[State 2000, 1]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SP
animtype = hard
damage = 60,5
hitflag = MFAD
guardflag = M
pausetime = 0,12
sparkno = 7
guard.sparkno = 6
sparkxy = 0,-20
hitsound = -1
guardsound = S2,4
ground.type = Low
ground.slidetime = 16
ground.hittime = 14
ground.velocity = -11
air.velocity = -4,-2
down.velocity = -8,0
airguard.velocity = -3,-1.5
guard.velocity = -11
ground.cornerpush.veloff = -13
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -13
givepower = 50,20
getpower  = 50,30
air.fall = 1

[State 2000, VAR]
type = varset
trigger1 = Time = 0
var(22) = 0

[State 2000, VAR]
type = varset
trigger1 = animelem = 9, >= 0
trigger1 = animelem = 14,<= 0
trigger1 = command = "x" || command = "y"
var(22) = 1

[State 2000, FOLLOW]
type = ChangeState
triggerall = animelem = 14
trigger1 = var(22) > 0
trigger2 = var(9) = 1
trigger2 = movehit
value = 2010
ctrl = 0

[State 2000, CS]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

;-----------------------------
;Motion Follow Up
[Statedef 2010]
type = S
movetype = A
physics = S
anim = 2010
velset = 0,0
poweradd = 53
ctrl = 0

[State 2010, Gun fire]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,28
volume = 230

[State 2010, Explod1]
type = Explod
trigger1 = AnimElem = 3
id = 2005
anim = 2005
pos = 110,5
sprpriority = 2
ownpal = 1
;removeongethit = 1

[State 2010, Explod1]
type = Explod
trigger1 = AnimElem = 3
id = 0
anim = f61
pos = 110,5
sprpriority = -1
ownpal = 1
;removeongethit = 1

[State 2010, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SP
animtype = hard
damage = 60,5
hitflag = MFAD
guardflag = M
pausetime = 0,12
sparkno = 7
guard.sparkno = 6
sparkxy = 0,-20
hitsound = -1
guardsound = S2,4
ground.type = Low
ground.slidetime = 16
ground.hittime = 14
ground.velocity = -11
air.velocity = -4,-2
down.velocity = -8,0
airguard.velocity = -3,-1.5
guard.velocity = -11
ground.cornerpush.veloff = -13
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -13
givepower = 50,20
getpower  = 50,30
air.fall = 1
air.juggle = 10

[State 2010, VAR]
type = varset
trigger1 = Time = 0
trigger2 = animtime = 0
var(22) = 0

[State 2010, VAR]
type = varset
trigger1 = animelem = 3, >= 0
trigger1 = animelem = 8,<= 0
trigger1 = command = "x" || command = "y"
var(22) = 1

[State 2010, FOLLOW]
type = ChangeState
triggerall = animelem = 8
trigger1 = var(22) > 0
trigger2 = var(9) = 1
trigger2 = movehit
value = 2010
ctrl = 0

[State 2010, CS]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 2050]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 21
velset = 0,0
anim = 2050
sprpriority = 1
ctrl = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

;---------------------[a]
[State 2050, Grab Sound]
type = PlaySnd
trigger1 = time = 0
value = 1000, 25

[State 2050, Grab Sound]
type = PlaySnd
trigger1 = animelem = 4
value = 2, 19

[State 2050, Grab Sound]
type = PlaySnd
trigger1 = animelem = 4
value = 1, 2

;---------------------[a]
[State explod]
type = Explod
trigger1 = animelem = 4
anim = 8100
id = 3000
sprpriority = -5
postype = p1
pos = 46,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 2050, 4]
type = EnvShake
trigger1 = animelem = 4
time = 20
ampl = -9
freq = 95
phase = 95

[state a]
type = posadd
trigger1 = prevstateno = 830
trigger1 = time = 0
x = 16

;---------------------[a]
[State 2050, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
animtype  = hard
damage = 40,5
priority = 6, Hit
getpower = 41,41
hitflag = FLD
guardflag = H
pausetime = 11,12
sparkno = 7
sparkxy = -15,-5
hitsound   = s2,2
guard.sparkno = 6
guardsound = s2,4
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,15
guard.velocity = 0
air.velocity = 0,15
fall.envshake.time = 10
fall.envshake.ampl = -12
fall.envshake.freq = 92
fall.envshake.phase = 92
fall = 1
fall.recover = 0
id = 2050
nochainID = 2050
p1stateno = 2055
kill = 0
p2facing = 1

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

;---------------------------------------------------------------------------
[Statedef 2055]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 2055
sprpriority = 1
ctrl = 0

;---------------------[a]
[State 2055, Grab Sound]
type = PlaySnd
trigger1 = animelem = 11
value = 1000, 26

[State 2055, Grab Sound]
type = PlaySnd
trigger1 = animelem = 9
value = 50, 1

[State 2055, Grab Sound]
type = PlaySnd
trigger1 = animelem = 9
value = 1, 2

[State 2055, Grab Sound]
type = PlaySnd
trigger1 = animelem = 9
value = 2, 29

;---------------------[a]
[State explod]
type = Explod
trigger1 = animelem = 9
anim = 8090
id = 3000
sprpriority = -5
postype = p1
pos = 46,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State explod]
type = Explod
trigger1 = animelem = 9
anim = 8110
id = 3000
sprpriority = 5
postype = p1
pos = 46,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 2055, 4]
type = EnvShake
trigger1 = animelem = 9
time = 20
ampl = -9
freq = 95
phase = 95

[state a]
type = sprpriority
trigger1 = animelem = 15
value = -3

[state a]
type = sprpriority
trigger1 = animelem = 20
value = 3

[state a]
type = turn
trigger1 = animelem = 20

[state a]
type = posadd
trigger1 = animelem = 20
x = -16

;---------------------[b]
[state a]
type = targetstate
trigger1 = time = 0
value = 2070

[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 48,0

[State 801, 2]
type = TargetBind
trigger1 = animelem = 13
pos = 82,-34

[State 801, 2]
type = TargetBind
trigger1 = animelem = 14
pos = 59,-65

[State 801, 2]
type = TargetBind
trigger1 = animelem = 15
pos = 42,0

[State 801, 2]
type = TargetBind
trigger1 = animelem = 16
pos = 23,0

[State 801, 2]
type = TargetBind
trigger1 = animelem = 17
pos = -7,0

[state a]
type = targetlifeadd
trigger1 = animelem = 9
value = -20
kill = 0

;---------------------[b]
[State 2055, 2]
type = HitDef
trigger1 = animelem = 21
attr = S, SA
animtype  = diagup
damage = 60,5
priority = 6, Hit
getpower = 81,81
guardflag = H
pausetime = 11,12
sparkno = 7
sparkxy = -15,-56
hitsound   = s2,2
guard.sparkno = 6
guardsound = s2,4
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6
air.velocity = -6,-6
fall.envshake.time = 10
fall.envshake.ampl = -12
fall.envshake.freq = 92
fall.envshake.phase = 92
fall = 1
fall.recover = 0
id = 9999

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

;---------------------------------------------------------------------------
;(ENEMY)
[Statedef 2070]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2070

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

[state a]
type = velset
trigger1 = animelem = 10
x = 5

[state a]
type = veladd
trigger1 = vel x > 0
x = -0.3

[state a]
type = velset
trigger1 = vel x <= 0
x = 0

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

[State 821, 3] 
type = SelfState
trigger1 = animelemtime(12) = 30
value = 5100

;---------------------------------------------------------------------------
[Statedef 2100]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 61
velset = 0,0
anim = 2100
sprpriority = 1
ctrl = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 1]
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

[state a]
type = playsnd
trigger1 = animelem = 5
value = 1000,27

[state a]
type = playsnd
trigger1 = animelem = 5
value = 2,30

;-----------------------------------
[State 2100]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
animtype  = up
damage    = 60,10
guardflag = MA
hitflag = MAF
pausetime = 4,12
sparkno = 9
guard.sparkno = 6
sparkxy = 0,-53
hitsound = s2, 17
guardsound = s2, 3
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5,-5
air.velocity = -5,-4
fall = 1
fall.recover = 0

;-----------------------------------
[State explod]
type = Explod
trigger1 = animelem = 4
anim = 2105
id = 3000
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ignorehitpause = 0
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State explod]
type = Explod
trigger1 = animelem = 5
anim = 2107
id = 3000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ignorehitpause = 0
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

;-------------------------------
[State 2100]
type = Projectile
trigger1 = AnimElem = 7
attr = S, SP
projanim = 2110
projhitanim = 2115
projid = 1000
projpriority = 7
projsprpriority = 2
projedgebound = 220
postype = p1
getpower = 40,40
offset = 48,0
velocity = 15,0
damage = 125,10
animtype = digup
guardflag = MA
pausetime = 4,12
sparkno = 7
guard.sparkno = 6
sparkxy = 0,-50
hitsound = S2,2
guardsound = S2,4
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3,-5
air.velocity = -3,-5
fall = 1
air.fall = 1
fall.recover = 0
ownpal = 1
nochainID = 1000

[state 00]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 2150]
type    = S
movetype= A
physics = S
juggle  = 8
ctrl = 0
velset = 0,0
anim = 2150
poweradd = 60
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 2150, 1]
type = PlaySnd
trigger1 = time = 2
value = s1000,28
channel = 0

[State 2150, 1]
type = PlaySnd
trigger1 = animelem = 2
value = s2,24

[State 200, 1]
type = StateTypeSet
trigger1 = animelem = 3
Statetype = C
Movetype = I

[State 2150, 1]
type = velset
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
x = 9

[State 2150, 1]
type = velmul
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
x = .96

[State 2150, 1]
type = velset
trigger1 = animelem = 4
x = 0

[State 2150, 1]
type = HitDef
trigger1 = animelem = 2
ID = 2150
attr = S, SA
animtype  = Hard
damage    = 0,0
hitflag = MAF
guardflag = M
priority = 5, Miss
pausetime = 0,0
guard.pausetime = 2, 11
sparkno = 7
guard.sparkno = 6
sparkxy = -5,-51
hitsound   = s2,2
guardsound = s2,4
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -9
air.velocity = -3.5,-7
air.cornerpush.veloff = 0
p2facing = 1
p1stateno = 2151
p2stateno = 2155
fall = 1
fall.recover = 0
yaccel = .53
getpower = 120,30

[State 2150, 1]
type = ChangeState
trigger1 = moveguarded
value = 2153

[State 2150, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 2151]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 2151
sprpriority = 2

[State 2151, 1]
type = velset
trigger1 = 1
x = 10.5

[State 2151, 1]
type = TargetBind
trigger1 = 1
pos = 5,-67
ID = 2150

[State 2151, 1]
type = ScreenBound
trigger1 = time > 100
value = 0

[State 2151, 1]
type = ChangeState
trigger1 = frontedgebodydist <= 0
value = 2152

;---------------------------------------------------------------------------
[Statedef 2152]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 2152
sprpriority = 2

[State 2151, 1]
type = TargetBind
trigger1 = animelem = 1
pos = 56,-61
ID = 2150

[State 2151, 1]
type = width
trigger1 = animelem = 1
edge = 60,0

[State 2151, 1]
type = Explod
trigger1 = animelem = 2
anim = F7
pos = 73,-56
ownpal = 1
sprpriority = 10

[State 2151, 1]
type = EnvShake
Trigger1 = animelem = 2
time = 14
ampl = 10

[State 2151, 1]
type = TargetBind
trigger1 = animelem = 2
pos = 73,-56
ID = 2150

[State 1301, 1]
type = width
trigger1 = animelem = 2
edge = 75,0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 2
value = s2,19

[State 810, 1]
type = TargetLifeAdd
trigger1 = animelem = 2
value = -112
ID = 2150

[State 2151, 1]
type = TargetBind
trigger1 = animelem = 3
pos = 73,0
ID = 2150

[State 2151, 1]
type = sprpriority
trigger1 = animelem = 3
value = 2

[State 2151, 1]
type = Targetstate
trigger1 = animelem = 3
value = 2156
ID = 2150

[State 2152, 1]
type = velset
trigger1 = 1
x = 0

[State 2152, 1]
type = ChangeState
trigger1 = animtime = 0
value = 2160

;---------------------------------------------------------------------------
[Statedef 2153]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 2153
sprpriority = 2

[State 200, 1]
type = StateTypeSet
trigger1 = animelem = 3
Movetype = I

[State 2150, 1]
type = velmul
trigger1 = animelemtime(3) < 3
x = .96

[State 2153, 1]
type = velset
trigger1 = animelemtime(3) = 3
x = 0

[State 2153, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, SA
animtype  = Hard
damage    = 63+ifelse(var(5) = 1,14,0),0
hitflag = MAF
guardflag = M
pausetime = 11,12
guard.pausetime = 11, 11
sparkno = 7
guard.sparkno = 6
sparkxy = -5,-55
hitsound   = s2,2
guardsound = s2,4
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -9
air.velocity = -3.5,-7
guard.slidetime = 20
guard.hittime  = 25
guard.velocity = -9
guard.ctrltime = 25
air.cornerpush.veloff = 0
yaccel = .53
getpower = 30,30

[State 2153, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 2155]
type    = A
movetype= H
physics = N
sprpriority = 3

[State 2155, 1]
Type = Defencemulset
trigger1 = 1
Value = 1.0

[State 2155, 1]
type = ChangeAnim2
Trigger1 = time = 0
value = 2155

[State 2155, 1]
type = ScreenBound
trigger1 = time <= 100
value = 1
movecamera = 1,0

[State 2155, 1]
type = ScreenBound
trigger1 = time > 100
value = 0

[Statedef 2156]
type    = A
movetype= H
physics = N

[State 2150, 1]
Type = Defencemulset
trigger1 = 1
Value = 1.0

[State 2156, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 2156, 1]
type = Velset
Trigger1 = time = 0
x = -3.5
y = -7

[State 2156, 2]
type = VelAdd
trigger1 = 1
y = .46

[State 2156, 2]
type = ChangeAnim
trigger1 = time = 0 && SelfAnimExist(5051)
value = 5051

[State 2156, 2]
type = ChangeAnim
trigger1 = time = 0 && SelfAnimExist(5035) && anim != 5051
value = 5035

[State 5050, 1]
type = ChangeAnim
trigger1 = anim = 5035 && animtime = 0
trigger2 = time = 0 && !SelfAnimExist(5035) && !SelfAnimExist(5051)
value = 5050

[State 5050, 2]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 6]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

;---------------------------------------------------------------------------
[Statedef 2160]
type    = S
physics = S
anim = 2190
ctrl = 0

[State 2160, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5950, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 105, 2]
type = Velset
trigger1 = 1
x = 0

[State 105, 3]
type = ChangeState
trigger1 = animtime = 0
value = 2161

[Statedef 2161]
type    = A
physics = N
anim = 2195
ctrl = 0

[State 1100, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5950, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 106, 1]
type = VelSet
trigger1 = time = 0
x = -8.5
y = -6.8

[State 106, 2]
type = Veladd
trigger1 = 1
y = .72

[State 106, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2162

[Statedef 2162]
type    = S
physics = S
anim = 2196
ctrl = 0

[State 1100, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5950, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 106, 1]
type = posset
trigger1 = time = 0
y = 0

[State 106, 2]
type = velset
trigger1 = 1
x = 0
y = 0

[State 106, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 2170]
type    = S
movetype= A
physics = S
juggle  = 8
ctrl = 0
velset = 0,0
anim = 2170
poweradd = 60
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 2170, 1]
type = PlaySnd
trigger1 = time = 2
value = s1000,28
channel = 0

[State 2170,1]
type = PlaySnd
trigger1 = animelem = 2
value = s2,24

[State 200, 1]
type = StateTypeSet
trigger1 = animelem = 11
Statetype = C
Movetype = I

[State 2170, 1]
type = velset
trigger1 = animelemtime(3) >= 0 && animelemtime(11) < 0
x = 9

[State 2170, 1]
type = velmul
trigger1 = animelemtime(11) >= 0 && animelemtime(12) < 0
x = .96

[State 2170, 1]
type = velset
trigger1 = animelem = 12
x = 0

[State 2170, 1]
type = HitDef
trigger1 = animelem = 3
ID = 2150
attr = S, SA
animtype  = Hard
damage    = 0,0
hitflag = MAF
guardflag = M
priority = 5, Miss
pausetime = 0,0
guard.pausetime = 2, 11
sparkno = 7
guard.sparkno = 6
sparkxy = -5,-51
hitsound   = s2,2
guardsound = s2,4
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -9
air.velocity = -3.5,-7
air.cornerpush.veloff = 0
p2facing = 1
p1stateno = 2151
p2stateno = 2155
fall = 1
fall.recover = 0
yaccel = .53
getpower = 120,30

[State 2170, 1]
type = ChangeState
trigger1 = moveguarded
value = 2153

[State 2170, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 2200]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0,0
anim = 2200
facep2 = 1
juggle = 5

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

;----------------------------------------
[State 1000]
type = PalFx
trigger1 = timemod = 3,0
trigger1 = time <= 14
trigger1 = var(11) = 1 && fvar(11) = 1
add = 255,255,255
time = 2
ignorehitpause = 1

[State 1000]
type = varadd
trigger1 = time = 1
trigger1 = var(11) = 1 && fvar(11) = 1
fvar(10) = -36
ignorehitpause = 1

[State 1000]
type = varset
trigger1 = time = 7
var(11) = 0
ignorehitpause = 1

[State 1000]
type = varset
trigger1 = time = 7
fvar(11) = 0
ignorehitpause = 1

;------------------------------------------
[State 2200]
type = EnvShake
trigger1 = AnimElem = 11
ampl = 12
time = 10

[State 2200]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0,22
channel = 0
volume = 250

[State 2200]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6,8
channel = 1

[State 2200]
type = PlaySnd
trigger1 = AnimElem = 18
value = 6,9
channel = 2

[State 2200]
type = PlaySnd
trigger1 = AnimElem = 9
value = 9,9
channel = 2

[State 2200]
type = PlaySnd
trigger1 = AnimElem = 11
value = 6,12
channel = 3

[State 2200]
type = Helper
trigger1 = AnimElem = 10
stateno = 2201
pos = 0,0
size.xscale = 1*ceil(const(size.xscale))
size.yscale = 1*ceil(const(size.yscale))
ownpal = 1
keyctrl = 0
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 2200]
type = HitDef
trigger1 = AnimElem = 11, = 0
attr = S, SA
animtype  = up
damage    = 142,5
getpower = 50,30
givepower = 40,35
guardflag = MA
hitflag = MAFD
pausetime = 10,10
guard.pausetime = 10,10
sparkno = 9
guard.sparkno = 6
sparkxy = -35,-45
hitsound = S2,2
guardsound = S2,4
ground.type = high
ground.slidetime = 43
ground.hittime  = 45+ceil(fvar(35))
guard.hittime  = 40
ground.velocity = -5,20
air.velocity = -4,20
fall = 1
fall.recover = 0
guard.velocity = -15
airguard.velocity = -5*1.3
ground.cornerpush.veloff = -18
guard.cornerpush.veloff = -18
priority = 7

[State 2200]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
	
;-----------------------------------------------------------
[Statedef 2201]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 2210
sprpriority = 3

[State 2201]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 2201]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2200]
type = Explod
trigger1 = AnimElem = 4
anim = 2211
pos = ceil(0*const(size.xscale)),ceil(0*const(size.yscale))
size.xscale = 1*ceil(const(size.xscale))
size.yscale = 1*ceil(const(size.yscale))
ownpal = 1
keyctrl = 0
bindtime = -1
sprpriority = 4
removeongethit = 1
id = 2211
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 2200]
type = Explod
trigger1 = AnimElem = 3
anim = 2212
pos = ceil(130*const(size.xscale)),ceil(0*const(size.yscale))
size.xscale = 1*ceil(const(size.xscale))
size.yscale = 1*ceil(const(size.yscale))
ownpal = 1
keyctrl = 0
bindtime = -1
sprpriority = -2
removeongethit = 1
id = 2212
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 2201]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 2201]
type = RemoveExplod
trigger1 = animtime = 0 || root,movetype != A || (root,stateno != [2200,2205])
id = 2211

[State 2201]
type = DestroySelf
trigger1 = animtime = 0 || root,movetype != A || (root,stateno != [2200,2205])
  
;---------------------------------------------------------------
[Statedef 2205]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0,0
anim = 2205
facep2 = 1
juggle = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

;---------------------------------------------------------------
[State 1000]
type = PalFx
trigger1 = timemod = 3,0
trigger1 = time <= 14
trigger1 = var(11) = 1 && fvar(11) = 1
add = 255,255,255
time = 2
ignorehitpause = 1

[State 1000]
type = varadd
trigger1 = time = 1
trigger1 = var(11) = 1 && fvar(11) = 1
fvar(10) = -36
ignorehitpause = 1

[State 1000]
type = varset
trigger1 = time = 7
var(11) = 0
ignorehitpause = 1

[State 1000]
type = varset
trigger1 = time = 7
fvar(11) = 0
ignorehitpause = 1

;--------------------------------------------------
[State 2205]
type = EnvShake
trigger1 = AnimElem = 11
ampl = 13
time = 15

[State 2205]
type = PlaySnd
trigger1 = AnimElem = 9
value = 1000,29
channel = 0
volume = 150

[State 2205]
type = PlaySnd
trigger1 = AnimElem = 6
value = 2,31
channel = 1

[State 2205]
type = PlaySnd
trigger1 = AnimElem = 18
value = 2,32
channel = 2

[State 2205]
type = PlaySnd
trigger1 = AnimElem = 9
value = 2,33
channel = 2

[State 2205]
type = PlaySnd
trigger1 = AnimElem = 11
value = 2,34
channel = 3
volume = 50

[State 2205]
type = Helper
trigger1 = AnimElem = 10
stateno = 2201
pos = 0,0
size.xscale = 1*ceil(const(size.xscale))
size.yscale = 1*ceil(const(size.yscale))
ownpal = 1
keyctrl = 0
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 2205]
type = Helper
trigger1 = AnimElem = 11
stateno = 2201
pos = 90,0
size.xscale = 1;10*ceil(const(size.xscale))
size.yscale = 1;10*ceil(const(size.yscale))
ownpal = 1
keyctrl = 0
id = 2201
sprpriority = 5
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 2205, Luz]
type = Explod
trigger1 = AnimElemTime(11) = 0
Anim = 2220
pos = 130, 0
postype = p1
ownpal = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
sprpriority = 6
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 2205]
type = HitDef
trigger1 = AnimElem = 11
attr = S, SA
animtype  = up
damage    = 140,15
getpower = 150,30
givepower = 120,50
guardflag =
hitflag = MAFD
pausetime = 10,20
guard.pausetime = 10,10
sparkno = 9
guard.sparkno = 6
sparkxy = -35,-45
hitsound = S2,2
guardsound = S2,4
ground.type = high
ground.slidetime = 43
ground.hittime  = 45+ceil(fvar(35))
guard.hittime  = 40
ground.velocity = -5,20
air.velocity = -4,20
fall = 1
fall.recover = 0
guard.velocity = -15
airguard.velocity = -5*1.3
ground.cornerpush.veloff = -18
guard.cornerpush.veloff = -18
priority = 7

[State 2205]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
	
;---------------------------------------------
[Statedef 2230]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 2201
sprpriority = 3

[State 2230]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2230]
type = VelSet
trigger1 = Time = 0
y = -8

[State 2230]
type = Veladd
trigger1 = 1
y = .5

[State 2230]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 2230]
type = DestroySelf
trigger1 = animtime = 0
	
;-------------------------------------------------------------
[Statedef 2240]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 2230
sprpriority = 3

[State 2240]
type = Turn
trigger1 = Time = 0
trigger1 = root,stateno = 1000

[State 2240]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2230]
type = bindtoparent
trigger1 = 1
pos = 0,5

[State 2230]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 2230]
type = DestroySelf
trigger1 = animtime = 0
	
;------------------------------------------------------------------
[Statedef 2235]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 1,0
ctrl = 0
poweradd = 0
sprpriority = 5
anim = 2220

[STate 2235]
type=HitBy
trigger1=1
value=SAC,NP,SP,HP

[STate 2235]
type=HitOverRide
trigger1=1
attr=SAC,NP,SP,HP
stateno = 2221

[STate 0]
type=PlaySnd
trigger1 = time=0
value = 9,10

[State 2235, 1]
type = hitDef
trigger1 = time = 0
attr = A, SP
damage = 0,0
animtype = up
guardflag = MA
hitflag = P
priority = 6, Hit
pausetime = 5,10
sparkno = 7
guard.sparkno = 6
sparkxy = -10, -60
hitsound = S2,2
guardsound = S2,4
ground.type = high
ground.slidetime = 40
ground.hittime  = 41
ground.velocity = -10
airguard.velocity = -5,-4.3
air.type = High
air.velocity = -5,-5
air.hittime = 35
sprpriority = 3

[STate 2235]
type=DestroySelf
trigger1 = time >= 30 && enemy,movetype != H || animtime = 0

[STatedef 2221]
type=A
ctrl=0
sprpriority=3
velset=0,0

[STate 2221]
type= notHitBy
trigger1=1
value=SAC

[STate 2221]
type = DestroySelf
trigger1=animtime=0

;---------------------------------------------------------------------------
[Statedef 2250]
type = U;S
physics = U;S
movetype = A
ctrl = 0
velset = 0,0
poweradd = 60
juggle = 1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[state haha]
type = changeanim
trigger1 = time = 0
value = 2250
ignorehitpause = 1

[State 2000, Flames]
type = Explod
trigger1 = AnimElemno(0) = 5 && numexplod(2260) = 0 
anim = 2260
id = 2260
offset = 0,0
facing = 1
postype = p1
sprpriority = 2
;supermove = 1
removetime = -2
;pausetime = 10,10
bindtime = -1
;ignorehitpause = 1
removeongethit = 1
shadow = -1,-1,-1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[state haha]
type = removeexplod
trigger1 = animelemno(0) >= 6
id = 2260
ignorehitpause = 1

[State 2000, Flames]
type = Explod
trigger1 = AnimElemno(0) = 6
anim = 2261
id = 2261
offset = 0,0
facing = 1
postype = p1
sprpriority = 2
;supermove = 1
removetime = -2
;pausetime = 10,10
bindtime = -1
;ignorehitpause = 1
removeongethit = 1
shadow = -1,-1,-1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 2000, PosAdd]
type = PosAdd
trigger1 = AnimElem = 6;3
x = 20

[State 2250, 4]
type = HitDef
trigger1 = AnimElem = 3
;trigger2 = animelem = 4
attr = S, SP
damage    = 40,12
animtype  = up
getpower  = 20
givepower = 10
guardflag = MA
pausetime = 10,10
sparkno = 7
guard.sparkno = 6
sparkxy = -50, -60
hitsound = S2,12
guardsound = s2,4
ground.type = Low
ground.slidetime = 15
ground.hittime  = 10
ground.velocity = -1.4,-8
air.type = Low
air.velocity = -1.5,-8.5
air.juggle = 0
palfx.time = 49
palfx.add = 0,170,0
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1

[State 1000, 4]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
damage    = 20,12
animtype  = up
getpower  = 20
givepower = 10
guardflag = MA
pausetime = 5,5
sparkno = 7
guard.sparkno = 6
sparkxy = -50, -100
hitsound   = S2,12
guardsound = s2 ,4
ground.type = Low
ground.slidetime = 12
ground.hittime  = 8
ground.velocity = -1.2,-8.3
air.type = Low
air.velocity = -1.5,-8.5
air.juggle = 0
palfx.time = 49
palfx.add = 0,170,0
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
fall = 1

[state haha]
type = playsnd
trigger1 = animelemno(0) >= 5 && movehit
value = s2,10
abspan = ceil(target, pos X)
ignorehitpause = 1
channel = 3
persistent = 0

[state haha]
type = playsnd
trigger1 = animelemno(0) = 7 && movehit
value = s2,10
abspan = ceil(target, pos X)
ignorehitpause = 1
channel = 3
persistent = 0

[State 2250, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2251

;------------------------------------------------------------
; Uppercut A Rising
[Statedef 2251]
type = A
movetype = A
physics = N
ctrl = 0
anim = 2251
velset = 1.8, -9.8

[state haha]
type = removeexplod
trigger1 = time = 0
id = 2261

[State 2000, PosAdd]
type = VelMul
trigger1 = AnimElem = 15
x = .1
;y = -.7

[State 2000, SFX]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 6
value = s2,13
channel = 2
volume = -100

[State 3000, Flames]
type = Explod
trigger1 = AnimElem = 1
trigger2 = AnimElem = 7
anim = 2262
id = 2262
offset = 0,0
;velocity = 3,-3
facing = 1
postype = p1
sprpriority = 2
;supermove = 1
removetime = -2
bindtime = -1
ignorehitpause = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[state haha]
type = removeexplod
trigger1 = animelemno(0) = [2,5]
trigger2 = animelemno(0) >= 8
id = 2262
ignorehitpause = 1

[State 3000, Flames]
type = Explod
trigger1 = AnimElem = 5
id = 2264
anim = 2264
offset = 0,0
;velocity = 3,-3
facing = 1
postype = p1
sprpriority = 2
;supermove = 1
removetime = -2
bindtime = -1
ignorehitpause = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[state haha]
type = removeexplod
trigger1 = animelemno(0) >= 6
id = 2264
ignorehitpause = 1

[State 3000, Flames]
type = Explod
trigger1 = AnimElem = 6
id = 2265
anim = 2265
offset = 0,0
;velocity = 3,-3
facing = 1
postype = p1
sprpriority = 2
;supermove = 1
removetime = -2
bindtime = -1
ignorehitpause = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[state haha]
type = removeexplod
trigger1 = animelemno(0) >= 7
id = 2265
ignorehitpause = 1

[State 3000, Flames]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 8
anim = 2263 + ifelse(AnimElemno(0) = 8, 3, 0)
offset = 0,0
velocity = 1.7,-1.7
facing = 1
postype = p1
sprpriority = 2
;supermove = 1
removetime = -2
;pausetime = 10,10
bindtime = 5
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1000, 4]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
;trigger6 = AnimElem = 12
attr = A, SP
damage    = 20,16
animtype  = up
getpower  = 20
givepower = 10
guardflag = MA
pausetime = 4,4
sparkno = 7
guard.sparkno = 6
sparkxy = -50, -100
hitsound   = S2,12
guardsound = s2,4
ground.type = Low
ground.slidetime = 12
ground.hittime  = 8
ground.velocity = -1,-8.3
air.type = Low
air.velocity = -1,-8.5
air.juggle = 0
palfx.time = 49
palfx.add = 0,170,0
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
fall = 1

[state haha]
type = playsnd
trigger1 = animelemno(0) = 1 && movehit
value = s2,10
abspan = ceil(target, pos X)
ignorehitpause = 1
channel = 3
persistent = 0

[state haha]
type = playsnd
trigger1 = animelemno(0) = 3 && movehit
value = s2,10
abspan = ceil(target, pos X)
ignorehitpause = 1
channel = 3
persistent = 0

[state haha]
type = playsnd
trigger1 = animelemno(0) = 5 && movehit
value = s2,10
abspan = ceil(target, pos X)
ignorehitpause = 1
channel = 3
persistent = 0

[state haha]
type = playsnd
trigger1 = animelemno(0) = 7 && movehit
value = s2,10
abspan = ceil(target, pos X)
ignorehitpause = 1
channel = 3
persistent = 0

[State 2000, Voice]
type = PlaySnd
trigger1 = Time = 0
value = S1000,30
channel = 0

;hit delay is 10 (both)

[State 2000, Gravity]
type = VelAdd;mul
trigger1 = Time >= 10 ; 0;= 11
y = .55
;ignorehitpause = 1

[State 2000, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = Time > 0
value = 2255
;ctrl = 1

; Uppercut B On Land
[Statedef 2255]
type = S
physics = S
movetype = I
ctrl = 0
velset = 0,0,0
anim = 2255

[State 52, Landing Sound Effect]
type       = PlaySnd
trigger1   = time = 0
value      = 1,0
persistent = 0

[State 2000, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 2300]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 120
ctrl = 0
anim = 2300
VelSet = 0,0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 2300, 1]
type = PlaySnd
trigger1 = time = 2
value = 1000,31

[State 2300, 2]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
attr = S, NA
animtype  = digup
damage    = 20,10
guardflag = MA
pausetime = 6,12
sparkno = S1366
guard.sparkno = 6
sparkxy = -20, -60
hitsound   = S2,12
guardsound = S2,4
ground.type = Low
ground.slidetime = 28
ground.hittime  = 28
ground.velocity = -2
air.velocity = -4,-4
;fall = 1
;air.fall = 1
;fall.recover = 0
;PalFX
palfx.time = 40
palfx.add = 0,170,0
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1


[State 5000, 21]
type = VarSet
trigger1 = time = 0
v = 31
value = 0

[State 5000, 21]
type = VarAdd
trigger1 = movehit
v = 31
value = 1
ignorehitpause = 1

[State 5000, 0]
type = VarRandom
trigger1 = time = 0
v = 0
range = 0, 2

[State 1000, 4]
type = Explod
trigger1 = AnimElem = 10
persistent = 0
anim = 2322
pos = 60,2
postype = p1
sprpriority = 4
bindtime = 1
ignorehitpause = 1
ownpal = 1
Vel = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 2300, 8]
trigger1 = AnimTime = 0
type = ChangeState 
value = 2301

;--------------------
[Statedef 2301]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 2301


[State 2300, 8]
trigger1 = AnimTime = 0
type = ChangeState 
value = 2302

;--------------------
[Statedef 2302]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 2302

[State 1000, 1]
type = VelSet
triggerall = time >= 0
trigger1 = movehit != 1
trigger2 = moveguarded != 1
x = 10

[State 1000, 1]
type = VelSet
triggerall = time >= 0
trigger1 = movehit
trigger2 = moveguarded
x = 7

[State 1000, 1]
type = PlaySnd
trigger1 = time = 0
value = 2,14

[State 2300, 2]
type = HitDef
trigger1 = AnimElem = 2
trigger1 = moveguarded != 1
trigger1 = movehit != 1
attr = S, NA
animtype  = digup
damage  = 40,10
guardflag = MA
pausetime = 8,14
sparkno = S1366
guard.sparkno = 6
sparkxy = -20, -60
hitsound = S2,12
guardsound = S2,4
ground.type = Low;High
ground.slidetime = 28
ground.hittime  = 28
ground.velocity = -5.5   
air.velocity = -5.5,-2
fall = 1
air.fall = 1
fall.recover = 0
;PalFX
palfx.time = 40
palfx.add = 0,170,0
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1

[State 5000, 21]
type = VarSet
trigger1 = time = 0
v = 31
value = 0

[State 5000, 21]
type = VarAdd
trigger1 = movehit
v = 31
value = 1
ignorehitpause = 1

[State 5000, 0]
type = VarRandom
trigger1 = time = 0
v = 0
range = 0, 2

[State 1000, 4]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 2320
pos = 12,12
postype = p1
sprpriority = 2
bindtime = 1
ignorehitpause = 1
ownpal = 1
Vel = -2
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1000, 4]
type = Explod
trigger1 = time = 8
persistent = 0
anim = 2320
pos = 12,14
postype = p1
sprpriority = 2
bindtime = 1
ignorehitpause = 1
ownpal = 1
Vel = -2
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1000, 4]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 2321
pos = 15,14
postype = p1
sprpriority = 3
bindtime = 28
ignorehitpause = 1
ownpal = 1
removetime = 28
Vel = -2
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 1000, 4]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 2323
pos = 15,14
postype = p1
sprpriority = 3
bindtime = 28
ignorehitpause = 1
ownpal = 1
removetime = 28
Vel = -2
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 2300, 8]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 2302

[State 2300, 8]
type = ChangeState 
trigger1 = Time = 20
value = 2303

;--------------------
[Statedef 2303]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 2303

[State 5000, 21]
type = VarSet
trigger1 = time = 0
v = 31
value = 0

[State 5000, 21]
type = VarSet
trigger1 = time = 0
v = 0
value = 0

[State 1000, 1]
type = PlaySnd
trigger1 = time = 0
value = 2,24

[State 1000, 4]
type = Explod
trigger1 = AnimElem = 1
persistent = 0
anim = 2324
pos = -12,0
postype = p1
sprpriority = 2
bindtime = 1
ignorehitpause = 1
ownpal = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 207, 4]
type = EnvShake
trigger1 = p2stateno = 5100
time = 15
ampl = -3
freq = 40
phase = 40
bindtime = 15

[State 1055, 8]
type = ChangeState 
trigger1 = AnimTime = 0
value = 2304
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 2304]
type    = S                      
movetype= I                    
physics = S                      
anim = 2304                                       
ctrl = 1

[State 195, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 2350]
type     = C
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 2350
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 2350,1]
type = HitDef
trigger1 = Time = 0
attr = C, ST
hitflag = FD
priority = 1;, Miss    
sparkno = s8130       
sparkxy = -30,-15
p1sprpriority = 0     
p2sprpriority = 1     
;p1facing = ifelse(command = "holdfwd", -1, 1) 
p1facing = 1          
p2facing = 1          
p1stateno = 2360       
p2stateno = 2370       
guard.dist = 0        
fall = 1              
numhits = 0

[State 170, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,NT,ST,HT
time = 5

[State 800, 1]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 2360]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 30
anim     = 2360
ctrl     = 0
sprpriority = 2

[State 810, 1]
type = Width
trigger1 = 1
edge = 70,0

[State 810, 1]
type = PlaySnd
Trigger1 = time = 0
value = s2,20

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = s1000,32
volume = 100

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 9
value = s1,4

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 10
value = s2,35
volume = 100

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 17
value = s200,9

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 7
x = -10

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 9
x = 20

[State 1000, ]
type = Turn
trigger1 = AnimElem = 8

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
pos = 36, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0
pos = 32, -120

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) < 0
pos = 32, -115

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(6) < 0
pos = 30, -35

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(7) < 0
pos = 40, -40

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(8) < 0
pos = 25, -40

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(8) >= 0 && AnimElemtime(9) < 0
pos = 5, -50

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(9) >= 0 && AnimElemtime(10) < 0
pos = 30, -40

[State 700, 1]
type = Explod
trigger1 = AnimElemtime(10) = 3
anim = 8100
postype = P2
pos = 10, 0
sprpriority = -5
ownpal = 0

[State 700, 1]
type = Explod
trigger1 = AnimElemtime(10) = 3
anim = 8110
postype = P2
pos = 10, 0
sprpriority = 15
ownpal = 0

[State 700, 1]
type = Explod
trigger1 = AnimElemtime(10) = 1
anim = 2380
postype = P2
pos = 15, 0
random = 20, 20
sprpriority = 20
ownpal = 0
vel = -1.5,0

[State 700, 1]
type = Explod
trigger1 = AnimElemtime(10) = 3
anim = 2380
postype = P2
pos = 30, 0
random = 20, 20
sprpriority = 20
ownpal = 0
vel = 0,0

[State 700, 1]
type = Explod
trigger1 = AnimElemtime(10) = 5
anim = 2380
postype = P2
pos = 45, 0
random = 20, 10
sprpriority = 20
ownpal = 0
vel = 1.5,0

[State 2100,]
type = Envcolor
trigger1 = AnimElemtime(10) = 2
time = 2
value = 255,255,255
under = 0

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

;---------------------------------------------------------------------------
[Statedef 2370]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2370

[State 2370]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 2370, 1]
type = VelSet
trigger1 = AnimElemtime(9) >= 0
x = 5
y = 20

[State 2370, 1]
type = Lifeadd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = -100

[State 820, 1]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ampl = 6
freq = 80
time = 10

[State 820, 1]
type = ChangeState
trigger1 = Pos Y = 0
trigger1 = Vel Y > 0
value = 2375

;---------------------------------------------------------------------------
[Statedef 2375]
type    = A
movetype= H
physics = N
velset = 0,0

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

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2375

[State 1000, 1]
type = PlaySnd
trigger1 = time = 0
value = F7,2

[State 3000]
type = palfx
trigger1 = time = 0
add = 0,90,0
sinadd = -50,-50,-50,10
color = 0
invertall = 1
time = 40

[State 2375, 1]
type = PosSet
trigger1 = time = 0
y = 0

[State 2375, 1]
type = VelSet
trigger1 = AnimElem = 3
x = 3
y = -7

[State 2375, 1]
type = Veladd
trigger1 = AnimElemtime(3) >= 0
y = .4

[State 820, 1]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
;===========================================================================
; Definition of the Hypers
;===========================================================================
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3002
sprpriority = 2
poweradd = -1000

[State 800, 1]
type = HitDef
triggerall = p2stateno != 150
triggerall = p2stateno != 152
triggerall = p2stateno != 154
Trigger1 = Time = 0
animtype  = Up
attr = S, HT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 3002
p2stateno = 3020
guard.dist = 0
fall = 1
fall.recover = 0

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 3001

;---------------------------------------------------------------------
[Statedef 3001]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3000
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[state 190]
type = superpause
trigger1 = animelem = 1
time = 30
movetime = 30
anim = -1
darken = 0
unhittable = 1

[State 240, 4]
type = Explod
trigger1 = animelem = 1
anim = F3000
postype = p1
pos = 9,-45
sprpriority = -2
ownpal = 1
supermove = 1

[State 240, 4]
type = Explod
trigger1 = animelem = 1,= 6
anim = F3500
postype = p1
pos = 9,-45
sprpriority = 5
ownpal = 1
supermove = 1

[State 840, 4]
type = PlaySnd
trigger1 = animelem = 1
value = S3000,0

[state 190]
type = envcolor
trigger1 = animelem = 1
time = 2
value = 255,255,255
under = -1

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S3001,0

[state 190]
type = envcolor
trigger1 = animelem = 1, = 2
time = 30
value = 0,0,0
under = -2

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 3002]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3002
sprpriority = 2

[State 240, 4]
type = Explod
trigger1 = animelem = 1
anim = F3000
postype = p1
pos = 9,-60
sprpriority = -2
ownpal = 1
supermove = 1

[State 240, 4]
type = Explod
trigger1 = animelem = 1,= 6
anim = F3500
postype = p1
pos = 9,-60
sprpriority = 5
ownpal = 1
supermove = 1

[State 840, 4]
type = PlaySnd
trigger1 = animelem = 1
value = S3000,0

[state 190]
type = envcolor
trigger1 = animelem = 1
time = 2
value = 255,255,255
under = -1

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S3001,0

[state 190]
type = envcolor
trigger1 = animelem = 1, = 2
time = 30
value = 0,0,0
under = -2

[State 240, 4]
type = targetstate
trigger1 = time = 0
value = 3020

[State 701, 1]
type = Width
trigger1 = 1
edge = 60,0

[State 240, 4]
type = targetbind
trigger1 = animelem = 1
postype = p1
pos = 33,0

[State 240, 4]
type = targetstate
trigger1 = animelem = 4
value = 3021

[State 240, 4]
type = targetbind
trigger1 = animelem = 4
postype = p1
pos = 50,-96

[State 240, 4]
type = targetbind
trigger1 = animelem = 5
postype = p1
pos = 36,-134

[State 800, 2]
type = ChangeState
Trigger1 = animTime = 0
value = 3003

;------------------------------------------------------------------------
[Statedef 3003]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3003
sprpriority = 2

[State 840, 4]
type = PlaySnd
trigger1 = Time = 0
value = S2,36

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 3025
removetime = 85
postype = p1
pos = 52,3
sprpriority = 4
ownpal = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 240, 4]
type = envshake
trigger1 = time = 0
;triggerall = random <= 500
time = 85
ampl = -2
freq = 35

[State 240, 4]
type = envcolor
trigger1 = animelem = 2
value = 255,255,255
time = 1
under = -1

[State 240, 4]
type = targetstate
trigger1 = animelem = 1
value = 3022

[State 240, 4]
type = targetbind
trigger1 = animelem = 1
postype = p1
pos = 35,-130

[State 800, 2]
type = ChangeState
Trigger1 = Time = 85
value = 3004

;----------------------------------------------------------------------
[Statedef 3004]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3004
sprpriority = 2

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 3026
ID = 3026
postype = p1
pos = 55,20
sprpriority = 4
supermove = 1
ownpal = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 240, 4]
type = targetstate
trigger1 = animelem = 1
value = 3023

[State 240, 4]
type = targetstate
trigger1 = animelem = 3
value = 3024

[State 240, 4]
type = targetbind
trigger1 = animelem = 1
postype = p1
pos = 6,-134

[State 240, 4]
type = targetbind
trigger1 = animelem = 2
postype = p1
pos = 9,-135

[State 240, 4]
type = targetlifeadd
trigger1 = animelem = 3
value = -300

[State 240, 4]
type = targetbind
trigger1 = animelem = 3
postype = p1
pos = 40,-50

[State 800, 2]
type = ChangeState
Trigger1 = animTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 3020]
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1
movetype = H

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 3020
ignorehitpause = 1

;---------------------------------------------------------------------------
[Statedef 3021]
type    = A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1
movetype = H

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 3021

;---------------------------------------------------------------------------
[Statedef 3022]
type    = A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1
movetype = H

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 3022

;--------------------------------------------------------------------------
[Statedef 3023]
type    = A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1
movetype = H

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 3023

;---------------------------------------------------------------------------
[Statedef 3024]
type    = A
physics = N
poweradd = 0
ctrl = 0
velset = -4.5,-7
sprpriority = -1
movetype = H

[State 821, 1]
type = VelAdd
Trigger1 = time >= 0
y = .45

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 3024

[State 5050, 6]
type = selfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;----------------------------------------------------------------------------
[Statedef 3025]
type    = A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1
movetype = H

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 3029

;---------------------------------------------------------------------------
[Statedef 3050]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3050
ctrl     = 0
sprpriority = 2
poweradd = -1000

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 810, 1]
type = Width
trigger1 = 1
edge = 20,0

[State 170, –³“G]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 32

[State 700,]
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 1000
trigger2 = prevstateno = [1600,1650]
time = 5
add = 230,230,230

[State 2000, 1]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = 150
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7050
pos = 8,-88
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7000
pos = 8,-88
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,1

[State 800, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger1 = p2stateno != [120,159]
attr = S, HT
hitflag = M
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p1stateno = 3051
p2stateno = 3060
guard.dist = 0
fall = 1
numhits = 0

[State 2000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
[Statedef 3051]
type    = S
movetype= A
physics = N
anim = 3051

[State 2000]
type = AssertSpecial
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(21) < 0
flag = NOBG
ignorehitpause = 1

[State 2000]
type = AssertSpecial
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(30) < 0
flag = NoFG
ignorehitpause = 1

[State 810, ]
type = Velset
trigger1 = Pos X >=0
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(4) < 0
x = -8

[State 810, ]
type = Velset
trigger1 = FrontEdgeDist >= 160
x = 0

[State 810, ]
type = Velset
triggerall = facing = -1
trigger1 = Pos X <=0
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(4) < 0
x = -8

[State 810, ]
type = Velset
triggerall = facing = -1
trigger1 = FrontEdgeDist >= 160
x = 0

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = s200,9

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 10
value = s3001,1

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 20
value = s3001,2

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 20
value = s2,16

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 20
value = s2,14

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 31
value = s200,9

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = s1,4

[State 2000]
type = Explod
trigger1 = time = 0
anim = 3080
pos = 0,0
sprpriority = 20
bindtime = -1
removetime = -1
ownpal = 1
supermove = 1
ID = 3050

[State 2000]
type = Explod
trigger1 = time = 6
anim =3085
pos = 25,0
sprpriority = -20
bindtime = -1
removetime = -1
ownpal = 1
supermove = 1
ID = 3050

[State 1001,]
type = RemoveExplod
trigger1 = AnimElem = 30
ID = 3050

[State 700, 1]
type = Explod
trigger1 = AnimElem = 30
anim = 3098
postype = P1
pos = 0, 0
bindtime = -1
sprpriority = 20
ownpal = 1

[State 700, 1]
type = Explod
trigger1 = AnimElem = 30
anim = 3099
postype = P1
pos = 25, 0
bindtime = -1
sprpriority = -20
ownpal = 1

[State 700, 1]
type = Explod
trigger1 = AnimElem = 18
anim = 3097
postype = P1
pos = 0, 0
bindtime = -1
sprpriority = 10
ownpal = 1

[State 700, 1]
type = Explod
trigger1 = AnimElem = 20
anim = 3090
postype = P1
pos = 85, -70
bindtime = -1
sprpriority = 10
ownpal = 1

[State 2100,]
type = Envcolor
trigger1 = AnimElem = 20
time = 58
value = 255,255,255
under = 1

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(7) < 0
pos = 40, 0

[State 810,]
type = EnvShake
trigger1 = AnimElem = 20
ampl = 5
freq = 80
time = 20

[State 1000, 1]
type = Helper
trigger1 = AnimElem = 20
name = "—…‚µ‚å"
stateno = 3095
ID = 3095
helpertype = normal
pos = ifelse(facing=-1,0,-320),-30
postype = front
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, 1]
type = Helper
trigger1 = AnimElem = 20
name = "‚¤–å"
stateno = 3096
ID = 3096
helpertype = normal
pos = ifelse(facing=-1,-320,0),-30
postype = front
facing = 1
keyctrl = 0
ownpal = 1

[State 1000,]
type = TargetLifeadd
trigger1 = AnimElem = 20
value = -490

[State 810, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 3095]
type     = S
movetype = A
physics  = N
ctrl     = 0
anim     = 3095
sprpriority = -5

[State 1001, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow 

[State 2100, 1]
type = VelSet
trigger1 = time = 0
x = ifelse(facing=-1,-16,16)

[State 2100, 1]
type = VelSet
trigger1 = Pos X = 0
x = 0

[State 2100, ]
type = turn
trigger1 = Root,facing = -1
trigger1 = time = 0

[State 1001, 1]
type = DestroySelf
trigger1 = Root,Anim = 3051 && Root,AnimElem = 30

;---------------------------------------------------------------------------
[Statedef 3096]
type     = S
movetype = A
physics  = N
ctrl     = 0
anim     = 3096
sprpriority = -5

[State 1001, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow 

[State 2100, 1]
type = VelSet
trigger1 = time = 0
x = ifelse(facing=-1,16,-16)

[State 2100, 1]
type = VelSet
trigger1 = Pos X = 0
x = 0

[State 2100, ]
type = turn
trigger1 = Root,facing = -1
trigger1 = time = 0

[State 1001, 1]
type = DestroySelf
trigger1 = Root,Anim = 3051 && Root,AnimElem = 30

;---------------------------------------------------------------------------
[Statedef 3060]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3060

[State 3060]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 3060, 1]
type = VelSet
trigger1 = AnimElem = 3
x = -.6
y = -26

[State 3060, 1]
type = Veladd
trigger1 = AnimElemtime(3) >= 0
y = .62

[State 820, 1]
type = ChangeState
trigger1 = Pos Y >= -30
trigger1 = Vel Y > 0
value = 3065

[State 820, 1]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
[Statedef 3065]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3065

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 120,20
priority = 9,hit
getpower = 0
givepower = 100
guardflag = MA
hitflag = MAFD
pausetime = 0,0
sparkno = 7
guard.sparkno = 6
sparkxy = -15,-75
hitsound = S2,2
guardsound = S2,4
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
guard.slidetime = 17
guard.hittime = 17
guard.ctrltime = 17
guard.velocity = -9.3
ground.velocity = 6,-9.5
air.velocity = 6,-8
affectteam = f
fall = 1
fall.recover = 0
fall.envshaketime = 15

[State 3065]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 3065, 1]
type = VelSet
trigger1 = AnimElem = 3
x = -16
y = -1

[State 820, 1]
type = ChangeState
trigger1 = AnimElemtime(3) >= 0
trigger1 = backEdgebodydist <= 10
value = 3070

;---------------------------------------------------------------------------
[Statedef 3070]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3070

[State 1000, 1]
type = PlaySnd
trigger1 = time = 0
value = F7,2

[State 3070]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 3070, 1]
type = VelSet
trigger1 = AnimElem = 6
x = 1
y = -4

[State 3070, 1]
type = Veladd
trigger1 = AnimElemtime(6) >= 0
y = .4

[State 820, 1]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ampl = 2
freq = 90
time = 5

[State 820, 1]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
[Statedef 3100]
type = S
movetype = A
physics = S
anim = 3100
velset = 0
ctrl = 0
poweradd = -1000

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HT
damage = 0
animtype = hard
hitflag = M, miss
guardflag = P
sparkno = -1
sparkxy = -20,-60
pausetime = 0,0
p1stateno = 3101
p2stateno = 3111

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 270

;----------------------------------------------------------------------
[Statedef 3101]
type = S
movetype = A
physics = S
anim = 3101
poweradd = 0
velset = 0
ctrl = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 3100]
type = Explod
trigger1 = AnimElem = 1
anim = 7050
pos = 4,-69
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 3100]
type = Explod
trigger1 = AnimElem = 1
anim = 7000
pos = 4,-69
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 3100,1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,1

[State 3101, snd]
type = PlaySnd
trigger1 = time = 0
value = 3001,3

[State 3101, snd]
type = PlaySnd
trigger1 = time = 0
value = 2,14

[State 3101, anim]
type = ChangeState
trigger1 = p2bodydist x <= 20
trigger2 = time = 60
value = 3102

;----------------------------------------------------------------------
[Statedef 3102]
type = S
movetype = A
physics = S
anim = 3102
poweradd = 150
velset = 0
ctrl = 0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 3005, width]
type = width
trigger1 = time = 0
edge = 35,20

[State 1100, dm spark]
type = Explod
trigger1 = time = 1
anim = 3120
ID = 3120
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 2
ownpal = 1
removeongethit = 1

[State 3102, targetbind]
type = targetbind
trigger1 = time = 0
pos = 20,0

[State 3102, targetbind]
type = targetstate
trigger1 = time = 0
value = 3112

[State 3102, change]
type = ChangeState
trigger1 = animtime = 0
value = 3103

;----------------------------------------------------------------------
[Statedef 3103]
type = S
movetype = A
physics = S
anim = 3103
poweradd = 0
velset = 0
ctrl = 0

[State 3103]
type = AssertSpecial
trigger1 = Time = [0,90]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 9520, 51]
type = EnvColor
trigger1 = time = 3
trigger2 = time = 9
trigger3 = time = 15
trigger4 = time = 20
trigger5 = time = 26
trigger6 = time = 32
trigger7 = time = 37
trigger8 = time = 43
trigger9 = time = 49
trigger10 = time = 54
trigger11 = time = 60
trigger12 = time = 66
trigger13 = time = 71
trigger14 = time = 77
trigger15 = time = 83
value = 255,255,255
time = 1
ignorehitpause = 1
under = 1

[State 3103]
type = AssertSpecial
trigger1 = Time = [0,90]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 9520, 51]
type = Hitadd
trigger1 = time = 3
trigger2 = time = 9
trigger3 = time = 15
trigger4 = time = 20
trigger5 = time = 26
trigger6 = time = 32
trigger7 = time = 37
trigger8 = time = 43
trigger9 = time = 49
trigger10 = time = 54
trigger11 = time = 60
trigger12 = time = 66
trigger13 = time = 71
trigger14 = time = 77
trigger15 = time = 83
value = 1

[State 3101, snd]
type = Playsnd
trigger1 = animelem = 1
value = 1,4

[State 3101, snd]
type = PlaySnd
trigger1 = time = 15
trigger2 = time = 20
trigger3 = time = 49
trigger4 = time = 65
value = 2,1

[State 3101, snd]
type = PlaySnd
trigger1 = time = 26
trigger2 = time = 53
value = 2,0

[State 3101, snd]
type = PlaySnd
trigger1 = time = 43
trigger2 = time = 82
value = 2,2

[State 705, 2]
type = Explod
trigger1 = time = 3
trigger2 = time = 9
trigger3 = time = 15
trigger4 = time = 20
trigger5 = time = 26
trigger6 = time = 32
trigger7 = time = 37
trigger8 = time = 43
trigger9 = time = 49
trigger10 = time = 54
trigger11 = time = 60
trigger12 = time = 66
trigger13 = time = 71
trigger14 = time = 77
trigger15 = time = 83
anim =F7
ID = 3100
sprpriority = 3
postype = p1
pos = 0,-101
random = 200,20
bindtime = -1
removeongethit = 1

[State 3100, dm spark]
type = Explod
trigger1 = time = 0
anim = 3121
ID = 3121
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 2
ownpal = 1
removeongethit = 1
removetime = 85

[State 3101, snd]
type = PlaySnd
trigger1 = time = 0
value = 3001,4

[State 3102, targetbind]
type = targetstate
trigger1 = time = 0
value = 3113

[State 3102, targetbind]
type = targetbind
trigger1 = time = 0
pos = 50,-20

[State 3103, vel]
type = Velset
trigger1 = 1
y = -.5

[State 3102, change]
type = ChangeState
trigger1 = time = 85
value = 3104

;-------------------------------------------------------------------------
[Statedef 3104]
type = S
movetype = A
physics = S
anim = 3104
poweradd = 0
velset = 0
ctrl = 0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 1100, dm spark]
type = RemoveExplod
trigger1 = time = 0
ID = 3121

[State 1100, dm spark]
type = Explod
trigger1 = time = 0
anim = 3122
ID = 3122
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1
removeongethit = 1

[State 3103, vel]
type = Veladd
trigger1 = 1
y = .3

[State 3102, change]
type = ChangeState
trigger1 = animtime = 0
value = 3105

;------------------------------------------------------------------------
[Statedef 3105]
type = S
movetype = A
physics = S
anim = 3105
poweradd = 0
velset = 0,0
ctrl = 0

[State 3101, snd]
type = Playsnd
trigger1 = animelem = 8
value = 3001,5

[State 3105, pos]
type = Posset
trigger1 = time = 0
y = 0

[State 3102, change]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------
[Statedef 3111]
type = A
movetype = H
physics = N
poweradd = 0
velset = 0
ctrl = 0
facep2 = 1
sprpriority = 0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 1105, vel]
type = Velset
trigger1 = 1
x = 3

[State 815, anim]
type = changeanim2
trigger1 = time = 0
value = 3111

[State 855, 39]
type = ChangeState
trigger1 = AnimTime = 0
value = 3112

;-------------------------------------------------------------------------
[Statedef 3112]
type = A
movetype = H
physics = N
poweradd = 0
velset = 0
ctrl = 0
facep2 = 1
sprpriority = 0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 815, anim]
type = changeanim2
trigger1 = time = 0
value = 3112

[State 855, 39]
type = ChangeState
trigger1 = AnimTime = 0
value = 3113

;-------------------------------------------------------------------------
[Statedef 3113]
type = A
movetype = H
physics = N
poweradd = 0
velset = 0
ctrl = 0
facep2 = 1
sprpriority = 0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 815, anim]
type = changeanim2
trigger1 = time = 0
value = 3113

[State 9520, 51]
type = Lifeadd
trigger1 = time = 3
trigger2 = time = 9
trigger3 = time = 15
trigger4 = time = 20
trigger5 = time = 26
trigger6 = time = 32
trigger7 = time = 37
trigger8 = time = 43
trigger9 = time = 49
trigger10 = time = 54
trigger11 = time = 60
trigger12 = time = 66
trigger13 = time = 71
trigger14 = time = 77
trigger15 = time = 83
value = -10

[State 9520, 51]
type = Lifeadd
trigger1 = time = 85
value = -340

[State 815, anim]
type = sprpriority
trigger1 = time = [0,7]
trigger2 = time = [16,23]
trigger3 = time = [32,39]
trigger4 = time = [48,55]
trigger5 = time = [64,71]
trigger6 = time = [80,85]
value = 0

[State 815, anim]
type = sprpriority
trigger1 = time = [8,15]
trigger2 = time = [24,31]
trigger3 = time = [40,47]
trigger4 = time = [56,63]
trigger5 = time = [72,79]
value = 2

[State 3103, vel]
type = Velset
trigger1 = time = [0,5]
trigger2 = time = [16,21]
trigger3 = time = [32,37]
trigger4 = time = [48,53]
trigger5 = time = [64,69]
trigger6 = time = [80,85]
x = 15

[State 3103, vel]
type = Velset
trigger1 = time = [6,7]
trigger2 = time = [22,23]
trigger3 = time = [38,39]
trigger4 = time = [54,55]
trigger5 = time = [70,71]
x = 5

[State 3103, vel]
type = Velset
trigger1 = time = [8,13]
trigger2 = time = [24,29]
trigger3 = time = [40,45]
trigger4 = time = [56,61]
trigger5 = time = [72,77]
x = -15

[State 3103, vel]
type = Velset
trigger1 = time = [14,15]
trigger2 = time = [30,31]
trigger3 = time = [46,47]
trigger4 = time = [62,63]
trigger5 = time = [78,79]
x = -5

[State 855, 39]
type = ChangeState
trigger1 = time = 85
value = 3114

;------------------------------------------------------------------------
[Statedef 3114]
type = S
movetype = H
physics = S
poweradd = 0
velset = 0
ctrl = 0
sprpriority = 2

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 1105, vel]
type = Velset
trigger1 = 1
x = -4

[State 1105, vel]
type = Velset
trigger1 = time < 2
y = -4

[State 1105, vel]
type = Veladd
trigger1 = time > 1
y = .5

[State 815, anim]
type = changeanim
trigger1 = time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 815, anim]
type = changeanim
trigger1 = time = 0
trigger1 = !SelfAnimExist(5052)
value = 5030

[State 865, 5]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
[Statedef 3150]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 3150
sprpriority = 2
poweradd = -1000

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 3150]
type = NotHitBy
trigger1 = Time <= 30
value = SCA

[State 3150,EnvColor]
type = EnvColor
trigger1 = Time = 0
value = 248,248,248
under = 1
time = 2

[State 3150,EnvColor]
type = EnvColor
trigger1 = Time = 2
value = 0,0,0
under = 1
time = 27

[State 3150,1]
type = AssertSpecial
trigger1 = Time <= 28
flag = noFG

[State 3150,SuperPause]
type = SuperPause
trigger1 = Time = 2
time = 27
movetime = 27
anim = -1
darken = 0
sound = s3000,0
p2defmul = 1

[State 3150,Explod]
type = Explod
trigger1 = Time = 2
anim = F3000
postype = p1
pos = -4,-69
sprpriority = 1
supermove = 1
supermovetime = 9999
bindtime = 1
ownpal = 1

[State 3150,Explod]
type = Explod
trigger1 = Time = 2
anim = F3500
postype = p1
pos = -4,-69
sprpriority = 5
supermove = 1
supermovetime = 9999
bindtime = 1
ownpal = 1

[State 3150,HitDef]
type = HitDef
trigger1 = P2stateno != 40 && P2stateno != [120,153]
trigger1 = Time = 0
attr = S,ST
hitflag = M
priority = 7, Miss
sparkno = s-1
sparkxy = -15,-75
sprpriority = 1
p2facing = 1
p1stateno = 3151
p2stateno = 3160
fall = 1
fall.recover = 0
numhits = 0
hitsound = s2,20

[State 3150,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = s1,3
persistent = 0

[State 3150,ChangeState]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 3151]
type    = S
movetype= A
physics = N
anim = 3151
sprpriority = 2

[State 910,PosAdd]
type = PosAdd
trigger1 = FrontEdgeBodyDist < 100 && Time = 0
x = -75

[State 960,Width]
type = Width
trigger1 = AnimElem = 1
value = 0,60

[State 3151,EnvColor]
type = EnvColor
trigger1 = AnimElem = 2,>=0
value = 0,0,0
under = 1
time = 1

[State 3151,1]
type = AssertSpecial
trigger1 = AnimElem = 2,>=0
flag = noFG

[State 3151,Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 8120
postype = p1
pos = 60,-50
sprpriority = 5
supermove = 1
bindtime = 1
ownpal = 1

;---------------------------
[State 910,TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 45,0
[State 910,TargetBind]
type = TargetBind
trigger1 = AnimElem = 2
pos = 35,0
[State 960,TarGetBind]
type = TarGetBind
trigger1 = AnimElem = 3
pos = 40,0
[State 960,TarGetBind]
type = TarGetBind
trigger1 = AnimElem = 4
pos = 65,0
;---------------------------

[State 960,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3152
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 3152]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 3152
sprpriority = 3
poweradd = 0

[State 3152,EnvColor]
type = EnvColor
trigger1 = 1
value = 0,0,0
under = 1
time = 1

[State 3152,1]
type = AssertSpecial
trigger1 = 1
flag = noFG

[State 3152,Explod]
type = Explod
trigger1 = Time = 0
trigger1 = Facing = 1
anim = 3170
ID = 3170
pos = -320,0
postype = right
sprpriority = -9
supermove = 1
removetime = -1
ignorehitpause = 1
ownpal = 1
bindtime = -1

[State 3152,Explod]
type = Explod
trigger1 = Time = 0
trigger1 = Facing = -1
anim = 3170
ID = 3170
pos = 319,0
postype = left
facing = -1
sprpriority = -9
supermove = 1
removetime = -1
ignorehitpause = 1
ownpal = 1
bindtime = -1

[State 910,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3001,6

[State 910,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,37
cannel = 5

[State 3152]
type = PosAdd
trigger1 = Time = 0
x = 80

[State 3152]
type = VelSet
trigger1 = 1
y = -1

[State 3152]
type = VelSet
trigger1 = 1
x = .5

[State 3152]
type = TargetState
trigger1 = Time = 0
value = 3161

;---------------------------
[State 910,TargetBind]
type = TargetBind
trigger1 = Time = 0
pos = -40,-75
time = 999
;---------------------------

[State 960,SprPriority]
type = SprPriority
trigger1 = Time = 0
value = -2

[State 920,ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 960,7]
type = ChangeState
trigger1 = ScreenPos Y <= 170
trigger1 = Vel Y < 0
value = 3153

;---------------------------------------------------------------------------
[Statedef 3153]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 3153
sprpriority = 2
poweradd = 0

[State 3153,EnvColor]
type = EnvColor
trigger1 = 1
value = 0,0,0
under = 1
time = 1

[State 3153,1]
type = AssertSpecial
trigger1 = 1
flag = noFG

[State 3153,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = -100
kill = 0

[State 3153,Explod]
type = Explod
trigger1 = Time = 0
anim = 3172
postype = p2
pos = 0,-6
sprpriority = -3
supermove = 1
supermovetime = 9999
bindtime = 1
ownpal = 1
scale = 1.1,1.1

[State 700,1]
type = RemoveExplod
trigger1 = Time = 0
id = 3170

[State 3153,Explod]
type = Explod
trigger1 = AnimElem = 10
anim = 3171
ID = 3171
pos = -320,-5
postype = right
sprpriority = -9
supermove = 1
ownpal = 1
removetime = -1
bindtime = -1

[State 910,PosAdd]
type = PosAdd
trigger1 = FrontEdgeBodyDist < 50 && Time = 0
x = -50

[State 1030,EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 15
ampl = -5

[State 910,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,38

[State 3153]
type = TargetState
trigger1 = Time = 0
value = 3162

;---------------------------
[State 910,TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 40,-165
[State 910,TargetBind]
type = TargetBind
trigger1 = AnimElem = 2
pos = 40,-145
[State 910,TargetBind]
type = TargetBind
trigger1 = AnimElem = 3
pos = 10,-145
[State 910,TargetBind]
type = TargetBind
trigger1 = AnimElem = 4
pos = 10,-125
[State 910,TargetBind]
type = TargetBind
trigger1 = AnimElem = 5
pos = 20,-125
[State 910,TargetBind]
type = TargetBind
trigger1 = AnimElem = 6
pos = 50,-85
[State 910,TargetBind]
type = TargetBind
trigger1 = AnimElem = 7
pos = 30,-85
[State 910,TargetBind]
type = TargetBind
trigger1 = AnimElem = 8
pos = 23,-85
[State 910,TargetBind]
type = TargetBind
trigger1 = AnimElem = 9
pos = -30,-125
[State 910,TargetBind]
type = TargetBind
trigger1 = AnimElem = 10
pos = -45,-55
[State 910,TargetBind]
type = TargetBind
trigger1 = AnimElem = 11
pos = 35,-45
[State 910,TargetBind]
type = TargetBind
trigger1 = AnimElem = 12
pos = 33,-85
[State 910,TargetBind]
type = TargetBind
trigger1 = AnimElem = 13
pos = -30,-125
;---------------------------

[State 920,ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 910,PlaySnd]
type = PlaySnd
trigger1 = AnimTime = 0
value = s3001,7

[State 910,PlaySnd]
type = PlaySnd
trigger1 = AnimTime = 0
value = s2,39
cannel = 5

[State 910]
type = PosAdd
trigger1 = AnimTime = 0
y = -30

[State 871,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3154
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 3154]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 3154
velset = 0,1.5
sprpriority = 2
poweradd = 0

[State 3154,EnvColor]
type = EnvColor
trigger1 = 1
value = 0,0,0
under = 1
time = 1

[State 3154,1]
type = AssertSpecial
trigger1 = 1
flag = noFG

[State 920,ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 3154,Explod]
type = Explod
trigger1 = Time = 0 && NumExplod(3170)
anim = 3170
postype = Left
pos = ifelse(facing = -1,320,0),0
sprpriority = -7
id = 3170
supermove = 1
ownpal = 1
bindtime = -1
removetime = 9999
facing = facing
scale = 1.1,1.1

[State 3154]
type = TargetState
trigger1 = Time = 0
value = 3163

;---------------------------
[State 910,TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = -40,-50
[State 910,TargetBind]
type = TargetBind
trigger1 = AnimElem = 2
pos = -30,-50
[State 910,TargetBind]
type = TargetBind
trigger1 = AnimElem = 3
pos = 0,-50
[State 910,TargetBind]
type = TargetBind
trigger1 = AnimElem = 4
pos = 30,-50
[State 910,TargetBind]
type = TargetBind
trigger1 = AnimElem = 5
pos = 40,-50
[State 910,TargetBind]
type = TargetBind
trigger1 = AnimElem = 6
pos = 30,-50
[State 910,TargetBind]
type = TargetBind
trigger1 = AnimElem = 7
pos = -10,-50
[State 910,TargetBind]
type = TargetBind
trigger1 = AnimElem = 8
pos = -35,-50
;---------------------------

[State 960,SprPriority]
type = SprPriority
trigger1 = AnimElem = 2
value = -2
[State 960,SprPriority]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 871,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3154
ctrl = 0

[State 1212]
type = Turn
trigger1 = Pos Y >= 0

[State 871,ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 3155
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 3155]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 3155
sprpriority = 2
poweradd = 0

;[State 3155,EnvColor]
;type = EnvColor
;trigger1 = 1
;value = 0,0,0
;under = 1
;time = 1

[State 3155,1]
type = AssertSpecial
trigger1 = Time <= 35
flag = noFG

[State 910,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,40

[State 3155,EnvColor]
type = EnvColor
trigger1 = Time = 0
value = 0,0,0
under = 1
time = 35

[State 3155,Explod]
type = Explod
trigger1 = Time = 0
anim = 3173
postype = p1
pos = 0,-15
sprpriority = -3
supermove = 1
supermovetime = 9999
bindtime = 1
ownpal = 1
scale = 1.1,1.1

[State 700,1]
type = RemoveExplod
trigger1 = Time = 0
id = 3171

[State 3155]
type = TargetState
trigger1 = Time = 0
value = 3164

[State 116,VelSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 811, humo]
type = Explod
trigger1 = AnimElem = 1
id = 8150
anim = 8150
pos = 0,-6
postype = P1
sprpriority = -1
ownpal = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)
removeongethit = 1

[State 960,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = -200

[State 1030,EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 30
ampl = -10

[State 960,TarGetBind]
type = TarGetBind
trigger1 = AnimElem = 1
pos = 30,-10

[State 116]
type = VelSet
trigger1 = Time >= 35
x = -3

[State 116,VelSet]
type = PosAdd
trigger1 = Time = 35
trigger2 = Time = 38
trigger3 = Time = [42,45]
trigger4 = Time = 47
trigger5 = Time = 50
y = -2
[State 116,VelSet]
type = PosAdd
trigger1 = Time = [36,37]
trigger2 = Time = [39,41]
trigger3 = Time = 46
y = -3
[State 116,VelSet]
type = PosAdd
trigger1 = Time = [48,49]
trigger2 = Time = [51,53]
trigger3 = Time = [55,56]
y = -1
[State 116,VelSet]
type = PosAdd
trigger1 = Time = 54
trigger2 = Time = 57
y = 0
[State 116,VelSet]
type = PosAdd
trigger1 = Time = 58
trigger2 = Time = [60,61]
y = 2
[State 116,VelSet]
type = PosAdd
trigger1 = Time = 59
trigger2 = Time = [62,64]
trigger3 = Time = 66
y = 3
[State 116,VelSet]
type = PosAdd
trigger1 = Time = 65
y = 4
[State 116,VelSet]
type = PosAdd
trigger1 = Time >= 67
y = 5

[State 871,ChangeState]
type = ChangeState
trigger1 = Time >= 67
trigger1 = Pos Y >= 0
value = 3156
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 3156]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 3156
sprpriority = 2

[State 116,VelSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 300,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s1,0

[State 300,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 3160]
type    = S
movetype= H
physics = S
velset = 0,0
sprpriority = -1

[State 920,ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 970,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3160

;---------------------------------------------------------------------------
[Statedef 3161]
type    = A
movetype= H
velset = 0,0
sprpriority = -1

[State 920,ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 970,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3161

;---------------------------------------------------------------------------
[Statedef 3162]
type    = A
movetype= H
velset = 0,0
sprpriority = -1

[State 920,ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 970,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3162

;---------------------------------------------------------------------------
[Statedef 3163]
type    = A
movetype= H
velset = 0,0
sprpriority = -1

[State 920,ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 970,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3163

;---------------------------------------------------------------------------
[Statedef 3164]
type    = S
movetype= H
physics = N
ctrl = 0
sprpriority = -1

[State 1212]
type = Turn
trigger1 = Time = 0

[State 970,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3164

[State 970,ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 2174 && AnimTime = 0
value = 5070

[State 871,VelSet]
type = PosSet
trigger1 = Time = 35
y = 30

[State 871,VelSet]
type = VelSet
trigger1 = Time = 36
y = -8

[State 871,VelSet]
type = VelSet
trigger1 = Time = 36
x = -4

[State 871,VelAdd]
type = VelAdd
trigger1 = Time >= 36
y = .5

[State 916,VelSet]
type = VelSet
triggerall = Time > 36
trigger1 = Vel Y > 0 && Pos Y >= 0
x = -2

[State 871,ChangeState]
type = SelfState
triggerall = Time > 36
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
[Statedef 3200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 3200
ctrl = 0
poweradd = -1000

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

;---------------------[c]
[State 1]
type = null;NotHitBy 
trigger1 = animelem = 3,<=0
trigger2 = movehit
value = SCA

[State 3200, 2]
type = SuperPause
trigger1 = time = 1
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 7050
sprpriority = -1
postype = p1
pos = 20,-74
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 7000
sprpriority = 3
postype = p1
pos = 20,-74
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 4
persistent = 0
ignorehitpause = 1
time = 25
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,2

;---------------------[c]
[State 800, 1]
type = HitDef
Trigger1 = p2stateno != [120,159]
Trigger1 = p2stateno != 40
trigger1 = p2statetype != A
attr = S, HT
damage = 0,0
hitflag = M
priority = 6, Miss
sparkno = -1
sprpriority = 5
p2facing = 1
p1stateno = 3201
p2stateno = 3220
p2facing = 1 
kill = 0

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

;---------------------------------------------------------------------------
[Statedef 3201]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= 0
anim = 3201
ctrl = 0
sprpriority = 1


;---------------------[c]
[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 7050
sprpriority = -1
postype = p1
pos = 20,-74
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 7000
sprpriority = 3
postype = p1
pos = 20,-74
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 25
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 3000,2

;---------------------[c]
[State 2000, 6]
type = PlaySnd
trigger1 = time = 10
value = 3001,8

[State 2000, 6]
type = null;PlaySnd
trigger1 = animelem = 5
value = 2,0

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 10
value = 3001,9

;---------------------[c]
[State explod]
type = Explod
trigger1 = animelem = 5
anim = F7
id = 3000
sprpriority = 3
postype = p1
pos = 50,-84
bindtime = 1
supermove = 0
under = 0
ignorehitpause = 0

;---------------------[c]
[state a]
type = statetypeset
trigger1 = animelem = 13
value = A

[state a]
type = velset
trigger1 = animelem= 13
y = -6

[state a]
type = veladd
trigger1 = animelem = 13,>=0
y = 0.4

;---------------------[c]
[state a]
type = targetstate
trigger1 = animelem = 5
value = 3221

[state a]
type = targetstate
trigger1 = animelem = 7
value = 3222

[State 801, 2]
type = TargetBind
trigger1 = time = 0
pos = 46,0

;----------------------------------------------------------------------
[State 3201,3]
type = Explod
trigger1 = time = 0
anim = 7300
ID = 7300
pos = -40,-35
postype = left ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 9999
vel = 0,0
accel = 0,0
random = 0,0
removetime = 9999
scale = 1.3,1.3
under = 1
pausemovetime = 9999
supermovetime = 9999
sprpriority = -7
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3201, 3]
type = Explod
triggerall = numexplod(7300) = 1
triggerall = numexplod(7350) = 0
trigger1 = time = 0
anim = 7350
ID = 7350
pos = -40,-35
postype = left ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 9999
vel = 0,0
accel = 0,0
random = 0,0
removetime = 9999
scale = 1.3,1.3
under = 1
pausemovetime = 9999
supermovetime = 9999
sprpriority = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

;---------------------[c]
[state 00]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3202

;---------------------------------------------------------------------------
[Statedef 3202]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= 0
anim = 3202
sprpriority = 1
ctrl = 0


;---------------------[c]
[state a]
type = posset
trigger1 = time = 0
y = 0

;---------------------[c]
[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 1
value = 3001,10

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 1
value = 2,41

;---------------------[c]
[State explod]
type = Explod
trigger1 = time = 0
anim = 3205
id = 3000
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = -1
under = 0
ignorehitpause = 0
trans = addalpha
alpha = 360-120,120
scale = const(size.xscale),const(size.yscale)

[state a]
type = removeexplod
trigger1 = animelemtime(4) = 40
ID = 3000

[State explod]
type = Explod
trigger1 = animelemtime(4) = 40
anim = 3206
id = 3000
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ignorehitpause = 0
trans = addalpha
alpha = 360-120,120
scale = const(size.xscale),const(size.yscale)

[State explod]
type = Explod
trigger1 = time = 0
anim = 3207
id = 3100
sprpriority = -1
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ignorehitpause = 0
trans = addalpha
alpha = 360-120,120
scale = const(size.xscale),const(size.yscale)

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 1
time = 40
ampl = -8
freq = 95
phase = 95

;---------------------[c]
[State 2900, 1];
type = helper
trigger1 = time = 0
id = 1000
persistent = 0
name = "hasira"
pos = 0,0
postype = P1
stateno = 3210
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------------------------------------------------------------
[State 3202,2]
type = RemoveExplod
trigger1 = animelem = 7
ID = 7300

[State 3202,2]
type = RemoveExplod
trigger1 = animelem = 7
ID = 7350

;---------------------[c]
[state 00]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;(HELPER)
[Statedef 3210]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 3210
velset = 0,0
sprpriority = 5


;---------------------[c]
[State 2]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype = up
damage = 972,20
priority = 10, Hit
getpower = 0,0
hitflag = MAFLD
guardflag = N
pausetime = 0,25
sparkno = 7
sparkxy = -1,-120
hitsound   = s2,2
guard.sparkno = 6
guardsound = s2,4
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-14
air.velocity = -1,-14
envshake.time = 12
envshake.ampl = 8
fall = 1
air.fall = 1
fall.recover = 0

[State 191, 4] 
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;(ENEMY)
[Statedef 3220]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3220

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

;---------------------------------------------------------------------------
;(ENEMY)
[Statedef 3221]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3221

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

;---------------------------------------------------------------------------
;(ENEMY)
[Statedef 3222]
type    = A
movetype= H
physics = N
velset = -0.5,-14
sprpriority = 1

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 1]
type = null;screenbound
trigger1 = 1
value = 1
movecamera = 1

[state a]
type = veladd
trigger1 = 1
y = 0.4

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;---------------------------------------------------------------------------
[Statedef 3250]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 3250
ctrl = 0
poweradd = -1000

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

;---------------------[c]
[state a]
type = varset
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0

;---------------------[c]
[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA

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

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = F3000
sprpriority = -1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = F3500
sprpriority = 1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[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 = 30
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,0

;---------------------[c]
[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 3001,11

;---------------------[c]
[state a]
type = changestate
trigger1 = animtime = 0
value = 3251

;---------------------------------------------------------------------
[Statedef 3251]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 3251
ctrl = 0

;---------------------[c]
[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA

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

;---------------------[c]
[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 3001,12

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2,42

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 3260
id = 3260
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

;---------------------[c]
[State 2900, 1]
type = helper
trigger1 = time = 0
id = 3262
persistent = 0
name = "muni"
pos = 0,-240
postype = back
stateno = 3262
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[c]
[state a]
type = changestate
trigger1 = time = 100
value = 3252

;-------------------------------------------------------------------
[Statedef 3252]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 3252
ctrl = 0

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

[state a]
type = removeexplod
trigger1 = time = 0
is = 3260

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 3261
id = 3261
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

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

;----------------------------------------------------------------------
[Statedef 3262]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3262

;---------------------[c]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = null;;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 3270

;---------------------[c]
[State 2]
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 5
trigger2 = hitcount <= 14
attr = S, HP
animtype  = hard
damage    = 19,5
getpower = 0,0
guardflag = M
numhits = 1
pausetime = 0,6
guard.pausetime = 0,8
sparkno = 7
sparkxy = -2,floor(enemy,pos y)+180
hitsound = s2,0
guard.sparkno = 6
guardsound = s2,4
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-8),-6
air.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-8),-6.5
fall = 1
air.fall = 1
fall.recover = 0
nochainid = 3250

[State 2]
type = HitDef
trigger1 = hitcount = 15
attr = S, HP
animtype  = diagup
damage    = 20,5
getpower = 0,0
guardflag = M
numhits = 1
pausetime = 0,6
guard.pausetime = 0,8
sparkno = 7
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = s2,0
guard.sparkno = 6
guardsound = s2,4
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8,-8
air.velocity = -8,-8.5
fall = 1
air.fall = 1
fall.recover = 0
id = 3250

;---------------------[c]
[state a]
type = destroyself
trigger1 = hitcount >= 16
trigger2 = root,stateno != 3251

;-------------------------------------------------------------------------
[Statedef 3270]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 8,0
ctrl = 0
anim = 3270

;---------------------[c]
[state a]
type = varset
trigger1 = time = 0
trigger1 = prevstateno != 3270
v = 14
value = 8

[state a]
type = varadd
trigger1 = movecontact
v = 14
value = -1

;---------------------[c]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 3270

;---------------------------------------------------------------------------
[Statedef 3300]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 3300
ctrl = 0
sprpriority = 2
poweradd = -1000

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[state 190]
type = envcolor
trigger1 = time = 0
time = 2
value = 255,255,255
under = -2

[State 3300,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,34]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[State 3300,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = animelem = 2
time = 30
movetime = 30
anim = -1
darken = 0
unhittable = 1
sound = S3000,1

[State 820, 1]
type = notHitBy
trigger1 = 1
value = SCA, AA, AP
time = 1

[State -3, 3]
type = PlaySnd
trigger1 = animelem = 3
value = S3001,13

[State -3, 3]
type = PlaySnd
trigger1 = animelem = 3
value = S2,43

[state 195]
type = Explod
trigger1 = animelem = 2
anim = 7050
postype = p1
pos = 0,-113
sprpriority = -1
supermove = 1

[state 195]
type = Explod
trigger1 = animelem = 2
anim = 7000
postype = p1
pos = 0,-113
sprpriority = 5
supermove = 1

[State 240, 4]
type = Explod
trigger1 = animelem = 4
anim = 3301
scale = 1.06,1.075
id = 3301
postype = back
pos = 0,0
sprpriority = -5
supermove = 1
removetime = -1
ownpal = 1
removeongethit = 1
bindtime = -1

[State 4100,1]
type = Helper
trigger1 = movehit
trigger1 = numhelper(3300) = 0
trigger1 = p2stateno = 3302 || p2stateno = 3304
ID = 3300
name = "sound"
postype = p1
pos = 0,0
sprpriority = 2
stateno = 3303
helpertype = normal
keyctrl = 0
ownpal = 1
persistent = 0

[State 1034, 2]
type = Projectile
projID = 3305
trigger1 = AnimElem = 6, >= 0
trigger6 = AnimElem = 21, <= 0
projremove = 1
Projremovetime = 1
projremanim = 1
projhitanim = 3305
projpriority = 999999999
projanim = 3305
offset = 0,0
guard.dist = 150

[State 210, 2]
type = HitDef
triggerall = enemy,stateno != 3304
triggerall = enemy,statetype != A
triggerall = enemy,alive = 1
trigger1 = AnimElem = 6
trigger2 = AnimElem = 9
trigger3 = AnimElem = 12
trigger4 = AnimElem = 15
trigger5 = AnimElem = 18
trigger6 = AnimElem = 21
attr = S, HP
animtype  = hard
damage    = 82,20
guardflag = M
guard.dist = 350
hitflag = MAF
pausetime = 0,0
guard.pausetime = 0,1
sparkno = 7
guard.sparkno = 6
sparkxy = 0,-75 + var(12)
hitsound   = S2,0
guardsound = S2,4
ground.type = High
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = 0
guard.velocity = -6
air.velocity = 0
air.juggle = 15
p2facing = 1
p2stateno = 3302
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 210, 2]
type = HitDef
triggerall = enemy,stateno != 3304
triggerall = enemy,statetype = A
triggerall = enemy,alive = 1
trigger1 = AnimElem = 6
trigger2 = AnimElem = 9
trigger3 = AnimElem = 12
trigger4 = AnimElem = 15
trigger5 = AnimElem = 18
trigger6 = AnimElem = 21
attr = S, HP
animtype  = hard
damage    = 82,20
guardflag = M
hitflag = MAF
pausetime = 0,0
guard.pausetime = 0,1
sparkno = 7
guard.dist = 350
guard.sparkno = 6
sparkxy = 0,-75 + var(12)
hitsound   = S2,0
guardsound = S2,4
ground.type = High
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = 0
guard.velocity = -6
air.velocity = 0
air.juggle = 15
p2facing = 1
p2stateno = 3304
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
absolute = 1

[State 107, 2]
type = ChangeState
trigger1 = animtime = 0
value = 3301

;-----------------------------------------------------------------
[Statedef 3301]
type    = S
movetype= I
physics = N
juggle  = 4
poweradd = 0
velset = 0,0
anim = 3302
ctrl = 0
sprpriority = 2

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = time = [0,5]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[State 240, 4]
type = RemoveExplod
trigger1 = time = 0
trigger2 = p2life = 0
trigger3 = movetype = H
id = 3301

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

;--------------------------------------------------------------------
[Statedef 3302]
type    = S
movetype= H
physics = N
juggle  = 4
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 2

[State 240, 4]
type = null;lifeadd
trigger1 = time = 0
value = -60
absolute = 1

[State 4000, PalFX]
type = PalFX
trigger1 = time < 80
time = 1
color = 0
add = 0,90,0
ignorehitpause = 1

[State 4000, PalFX]
type = PalFX
trigger1 = time >= 80
trigger1 = Time % 2 = 0
time = 1
color = 0
add = 0,40,0
ignorehitpause = 1

[State 821, 4]
type = posset
trigger1 = time = 0
y = 0

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 3303

[State 106, 3]
type = changestate
trigger1 = time = 100
value = 3308

;--------------------------------------------------------------------------
[Statedef 3303]
type    = S
movetype= H
physics = N
juggle  = 4
poweradd = 0
anim = 10000
velset = 0,0
ctrl = 0
sprpriority = 2

[State -3, 3]
type = PlaySnd
trigger1 = enemy,animelem = 4
value = S2,44
persistent = 0

[State x]
type = Explod
trigger1 = p2stateno = 3308
anim = 1366
postype = p2
;bindtime = -1
pos = 0,-50
sprpriority = 5
persistent = 0

[State -3, 3]
type = PlaySnd
trigger1 = p2stateno = 3308
value = S2,45
persistent = 0

[State 821, 4]
type = destroyself
trigger1 = enemy,stateno = 3308
trigger2 = parent,stateno = 3300
trigger2 = parent,animelem = 1
trigger2 = enemy,stateno = 3302
trigger3 = enemy,stateno != 3302
trigger3 = enemy,stateno != 3304
trigger3 = enemy,stateno != 3308
trigger4 = numhelper(3300) >= 2

;--------------------------------------------------------------------------
[Statedef 3304]
type    = S
movetype= H
physics = N
juggle  = 4
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 2

[State 240, 4]
type = null;lifeadd
trigger1 = time = 0
value = -60
absolute = 1

[State 821, 4]
type = velset
trigger1 = time = 0
y = 6

[State 821, 4]
type = veladd
trigger1 = time >= 0
y = .3

[State 4000, PalFX]
type = PalFX
trigger1 = 1
time = 1
color = 0
add = 0,90,0
ignorehitpause = 1

[State 4000, PalFX]
type = PalFX
trigger1 = time >= 70
trigger1 = Time % 2 = 0
time = 1
color = 0
add = 0,40,0
ignorehitpause = 1

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 3304

[State 106, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3302

;---------------------------------------------------------------------------
[Statedef 3308]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[State 5050, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 3308

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
[State -1]
type = ChangeState
value = 3300
triggerall = var(59) = 1
triggerall = random <= 20
triggerall = power >= 2000
triggerall = p2life > 0
triggerall = statetype != A
triggerall = p2statetype != A
triggerall = p2statetype != L
Triggerall = enemy,stateno != 1036
Triggerall = enemy,stateno != 1037
Triggerall = enemy,stateno != 3310
triggerall = enemy,stateno != 150
triggerall = enemy,stateno != 152
triggerall = enemy,stateno != 154
trigger1 = P2BodyDist X > 30
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 230
trigger4 = movecontact
trigger5 = stateno = 431
trigger5 = movecontact
trigger6 = stateno = 440
trigger6 = movecontact
trigger7 = P2BodyDist X > 70
trigger7 = ctrl
trigger7 = p2movetype = A

;---------------------------------------------------------------------------
[Statedef 3350]
type = S
physics = S
movetype = A
anim = 3350
velset = 0,0
ctrl = 0
juggle = 7
poweradd = -1000

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,200]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 3350,AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 147
length = 10
palcolor = 256
palinvertall = 0
palbright = 1,1,1
palcontrast = 10,120,10
palpostbright = 0, 0, 0
paladd = 0,0,0
palmul = 1,1,1
timegap = 2
framegap = 3
trans = add1

[State 3350, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 3000,1

[State 3350, SuperPause]
type = superpause
Trigger1 = time = 0
time = 30
movetime = 30
anim = -1
darken = 0
unhittable = 1
sound = S1000,4

[State 3350, Super]
type = Helper
trigger1 = Time = 1
persistent = 0
id = 7900
name = "Hiper"
pos = 8,-100
postype = P1
stateno = 7999
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 170, 1]
type = NotHitBy
Trigger1 = time = 0
value = SCA
time = 80

[State 107, 1]
type = PlaySnd
Trigger1 = animElem = 2
value = S3001,14

[State 107, 1]
type = PlaySnd
Trigger1 = AnimElem = 16
Trigger2 = AnimElem = 26
Trigger3 = AnimElem = 36
value = S2,46

[State a]
type = Explod
Trigger1 = animtime = 0
anim = 3371
postype = p1
pos = 0,0
sprpriority = 2
under = 0
trans = addalpha
alpha = 320-70,70
scale = const(size.xscale),const(size.yscale)

[State 811, humo]
type = Explod
trigger1 = AnimElem = 15
trigger2 = AnimElem = 19
trigger3 = AnimElem = 23
trigger4 = AnimElem = 27
trigger5 = AnimElem = 32
trigger6 = AnimElem = 36
trigger7 = AnimElem = 40
id = 8150
anim = 8150
pos = 5,0
postype = P1
sprpriority = -1
ownpal = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)
removeongethit = 1

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
trigger9 = AnimElem = 11
trigger10 = AnimElem = 12
attr = A, NA
damage = 47,10
animtype = digup
getpower = 70,10
givepower = 10,5
guardflag = HA
hitflag = MAF
pausetime = 7,7
sparkno = S1366
guard.sparkno = 6
sparkxy = -10,-70
hitsound = S2,12
guardsound = S2,4
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -3, -3.5
air.velocity = -2.5,-3
fall = 1
p2stateno = 3360
p2facing = 1
air.juggle = 7
palfx.time = 40
palfx.add = 0,170,0
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1

[State 210, 2]
type = HitDef
Trigger1 = AnimElem = 13
Trigger2 = AnimElem = 14
attr = S, HP
animtype  = hard
getpower = 100
givepower = 10,5
damage = 470,10
hitflag = A
guardflag = M
guard.sparkno = 6
pausetime = 0,10
guard.pausetime = 7,7
sparkno = S1366
sparkxy = -10,-70
hitsound = S2,12
guardsound = S2,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -6
fall = 1
p2stateno = 3360
p2facing = 1
air.juggle = 7

[State 210, 2]
type = HitDef
Triggerall = movehit = 0
Trigger1 = AnimElem = 15
Trigger2 = AnimElem = 16
Trigger3 = AnimElem = 17
Trigger4 = AnimElem = 18
Trigger5 = AnimElem = 19
Trigger6 = AnimElem = 20
Trigger7 = AnimElem = 21

Trigger8 = AnimElem = 25
Trigger9 = AnimElem = 26
Trigger10 = AnimElem = 27
Trigger11 = AnimElem = 28
Trigger12 = AnimElem = 29
Trigger13 = AnimElem = 30
Trigger14 = AnimElem = 31

Trigger15 = AnimElem = 35
Trigger16 = AnimElem = 36
Trigger17 = AnimElem = 37
Trigger18 = AnimElem = 38
Trigger19 = AnimElem = 39
Trigger20 = AnimElem = 36
Trigger21 = AnimElem = 37
attr = S, NA
animtype  = hard
getpower = 100
givepower = 10,5
damage = 470,20
attr = S, HP
guardflag = M
guard.sparkno = 6
pausetime = 0,0
guard.pausetime = 14,14
sparkno = S1366
sparkxy = -10,-70
hitsound   = S2,12
guardsound = S2,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
fall = 1
p2stateno = 3360
p2facing = 1
air.juggle = 7
;persistent = 0

[State 210, 2]
type = HitDef
;Triggerall = movehit = 0
Triggerall = p2stateno = 3362
Triggerall = enemy,life = 0
Trigger1 = AnimElem = 35
Trigger2 = AnimElem = 36
Trigger3 = AnimElem = 37
Trigger4 = AnimElem = 38
Trigger5 = AnimElem = 39
Trigger6 = AnimElem = 40
Trigger7 = AnimElem = 41
attr = S, HP
animtype  = hard
getpower = 100
givepower = 10,5
damage  = 470,30
hitflag = MAF
guardflag = M
guard.sparkno = 6
pausetime = 0,0
guard.pausetime = 18,18
sparkno = S1366
sparkxy = -10,-70
hitsound   = S2,12
guardsound = S2,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -6
fall = 1
p2stateno = 3360
p2facing = 1
air.juggle = 7
persistent = 0

[State 4100,1]
type = Helper
Trigger1 = movehit
Trigger1 = numhelper(3350) = 0
ID = 3350
name = "fire"
sprpriority = 4
pos = 0,0
postype = back
stateno = 3364
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 107, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 3360]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -3

[State 5050, 1]
type = palfx
Trigger1 = 1
time = 10
add = 0,110,0
sinadd = 30,30,30,10
color = 0
invertall = 1

[State 3360,0]
type = null;posadd
Trigger1 = time = 0
y = -20

[State 3360, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3360

[State 9000, 1]
type = ScreenBound
Trigger1 = 1
movecamera = 1,0

[state 190]
type = changestate
Trigger1 = time = 11
value = 3361

;-------------------------------------------------------------
[Statedef 3361]
type    = A
movetype= H
physics = N
velset = 0,0;-13,-.5
sprpriority = -3

[State 5050, 1]
type = palfx
Trigger1 = 1
time = 40
add = 0,110,0
sinadd = 30,30,30,10
color = 0
invertall = 1

[State 3361,0]
type = velset
Trigger1 = time = 1
x = -15
y = -1.5

[State 9000, 1]
type = ScreenBound
Trigger1 = 1
movecamera = 1,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3361

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage  = 130,20
priority = 9,hit
getpower = 0
givepower = 100
guardflag = MA
hitflag = MAFD
pausetime = 0,0
sparkno = 7
guard.sparkno = 6
sparkxy = -15,-75
hitsound = S2,2
guardsound = S2,4
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
guard.slidetime = 17
guard.hittime = 17
guard.ctrltime = 17
guard.velocity = -9.3
ground.velocity = 6,-9.5
air.velocity = 6,-8
affectteam = f
fall = 1
fall.recover = 0
fall.envshaketime = 15

[state 190]
type = changestate
Trigger1 = backedgedist <= 0
Trigger2 = frontedgedist <= 0
value = 3362

;-----------------------------------------------------------------------
[Statedef 3362]
type    = A
movetype= H
physics = N
velset = 0,0;-13,-.5
sprpriority = -3

[State 9000, 1]
type = ScreenBound
Trigger1 = 1
movecamera = 1,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3363

[State 810, Turn 12]
type = veladd
Trigger1 = animelem = 2, >= 0
y = .3

[State 5050, 6]
type = selfState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Trigger1 = time >= 15
value = 5100

;------------------------------------------------------
[Statedef 3364]
type = S
physics = S
movetype = I
anim = 10000
velset = 0,0
ctrl = 0

[State 107, 1]
type = PlaySnd
Trigger1 = p2stateno = 3362
Trigger2 = p2stateno = 3362
value = S2,38
persistent = 0

[State 107, 1]
type = PlaySnd
Trigger1 = p2stateno = 3362
Trigger1 = (GameTime%10) =1
Trigger1 = enemy,vel y = 0
value = S2,12

[State a]
type = Explod
Trigger1 = p2stateno = 3362
anim = 3372
postype = p2
pos = 0,-80
sprpriority = 7
persistent = 0
ownpal = 1

[State a]
type = Explod
Trigger1 = p2stateno = 3362
anim = 3373
postype = p2
pos = 20,-70
sprpriority = 7
persistent = 0
ownpal = 1

[State a]
type = Explod
Trigger1 = p2stateno = 3362
anim = 3374
postype = p2
pos = 0,-50
sprpriority = 7
persistent = 0
ownpal = 1

[State 5050, 6]
type = destroyself
Trigger1 = p2stateno = 5100

;---------------------------------------------------------------------------
[Statedef 3400]
type = S
movetype = A
physics = S
anim = 3400
ctrl = 0
juggle = 7
velset = 0, 0
poweradd = -1000

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 3400,0]
type = PosFreeze
trigger1 = Time >= 0

[State 6220,1]
type = EnvColor
trigger1 = AnimElem = 5
value = 0, 0, 0
time = 32
under = 1

[State 6220,2]
type = Explod
trigger1 = AnimElem = 5
anim = F3000
ID = 7050
pos = 8,-70
postype = p1
sprpriority = -2
supermove = 1
ownpal = 1
removetime = 30
bindtime = -1

[State 6220,3]
type = Explod
trigger1 = AnimElem = 5
anim = F3500
ID = 7000
pos = 8,-70
postype = p1
sprpriority = 4
supermove = 1
ownpal = 1
removetime = 30
bindtime = -1

[State 6220,4]
type = SuperPause
trigger1 = AnimElem = 5
movetime = 36
time = 36
anim = -1

[State 6220,5]
type = PlaySnd
trigger1 = AnimElem = 5
value = 3000, 0

[State 3000,1]
type = NotHitBy
trigger1 = Time >= 1
value = SCA

[State 3000,0]
type = ChangeState
trigger1 = AnimElem = 5 , >= 0
trigger1 = NumExplod(7000) = 0
value = 3410

;------------------------------------------------------
[Statedef 3410]
type = S
movetype = A
physics = S
anim = 3410

[State 6220,7]
type = PlaySnd
trigger1 = AnimElem = 5
value = 3001, 15

[State 3410,0]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2, 14

[State 3410,0]
type = PosAdd
trigger1 = AnimElem = 6
x = 24

[State 3410,1]
type = PosAdd
trigger1 = AnimElem = 13
x = -24

[State 811, humo]
type = Explod
trigger1 = AnimElem = 8
id = 8200
anim = 8200
pos = -5,0
postype = P1
sprpriority = -1
ownpal = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)
removeongethit = 1

[State 811, humo]
type = Explod
trigger1 = AnimElem = 8
id = 8165
anim = 8165
pos = 90,0
postype = P1
sprpriority = -1
ownpal = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)
removeongethit = 1

[State 3410,2]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype = digup
hitflag = MAF
guardflag = M
damage = 300,10
givepower = 50,10
sparkno = 7
guard.sparkno = 6
sparkxy = -16,-70
hitsound = S2,40
guardsound = S2, 4
pausetime = 7,25
guard.pausetime = 7,25
ground.slidetime = 15
ground.type = High
ground.hittime = 30+ceil(fvar(35))
guard.hittime = 25
ground.velocity = -3.6,-7.7
air.velocity = -3.6,-7.2
fall = 1
recover = 0
fall.recover = 0
air.recover = 0

[State 3410,3]
type = Explod
trigger1 = AnimElem = 8
anim = 3420
ID = 3420
pos = 38,-9
postype = P1
sprpriority = 3
ownpal = 1
removetime = 26
bindtime = 1

[State 3410,1]
type = EnvShake
trigger1 = MoveContact 
persistent = 0
time = 30
ignorehitpause = 1

[State 3410,2]
type = EnvColor
trigger1 = MoveContact 
persistent = 0
value = 255,255,255
time = 2
under = 1
ignorehitpause = 1

[State 3410,16]
type = AfterImageTime
trigger1 = AnimTime = 0
time = 0

[State 3410,0]
type = NotHitBy
trigger1 = Time = [2,7]
trigger2 = Time = [13,17]
trigger3 = Time = [21,25]
trigger4 = Time = [29,37]
value = SCA

[State 6220,17]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 3450]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3450
ctrl = 0
sprpriority = 2
poweradd = -1000
darken = 0
unhittable = 1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 8
value = 2,57

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 3450, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3001,16
volume = 100

[State 3450, 1]
type = PlaySnd
trigger1 = AnimElem = 9
value = S2,48
volume = 150

[State 3450, 1]
type = PlaySnd
trigger1 = AnimElem = 12
value = S200,14
volume = 200

[State 3450, 1]
type = PlaySnd
trigger1 = AnimElem = 14
value = S2,47
volume = 100

[State 3450, 1]
type = PlaySnd
trigger1 = AnimElem = 18
value = S2,43
channel = 1

[State 3450, 1]
type = PlaySnd
trigger1 = animelem = 12
value = 3000,0

[State 3450, Super]
type = Helper
trigger1 = AnimElem = 12
persistent = 0
id = 7899
name = "Hiper"
pos = 60,-83
postype = P1
stateno = 7899
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 3450,3]
type = Explod
trigger1 = Time = 24
anim = 7300
ID = 7300
pos = -40,-35
postype = left ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 9999
vel = 0,0
accel = 0,0
random = 0,0
removetime = 9999
scale = 1.3,1.3
under = 1
pausemovetime = 9999
supermovetime = 9999
sprpriority = -7
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3450, 3]
type = Explod
triggerall = numexplod(7300) = 1
triggerall = numexplod(7350) = 0
trigger1 = time = 24
anim = 7350
ID = 7350
pos = -40,-35
postype = left ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 9999
vel = 0,0
accel = 0,0
random = 0,0
removetime = 9999
scale = 1.3,1.3
under = 1
pausemovetime = 9999
supermovetime = 9999
sprpriority = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3450, Width]
type = Width
trigger1 = Time >= 15
value = 30,0

[State 3300, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 2
value = SCA
time = 20

[State 3460, Helper]
type = Helper
trigger1 = AnimElem = 19
helpertype = Normal
ID = 3460
name = "Shinkuu Hadou-Ken"
postype = p1
pos = 30,70
stateno = 3460
ownpal = 1
bindtime = -1
trans = addalpha
alpha = 360-100,100
scale = const(size.xscale),const(size.yscale)

[State 3450, 1]
type = HitDef
trigger1 = AnimElem = 13
trigger2 = AnimElem = 14
trigger3 = AnimElem = 15
trigger4 = AnimElem = 16
trigger5 = AnimElem = 17
trigger6 = AnimElem = 18
attr = A, NA
damage = 4,2
animtype = digup
getpower = 5,2
givepower = 10,5
guardflag = HA
hitflag = MAF
pausetime = 7,7
sparkno = 7
guard.sparkno = 6
sparkxy = -10,-60
hitsound = S2,0
guardsound = S2,4
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -4, -3.5
air.velocity = -3.5,-3
envshake.time = 12
envshake.ampl = 8
fall = 1
fall.recover = 0

[State 811, humo]
type = Explod
trigger1 = AnimElem = 20
id = 8165
anim = 8165
pos = -22,7
sprpriority = 3
ownpal = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)
removeongethit = 1

[State 811, humo]
type = Explod
trigger1 = AnimElem = 20
id = 8165
anim = 8165
pos = 90,7
sprpriority = 3
ownpal = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)
removeongethit = 1

[State 3450, ChangeState]
type = ChangeState
trigger1 = Time = 141
value = 3451
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 3460]
type = A
movetype = A
ctrl = 0
anim = 3460
sprpriority = 5

[State 3460, BindToParent]
type = sprpriority
trigger1 = 1
value = 5

[State 3460, BindToParent]
type = BindToParent
trigger1 = Time = 0
time = -1
pos = 43,-85

[State 3460, HitDef]
type = HitDef
trigger1 = (Time%3) = 0
trigger1 = Time <= 78
attr = A, NA
damage = 27,10
animtype = digup
getpower = 10,10
givepower = 10,5
guardflag = HA
hitflag = MAF
pausetime = 0,1
sparkno = S3470
guard.sparkno = S3471
sparkxy = -10,-2
hitsound = S2,0
guardsound = S2,4
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -1, -0.7
air.velocity = -1.4,-0.4
envshake.time = 12
envshake.ampl = 8
fall = 1
fall.recover = 0
palfx.time = 40
palfx.add = 0,170,0
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1

[State 3460, HitDef]
type = HitDef
trigger1 = Time = 79
attr = A, NA
damage = 34,10
animtype = digup
getpower = 10,10
givepower = 10,5
guardflag = HA
hitflag = MAF
pausetime = 0,1
sparkno = S3470
guard.sparkno = S3471
sparkxy = -10,-2
hitsound = S2,0
guardsound = S2,4
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -1,-0.7
air.velocity = -1.4,-0.4
envshake.time = 12
envshake.ampl = 8
fall = 1
fall.recover = 0
palfx.time = 40
palfx.add = 0,170,0
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1

[State 3460, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno != 3450

[State 3450, ChangeState]
type = ChangeState
trigger1 = Time = 90
value = 3461

;---------------------------------------------------------------------------
[Statedef 3461]
type = A
movetype = A
ctrl = 0
anim = 3461
sprpriority = 4

[State 3461, BindToParent]
type = BindToParent
trigger1 = Time = 0
time = -1
pos = 43,-85
trans = addalpha
alpha = 360-100,100
scale = const(size.xscale),const(size.yscale)

[State 3461, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent, stateno != 3450

;---------------------------------------------------------------------
[Statedef 3451]
type = S
movetype = I
physics = S
anim = 3451
velset = 0, 0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,20]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 3451, fin]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2,47
volume = 100

[State explod]
type = Explod
trigger1 = animelem = 1
anim = 3461
id = 3461
sprpriority = 4
postype = p1
pos = 43,-85
bindtime = -1
supermove = 0
under = 0
ignorehitpause = 0
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 3202,2]
type = RemoveExplod
trigger1 = Time = 17
ID = 7300

[State 3202,2]
type = RemoveExplod
trigger1 = Time = 17
ID = 7350

[State 3451, 2]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 3451, 2]
type = Turn
trigger1 = P2Dist X < -5

[State 3305, 2]
type = ChangeState
trigger1 = Time = 34
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 3500]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd = -1000
velset = 0,0
anim = 3500
ctrl = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[state a]
type = afterimagetime
trigger1 = time = 0
time = 0

[state a]
type = poweradd
trigger1 = time = 0
trigger1 = var(8) = 0
value = 100

[state a]
type = varset
trigger1 = time = 0
v = 8
value = 0

[State 1]
type = NotHitBy
trigger1 = animelem = 7,<=0
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 5
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 5
anim = F3000
sprpriority = -1
postype = p1
pos = -28,-74
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 15
anim = F3500
sprpriority = 1
postype = p1
pos = -28,-74
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 5
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 8
persistent = 0
ignorehitpause = 1
time = 25
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 5
value = 3000,0

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 1
value = 3001,17

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

[state a]
type = changestate
trigger1 = animtime = 0
value = 3505

;---------------------------------------------------------------------------
[Statedef 3505]
type    = A
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 3505
ctrl = 0

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 1
value = 2,14

[State 811, humo]
type = Explod
trigger1 = AnimElem = 1
id = 8200
anim = 8200
pos = -10,0
sprpriority = 3
ownpal = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)
removeongethit = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 3520
sprpriority = 10
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 3521
sprpriority = 8
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2]
type = HitDef
trigger1 = Time = 0
attr = A, HA
animtype  = hard
damage    = 100,10
getpower = 0,0
guardflag = M
pausetime = 32,32
guard.pausetime = 32,32
sparkno = 7
sparkxy = -10,-65
hitsound   = s2,16
guard.sparkno = 6
guardsound = s2,4
ground.type = high
ground.slidetime = 0
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,-4
fall = 0
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = -5
envshake.freq = 92
envshake.phase = 92

[state a]
type = posadd
trigger1 = time = 0
trigger1 = prevstateno = 3500
x = 18

[state a]
type = velset
trigger1 = time = 1
trigger1 = prevstateno = 3500
x = 18
y = -1

[state a]
type = veladd
trigger1 = time >=2
trigger1 = prevstateno = 3500
y = 0.3

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

[state a]
type = changestate
trigger1 = movehit
value = 3510

[state a] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3509

;----------------------------------------------------------------------
[Statedef 3509]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
anim = 3509
ctrl = 0

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = playsnd
trigger1 = time = 0
value = 1,0

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

;---------------------------------------------------------------------
[Statedef 3510]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
anim = 3510
ctrl = 0

[State 1000, 5]
type = Explod
trigger1 = animelemtime(3) = 1
anim = 3522
sprpriority = 9
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000, 6]
type = helper
trigger1 = animelemtime(3) = 1
id = 3525
persistent = 0
name = "bw"
pos = 0,0
postype = P1
stateno = 3525
helpertype = normal
keyctrl = 0

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = playsnd
trigger1 = animelem = 3
value = 3001,18

[state a];
type = playsnd
trigger1 = animelem = 3
value = 2,40

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

;----------------------------------------------------------------------
[Statedef 3525]
type    = A
movetype= A
physics = S
juggle  = 8
velset = 0,0
anim = 3525
ctrl = 0

[state a]
type = velset
trigger1 = 1
x = 0

[State 1000, 5]
type = Explod
trigger1 = animtime = 0
trigger2 = movecontact
anim = 10000
id = 10000
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 210, 2]
type = HitDef
trigger1 = 1
trigger1 = hitcount <= 1
attr = S, HP
animtype  = digup
damage    = 100,10
guardflag = M
pausetime = 0,0
sparkno = 7
sparkxy = -10,-62
getpower = 0,0
hitsound   = s2,16
guardsound = s2,4
guard.sparkno = 6
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5,-6
air.velocity = -5,-6
air.juggle = 8
fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = -8
envshake.freq = 92
envshake.phase = 92

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

[state a]
type = parentvarset
trigger1 = movehit
v = 4
value = 10

[state a]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
[Statedef 3550]
type    = S
movetype = A
physics = S
juggle = 8
ctrl = 0
velset=0,0
anim = 3550
poweradd = -1000

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 4000, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3550, EnvColor]
type = EnvColor
trigger1 = Time = 0
value = 248, 248, 248
time = 2
under = 1

[State 3550, EnvColor]
type = EnvColor
trigger1 = Time = 0
value = 0, 0, 0
time = 42
under = 1

[State 3550, 4]
type = SuperPause
trigger1 = Time = 0
time = 42
movetime = 42
darken = 0
anim = -1

[State 3550, 1]
type = NotHitBy
trigger1 = AnimElem = 5, < 10
value = SCA

[State 3550, 6]
type = Explod
trigger1 = Time = 1
anim = 7050
sprpriority = -2
postype = p1
pos = -7,-104
bindtime = 1
supermove = 1

[State 3550, 7]
type = Explod
trigger1 = Time = 11
anim = 7000
sprpriority = 4
postype = p1
pos = -7,-104
bindtime = 1
supermove = 1

[State 3550, 8] 
type = PlaySnd
trigger1 = Time = 1
value = 3000,1

[State 3550, Velocity]
type = VelSet
trigger1 = animelem=4,>=0
x = 12.2

[State 811, humo]
type = Explod
trigger1 = AnimElem = 4
id = 8200
anim = 8200
pos = -10,0
sprpriority = 3
ownpal = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)
removeongethit = 1

[State 3550, HitDef]
type = HitDef
trigger1 = animelem=4,>=0
attr = S, HA
damage= 0, 0
animtype  = hard
getpower = 0, 0
givepower = 80, 40
air.animtype = back
priority  = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 0,3
sparkno = 7
guard.sparkno = 6
sparkxy = -20,-72
hitsound = S2,20
guardsound = S2,4
ground.type = Low
ground.slidetime = 15
ground.hittime  = 16
guard.ctrltime = 34
ground.velocity = 0
guard.velocity = -12
air.velocity = 0
yaccel = .5
persistent = 0
p1stateno = 3555
p2stateno = 3560
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 2, 22

[State 3550, 4]
type = ChangeState
trigger1 = moveguarded
value = 3553

[State 3550, ChangeState]
type = ChangeState
trigger1 = Time = 78
value = 3552

;-----------------------------------------------------------
[Statedef 3552]
type = S
movetype = I
physics = S
anim = 3552
velset = 0, 0
ctrl = 0

[State 3552, AfterImageTime]
type = AfterImageTime
trigger1 = AnimElem = 1
time = 0

[State 3552, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------
[Statedef 3553]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3554
sprpriority = 2

[STate 3554]
type=StopSnd
trigger1=Time=0
channel=13

[STate 3554]
type=AfterImagetime
trigger1=Time=5
time=0

[State 3554, 4]
type = ChangeState
trigger1 = animtime=0
value = 0
ctrl=1

;-------------------------------------------------------
[Statedef 3555]
type = S
movetype = A
physics = N
anim = 3555
ctrl = 0
sprpriority = -2

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,999]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 3555, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 3001,19

[State 3555, AfterImageTime]
type = AfterImageTime
trigger1 = AnimElem = 1
time = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=0
value = 2, 24

[State 3555, VelAdd]
type = VelSet
trigger1 = AnimElem = 2
x = 13.8

[State 3555, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1,>=0 && AnimElem = 2,<0
pos = -23,-72

[State 3555, TargetBind]
type=TargetBind
trigger1 = AnimElem = 2,>=0
pos = -10,-63

;[State 3555, Explod]
;type = Explod
;trigger1 = AnimElem = 1
;anim = 1420
;id = 1420
;pos = -50,0
;postype = P1
;sprpriority = 8
;facing = 1
;ownpal = 0
;persistent = 0
;ignorehitpause = 1
;removeongethit = 1

[State 3555, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 8100
id = 8100
pos = 40,0
postype = P1
sprpriority = -1
facing = 1
ownpal = 0
persistent = 0
ignorehitpause = 1
removeongethit = 1

[State 3555, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 8110
id = 8110
pos = 40,0
postype = P1
sprpriority = 2
facing = 1
ownpal = 0
persistent = 0
ignorehitpause = 1
removeongethit = 1

[State 4005, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 8090
id = 8090
pos = 40,0
postype = P1
sprpriority = -2
facing = 1
ownpal = 0
persistent = 0
ignorehitpause = 1
removeongethit = 1

[State 3555,Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 3582
id = 3582
pos = 0,0
postype = P1
sprpriority = 3
bindtime = -1
removetime =999999
ownpal = 1
removeongethit = 1

[State 3555, ScreenBound]
type = screenbound
trigger1 = Time >= 185
value = 0
movecamera = 0,0

[State 3555, ChangeState]
type=ChangeState
trigger1 = frontedgebodydist <= 10
trigger2 = Time >= 185
value = 3556

;---------------------------------------------------------------------------
[Statedef 3556]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3556
sprpriority = -2

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,999]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 3556,RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 3582

[State 3556, PosAdd]
type = PosAdd
trigger1 = AnimElem = 1,=0
x = -90

[State 3556, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1,>=0 && AnimElem = 2,<0
pos = -10,-63

[State 3556, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2,>=0 && AnimElem = 3,<0
pos = 90,-73

[State 3556, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3,>=0 && AnimElem = 4,<0
pos = 126,-63

[State 3556, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4,>=0 && AnimElem = 5,<0
pos = 108,-63

[State 3556, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5,>=0 && AnimElem = 6,<0
pos = 102,-63

[State 3556, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6,>=0 && AnimElem = 7,<0
pos = 56,-63

[State 3556, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7,>=0 && AnimElem = 8,<0
pos = 24,-63

[State 3556, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8,>=0
pos = 9,-64

[State 3556, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -200
kill = 0

[State 3556, Envshake]
type = EnvShake
trigger1 = AnimElem = 3
time = 16
ampl = 12
freq = 90

[State 3556, 14]
type = EnvColor
trigger1 = AnimElem = 3
value = 255,255,255
time = 1
under = 1

[State 3556,Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 3581
id = 3581
pos = 80,0
postype = P1
sprpriority = 2
ownpal = 1
removeongethit = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3,=0
value = 2, 49

[State 3556, Turn]
type = Turn
trigger1 = AnimTime = 0

[State 3556, TargetState]
type = TargetState
trigger1 = AnimElem = 3,=0
value = 3561

[State 3556, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3557

;---------------------------------------------------------------------------
[Statedef 3557]
type = S
movetype = A
physics = N
anim = 3557
ctrl = 0
sprpriority = -2

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,999]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=0
value = 2, 24

[State 3557, VelAdd]
type = VelSet
trigger1 = AnimElem = 1
x = 10.8

[State 3557, VelAdd]
type = VelSet
trigger1 = AnimElem = 2
x = 13.8

[State 3557, TargetState]
type = TargetState
trigger1 = AnimElem = 1
value = 3562

[State 3557, TargetBind]
type=TargetBind
trigger1 = AnimElem = 1,>=0
pos = -10,-63

;[State 3557, Explod]
;type = Explod
;trigger1 = AnimElem = 1
;anim = 1420
;id = 1420
;pos = -50,0
;postype = P1
;sprpriority = 8
;facing = 1
;ownpal = 0
;persistent = 0
;ignorehitpause = 1
;removeongethit = 1

[State 3557, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 8100
id = 2600
pos = 40,0
postype = P1
sprpriority = -1
facing = 1
ownpal = 0
persistent = 0
ignorehitpause = 1
removeongethit = 1

[State 3557, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 8110
id = 8110
pos = 40,0
postype = P1
sprpriority = 2
facing = 1
ownpal = 0
persistent = 0
ignorehitpause = 1
removeongethit = 1

[State 3557, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 8090
id = 8090
pos = 40,0
postype = P1
sprpriority = -2
facing = 1
ownpal = 0
persistent = 0
ignorehitpause = 1
removeongethit = 1

[State 3557,Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 3580
id = 3580
pos = 0,0
postype = P1
sprpriority = 3
bindtime = -1
removetime =999999
ownpal = 1
removeongethit = 1

[State 3557, ScreenBound]
type = screenbound
trigger1 = Time >= 185
value = 0
movecamera = 0,0

[State 3557, ChangeState]
type=ChangeState
trigger1 = frontedgebodydist <= 10
trigger2 = Time >= 185
value = 3558

;---------------------------------------------------------------------------
[Statedef 3558]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3558
sprpriority = -2

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,20]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 3558, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 3001,20

[State 3558,RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 3580

[State 3558, PosAdd]
type = PosAdd
trigger1 = AnimElem = 1,=0
x = -90

[State 3558, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1,>=0 && AnimElem = 2,<0
pos = -10,-63

[State 3558, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2,>=0 && AnimElem = 3,<0
pos = 90,-73

[State 3558, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3,=0
pos = 126,-0

[State 3558, TargetState]
type = TargetState
trigger1 = AnimElem = 3
value = 3563

[State 3558, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -270

[State 3558, Envshake]
type = EnvShake
trigger1 = AnimElem = 3
time = 16
ampl = 12
freq = 90

[State 3558, 14]
type = EnvColor
trigger1 = AnimElem = 3
value = 255,255,255
time = 1
under = 1

[State 3558,Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 3581
id = 3581
pos = 80,0
postype = P1
sprpriority = 2
ownpal = 1
removeongethit = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3,=0
value = 2, 49

[State 4008, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 105

;----------------------------------------------------------------
[Statedef 3560]
type = S
movetype = H
physics = N
velset = 0, 0
ctrl = 0
sprpriority = 2

[State 3560, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3560

[State 3560, 1]
type = Sprpriority
trigger1 = Time = 0
value = 0

[State 3560, PalFX]
type = PalFX
trigger1 = 1
time = 4
add = 22,170,30
mul = 22,170,30
sinadd = 18,22,22,10
color = 1

[State 3560, ScreenBound]
type = ScreenBound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 3560, ChangeState]
type = ChangeState
trigger1 = enemy,movetype = H
value = 3561

;--------------------------------
[Statedef 3561]
type = S
movetype = H
physics = N
velset = 0, 0
ctrl = 0
sprpriority = 2

[State 3561, 1]
type = Sprpriority
trigger1 = Time = 0
value = 0

[State 3561, PalFX]
type = PalFX
trigger1 = 1
time = 23
add = 22,170,30
mul = 22,170,30
sinadd = 18,22,22,10
color = 1

[State 3561, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3561

[State 3561, ScreenBound]
type = ScreenBound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 3561, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3562

;--------------------------------------------
[Statedef 3562]
type = S
movetype = H
physics = N
velset = 0, 0
ctrl = 0
sprpriority = 2

[State 3562, Turn]
type = Turn
trigger1 = Time = 0

[State 3562, 1]
type = Sprpriority
trigger1 = Time = 0
value = 0

[State 3562, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3560

[State 4042, PalFX]
type = PalFX
trigger1 = 1
time = 4
add = 22,170,30
mul = 22,170,30
sinadd = 18,22,22,10
color = 1

[State 3562, ScreenBound]
type = ScreenBound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 3562, ChangeState]
type = ChangeState
trigger1 = enemy,movetype = H
value = 3561

;---------------------------------------------------------------------------
[Statedef 3563]
type = S
movetype = H
physics = N
velset = 0, 0
ctrl = 0
sprpriority = 2

[State 3563, 1]
type = Sprpriority
trigger1 = Time = 0
value = 0

[State 3563, PalFX]
type = PalFX
trigger1 = 1
time = 23
add = 22,170,30
mul = 22,170,30
sinadd = 18,22,22,10
color = 1

[State 3563, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3563

[State 3563, VelSet]
type = VelSet
trigger1 = AnimElem = 2
y = -6.6

[State 3563, Gravity]
type = Gravity
trigger1 = AnimElem = 4,>= 0

[State 3563, SelfState]
type = SelfState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5100

[State 3563, ScreenBound]
type = ScreenBound
Trigger1 = 1
value = 1
movecamera = 0,0

;---------------------------------------------------------------------------
[Statedef 3600]
type     = S
movetype = A
physics  = S
juggle   = 8
velset   = 0,0
anim     = 3600
ctrl     = 0
sprpriority = 2
poweradd = -1000

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 2,57

[State 3600, 1]
type = SuperPause
trigger1 = time = 0
sound = s3000,0
anim = -1
poweradd = 100
movetime = 37
time = 37

[State 3600]
type = Explod
trigger1 = time = 8
anim = F3000
pos = 5,-70
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 8
anim = F3500
pos = 5,-70
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 12
value = s2,13

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,37]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 12
statetype = A

[State 3000,1]
type = VelSet
trigger1 = AnimElem = 12,>=0
x = 12

[State 3000, 1]
type = VelSet
trigger1 = AnimElem = 12
y = -2.5

[State 3000, ]
type = Veladd
trigger1 = AnimElem = 12,>=0
y = .3

[State 811, humo]
type = Explod
trigger1 = AnimElem = 12
id = 8200
anim = 8200
pos = -10,0
sprpriority = 3
ownpal = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)
removeongethit = 1

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 5
pausetime = 10,10
sparkno = 7
sparkxy = -35,-60
hitsound = s2,29
guardsound = s2,4
guard.sparkno = 6
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = 0,0
air.velocity = 0,0
p1facing = 1
p2facing = 1
p1stateno = 3610
p2stateno = 3620

[State 1000, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3605
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 3605]
type    = S
physics = S
ctrl = 0
anim = 3605

[State 191,]
type = PlaySnd
triggerall = AnimElem = 1
trigger1 = Alive
value = s1,0

[State 52, 1]
type = VelSet
trigger1 = AnimElem = 1
x = 5
y = 0

[State 52, 1]
type = VelSet
trigger1 = AnimElem = 3
x = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 3610]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3610
ctrl     = 0
sprpriority = 5

[State 810, 1]
type = Width
trigger1 = 1
edge = 90,0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3001,21
volume = 50

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 21
value = s3001,22
volume = 50

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 810, 1]
type = TargetBind
trigger1 = time = 0
pos = 60,0
time = 40

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 5,10
sparkno = 9
sparkxy = -30,-64
hitsound = s2,9
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 3630
kill = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 5,10
sparkno = 9
sparkxy = -35,-66
hitsound = s2,6
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 3630
kill = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 5,10
sparkno = 9
sparkxy = -38,-60
hitsound = s2,9
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 3620
kill = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 14
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 8,12
sparkno = 9
sparkxy = -32,-72
hitsound = s2,6
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 3630
kill = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 15
attr = S, HA
getpower = 0
damage = 50,0
animtype = up
hitflag = MAF
priority = 3, Hit
pausetime = 5,10
sparkno = 9
sparkxy = -33,-79
hitsound = s2,9
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0,-10
air.velocity = 0,-10
fall = 1
fall.recover = 0
kill = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 22
attr = S, HA
getpower = 0
damage = 150,0
animtype = Diagup
hitflag = MAF
priority = 3, Hit
pausetime = 0,30
sparkno = 9
sparkxy = -30,-130
hitsound = s2,9
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -6.5,-8
air.velocity = -6.5,-8
fall = 1
fall.recover = 0

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 3620]
type    = A
movetype= H
physics = N
velset = 0,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3620

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 3630]
type    = A
movetype= H
physics = N
velset = 0,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3630

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 3650]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3650
ctrl     = 0
sprpriority = 3
poweradd = -1000

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 2000, 1]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = 150
movetime = 34
time = 34

[State 1500,]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 50

[State 2000]
type = Explod
trigger1 = time = 5
anim = 7050
pos = 5,-50
sprpriority = -5
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 5
anim = 7000
pos = 5,-50
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,34]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s3000,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 19
value = s1,4

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 4
value = s3001,23

[State 52, 1]
type = VelSet
trigger1 = AnimElemtime(19) > 0
x = 7

[State 52, 1]
type = VelSet
trigger1 = AnimElem = 19
y = -9

[State 52, 1]
type = Veladd
trigger1 = AnimElemtime(19) > 0
y = .7

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 19
statetype = A

[State 1000, 2]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3655

;---------------------------------------------------------------------------
[Statedef 3655]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3655
ctrl     = 0
sprpriority = 3

[State 1000,1]
type = Posset
trigger1 = time = 0
y = 0

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, HT
damage = 0,0
animtype = Hard
hitflag = M
priority = 3, Hit
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
hitsound = -1
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
p1stateno = 3660
p2stateno = 3670
p2facing = 1

[State 200,1]
type = PlaySnd
trigger1 = Time = 0
value = 1,0

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

;---------------------------------------------------------------------------
[Statedef 3660]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3660
ctrl     = 0
sprpriority = 3

[State 810, 1]
type = Width
trigger1 = AnimElem = 6
edge = 100,0

[State 1000, 1]
type = Posset
trigger1 = time = 0
y = 0

[State 810,]
type = TargetBind
trigger1 = time = 0
pos = 40, 0

[State 810,]
type = TargetBind
trigger1 = AnimElem = 7
pos = -70, 0

[State 810,]
type = TargetBind
trigger1 = AnimElem = 11
pos = -80, 0

[State 810,]
type = TargetBind
trigger1 = AnimElem = 16
pos = 60, 0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
value = 2,50
volume = 160

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = 2,9

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 12
value = 2,9

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 16
value = 2,9

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 26
value = 3001,24

[State 2100,]
type = AssertSpecial
trigger1 = AnimElemtime(6) > 0 && AnimElemtime(20) < 0
flag = noshadow

[State 2100,]
type = Envcolor
trigger1 = AnimElem = 7
time = 18
value = 210,0,0
under = -1

[State 2100,]
type = Envcolor
trigger1 = AnimElem = 11
time = 20
value = 210,0,0
under = -1

[State 2100,]
type = Envcolor
trigger1 = AnimElem = 16
time = 11
value = 210,0,0
under = -1

[State 2100,]
type = AssertSpecial
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(24) < 0
flag = noBG

[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 12
trigger3 = AnimElem = 16
value = -100
kill = 0

[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 26
value = -170

[State 811, humo]
type = Explod
trigger1 = AnimElem = 26
id = 8150
anim = 8150
pos = 5,0
postype = P2
sprpriority = -1
ownpal = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)
removeongethit = 1

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

;---------------------------------------------------------------------------
[Statedef 3670]
type    = S
movetype= H
physics = N
velset = 0,0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2100,]
type = AssertSpecial
trigger1 = AnimElemtime(2) > 6 && AnimElemtime(12) < 0
flag = noshadow

[State 2100,]
type = Palfx
trigger1 = Time >= 2 && time < 140
mul = 0,0,0
time = 1

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3670

[State 5210, 1] 
type = changeanim
trigger1 = Time = 129 && selfanimexist(5111)
value = 5111

[State 5210, 1] 
type = changeanim
trigger1 = Time = 129 && selfanimexist(5112)
value = 5112

[State 5210, 1] 
type = changeanim
trigger1 = Time = 129 && selfanimexist(5113)
value = 5113

[State 5210, 1] 
type = changeanim
trigger1 = Time = 129
trigger1 = !selfanimexist(5111)
trigger1 = !selfanimexist(5112)
trigger1 = !selfanimexist(5113)
value = 5110

[State 5210, 1] 
type = selfstate
trigger1 = Time = 212 && alive
value = 5120

[State 5210, 1] 
type = selfstate
trigger1 = time = 191 && !alive
value = 5150

;-----------------------------------------------------------------
[Statedef 3675]
type    = S
movetype= H
physics = N
velset = 0,0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3675

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 5120

;---------------------------------------------------------------------------
[Statedef 3700]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 4
ctrl = 0
anim = 3700
poweradd = -1000
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,57

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 3700]
type = NotHitBy
trigger1 = Time = [0,40]
value = SCA,NA,SA,HA,NP,SP,HP
time = 1

[State Snd]
type = PlaySnd
trigger1 = Time = 1
value = 3000, 2
channel = 1

[State Snd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3001, 25

[State 3700]
type = PalFX
triggerall = var(17) = 1
trigger1 = (Time = 0 || Time = 3 || Time = 6 || Time = 9 || Time = 12)
time = 1
add = 255,0,0

[State 3500, Super]
type = Helper
trigger1 = Time = 1
persistent = 0
id = 7899
name = "Hiper"
pos = 13,-66
postype = P1
stateno = 7899
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 3700, SuperPause]
type = Pause
trigger1 = Time = 1
time = 28
movetime = 28

[State 3700,3]
type = Explod
trigger1 = AnimElem = 2
anim = 7300
ID = 7300
pos = -40,-35
postype = left ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 9999
vel = 0,0
accel = 0,0
random = 0,0
removetime = 9999
scale = 1.3,1.3
under = 1
pausemovetime = 9999
supermovetime = 9999
sprpriority = -7
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3700,3]
type = Explod
triggerall = numexplod(7300) = 1
triggerall = numexplod(7350) = 0
trigger1 = AnimElem = 2
anim = 7350
ID = 7350
pos = -40,-35
postype = left ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 9999
vel = 0,0
accel = 0,0
random = 0,0
removetime = 9999
scale = 1.3,1.3
under = 1
pausemovetime = 9999
supermovetime = 9999
sprpriority = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3700]
type = PlaySnd
trigger1 = AnimElemTime(10) = 0
value = 2, 46

[State 3700]
type = StateTypeSet
trigger1 = AnimElemTime(10) = 0
value = A
physics = N
ignorehitpause = 1

[State 3700]
type = VelSet
trigger1 = AnimElem = 13
x = 10
y = -4
[State 3700]
type = VelAdd
trigger1 = AnimElemTime(13) >= 0
y = .3

[State 811, humo]
type = Explod
trigger1 = AnimElem = 12
id = 8200
anim = 8200
pos = -25,0
sprpriority = 3
ownpal = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)
removeongethit = 1

[State 3700]
type = Explod
trigger1 = AnimElemTime(13) = 0
anim = 3720
ID = 3720
pos = -10, 0
postype = P1
velocity = 0,0
sprpriority = 3
ignorehitpause = 1
bindtime = 1
ownpal = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 3700]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
trigger5 = AnimElem = 11
attr = S, SA
animtype  = hard
damage    = 9,5
getpower = 10,5
givepower = 10,5
guardflag = MA
hitflag = MAF
pausetime = 7,7
guard.pausetime = 7,7
sparkno = 7
guard.sparkno = 6
sparkxy = -10,-60
hitsound = S2,2
guardsound = S2,4
ground.type = high
ground.slidetime = 28
ground.hittime  = 30+ceil(fvar(35))
guard.hittime  = 20
ground.velocity = -1
air.velocity = -1,-1
guard.velocity = -10
airguard.velocity = -5*1.3
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 8
priority = 5
kill = 0
fall.recover = 0
air.fall = 1

[State 3700]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
trigger4 = AnimElem = 10
trigger5 = AnimElem = 12
attr = S, HA
animtype  = hard
damage    = 9,5
getpower = 10,5
givepower = 10,5
guardflag = MA
hitflag = MAF
pausetime = 7,7
guard.pausetime = 7,7
sparkno = 7
guard.sparkno = 6
sparkxy = -10,-60
hitsound = S2,2
guardsound = S2,4
ground.type = high
ground.slidetime = 28
ground.hittime  = 30+ceil(fvar(35))
guard.hittime  = 20
ground.velocity = -1
air.velocity = -1,-1
guard.velocity = -10
airguard.velocity = -5*1.3
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 8
priority = 5
kill = 0
fall.recover = 0
yaccel = .55
air.fall = 1

[State 3700]
type = HitDef
trigger1 = AnimElem = 13 || AnimElem = 14 || AnimElem = 15 || AnimElem = 16
trigger2 = AnimElem = 17 || AnimElem = 18 || AnimElem = 19 || AnimElem = 20
trigger3 = AnimElem = 21 || AnimElem = 22 || AnimElem = 23 || AnimElem = 24
attr = A, HA
animtype  = digup
damage    = 50, 11
getpower = 0
guardflag = MA
hitflag = MAF
pausetime = 7,7
sparkno = S1366
guard.sparkno = 6
sparkxy = -15,-65
hitsound = s2,12
guardsound = s2,4
ground.type = low
ground.slidetime = 20
ground.hittime  = 22
ground.velocity = -5,-6
ground.cornerpush.veloff = 0
guard.velocity = -8
air.velocity = -5,-6
air.juggle = 2
yaccel = .6
envshake.time = 12
envshake.ampl = 8
fall = 1
fall.recover = 0
palfx.time = 40
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.add = 0,170,0
palfx.color = 0
palfx.invertall = 1

[State 3557,Explod]
type = Explod
trigger1 = AnimElem = 13
anim = 3722
id = 3721
pos = 0,0
postype = P1
sprpriority = 1
bindtime = -1
removetime =999999
ownpal = 1
removeongethit = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 3557,Explod]
type = Explod
trigger1 = AnimElem = 13
anim = 3722
id = 3722
pos = 0,0
postype = P1
sprpriority = 3
bindtime = -1
removetime =999999
ownpal = 1
removeongethit = 1
under = 0
trans = addalpha
;alpha = 320-60,60
scale = const(size.xscale),const(size.yscale)

[State 3558,RemoveExplod]
type = RemoveExplod
trigger1 = AnimElem = 25
id = 3721

[State 3558,RemoveExplod]
type = RemoveExplod
trigger1 = AnimElem = 25
id = 3722

[State 3700]
type = ChangeState
trigger1 = StateType = A
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3710

;---------------------------------------------------------------------------
[Statedef 3710]
type    = S
physics = S
ctrl = 0
velset = 0, 0
anim = 3710


[State 3710,0]
type = RemoveExplod
trigger1 = animelem = 5
ID = 7300

[State 3710,0]
type = RemoveExplod
trigger1 = animelem = 5
ID = 7350

[State 3710]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3710]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;===========================================================================
; Effects Hypers
;===========================================================================
[Statedef 7999]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
ownpal = 1

[State 7999, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = IfElse((IsHelper(7999)=1),7050,IfElse((IsHelper(7900)=1),7050,7050))

[State 7999,EnvColor]
type = EnvColor
trigger1 = Time = 0
value = 0,0,0
time = 2
under = 1

[State 7999,EnvColor]
type = EnvColor
trigger1 = Time > 1
value = 0, 0, 0
time = 1
under = 1

[State 7999]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBG
flag2 = NoFG
flag3 = nobardisplay

[State 7999]
type = Explod
trigger1 = Time = 0
anim = IfElse((IsHelper(7999)=1),7000,IfElse((IsHelper(7900)=1),7000,7000))
pos = 0,0
postype = P1
sprpriority = 4
supermove = 1
ownpal = 0
bindtime = -1
persistent = 0
Removetime = 19
pausemovetime = 9999999
supermovetime = 9999999

[State 7999]
type = DestroySelf
trigger1 = Time = 24

;---------------------------------------------------------------------------
[Statedef 7899]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
ownpal = 1

[State 7899, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = IfElse((IsHelper(7899)=1),7050,IfElse((IsHelper(7800)=1),7050,7050))


[State 7899,EnvColor]
type = EnvColor
trigger1 = Time = 0
value = 0,0,0
time = 2
under = 1

[State 7899,EnvColor]
type = EnvColor
trigger1 = Time > 1
value = 0, 0, 0
time = 1
under = 1

[State 7899]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBG
flag2 = NoFG
flag3 = nobardisplay

[State 7899]
type = Explod
trigger1 = Time = 0
anim = IfElse((IsHelper(7899)=1),7000,IfElse((IsHelper(7800)=1),7000,7000))
pos = 0,0
postype = P1
sprpriority = 4
supermove = 1
ownpal = 0
bindtime = -1
persistent = 0
Removetime = 19
pausemovetime = 9999999
supermovetime = 9999999

[State 7899]
type = DestroySelf
trigger1 = Time = 24
---------------------------

[Statedef 1983]
type = S
movetype = I
physics = N
anim = 9741

[State 1983, Pause]
type = Pause
trigger1 = !Time
time = 40
movetime = 40

;[State 0, ]
;type = AssertSpecial
;trigger1 = root,stateno = 2306
;flag = NoFG
;flag2 = NoBG

[State 1983, LifeBar]
type = AssertSpecial
trigger1 = 1
flag = NoBarDisplay

[State 1983, Black]
type = BGPalFX
trigger1 = Time < 50
time = 1
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = Time*5


;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[Statedef -2]


[State 3200, 7]
type = PalFX
trigger1 = TIME =0
time = -1
add = -20,-20,-20
mul = 120,120,120
sinadd = -65,-65,-65,70
invertall = 0

[State -2, Helper]
type = Helper
triggerall = WinKO && (NumHelper(1983) = 0)
trigger1 = 1
helpertype = Normal
name = "SpecialKO"
id = 1983
pos = 0,0
postype = p1
facing = 0
stateno = 1983
keyctrl = 0
ownpal = 1
supermovetime = 1000
pausemovetime = 1000
ignorehitpause = 1

[State -2,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noairguard

[State -2]
type = SuperPause
trigger1 = winKO && Var(3) = 0 && Stateno < 3000
time = 15
darken = 0
anim = 99
ignorehitpause = 1

[State -2]
type = SuperPause
trigger1 = winKO && Var(3) = 0 && Stateno = [3000,4999]
time = 40
darken = 0
anim = 99
ignorehitpause = 1

[State -2]
type = PlaySnd
trigger1 = winKO && Var(3) = 0
value = s2,54
ignorehitpause = 1
persistent = 0

[State -2]
type = EnvColor
triggerall = winKO && Var(3) = 0
trigger1 = Stateno = [3000,4999]
value = 240,240,240
under = 1
time = 50
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = winKO
var(3) = 1
ignorehitpause = 1

[State -2,Afterimagetime]
type = Afterimagetime
trigger1 = Movetype = H || Win || Lose
time = 0

[State -2,VarSet]
type = VarSet
triggerall = MoveContact
trigger1 = Stateno = 200 || Stateno = 205
trigger2 = Stateno = 210 || Stateno = 215
trigger3 = Stateno = 220 || Stateno = 225
trigger4 = Stateno = 230 || Stateno = 235
trigger5 = Stateno = 420 || Stateno = 430
trigger6 = Stateno = 600 || Stateno = 800
trigger7 = Stateno = 610 || Stateno = 810
trigger8 = Stateno = 620 || Stateno = 820
trigger9 = Stateno = 630 || Stateno = 830
var(2) = 1
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = ProjContact1000 = 1
trigger2 = P2StateNo = 5050
var(2) = 1
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = P2StateType = S || P2StateType = C
trigger2 = P2Stateno = 5110
var(2) = 0

[State -2,VarSet]
type = VarSet
trigger1 = P2StateType = S || P2StateType = C
var(5) = 0

[State -2, HitAttack]
type = PlaySnd
triggerall = Time = 1
triggerall = life != 0
trigger1 = anim = 5300
value = 2,53

;--------------------------------------
[State -2]
type = DisplayToClipboard
trigger1 = 1
text = "power = %d P2Dist X:%f, Y:%f, "
params = var(8), P2BodyDist X, P2BodyDist Y

[State -2, DEBUG]
type = DisplayToClipboard
trigger1 = 1
text = "\nNeo Geegus by Hiram Yagami"
;--------------------------------------


;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

; AI editable level (change the number to increase/decrease level)-------------

[State -3, AIlevel]       ;========= AI level ===========
type = varset             ;= Change it here if you want =
trigger1 = var(41)= 0     ;===== Current level is =======
var(41) =                                8      
                                       ;(1 = begginer)
                                       ;(2 = very easy)
                                       ;(3 = easy)
                                       ;(4 = normal)
                                       ;(5 = MVS)
                                       ;(6 = hard)
                                       ;(7 = very hard)
                                       ;(8 = expert)

; Win Mugen /  DOS Mugen Detector (0 = WinMugen / 1 = DOS Mugen) --------------

[State -3, WinDOS]            ;===== Mugen type setting =====
type = varset                 ;= Change it here if you want =
trigger1 = roundstate = [0,1] ;===== present state is =======
var(52) =                                    0
                                     ;(0 = Win Mugen)
                                     ;(1 = DOS Mugen)


;---------------------------------------------------------------------------
[State -3]
Type = VarSet
triggerall = ((Var(59) = 0) && (RoundState != 3))
trigger1 = (Command = "AI_00") || (Command = "AI_01") || (Command = "AI_02")
trigger2 = (Command = "AI_03") || (Command = "AI_04") || (Command = "AI_05")
trigger3 = (Command = "AI_06") || (Command = "AI_07") || (Command = "AI_08")
trigger4 = (Command = "AI_09") || (Command = "AI_10") || (Command = "AI_11")
trigger5 = (Command = "AI_12") || (Command = "AI_13") || (Command = "AI_14")
trigger6 = (Command = "AI_15") || (Command = "AI_16") || (Command = "AI_17")
trigger7 = (Command = "AI_18") || (Command = "AI_19") || (Command = "AI_20")
trigger8 = (Command = "AI_21") || (Command = "AI_22") || (Command = "AI_23")
trigger9 = (Command = "AI_24") || (Command = "AI_25") || (Command = "AI_26")
trigger10= (Command = "AI_27") || (Command = "AI_28") || (Command = "AI_29")
trigger11= (Command = "AI_30")
var(59) = 1
IgnoreHitPause = 1

[State -3]
Type = VarSet
triggerall = Var(59) = 1
trigger1 = Win = 1
trigger2 = Lose = 1
trigger3 = DrawGame = 1
trigger4 = RoundState = 4
var(59) = -1
IgnoreHitPause = 1

[State -3]
Type = VarSet
trigger1 = Var(59) = -1
trigger1 = RoundState = 1
var(59) = 1
IgnoreHitPause = 1

;---------------------------------------------------------------------------
[State -3, 5]
type = PlaySnd
Trigger1 = stateno = 50
Trigger1 = Time = 1
value = S2,51

[State 107, 1]
type = PlaySnd
Trigger1 = stateno = 52
Trigger1 = time = 1
value = S1,0

[State 107, 1]
type = velset
Trigger1 = stateno = 52
Trigger1 = time = 1
x = 0

[State -3, 5]
type = PlaySnd
Trigger1 = stateno = 5100
Trigger2 = stateno = 5110
Triggerall = time = 1
;ersistent = 0
value = S5000,0

[State -3, 5]
type = POWERADD
Trigger1 = Roundstate = 0
Trigger1 = TIME = 0
value = 5000
;====================================================
;[State -3, ]
;type = changeanim
;Triggerall = anim = 5110
;Trigger1 = animtime = 0
;Trigger1 = life = 0
;Trigger1 = MatchOver = 0
;value = 5995
;
;[State -3, ]
;type = changeanim
;Triggerall = anim = 5111
;Trigger1 = animtime = 0
;Trigger1 = life = 0
;Trigger1 = MatchOver = 0
;value = 5995
;
;[State -3, ]
;type = changeanim
;Triggerall = anim = 5110 || anim = 5111
;Trigger1 = animtime = 0
;Trigger1 = life = 0
;Trigger1 = MatchOver = 1
;value = 5996
;
;[State a]
;type = sprpriority
;Trigger1 = anim = 5996
;value = 0
;
;[State a]
;type = Explod
;Trigger1 = anim = 5996
;Trigger1 = animelem = 41
;anim = 5997
;postype = p1
;pos = 20,-90
;sprpriority = -2
;persistent = 0
;ownpal = 1
;
;[State a]
;type = Explod
;Trigger1 = anim = 5996
;Trigger1 = animelem = 46
;anim = 5997
;postype = p1
;pos = 0,-60
;sprpriority = -2
;persistent = 0
;ownpal = 1
;
;[State a]
;type = Explod
;Trigger1 = anim = 5996
;Trigger1 = animelem = 51
;anim = 5997
;postype = p1
;pos = -20,-30
;sprpriority = -2
;persistent = 0
;ownpal = 1
;
;[State 181, 1]
;type = AssertSpecial
;Triggerall = anim = 5996
;Trigger1 = animelem = 72, <= 70
;Trigger1 = 1
;flag = RoundNotOver
;
;[State -3, 5]
;type = PlaySnd
;Triggerall = anim = 5996
;Trigger1 = animelem = 41
;;ersistent = 0
;value = S2,46
;
;[State -3, 5]
;type = PlaySnd
;Triggerall = anim = 5996
;Trigger1 = animelem = 2
;;ersistent = 0
;value = S2,33
;
;[State -3, 5];
;type = PlaySnd
;Triggerall = anim = 5996
;Trigger1 = animelem = 21
;;ersistent = 0
;value = S11,0
;
;[State -3, 5]
;type = turn
;Triggerall = anim = 5996
;Triggerall = animelem = 6
;Trigger1 = enemy, facing = 1
;Trigger1 = facing = -1
;Trigger2 = enemy, facing = -1
;Trigger2 = facing = 1
;persistent = 0
;
;[State -3, 5]
;type = turn
;Triggerall = anim = 5996
;Triggerall = animelem = 6
;Trigger1 = enemy, facing = -1
;Trigger1 = facing = -1
;Trigger2 = enemy, facing = 1
;Trigger2 = facing = 1
;persistent = 0
;==================================================
[State -3, 5]
type = PlaySnd
Triggerall = alive = 1
Trigger1 = Time = 1 && stateno = 5000 && (anim = 5000 || anim = 5010)
Trigger2 = Time = 1 && stateno = 5000 && (anim = 5001 || anim = 5011)
Trigger3 = Time = 1 && stateno = 5000 && (anim = 5002 || anim = 5012)
Triggerall = random <= 222
value = S5000,0

;---------------------------------------------------------------------------
;AI
[State -3]
Type = ChangeState
Value = 100
triggerall = Var(59) = 1
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = enemy,Pos Y = 0
triggerall = random = [0,200]
trigger1 = P2BodyDist X = [40,99]
trigger1 = ctrl

[State -3]
Type = ChangeState
Value = 80
triggerall = Var(59) = 1
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = random = [201,340]
trigger1 = P2BodyDist X = [60,120]
trigger1 = ctrl

[State -3]
Type = ChangeState
Value = 90
triggerall = Var(59) = 1
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = random = [201,340]
trigger1 = P2BodyDist X = [60,120]
trigger1 = ctrl

[State -3]
Type = ChangeState
Value = 99
triggerall = Var(59) = 1
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = random = [201,340]
trigger1 = P2BodyDist X = [60,120]
trigger1 = ctrl

[State -3]
Type = ChangeState
Value = 40
triggerall = Var(59) = 1
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = random = [201,340]
trigger1 = P2BodyDist X = [60,120]
trigger1 = ctrl

[State -3]
Type = ChangeState
Value = 100
triggerall = Var(59) = 1
triggerall = StateType != A
triggerall = random = [0,200]
trigger1 = P2BodyDist X >= 100
trigger1 = ctrl

[State -3]
Type = ChangeState
Value = 710
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = enemy,Pos Y = 0
triggerall = random = [0,100]
trigger1 = P2BodyDist X = [-10,8]
trigger1 = (ctrl || (Anim = [99,101]))

[State -3]
Type = ChangeState
Value = 750
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = enemy,Pos Y = 0
triggerall = random = [0,100]
trigger1 = P2BodyDist X = [-10,8]
trigger1 = (ctrl || (Anim = [99,101]))

[State -3]
Type = ChangeState
Value = 200
triggerall = Var(59) = 1
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = enemy,Pos Y = 0
triggerall = random = [401,500]
trigger1 = enemy,stateno != [5100,5199]
trigger1 = P2BodyDist X = [-10,15]
trigger1 = (ctrl || (Anim = [99,101]))

[State -3]
Type = ChangeState
Value = 210
triggerall = Var(59) = 1
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = enemy,Pos Y = 0
triggerall = random = [251,400]
trigger1 = enemy,stateno != [5100,5199]
trigger1 = P2BodyDist X = [-10,15]
trigger1 = (ctrl || (Anim = [99,101]))

[State -3]
Type = ChangeState
Value = 220
triggerall = Var(59) = 1
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = enemy,Pos Y = 0
triggerall = random = [401,500]
trigger1 = enemy,stateno != [5100,5199]
trigger1 = P2BodyDist X = [-10,15]
trigger1 = (ctrl || (Anim = [99,101]))

[State -3]
Type = ChangeState
Value = 230
triggerall = Var(59) = 1
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = enemy,Pos Y = 0
triggerall = random = [401,500]
trigger1 = enemy,stateno != [5100,5199]
trigger1 = P2BodyDist X = [-10,15]
trigger1 = (ctrl || (Anim = [99,101]))

[State -3]
Type = ChangeState
Value = 250
triggerall = Var(59) = 1
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = enemy,Pos Y = 0
triggerall = random = [401,500]
trigger1 = enemy,stateno != [5100,5199]
trigger1 = P2BodyDist X = [-10,15]
trigger1 = (ctrl || (Anim = [99,101]))

[State -3]
Type = ChangeState
Value = 260
triggerall = Var(59) = 1
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = enemy,Pos Y = 0
triggerall = random = [401,500]
trigger1 = enemy,stateno != [5100,5199]
trigger1 = P2BodyDist X = [-10,15]
trigger1 = (ctrl || (Anim = [99,101]))

[State -3]
Type = ChangeState
Value = 270
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [0,200]
trigger1 = (StateNo = 210) && Movecontact
trigger1 = P2BodyDist X = [-30,30]
trigger2 = (StateNo = 240) && Movecontact
trigger2 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 280
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [501,600]
trigger1 = (StateNo = 210) && Movecontact
trigger1 = P2BodyDist X = [-30,30]
trigger2 = (StateNo = 410) && Movecontact
trigger2 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 400
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
trigger1 = Movecontact
trigger1 = (StateNo = 430)
trigger1 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 410
triggerall = Var(59) = 1
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = enemy,Pos Y = 0
triggerall = random = [101,250]
trigger1 = enemy,stateno != [5100,5199]
trigger1 = P2BodyDist X = [-10,30]
trigger1 = (ctrl || (Anim = [99,101]))

[State -3]
Type = ChangeState
Value = 430
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = enemy,Pos Y = 0
triggerall = random = [0,100]
trigger1 = P2BodyDist X = [-10,8]
trigger1 = (ctrl || (Anim = [99,101]))

[State -3]
Type = ChangeState
Value = 440
triggerall = Var(59) = 1
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = enemy,Pos Y = 0
triggerall = random = [101,250]
trigger1 = enemy,stateno != [5100,5199]
trigger1 = P2BodyDist X = [-10,30]
trigger1 = (ctrl || (Anim = [99,101]))

;[State -3]
;type = ChangeState
;value = 800
;triggerall = Var(59) = 1
;triggerall = statetype != A && ctrl
;triggerall = stateno != 100
;triggerall = random = [800,999]
;trigger1 = p2bodydist X < 3
;trigger1 = p2statetype != A
;trigger1 = p2movetype != H

[State -3]
Type = ChangeState
Value = 1000
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [500,629]
trigger1 = (StateNo = 400) && Movecontact
trigger1 = P2BodyDist X = [-30,30]
trigger2 = (StateNo = 270) && Movecontact
trigger2 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 1090
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [500,629]
trigger1 = (StateNo = 400) && Movecontact
trigger1 = P2BodyDist X = [-30,30]
trigger2 = (StateNo = 270) && Movecontact
trigger2 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 1100
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [500,629]
trigger1 = (StateNo = 400) && Movecontact
trigger1 = P2BodyDist X = [-30,30]
trigger2 = (StateNo = 270) && Movecontact
trigger2 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 1150
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [500,629]
trigger1 = (StateNo = 400) && Movecontact
trigger1 = P2BodyDist X = [-30,30]
trigger2 = (StateNo = 270) && Movecontact
trigger2 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 1155
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [500,629]
trigger1 = (StateNo = 400) && Movecontact
trigger1 = P2BodyDist X = [-30,30]
trigger2 = (StateNo = 270) && Movecontact
trigger2 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 1200
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [500,629]
trigger1 = (StateNo = 400) && Movecontact
trigger1 = P2BodyDist X = [-30,30]
trigger2 = (StateNo = 270) && Movecontact
trigger2 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 1250
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [500,629]
trigger1 = (StateNo = 400) && Movecontact
trigger1 = P2BodyDist X = [-30,30]
trigger2 = (StateNo = 270) && Movecontact
trigger2 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 1300
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [500,629]
trigger1 = (StateNo = 400) && Movecontact
trigger1 = P2BodyDist X = [-30,30]
trigger2 = (StateNo = 270) && Movecontact
trigger2 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 1350
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [500,629]
trigger1 = (StateNo = 400) && Movecontact
trigger1 = P2BodyDist X = [-30,30]
trigger2 = (StateNo = 270) && Movecontact
trigger2 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 1400
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [630,699]
trigger1 = (StateNo = 400) && Movecontact
trigger1 = P2BodyDist X = [-30,30]
trigger2 = (StateNo = 270) && Movecontact
trigger2 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 1450
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [630,699]
trigger1 = (StateNo = 400) && Movecontact
trigger1 = P2BodyDist X = [-30,30]
trigger2 = (StateNo = 270) && Movecontact
trigger2 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 1500
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [630,699]
trigger1 = (StateNo = 400) && Movecontact
trigger1 = P2BodyDist X = [-30,30]
trigger2 = (StateNo = 270) && Movecontact
trigger2 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 1550
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [630,699]
trigger1 = (StateNo = 400) && Movecontact
trigger1 = P2BodyDist X = [-30,30]
trigger2 = (StateNo = 270) && Movecontact
trigger2 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 1600
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [630,699]
trigger1 = (StateNo = 400) && Movecontact
trigger1 = P2BodyDist X = [-30,30]
trigger2 = (StateNo = 270) && Movecontact
trigger2 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 1650
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [630,699]
trigger1 = (StateNo = 400) && Movecontact
trigger1 = P2BodyDist X = [-30,30]
trigger2 = (StateNo = 270) && Movecontact
trigger2 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 1700
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [630,699]
trigger1 = (StateNo = 400) && Movecontact
trigger1 = P2BodyDist X = [-30,30]
trigger2 = (StateNo = 270) && Movecontact
trigger2 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 1750
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [630,699]
trigger1 = (StateNo = 400) && Movecontact
trigger1 = P2BodyDist X = [-30,30]
trigger2 = (StateNo = 270) && Movecontact
trigger2 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 1770
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [630,699]
trigger1 = (StateNo = 400) && Movecontact
trigger1 = P2BodyDist X = [-30,30]
trigger2 = (StateNo = 270) && Movecontact
trigger2 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 1800
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [630,699]
trigger1 = (StateNo = 400) && Movecontact
trigger1 = P2BodyDist X = [-30,30]
trigger2 = (StateNo = 270) && Movecontact
trigger2 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 1850
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [630,699]
trigger1 = (StateNo = 400) && Movecontact
trigger1 = P2BodyDist X = [-30,30]
trigger2 = (StateNo = 270) && Movecontact
trigger2 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 1870
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [630,699]
trigger1 = (StateNo = 400) && Movecontact
trigger1 = P2BodyDist X = [-30,30]
trigger2 = (StateNo = 270) && Movecontact
trigger2 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 1900
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [630,699]
trigger1 = (StateNo = 400) && Movecontact
trigger1 = P2BodyDist X = [-30,30]
trigger2 = (StateNo = 270) && Movecontact
trigger2 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 1950
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [630,699]
trigger1 = (StateNo = 400) && Movecontact
trigger1 = P2BodyDist X = [-30,30]
trigger2 = (StateNo = 270) && Movecontact
trigger2 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 2000
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [630,699]
trigger1 = (StateNo = 400) && Movecontact
trigger1 = P2BodyDist X = [-30,30]
trigger2 = (StateNo = 270) && Movecontact
trigger2 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 2050
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [630,699]
trigger1 = (StateNo = 400) && Movecontact
trigger1 = P2BodyDist X = [-30,30]
trigger2 = (StateNo = 270) && Movecontact
trigger2 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 2100
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [630,699]
trigger1 = (StateNo = 400) && Movecontact
trigger1 = P2BodyDist X = [-30,30]
trigger2 = (StateNo = 270) && Movecontact
trigger2 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 2170
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [630,699]
trigger1 = (StateNo = 400) && Movecontact
trigger1 = P2BodyDist X = [-30,30]
trigger2 = (StateNo = 270) && Movecontact
trigger2 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 2205
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [630,699]
trigger1 = (StateNo = 400) && Movecontact
trigger1 = P2BodyDist X = [-30,30]
trigger2 = (StateNo = 270) && Movecontact
trigger2 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 2250
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [630,699]
trigger1 = (StateNo = 400) && Movecontact
trigger1 = P2BodyDist X = [-30,30]
trigger2 = (StateNo = 270) && Movecontact
trigger2 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 2300
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [630,699]
trigger1 = (StateNo = 400) && Movecontact
trigger1 = P2BodyDist X = [-30,30]
trigger2 = (StateNo = 270) && Movecontact
trigger2 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 2350
triggerall = Var(59) = 1
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [630,699]
trigger1 = (StateNo = 400) && Movecontact
trigger1 = P2BodyDist X = [-30,30]
trigger2 = (StateNo = 270) && Movecontact
trigger2 = P2BodyDist X = [-30,30]

[State -3]
Type = ChangeState
Value = 3000
triggerall = Var(59) = 1 && power >= 1000
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [750,950]
triggerall = P2BodyDist X = [-30,30]
trigger1 = (stateno = 230 || stateno = 240 || stateno = 270) && movecontact
trigger2 = (stateno = 210 || stateno = 400 || stateno = 410) && movecontact
trigger3 = (stateno = 200) && (AnimElemTime(6) >= 0) && movecontact
trigger4 = (stateno = 1000 || stateno = 1050) && (AnimElemTime(9) < 0)
trigger4 = movecontact

[State -3]
Type = ChangeState
Value = 3150
triggerall = Var(59) = 1 && power >= 1000
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [750,950]
triggerall = P2BodyDist X = [-30,30]
trigger1 = (stateno = 230 || stateno = 240 || stateno = 270) && movecontact
trigger2 = (stateno = 210 || stateno = 400 || stateno = 410) && movecontact
trigger3 = (stateno = 200) && (AnimElemTime(6) >= 0) && movecontact
trigger4 = (stateno = 1000 || stateno = 1050) && (AnimElemTime(9) < 0)
trigger4 = movecontact

[State -3]
Type = ChangeState
Value = 3250
triggerall = Var(59) = 1 && power >= 1000
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [750,950]
triggerall = P2BodyDist X = [-30,30]
trigger1 = (stateno = 230 || stateno = 240 || stateno = 270) && movecontact
trigger2 = (stateno = 210 || stateno = 400 || stateno = 410) && movecontact
trigger3 = (stateno = 200) && (AnimElemTime(6) >= 0) && movecontact
trigger4 = (stateno = 1000 || stateno = 1050) && (AnimElemTime(9) < 0)
trigger4 = movecontact

[State -3]
Type = ChangeState
Value = 3400
triggerall = Var(59) = 1 && power >= 1000
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [750,950]
triggerall = P2BodyDist X = [-30,30]
trigger1 = (stateno = 230 || stateno = 240 || stateno = 270) && movecontact
trigger2 = (stateno = 210 || stateno = 400 || stateno = 410) && movecontact
trigger3 = (stateno = 200) && (AnimElemTime(6) >= 0) && movecontact
trigger4 = (stateno = 1000 || stateno = 1050) && (AnimElemTime(9) < 0)
trigger4 = movecontact

[State -3]
Type = ChangeState
Value = 3500
triggerall = Var(59) = 1 && power >= 1000
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [750,950]
triggerall = P2BodyDist X = [-30,30]
trigger1 = (stateno = 230 || stateno = 240 || stateno = 270) && movecontact
trigger2 = (stateno = 210 || stateno = 400 || stateno = 410) && movecontact
trigger3 = (stateno = 200) && (AnimElemTime(6) >= 0) && movecontact
trigger4 = (stateno = 1000 || stateno = 1050) && (AnimElemTime(9) < 0)
trigger4 = movecontact

[State -3]
Type = ChangeState
Value = 3600
triggerall = Var(59) = 1 && power >= 1000
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5100,5119]
triggerall = StateType != A
triggerall = P2MoveType != A
triggerall = EnemyNear,MoveType != A
triggerall = random = [750,950]
triggerall = P2BodyDist X = [-30,30]
trigger1 = (stateno = 230 || stateno = 240 || stateno = 270) && movecontact
trigger2 = (stateno = 210 || stateno = 400 || stateno = 410) && movecontact
trigger3 = (stateno = 200) && (AnimElemTime(6) >= 0) && movecontact
trigger4 = (stateno = 1000 || stateno = 1050) && (AnimElemTime(9) < 0)
trigger4 = movecontact

[State -1]
type = ChangeState
value = 3050
triggerall = Var(59) = 1 && power >= 1000
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5030,5299]
triggerall = P2StateType != A
triggerall = enemy,Pos Y = 0
triggerall = random = [500,530]
triggerall = P2BodyDist X = [-30,30]
trigger1 = statetype != A && ctrl || (stateno = 100 && time >= 5)

[State -1]
type = ChangeState
value = 3100
triggerall = Var(59) = 1 && power >= 1000
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5030,5299]
triggerall = P2StateType != A
triggerall = enemy,Pos Y = 0
triggerall = random = [500,530]
triggerall = P2BodyDist X = [-30,30]
trigger1 = statetype != A && ctrl || (stateno = 100 && time >= 5)

[State -1]
type = ChangeState
value = 3300
triggerall = Var(59) = 1 && power >= 1000
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5030,5299]
triggerall = P2StateType != A
triggerall = enemy,Pos Y = 0
triggerall = random = [500,530]
triggerall = P2BodyDist X = [-30,30]
trigger1 = statetype != A && ctrl || (stateno = 100 && time >= 5)

[State -1]
type = ChangeState
value = 3350
triggerall = Var(59) = 1 && power >= 1000
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5030,5299]
triggerall = P2StateType != A
triggerall = enemy,Pos Y = 0
triggerall = random = [500,530]
triggerall = P2BodyDist X = [-30,30]
trigger1 = statetype != A && ctrl || (stateno = 100 && time >= 5)

[State -1]
type = ChangeState
value = 3550
triggerall = Var(59) = 1 && power >= 1000
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5030,5299]
triggerall = P2StateType != A
triggerall = enemy,Pos Y = 0
triggerall = random = [500,530]
triggerall = P2BodyDist X = [-30,30]
trigger1 = statetype != A && ctrl || (stateno = 100 && time >= 5)

[State -1]
type = ChangeState
value = 3650
triggerall = Var(59) = 1 && power >= 1000
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5030,5299]
triggerall = P2StateType != A
triggerall = enemy,Pos Y = 0
triggerall = random = [500,530]
triggerall = P2BodyDist X = [-30,30]
trigger1 = statetype != A && ctrl || (stateno = 100 && time >= 5)

[State -1]
type = ChangeState
value = 3200
triggerall = Var(59) = 1 && power >= 1000
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5030,5299]
triggerall = P2StateType != A
triggerall = enemy,Pos Y = 0
triggerall = random = [500,530]
triggerall = P2BodyDist X = [-30,30]
trigger1 = statetype != A && ctrl || (stateno = 100 && time >= 5)

[State -1]
type = ChangeState
value = 3450
triggerall = Var(59) = 1 && power >= 1000
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5030,5299]
triggerall = P2StateType != A
triggerall = enemy,Pos Y = 0
triggerall = random = [500,530]
triggerall = P2BodyDist X = [-30,30]
trigger1 = statetype != A && ctrl || (stateno = 100 && time >= 5)

[State -1]
type = ChangeState
value = 3700
triggerall = Var(59) = 1 && power >= 1000
triggerall = P2StateNo != [800,899]
triggerall = P2StateNo != [5030,5299]
triggerall = P2StateType != A
triggerall = enemy,Pos Y = 0
triggerall = random = [500,530]
triggerall = P2BodyDist X = [-30,30]
trigger1 = statetype != A && ctrl || (stateno = 100 && time >= 5)
