;---------------------------------------------------------------------------------------------------
[Statedef 1001]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 0
ctrl = 0
velset = 0,0
anim =1001
sprpriority = 6
[State -2, Helper]
type = Helper
triggerall = NumHelper(11009) < 1
trigger1 = winko && var(3) = 1 && (movecontact)
helpertype = normal ;player
name = "winko"
ID = 11009
stateno = 11009
pos = 0,0
postype = left   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove =999
pausemove = 999
ignorehitpause = 1

;[State 0, PalFXWiz]
;type = PalFX
;trigger1 = parent,var(2)=4
;time = 1
;add = 0,-250,-256
;mul = 256,256,256
;sinadd = 0,0,0,1
;invertall = 0
;color = 256
;ignorehitpause = 1
;persistent = 1

;[State 0, 2]
;type = VelSet
;trigger1 = parent,var(2) = 4
;y = 2.3*-(sin(time/4))

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 0
value = S800,1

[State 0, VelSet]
type = VelSet
trigger1 = time >= 0
x = ifelse(parent,var(2) = 1,3,ifelse(parent,var(2) = 2,5,7))

[State 3005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
forceair = 1
stateno=1002

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
persistent = 1
[State 0, Trans]
type = Trans
trigger1 = 1
trans =add

[State 1, Shadow Effect]
type = AfterImage
trigger1 = time = 0 ;frame shadow should start
FrameGap = 1 ;adjust these to your liking
length = 8
timegap = 3
PalBright = 1,1,1
PalContrast = 60,60,60
PalAdd = 2,2,2
PalMul = 1,1,1
Trans = Add
time = 2;lengh in occurance


[State 3050, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(1) >= 0
time = 2
[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP
;value2 = S,NA
time = 1
ignorehitpause = 1
persistent = 1

[State 210, 2]
type = HitDef
trigger1 =  time > 0
attr = S, SP
animtype  = Medium
damage    =ifelse(parent,var(2) = 1,37,ifelse(parent,var(2) = 2,52,72)),4
guardflag = MA
pausetime = 4,4
hitsound = S800,0
sparkno = S7005+(random%8)
guard.sparkno = S11003
guardsound = S5,0
sparkxy = 0,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3
air.velocity = -2.5,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
envshake.freq=60




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

[State 0, VarSet]
type = VarSet
trigger1 = movecontact
v = 2   ;fv = 10
value = 1

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 =movecontact
v = 17   ;fv =
value = 1

[State 210, 5]
type = ChangeState
trigger1 = movecontact  || (frontedgedist <= -90 || backedgedist <= -90) && time > 5
value = 1002
ctrl = 1
;--------------------------------------------------------------------------------------------
[Statedef 1002]
type    = S
movetype= I
physics = N
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim =1002
sprpriority = 2

[State 0, VarSet]
type = Varset
trigger1 = time = 10
v = 17;fv = 10
value = 0

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

[State 210, 5]
type = destroyself
trigger1 = animtime = 0
;----------------------------------------------------------------------------
[Statedef 1003]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim =1004
sprpriority = 6

[State -2, Helper]
type = Helper
triggerall = NumHelper(11009) < 1
trigger1 = winko && var(3) = 1 && (movecontact)
helpertype = normal ;player
name = "winko"
ID = 11009
stateno = 11009
pos = 0,0
postype = left   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove =999
pausemove = 999
ignorehitpause = 1
[State 0, Trans]
type = Trans
trigger1 = 1
trans =add

[State 1, Shadow Effect]
type = AfterImage
trigger1 = time = 0 ;frame shadow should start
FrameGap = 1 ;adjust these to your liking
length = 8
timegap = 3
PalBright = 1,1,1
PalContrast = 60,60,60
PalAdd = 2,2,2
PalMul = 1,1,1
Trans = Add
time = 2;lengh in occurance


[State 3050, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(1) >= 0
time = 2

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 0
value = S800,1

[State 0, VelSet]
type = VelSet
trigger1 = time >= 0
triggerall =  parent,var(2) = 1
x = 3
y=3

[State 0, VelSet]
type = VelSet
trigger1 = time >= 0
triggerall = parent,var(2) = 2
x = 5
y=5

[State 0, VelSet]
type = VelSet
trigger1 = time >= 0
triggerall =  parent,var(2)= 3
x = 7
y=7

[State 3005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
forceair = 1
stateno=1002

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

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP
;value2 = S,NA
time = 1
ignorehitpause = 1
persistent = 1

[State 210, 2]
type = HitDef
trigger1 =  time > 0 && parent,var(2) = 1
attr = S, AP
animtype  = Medium
damage    =37,4
guardflag = MA
pausetime = 4,4
hitsound = S800,0
sparkno = S7005+(random%8)
guard.sparkno = S11003
guardsound = S5,0
sparkxy = 0,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3
air.velocity = -2.5,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
envshake.freq=60


[State 210, 2]
type = HitDef
trigger1 =  time > 0 && parent,var(2)= 2
attr = S, AP
animtype  = Medium
damage    = 52,4
guardflag = MA
pausetime = 4,4
hitsound = S800,0
sparkno = S7005+(random%8)
guard.sparkno = S11003
guardsound = S5,0
sparkxy = 0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 22
ground.velocity = -3
air.velocity = -2.5,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
envshake.freq=60


[State 210, 2]
type = HitDef
trigger1 =  time > 0 && parent,var(2) = 3
attr = S, AP
animtype  = Medium
damage    = 72,25
guardflag = MA
pausetime = 4,4
hitsound = S800,0
sparkno = S7005+(random%8)
guard.sparkno = S11003
guardsound = S5,0
sparkxy = 0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 25
ground.velocity = -3
air.velocity = -2.5,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
envshake.freq=60

[State 210, 2]
type = HitDef
trigger1 =  time > 0 && parent,var(2) = 4
attr = S, AP
animtype  = Medium
damage    = 46,25
guardflag = MA
pausetime = 4,4
hitsound = S800,0
sparkno = S7005+(random%8)
guard.sparkno = S11003
guardsound = S5,0
sparkxy = 0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 25
ground.velocity = -3
air.velocity = -2.5,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
envshake.freq=60

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = -45
ignorehitpause =1
persistent =1


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

[State 0, VarSet]
type = VarSet
trigger1 = movecontact
v = 2   ;fv = 10
value = 1

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 =movecontact
v = 17   ;fv =
value = 1
[State 0, Trans]
type = Trans
trigger1 = 1
trans =add


[State 210, 5]
type = ChangeState
trigger1 = movecontact || (frontedgedist <= -90 || backedgedist <= -90) && time > 5 || pos y >=0
value = 1004
;--------------------------------------------------------------------------------------------
[Statedef 1004]
type    = S
movetype= I
physics = N
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim =1002
sprpriority = 2
[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = -45
ignorehitpause =1
persistent =1
[State 0, Trans]
type = Trans
trigger1 = 1
trans =add
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 210, 5]
type = destroyself
trigger1 = animtime = 0
;---------------------------------------------------------------------------------------------------
[Statedef 1006]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim =1001
sprpriority = 6
[State -2, Helper]
type = Helper
triggerall = NumHelper(11009) < 1
trigger1 = winko && var(3) = 1 && (movecontact)
helpertype = normal ;player
name = "winko"
ID = 11009
stateno = 11009
pos = 0,0
postype = left   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove =999
pausemove = 999
ignorehitpause = 1
[State 0, PalFXWiz]
type = PalFX
trigger1 = parent,var(2)=4
time = 1
add = 0,-250,-256
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
persistent = 1

[State 0, 2]
type = VelSet
trigger1 = parent,var(2) = 4
y = 2.3*(sin(time/4))

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 0
value = S800,1

[State 0, VelSet]
type = VelSet
trigger1 = time >= 0
triggerall =  parent,var(2)= 4
x = 6

[State 3005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
forceair = 1
stateno=1002

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
persistent = 1
[State 0, Trans]
type = Trans
trigger1 = 1
trans =add

[State 1, Shadow Effect]
type = AfterImage
trigger1 = time = 0 ;frame shadow should start
FrameGap = 1 ;adjust these to your liking
length = 8
timegap = 3
PalBright = 1,1,1
PalContrast = 60,60,60
PalAdd = 2,2,2
PalMul = 1,1,1
Trans = Add
time = 2;lengh in occurance


[State 3050, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(1) >= 0
time = 2
[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP
;value2 = S,NA
time = 1
ignorehitpause = 1
persistent = 1

[State 3050, Super C]
type = HitDef
trigger1 =  !movecontact
attr = S, SP
animtype  = Medium
damage    = 40,25
guardflag = MA
pausetime = 4,4
hitsound = S800,0
sparkno = S7005+(random%8)
guard.sparkno = S11003
guardsound = S5,0
sparkxy = 0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -3
air.velocity = -2.5,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
envshake.freq=60


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

[State 0, VarSet]
type = VarSet
trigger1 = movecontact
v = 2   ;fv = 10
value = 1

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 =movecontact
v = 17   ;fv =
value = 1

[State 210, 5]
type = ChangeState
trigger1 = movecontact  || (frontedgedist <= -90 || backedgedist <= -90) && time > 5
value = 1002
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 3001]
type    = S
movetype= A
physics = N
juggle  = 5
velset = 0,0
anim = 3001
ctrl = 0
sprpriority = 5

[State 1000, 1]
type = PlaySnd
trigger1 =prevstateno!=3001 && time = 0
value = S800,2
[State -2, Helper]
type = Helper
trigger1 = NumHelper(11009) < 1 && movecontact && winko
helpertype = normal ;player
name = "winko"
ID = 11009
stateno = 11009
pos = 0,0
postype = left   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove =999
pausemove = 999
ignorehitpause = 1

[State -2, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "trail"
ID = 11009
stateno = 7000
pos = -30,-10
postype =p1   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove =999
pausemove = 999
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 19;fv = 10
value = ifelse((parent,var(21) =1),1,ifelse((parent,var(21) =2),2,3))


[State 0, VarSet]
type = VarSet
trigger1 = parent,stateno =3010
v = 19;fv = 10
value = 1

[State 1, Shadow Effect]
type = AfterImage
trigger1 = time = 0 ;frame shadow should start
FrameGap = 1 ;adjust these to your liking
length = 8
timegap = 3
PalBright = 1,1,1
PalContrast = 60,60,60
PalAdd = 2,2,2
PalMul = 1,1,1
Trans = Add
time = 2;lengh in occurance


[State 3050, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(1) >= 0
time = 2


[State 3000, 0]
type = parentVarSet
trigger1 = time = 0
var(3) = 0
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1208, 4]
type = HitDef
triggerall  = var(19) = 1
trigger1 = time >=0
attr = S, HP
animtype  = Medium
damage    = 188, 12
guardflag = MA
pausetime = 2,30
sparkxy = 0,-3
guard.sparkno= S11003
hitsound = S800,0
sparkno = S8000+(random%8)
guardsound = S5,0
getpower = 0
givepower = 0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -8,-5
guard.velocity = -7
air.velocity = -8,-5
fall = 1
fall.recover = 0
envshake.time=16
envshake.freq=100
envshake.ampl=6
sprpriority=4

[State 1208, 4]
type = HitDef
triggerall  = var(19) = 2
trigger1 = time >=0
attr = S, HP
animtype  = Medium
damage    = 238, 12
guardflag = MA
pausetime = 2,30
sparkxy = 0,-3
guard.sparkno= S11003
hitsound = S800,0
sparkno = S8000+(random%8)
guardsound = S5,0
getpower = 0
givepower = 0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -8,-5
guard.velocity = -7
air.velocity = -8,-5
fall = 1
fall.recover = 0
envshake.time=16
envshake.freq=100
envshake.ampl=6
sprpriority=4

[State 1208, 4]
type = HitDef
triggerall  = var(19) = 3
trigger1 = time >=0
attr = S, HP
animtype  = Medium
damage    = 289, 12
guardflag = MA
pausetime = 2,30
sparkxy = 0,-3
guard.sparkno= S11003
hitsound = S800,0
sparkno = S8000+(random%8)
guardsound = S5,0
getpower = 0
givepower = 0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -9,-5
guard.velocity = -7
air.velocity = -8,-5
fall = 1
fall.recover = 0
envshake.time = 12
envshake.ampl = 4
envshake.freq=60

[State 0, HitBy]
type = hitBy
trigger1 = 1
value = SCA,HP,NP,SP
;value2 = S,NA
time = 1
ignorehitpause = 1
persistent = 1

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

[State 0, VelSet]
type = VelSet
trigger1 = 1
x =ifelse(prevstateno = 3001 && time = 0,.5,9)

[State 0, VarAdd]
type = VarAdd
trigger1 = prevstateno=3001 && time = 0
v = 10     ;fv =
value = 1
[State 0, VarAdd]
type = Varset
trigger1 = prevstateno!=3001 && time = 0
v = 10     ;fv =
value = 0

 [State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AP,AA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = ifelse(var(10) <= 3,3001,3003)
time =6
forceair = 0
ignorehitpause = 1
persistent = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = (movecontact || ((frontedgedist <= -90 || backedgedist <= -90) && time > 5)) || var(10) >=3
trigger2 = parent,stateno=194 && time =6 && parent,prevstateno!=197
trigger3 = time =20 && parent,prevstateno=197
value = 3002

;---------------------------------------------------------------------------
[Statedef 3002]
type    = S
movetype= I
physics = N
juggle  = 4
velset = 0,0
anim = 3002
ctrl = 0
sprpriority = 5
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 8050, 5]
type = DestroySelf
trigger1 = AnimTime = 0
;---------------------------------------------------------------------------
[Statedef 3003]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
anim = 3001
ctrl = 0
sprpriority = 5

[State 1000, 1]
type = PlaySnd
trigger1 =prevstateno!=3001 && time = 0
value = S800,2
[State -2, Helper]
type = Helper
trigger1 = NumHelper(11009) < 1 && movecontact && winko
helpertype = normal ;player
name = "winko"
ID = 11009
stateno = 11009
pos = 0,0
postype = left   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove =999
pausemove = 999
ignorehitpause = 1

[State -2, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "trail"
ID = 11009
stateno = 7000
pos = -30,-10
postype =p1   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove =999
pausemove = 999
ignorehitpause = 1


[State -2, PalFXWiz]
type = PalFX
triggerall = parent,var(58)=1
trigger1 = 1
time = 1
add = 0,-250,-256
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
persistent = 1

[State 1, Shadow Effect]
type = AfterImage
trigger1 = time = 0 ;frame shadow should start
FrameGap = 1 ;adjust these to your liking
length = 8
timegap = 3
PalBright = 1,1,1
PalContrast = 60,60,60
PalAdd = 2,2,2
PalMul = 1,1,1
Trans = Add
time = 2;lengh in occurance


[State 3050, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(1) >= 0
time = 2


[State 3000, 0]
type = parentVarSet
trigger1 = time = 0
var(3) = 0
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0


[State 1208, 4]
type = HitDef
trigger1 = time >=0
attr = S, HP
animtype  = Medium
damage    = 45, 12
guardflag = MA
pausetime = 2,30
sparkxy = 0,-3
guard.sparkno= S11003
hitsound = S800,0
sparkno = S8000+(random%8)
guardsound = S5,0
getpower = 0
givepower = 0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -9,-5
guard.velocity = -7
air.velocity = -8,-5
fall = 1
fall.recover = 1
envshake.time = 12
envshake.ampl = 4
envshake.freq=60
kill=0

[State 0, HitBy]
type = hitBy
trigger1 = 1
value = SCA,HP,NP,SP
;value2 = S,NA
time = 1
ignorehitpause = 1
persistent = 1

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

[State 0, VelSet]
type = VelSet
trigger1 = 1
x =9

[State 0, VarAdd]
type = VarAdd
trigger1 = prevstateno=3001 && time = 0
v = 10     ;fv =
value = 1
[State 0, VarAdd]
type = Varset
trigger1 = prevstateno!=3001 && time = 0
v = 10     ;fv =
value = 0

 [State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AP,AA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = ifelse(var(10) <= 5,3003,3002)
time =6
forceair = 0
ignorehitpause = 1
persistent = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = (movecontact || ((frontedgedist <= -90 || backedgedist <= -90) && time > 5)) || var(10) =5
value = 3002

;--------------------------------------------------------------------------
[Statedef 4001]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 4001
ctrl = 0
sprpriority = 5

[State 4001, ParentVarSet]
type = ParentVarSet
trigger1 = parent,power = 0
var(3) = 0

[State 0, PowerAdd]
type = PowerAdd
trigger1 = 1
value = -12

[State -3, AfterImageTime]
type = AfterImageTime
trigger1 = stateno = [5000,5399]
time = 1


[State 911, Destroy]
type = destroyself
trigger2 = parent,stateno = [3000,3999]
trigger3 = parent,stateno = [5000,5399]
trigger1 = parent,power=0
;--------------------------------------------------------------------------
;--------------------------------------------------------------------------
[Statedef 4004]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 4001
ctrl = 0
sprpriority = 5

[State 0, VarSet]
type = parentVarSet
trigger1 = parent,fvar(3) <=0
fv = 3 ;fv = 10
value = 0



[State 0, ParentVarAdd]
type = ParentVarAdd
trigger1 = parent,fvar(1) >0
fv = 3    ;fv =
value = 1
ignorehitpause =1
persistent =1

[State 0, ParentVarAdd]
type = ParentVaradd
trigger1 =  parent,fvar(1) >= 0
fv = 1    ;fv =
value = -1
ignorehitpause =1
persistent =1

[State 0, ParentVarAdd]
type = ParentVarset
trigger1 =  parent,fvar(1) <= 0
fv = 1    ;fv =
value = 0
ignorehitpause =1
persistent =1





[State 0, VarAdd]
type = parentVarAdd
triggerall = fvar(3) <200
triggerall = parent,stateno !=4000
trigger1 = time%8=0
fv = 3    ;fv =
value = -.5
[State 0, PalFXWiz]
type = PalFX
trigger1 = parent,fvar(3) >=125 && time%80=0
time = 80
add = 0,-250,-256
mul = 256,256,256
sinadd = 20,40,20,40
invertall = 0
color = 256
ignorehitpause = 1
persistent = 1

[State 0, PalFXWiz]
type = PalFX
trigger1 = (parent,fvar(3) =[75,125]) && time%80=0
time = 80
add = 0,-200,0
mul = 256,256,256
sinadd = 40,80,40,40
invertall = 0
color = 256
ignorehitpause = 1
persistent = 1

[State 0, Explod]
type = Explod
triggerall = teamside = 1
trigger1 =  numexplod(16012) < 1
anim = 11017
ID = 16012
pos = 19,232
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = .5,.36
ontop = 1
sprpriority = 7
shadow = 0,0,0
ownpal = 0
persistent = 0
[State 0, Explod]
type = Explod
triggerall = teamside = 1
trigger1 =  numexplod(16010) < 1
anim = 11016
ID = 16010
pos = 12,230
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = .5,.5
ontop = 1
sprpriority = 9
shadow = 0,0,0
ownpal = 1
persistent = 0


[State 0, Explod]
type = Explod
triggerall = teamside = 1
trigger1 =  numexplod(16011) < 1
anim = 11011
ID = 16011
pos = 13,223
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = .5,.5
ontop = 1
sprpriority = 9
shadow = 0,0,0
ownpal = 1
persistent = 0

[State 0, Explod]
type = Explod
triggerall = teamside = 1
trigger1 =  numexplod(16013) < 1
anim = 11018
ID = 16013
pos = 13,223
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = .5,.5
ontop = 1
sprpriority = 9
shadow = 0,0,0
ownpal = 1
persistent = 0
;---------------------------------------------------------------

[State 0, Explod]
type = Explod
triggerall = teamside = 2
trigger1 =  numexplod(16012) < 1
anim = 11017
ID = 16012
pos = 310,232
postype = left
facing = -1
vfacing = 1
bindtime = -1
removetime = -1
scale = .5,.36
ontop = 0
sprpriority = 7
shadow = 0,0,0
ownpal = 0
persistent = 0
[State 0, Explod]
type = Explod
triggerall = teamside = 2
trigger1 =  numexplod(16010) < 1
anim = 11016
ID = 16010
pos = 190,230
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = .5,.5
ontop = 1
sprpriority = 9
shadow = 0,0,0
ownpal = 1
persistent = 0

[State 0, Explod]
type = Explod
triggerall = teamside =2
trigger1 =  numexplod(16013) < 1
anim = 11018
ID = 16013
pos = 265,223
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = .5,.5
ontop = 1
sprpriority = 9
shadow = 0,0,0
ownpal = 1
persistent = 0

[State 0, Explod]
type = Explod
triggerall = teamside = 2
trigger1 =  numexplod(16011) < 1
anim = 11011
ID = 16011
pos = 265,223
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = .5,.5
ontop = 1
sprpriority = 9
shadow = 0,0,0
ownpal = 1
persistent = 0


[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID =  16012
scale = parent,fvar(3) *.0025,.36
ignorehitpause=1




[State 0, ChangeState]
type = ChangeState
trigger1 = parent,stateno=4000 && parent,anim=900
value =4005



[State 911, Destroy]
type = destroyself
;trigger3 = parent,fvar(3) <= 0
;trigger2 = (parent,stateno =[3000,4000])
trigger1 = roundstate !=2
;-----------------------------------------------------------------------------
[Statedef 4005]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 11016
ctrl = 0
sprpriority = 5

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = -152
y = 8

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =1
id =16010

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id =16011

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id =16013

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale =  .5,.5

[State 7180, flames]
type = explod
triggerall = teamside =1
trigger1 =time <20
anim = 11015
ID = 11019
sprpriority = 3
bindtime=-1
postype = p1
scale = .3,.3
random=80,50
pos = 40,0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime  = 99999999

[State 7180, flames]
type = explod
triggerall = teamside =2
trigger1 =time <20
anim = 11015
ID = 11019
sprpriority = 3
postype = p1
bindtime=-1
scale = .3,.3
random=80,50
pos = 240,0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime  = 99999999

[State 0, PalFXWiz]
type = PalFX
trigger1 = 1
add = 0,-250,-256
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
persistent = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id =16012
ignorehitpause=1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id =11015
ignorehitpause=1

[State 1010, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause=1

[State 1060, 1]
type = AssertSpecial
trigger1 =1
flag = Invisible
ignorehitpause=1

[State 1002, 1]
type = AfterImage
trigger1 = time = 0
time = 5
framegap = 1
length = 2
PalAdd = 0, 0, 0
PalMul = 1, 1, 1
PalContrast = 255-((Time -36)*12), 255-((Time-36)*12), 255-((Time-36)*12)
trans = Add
ignorehitpause=1


[State 210, 5]
type = destroyself
trigger1 =time = 20
ignorehitpause=1
;-----------------------------------------------------------------------------
[Statedef 6001]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 6001
ctrl = 0
sprpriority = 5


[State 0, PalFXWiz]
type = PalFX
trigger1 = 1
time = 1
add = 0,-200,0
mul = 256,256,256
sinadd = 40,80,40,10
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1
[State 831, Shake]
type  = envshake
trigger1 = time%2
freq  = 120
time  = 2
ampl  = 2

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = -1
facing = 1
pos = -8,0
ignorehitpause = 1
persistent = 1

[State 911, Grow]
type = angledraw
trigger1 = power = [0,2999]
value = 0
scale = 1, power * .0003

[State 911, Grow]
type = angledraw
trigger1 = power = 3000
scale = 1,1

[State 911, NoShadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 911, Trans]
type = trans
trigger1 = 1
trans = add

[State 911, Destroy]
type = changestate
trigger2 = parent,command != "charge1" && parent,command != "charge2" || parent,command = "charge1" && parent,command != "charge2" || parent,command != "charge1" && parent,command = "charge2"
trigger2 = parent, power = 3000
trigger1 = parent,Stateno !=900
value = 6005
;-----------------------------------------------------------------------
[Statedef 6002]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 6000
ctrl = 0
sprpriority = 5

[State 831, Shake]
type  = envshake
trigger1 = time%2
freq  = 120
time  = 2
ampl  = 2

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = -1
facing = 1
pos = -8,0
ignorehitpause = 1
persistent = 1

[State 911, Trans]
type = trans
trigger1 = 1
trans = add

[State 911, NoShadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 0, PalFXWiz]
type = PalFX
trigger1 = 1
time = 1
add = 0,-200,0
mul = 256,256,256
sinadd = 40,80,40,10
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1

[State 911, Destroy]
type = changestate
trigger2 = parent,command != "charge1" && parent,command != "charge2" || parent,command = "charge1" && parent,command != "charge2" || parent,command != "charge1" && parent,command = "charge2"
trigger2 = parent, power = 3000
trigger1 = parent,Stateno !=900
value = 6006
;---------------------------------------------------------------------------------
[Statedef 6003]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 6002
ctrl = 0
sprpriority = 5

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = -1
facing = 1
pos = -13,0
ignorehitpause = 1
persistent = 1
[State 0, PalFXWiz]
type = PalFX
trigger1 = 1
time = 1
add = 0,-200,0
mul = 256,256,256
sinadd = 40,80,40,10
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1
[State 911, Trans]
type = trans
trigger1 = 1
trans = add


[State 911, Grow]
type = angledraw
trigger1 = power = [0,2999]
value = 0
scale = 1, power * .0003

[State 911, NoShadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 911, Destroy]
type = changestate
trigger2 = parent,command != "charge1" && parent,command != "charge2" || parent,command = "charge1" && parent,command != "charge2" || parent,command != "charge1" && parent,command = "charge2"
trigger2 = parent, power = 3000
trigger1 = parent,Stateno !=900
value = 6004
;-----------------------------------------------------------------------
[Statedef 6004]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 6002
ctrl = 0
sprpriority = 5

[State 911, Trans]
type = trans
trigger1 = 1
trans = add

[State 911, Grow]
type = angledraw
triggerall = prevstateno = 6003
trigger1 = 1
value = 0
scale =  1-(time * .06) ,power * .0003

[State 911, Grow]
type = angledraw
triggerall = prevstateno = 6006
trigger1 = 1
value = 0
scale =  1-(time * .06) ,(.001 * (var(18)*2))

[State 0, PalFXWiz]
type = PalFX
triggerall = parent,var(22)!=1
trigger1 = 1
time = 1
add = 0,-200,0
mul = 256,256,256
sinadd = 40,80,40,10
invertall = 0
color = 0
[State -2, PalFXWiz]
type = PalFX
triggerall = parent,var(22)=1
trigger1 = 1
time = 1
add = 0,-250,-256
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
persistent = 1

;Generated by Fighter Factory PalFX Editor

[State 911, NoShadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 911, Destroy]
type = destroyself
trigger1 = time = 20
;-----------------------------------------------------------------------
[Statedef 6005]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 6001
ctrl = 0
sprpriority = 5

[State 911, Trans]
type = trans
trigger1 = 1
trans = add
[State 0, PalFXWiz]
type = PalFX
triggerall = parent,var(22)!=1
trigger1 = 1
time = 1
add = 0,-200,0
mul = 256,256,256
sinadd = 40,80,40,10
invertall = 0
color = 0
[State -2, PalFXWiz]
type = PalFX
triggerall = parent,var(22)=1
trigger1 = 1
time = 1
add = 0,-250,-256
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
persistent = 1
[State 911, Grow]
type = angledraw
triggerall = prevstateno = 6001
trigger1 = 1
value = 0
scale =  1-(time * .06) ,power * .0003

[State 911, Grow]
type = angledraw
triggerall = prevstateno = 6006
trigger1 = 1
value = 0
scale =  1-(time * .06) ,(.001 * (var(18)*2))

[State -2, PalFXWiz]
type = PalFX
triggerall = prevstateno = 6006
trigger1 = 1
time = 1
add = 0,-250,-256
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
persistent = 1



;Generated by Fighter Factory PalFX Editor

[State 911, NoShadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 911, Destroy]
type = destroyself
trigger1 = time = 20


;-----------------------------------------------------------------------
[Statedef 6006]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 6000
ctrl = 0
sprpriority = 5

[State 911, Trans]
type = trans
trigger1 = 1
trans = add

[State 911, Grow]
type = angledraw
triggerall = prevstateno = 6002
trigger1 = 1
value = 0
scale =  1-(time * .06) ,1

[State 0, PalFXWiz]
type = PalFX
triggerall = parent,var(22)!=1
trigger1 = 1
time = 1
add = 0,-200,0
mul = 256,256,256
sinadd = 40,80,40,10
invertall = 0
color = 0
[State -2, PalFXWiz]
type = PalFX
triggerall = parent,var(22)=1
trigger1 = 1
time = 1
add = 0,-250,-256
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
persistent = 1

;Generated by Fighter Factory PalFX Editor

[State 911, NoShadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 911, Destroy]
type = destroyself
trigger1 = time = 20

;-----------------------------------------------------------------------
[Statedef 6008]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 6001
ctrl = 0
sprpriority = 5

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = -1
facing = 1
pos = 0,0
ignorehitpause = 1
persistent = 1
[State 0, PalFXWiz]
type = PalFX
trigger1 = parent,var(22)=0
time = 1
add = 0,-200,0
mul = 256,256,256
sinadd = 40,80,40,10
invertall = 0
color = 0
[State -2, PalFXWiz]
type = PalFX
triggerall = parent,var(22)=1
trigger1 = 1
time = 1
add = 0,-250,-256
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
persistent = 1

[State 911, Grow]
type = angledraw
trigger1 = parent,stateno!=4000
value = 0
scale =  1,.15


[State 911, Grow]
type = angledraw
triggerall = time <174
trigger1 = parent,stateno=4000 && parent,anim=900
value = 0
scale =  1, (.001 * (time*4))

[State 911, Grow]
type = angledraw
trigger1 = time >173
value = 0
scale =  1+((174-time) * .06), (.001 * (time*4))

[State 0, DestroySelf]
type = DestroySelf
trigger1 =time = 194


[State 911, Trans]
type = trans
trigger1 = 1
trans = add
[State 911, NoShadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 911, Destroy]
type = changestate
triggerall = parent,var(22)=0
trigger1 = time = 96
value = 6011




;-----------------------------------------------------------------------
[Statedef 6009]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 6000
ctrl = 0
sprpriority = 5

[State 831, Shake]
type  = envshake
trigger1 = time%2
freq  = 120
time  = 2
ampl  = 2

[State -2, PalFXWiz]
type = PalFX
triggerall = parent,var(22)=1
trigger1 = 1
time = 1
add = 0,-250,-256
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
persistent = 1

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
triggerall = parent,var(22)!=1
trigger1 = 1
time = 1
add = 0,-200,0
mul = 256,256,256
sinadd = 40,80,40,10
invertall = 0
color = 0
[State -2, PalFXWiz]
type = PalFX
triggerall = parent,var(22)=1
trigger1 = 1
time = 1
add = 0,-250,-256
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
persistent = 1
[State 911, NoShadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 911, Trans]
type = trans
trigger1 = 1
trans = add



[State 911, Destroy]
type = changestate
triggerall = parent,var(22)=1
trigger1 = time = 174
value = 6012

[State 911, Destroy]
type = changestate
triggerall = parent,var(22)=0
trigger1 = time = 96
value = 6012
;-----------------------------------------------------------------------
[Statedef 6010]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 6002
ctrl = 0
sprpriority = 5

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = -1
facing = 1
pos = -0,0
ignorehitpause = 1
persistent = 1

[State 911, Trans]
type = trans
trigger1 = 1
trans = add

[State 911, Grow]
type = angledraw
trigger1 = parent,stateno!=4000
value = 0
scale =  1,.15

[State 911, Grow]
type = angledraw
triggerall = time <174
trigger1 = parent,stateno=4000 && parent,anim=900
value = 0
scale =  1, (.001 * (time*4))

[State 911, Grow]
type = angledraw
trigger1 = time >173
value = 0
scale =  1+((174-time) * .06), (.001 * (time*4))

[State 0, DestroySelf]
type = DestroySelf
trigger1 =time = 194

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = parent,var(22)=0
time = 1
add = 0,-200,0
mul = 256,256,256
sinadd = 40,80,40,10
invertall = 0
color = 0
[State 911, NoShadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State -2, PalFXWiz]
type = PalFX
triggerall = parent,var(22)=1
trigger1 = 1
time = 1
add = 0,-250,-256
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
persistent = 1



[State 911, Destroy]
type = changestate
triggerall = parent,var(22)=0
trigger1 = time = 96
value = 6013

;-----------------------------------------------------------------------
[Statedef 6013]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 6002
ctrl = 0
sprpriority = 5

[State 911, Trans]
type = trans
trigger1 = 1
trans = add

[State 911, Grow]
type = angledraw
trigger1 = 1
value = 0
scale =  1-(time * .12) ,.15+(time * .09)

[State 0, PalFXWiz]
type = PalFX
triggerall = parent,var(22)!=1
trigger1 = 1
time = 1
add = 0,-200,0
mul = 256,256,256
sinadd = 40,80,40,10
invertall = 0
color = 0
[State -2, PalFXWiz]
type = PalFX
triggerall = parent,var(22)=1
trigger1 = 1
time = 1
add = 0,-250,-256
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
persistent = 1
;Generated by Fighter Factory PalFX Editor

[State 911, NoShadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 911, Destroy]
type = destroyself
trigger1 = time = 10
;-----------------------------------------------------------------------
[Statedef 6011]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 6001
ctrl = 0
sprpriority = 5

[State 911, Trans]
type = trans
trigger1 = 1
trans = add
[State 0, PalFXWiz]
type = PalFX
trigger1 = 1
time = 1
add = 0,-200,0
mul = 256,256,256
sinadd = 40,80,40,10
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1
[State 911, Grow]
type = angledraw
trigger1 = 1
value = 0
scale =  1-(time * .12) ,.15+(time * .09)

[State -2, PalFXWiz]
type = PalFX
triggerall = parent,var(22)=1
trigger1 = 1
time = 1
add = 0,-250,-256
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
persistent = 1


[State 0, PalFXWiz]
type = PalFX
trigger1 = 1
time = 1
add = 0,-200,0
mul = 256,256,256
sinadd = 40,80,40,10
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1

;Generated by Fighter Factory PalFX Editor

[State 911, NoShadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 911, Destroy]
type = destroyself
trigger1 = time = 10


;-----------------------------------------------------------------------
[Statedef 6012]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 6000
ctrl = 0
sprpriority = 5

[State 911, Trans]
type = trans
trigger1 = 1
trans = add

[State 911, Grow]
type = angledraw
trigger1 = 1
value = 0
scale =  1-(time * .12) ,1

[State 0, PalFXWiz]
type = PalFX
triggerall = parent,var(22)!=1
trigger1 = 1
time = 1
add = 0,-200,0
mul = 256,256,256
sinadd = 40,80,40,10
invertall = 0
color = 0
[State -2, PalFXWiz]
type = PalFX
triggerall = parent,var(22)=1
trigger1 = 1
time = 1
add = 0,-250,-256
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
persistent = 1

;Generated by Fighter Factory PalFX Editor

[State 911, NoShadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 911, Destroy]
type = destroyself
trigger1 = time = 10

;-------------------------------------------------------------------------------
[Statedef 7000]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 7015
ctrl = 0
sprpriority = 6

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

[State 1020, Blink Yellow]
type = PalFX
trigger1 = time =0
time = 1
add = 0,0,0
sinadd = 0,0,0,0

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
[State -2, PalFXWiz]
type = PalFX
triggerall = parent,var(58)=1
trigger1 = 1
time = 1
add = 0,-250,-256
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
persistent = 1

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 9
y = 9
[State 7180, flames]
type = explod
trigger1 = numexplod(11014) < ifelse(parent,var(21)=1,3,ifelse(parent,var(21)=2,9,999))
anim = 11015
ID = 11014
sprpriority = -1
postype = p1
scale = .5,.5
random=40,40
pos = 0,0
[State 0, PosAdd]
type = PosAdd
trigger1 =timemod= 7,6
y = -70

[State 8050, 5]
type = destroyself
trigger1 = parent,stateno=3002
;-------------------------------------------------------------------------------
[Statedef 7001]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim =7015
ctrl = 0
sprpriority = -1



[State 7180, flames]
type = explod
trigger1 = numexplod(11014) < 6
anim = 11015
ID = 11014
sprpriority = -1
postype = p1
scale = .5,.5
random=40,40
pos = -57,-40

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 1020, Blink Yellow]
type = PalFX
trigger1 = time =0
time = 1
add = 0,0,0
sinadd = 0,0,0,0

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 2
y = -2

;[State 0, PosAdd]
;type = PosAdd
;trigger1 = timemod = 35,34
;y = -40


[State 8050, 5]
type = destroyself
trigger1 = numhelper(3001) <1
;-------------------------------------------------------------------------------
[Statedef 8050]
type    = S
juggle  = 4
velset = 0,0
anim = 8050
ctrl = 0
sprpriority = 5

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 1020, Blink Yellow]
type = PalFX
trigger1 = time =0
time = 1
add = 0,0,0
sinadd = 0,0,0,0
[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale =  .75

[State 0, Trans]
type = Trans
trigger1 =   1
trans = add

[State 0, PalFXWiz]
type = PalFX
trigger1 = parent,var(21) =2
time = 1
add = 0,-200,0
mul = 256,256,256
sinadd = 40,80,40,10
invertall = 0
color = 0
ignorehitpause = 1
persistent = 1

[State 0, PalFXWiz]
type = PalFX
trigger1 = parent,var(21) =3
time = 1
add = 0,-250,-256
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
persistent = 1

[State 8050, 5]
type = changestate
trigger1 = AnimTime = 0
value = 8051
;---------------------------------------------------------------------------
[Statedef 8051]
type    = S
juggle  = 4
velset = 0,0
anim = 8051
ctrl = 0
sprpriority = 5


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 1020, Blink Yellow]
type = PalFX
trigger1 = time =0
time = 1
add = 0,0,0
sinadd = 0,0,0,0
[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale =   .75-(time * .06), .75-(time * .06)

[State 0, PalFXWiz]
type = PalFX
trigger1 = parent,var(21) =2
time = 1
add = 0,-200,0
mul = 256,256,256
sinadd = 40,80,40,10
invertall = 0
color = 0
ignorehitpause = 1
persistent = 1

[State 0, PalFXWiz]
type = PalFX
trigger1 = parent,var(21) =3
time = 1
add = 0,-250,-256
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
persistent = 1


[State 0, Trans]
type = Trans
trigger1 = 1
trans = add

[State 8050, 5]
type = DestroySelf
trigger1 =time  = 15
;-------------------------------------------------------------------------------
[Statedef 8052]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 2,-3.5
anim = 182
ctrl = 0
sprpriority = 9

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 1020, Blink Yellow]
type = PalFX
trigger1 = time =0
time = 1
add = 0,0,0
sinadd = 0,0,0,0

[State 0, VelAdd]
type = VelAdd
trigger1 =  1
y = .45



[State 8050, 5]
type = changestate
trigger1 = vel y > 0 && pos y >= 0
value = 8053
;---------------------------------------------------------------------------
[Statedef 8053]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 183
ctrl = 0
sprpriority = 5


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

;-------------------------------------------------------------------------------
[Statedef 8056]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 11010
ctrl = 0
sprpriority = 5

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

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale =  .01+(time*.06),.01+(time*.06)

[State 0, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 20



[State 0, Trans]
type = Trans
trigger1 =   1
trans = add


[State 8050, 5]
type = destroyself
trigger1 = Time = 20
;---------------------------------------------------------------------------
[Statedef 8051]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 8051
ctrl = 0
sprpriority = 5


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 1020, Blink Yellow]
type = PalFX
trigger1 = time =0
time = 1
add = 0,0,0
sinadd = 0,0,0,0
[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale =   .75-(time * .06), .75-(time * .06)

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add

[State 8050, 5]
type = DestroySelf
trigger1 =time  = 15
;-------------------------------------------------------------------------------------------
[Statedef 8055]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
ctrl = 0
velset = 7,0
anim =191
sprpriority =2

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

[State 210, 5]
type = destroyself
trigger1 = (frontedgedist <= -200|| backedgedist <= -200) && time > 15
;-------------------------------------------------------------------------
[statedef 8900]
ctrl=0
anim=4001

[State flash]
Type=BGPalfx
Trigger1=time=(102,130]
Time=1
add=256-(time-104)*9,256-(time-104)*9,256-(time-104)*9

[state BG]
type=explod
trigger1=!time
id=16000
anim=13001
postype=left
sprpriority=-10
bindtime=-1
ownpal=1
ignorehitpause=1
facing=1
supermovetime=99999
pausemovetime=99999
removetime=-2

[state KO]
type=Explod
trigger1=time=5
id=8900
anim=8910
pos=160,225
postype=back
sprpriority=1000000
bindtime=-1
ownpal=1
ignorehitpause=1
facing=facing
scale=2,2
supermovetime=99999
pausemovetime=99999
removetime=30

[state KO_AfterImage]
type=Explod
trigger1=time=9
id=8911
anim=8910
pos=160,225
postype=back
sprpriority=1000002
bindtime=-1
ownpal=1
trans=add
ignorehitpause=1
facing=facing
scale=2,2
supermovetime=99999
pausemovetime=99999
removetime=29

[state Fatal]
type=Explod
trigger1=time=5
id=8900
anim=8900
pos=160,15
postype=back
sprpriority=1000001
bindtime=-1
ownpal=1
ignorehitpause=1
facing=facing
scale=2,2
supermovetime=99999
pausemovetime=99999
removetime=30

[state Fatal_AfterImage]
type=Explod
trigger1=time=1
id=8901
anim=8900
pos=160,15
postype=back
sprpriority=1000000
bindtime=-1
ownpal=1
trans=add
ignorehitpause=1
facing=facing
scale=2,2
supermovetime=99999
pausemovetime=99999
removetime=29

[state scale]
type=varset
trigger1=1
fvar(0)=2.2-.05*time

[state scale]
type=ModifyExplod
trigger1=time=[1,30]
id=8901
scale=fvar(0)-.2,fvar(0)-.2

[state scale]
type=ModifyExplod
trigger1=time>9
id=8911
scale=fvar(0)+.2,fvar(0)+.2

[state scale]
type=ModifyExplod
trigger1=time>5
id=8900
scale=fvar(0),fvar(0)

[state FATAL KO]
type=Explod
trigger1=time=35
id=8950
anim=8950
pos=0+(facing=-1)*320,240
postype=back
sprpriority=1000000
bindtime=-1
ownpal=1
ignorehitpause=1
facing=facing
scale=.5,.5
supermovetime=99999
pausemovetime=99999
removetime=53

[state FKO_snd]
type=PlaySND
trigger1=!time
value=800,6



[state FKO_announcer]
type=PlaySND
trigger1=time=25
value=800,7

[state fadeout]
type=ModifyExplod
trigger1=time>80
id=8950
trans=addalpha
alpha=((88-time)*32),256

[state round]
type=assertspecial
trigger1=1
flag=roundnotover
flag2=nobardisplay

[state round]
type=assertspecial
trigger1=time<=102
flag=nobg
flag2=nofg

[state end]
type=DestroySelf
trigger1=time>=2280
;---------------------------------------------------------------------------
[Statedef 11009]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 4001
ctrl = 0
sprpriority = 5

[State 11009, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = S90,9

[State 11009, palfx]
type = palfx
trigger1 = time = 0
time = 40
sinadd = -255,-255,-255,120
ignorehitpause = 1

[State 7600, bgpalfx]
type = bgpalfx
trigger1 = time < 30
time = 1
mul= 512-(time*8),(time*8),(time*8)
add= -60+time*4, -60+time*4, -60+time*4

[State 911, Trans]
type = trans
trigger1 = 1
trans = add

[State 11009, dust]
type = Explod
trigger1 = time = 0
anim = 11009
ID = 11009
postype =left
pos = 0,0
bindtime = -1
removetime = 24
sprpriority = 0
scale = 1,1
ownpal = 1
ignorehitpause =1
ontop =1
pausetime = 999
supermovetime = 9999
;-------------------------------------------------------------------------------------------
[Statedef 11010]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim =3005
sprpriority =-1

[State 0, AssertSpecial]
type = AssertSpecial
Triggerall = time = [0,56]
trigger1 =1
ignorehitpause = 1
persistent = 1
flag = noBG
flag2 = noFG

[State 911, Grow]
type = angledraw
trigger1 =1
scale =  .5, .5;
[State 0, Trans]
type = Trans
trigger1 = 1
trans = add

[State 0, HitBy]
type = notHitBy
trigger1 = 1
value = SCA
;value2 = S,NA
time = 1
ignorehitpause = 1
persistent = 1

[State 1010, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow


[State 0, HitBy]
type = notHitBy
trigger1 = 1
value = SCA
;value2 = S,NA
time = 1
ignorehitpause = 1
persistent = 1

[State 1010, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1060, 1]
type = AssertSpecial
trigger1 =  time > 36
flag = Invisible

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = -160*facing
y = -210

[State 1002, 1]
type = AfterImage
trigger1 = time > 36
time = 5
framegap = 1
length = 2
PalAdd = 0, 0, 0
PalMul = 1, 1, 1
PalContrast = 255-((Time -36)*12), 255-((Time-36)*12), 255-((Time-36)*12)
trans = Add


[State 210, 5]
type = destroyself
trigger1 = time > 56
;-------------------------------------------------------------------------------------------
[Statedef 11011]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim =3005
sprpriority =2

[State 0, AssertSpecial]
type = AssertSpecial
Triggerall = time = [0,56]
trigger1 =1
ignorehitpause = 1
persistent = 1
flag = noBG
flag = noFG

[State 911, Grow]
type = angledraw
trigger1 =1
scale =  .5, .58




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

[State 0, Trans]
type = Trans
trigger1 =1 ;time >= 36
trans = add

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = 0
y = -100


[State 0, HitBy]
type = notHitBy
trigger1 = 1
value = SCA
;value2 = S,NA
time = 1
ignorehitpause = 1
persistent = 1

[State 1010, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1060, 1]
type = AssertSpecial
trigger1 =  time >= 32
flag = Invisible


[State 1002, 1]
type = AfterImage
trigger1 = time >= 32
time = 5
framegap = 1
length = 2
PalAdd = 0, 0, 0
PalMul = 1, 1, 1
PalContrast = 255-((Time -36)*12), 255-((Time-36)*12), 255-((Time-36)*12)
trans = Add


[State 210, 5]
type = destroyself
trigger1 = time > 56
;-------------------------------------------------------------------------------------------
[Statedef 11012]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim =3008
sprpriority =2

[State 0, AssertSpecial]
type = AssertSpecial
Triggerall = time = [0,56]
trigger1 =1
ignorehitpause = 1
persistent = 1
flag = noBG
flag = noFG

[State 911, Grow]
type = angledraw
trigger1 =1
scale =  .5, .58


[State 0, PalFX]
type = PalFX
trigger1 =1
time = 1
add = 0,0,0
mul = 256,256,256
;sinadd = 0,0,0,10
invertall = 0
color = 256
;ignorehitpause =
;persistent =


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

[State 0, Trans]
type = Trans
trigger1 =1 ;time >= 36
trans = add

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = 0
y = -100


[State 0, HitBy]
type = notHitBy
trigger1 = 1
value = SCA
;value2 = S,NA
time = 1
ignorehitpause = 1
persistent = 1

[State 1010, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1060, 1]
type = AssertSpecial
trigger1 =  time >= 32
flag = Invisible


[State 1002, 1]
type = AfterImage
trigger1 = time >= 32
time = 5
framegap = 1
length = 2
PalAdd = 0, 0, 0
PalMul = 1, 1, 1
PalContrast = 255-((Time -36)*12), 255-((Time-36)*12), 255-((Time-36)*12)
trans = Add


[State 210, 5]
type = destroyself
trigger1 = time > 56
;------------------------------------------------------------------------------
[Statedef 11015]
physics = N
velset= 0,0
anim = 4001
sprpriority = 4

[State 7180, assert]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0, BindToParent]
type = BindToParent
trigger1 = time = [0,3]
time = 1
facing = 0
pos =  32,-66
ignorehitpause =  0

[State 0, BindToParent]
type = BindToParent
trigger1 = time = [4,8]
time = 1
facing = 0
pos =  35,-99
ignorehitpause =  0


[State 0, BindToParent]
type = BindToParent
trigger1 = time > 8
time = 1
facing = 0
pos =  30,-118
ignorehitpause =  0

[State 7180, flames]
type = explod
trigger1 =time <23
anim = 11015
ID = 11015
sprpriority = 3
postype = p1
scale = .4,.4
random=20,20
pos = 0,0
ignorehitpause = 0

[State 0, PalFXWiz]
type = PalFX
trigger1 = parent,var(9)=4 && parent,anim = 1051
time = 1
add = 0,-250,-256
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
persistent = 1
[State 7180, end]
type = destroyself
trigger1 = time > 23
trigger2 =  parent,stateno !=3051
trigger2=  parent,stateno !=1050

;------------------------------------------------------------------------------
[Statedef 11013]
physics=N
velset=0,0
anim=4001
sprpriority=4

[State 7180, assert]
type=assertspecial
trigger1=1
flag=noshadow
ignorehitpause=1

[State 7180, flames]
type=explod
trigger1 = numexplod(11014) < 4
anim=11013
ID=11013
sprpriority=3
postype=p2
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+40

[State 7180, end]
type=destroyself
trigger1=time >= 50
trigger1 = enemynear,pos y <= 0
;------------------------------------------------------------------------------
[Statedef 11014]
physics = N
velset = 0,0
anim = 4001
sprpriority = 4

[State 7180, assert]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 7180, flames]
type = explod
trigger1 = numexplod(11014) < 4
anim = 11014
ID = 11014
sprpriority = 3
postype = p2
pos = (enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+10

[State 7180, end]
type = destroyself
trigger1 = time >= 90
trigger1 = enemynear,pos y <= 0
;------------------------------------------------------------------------------
[Statedef 11016]
physics = N
velset= 0,0
anim = 4001
sprpriority = 4

[State 7180, assert]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0, BindToParent]
type = BindToParent
trigger1 = parent,animelem = 3
facing = 0
pos =  30,-62
ignorehitpause =  0

[State 0, BindToParent]
type = BindToParent
trigger1 = time= [2,3]
facing = 0
pos = 30,-78
ignorehitpause =  0

[State 0, BindToParent]
type = BindToParent
trigger1 = parent,animelem = 4
facing = 0
pos =  25,-110
ignorehitpause =  0
;[State 0, BindToParent]
;type = BindToParent
;trigger1 = time = [4,8]
;time = 1
;facing = 0
;pos =  35,-99
;ignorehitpause =  0


;[State 0, BindToParent]
;type = BindToParent
;trigger1 = time > 8
;time = 1
;facing = 0
;pos =  30,-118
;ignorehitpause =  0

[State 7180, flames]
type = explod
trigger1 =parent,time <25
anim = 11015
ID = 11015
sprpriority = 3
postype = p1
scale = .3,.3
random=35,35
pos = 0,0
ignorehitpause = 0

[State 0, PalFXWiz]
type = PalFX
trigger1 = 1
time = 1
add = 0,-250,-256
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
persistent = 1
[State 7180, end]
type = destroyself
trigger1=  parent,time > 25
trigger2 =  parent,stateno !=1200
;------------------------------------------------------------------------------
[Statedef 11017]
physics = N
velset= 0,0
anim = 4001
sprpriority = 4
sprpriority = 4

[State 7180, assert]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0, BindToParent]
type = BindToParent
trigger1 = parent,anim = 1054
time = 1
facing = 0
pos = 76,-42
ignorehitpause =  0

[State 0, BindToParent]
type = BindToParent
triggerall = parent,anim = 1055
trigger1=parent,animelem = 4
time = 1
facing = 0
pos =  48,-98
ignorehitpause =  0
[State 0, BindToParent]
type = BindToParent
triggerall = parent,anim = 1055
trigger1=parent,animelem = 5
time = 1
facing = 0
pos =  75,-63
ignorehitpause =  0
[State 0, BindToParent]
type = BindToParent
triggerall = parent,anim = 1055
trigger1=parent,animelem = 6
time = 1
facing = 0
pos =  60,-38
ignorehitpause =  0

;[State 0, BindToParent]
;type = BindToParent
;trigger1 = time > 8
;time = 1
;facing = 0
;pos =  30,-118
;ignorehitpause =  0

[State 7180, flames]
type = explod
trigger1 =1
anim = 11015
ID = 11015
sprpriority = 3
postype = p1
scale = .3,.3
random=35,35
pos = 0,0
ignorehitpause = 0

[State 0, PalFXWiz]
type = PalFX
trigger1 = 1
time = 1
add = 0,-250,-256
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
persistent = 1
[State 7180, end]
type = destroyself
trigger1=  parent,var(24) = 0
trigger2 =  parent,stateno !=1260
