
;---------------------------------------------------------------------------
;バロック・立ち
[Statedef 20000]
type = S
physics = S
ctrl = 0
anim = 20000
sprpriority = -1


[State 4005, push]
type=playerpush
trigger1= 1
value=0
ignorehitpause=1

[State 4300,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State -1]
Type = ParentVarSet
Trigger1 = 1
fV = 26
Value = 0

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

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


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

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

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

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

[State 4300,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1




[State 900, 4]
type = ChangeState
trigger1 = root,stateno=[190,193]
trigger1 = prevstateno != 20190
value = 20190




[State 900, 4]
type = ChangeState
trigger1 = root,stateno=170
value = 20170

[State 900, 4]
type = ChangeState
trigger1 = root,stateno=[180,183]
value = 20180





[State 900, 4]
type = ChangeState
trigger1 = root,stateno=5150
value = 25150

[State 900, 4]
type = ChangeState
trigger1 = root,stateno=5300||parent,anim=5300
value = 25300

[State 6000]
type = Turn
triggerall = p2dist X < -3
trigger1 = 1



[State 6000]
type = ChangeState
trigger1 = rootdist X != [-50,50]
trigger1 = Pos Y = 0
value = 20020

;---------------------------------------------------------------------------
;負け
[Statedef 20170]
type    = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 20170

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

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

[State 4300,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1



[State -1]
Type = ParentVarSet
Trigger1 = time=0
fV = 26
Value = 1


[State 4300,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1
[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 900, 4]
type = ChangeState
trigger1 = root,stateno!=5150 && root,stateno!=170
value = 20000

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

;---------------------------------------------------------------------------
;負け
[Statedef 25150]
type    = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 20170

[State -1]
Type = ParentVarSet
Trigger1 = time=0
fV = 26
Value = 1


[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 4300,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1


[State 900, 4]
type = sprpriority
trigger1 = time = 0
value=-4

[State 900, 4]
type = ChangeState
trigger1 = root,stateno!=5150 && root,stateno!=170
value = 20000

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;イントロ
[Statedef 20190]
type    = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 20190

[State -1]
Type = ParentVarSet
Trigger1 = time=0
fV = 26
Value = 1

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 20190

[State 191, flor]
type = Explod
trigger1 = time = 1
sprpriority = 3
anim = 20192
postype = p1
pos = 20, -215
velocity = 0, 1.9
removetime = 61

[State 191, flor2]
type = Explod
trigger1 = AnimElem = 2
anim = 20193
postype = p1
pos = 20, -95
velocity = 0, 4
;accel = 0, .32
removetime = 18
sprpriority = 3

[State 4300,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1


[State 900, 4]
type = ChangeState
trigger1 = animtime = 0
value = 20000

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

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

;気絶
[Statedef 25300]
type    = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
sprpriority = 2
anim = 20170



[State -1]
Type = ParentVarSet
Trigger1 = time=0
fV = 26
Value = 1


[State 4300,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1


[State 900, 4]
type = ChangeState
trigger1 = parent,anim!=5300
value = 20000
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;歩く
[Statedef 20020]
type    = S
physics = S
sprpriority = -1
ctrl = 0


[State 4005, push]
type=playerpush
trigger1= 1
value=0
ignorehitpause=1

[State 4300,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State -1]
Type = ParentVarSet
Trigger1 = 1
fV = 26
Value = 0

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1
;---------------------------------------------------------------------------

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


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












[State 4300,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 6020]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20020
value = 20020

[State 6020]
type = ChangeState
trigger1 = rootdist X < -70
trigger1 = Pos Y = 0
value = 20105

[State 6020]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 20021
value = 20021

[State 6020]
type = VelSet
trigger1 = rootdist X > 30
x = 4



[State 6020]
type = VelSet
trigger1 = rootdist X < -30
x = -4



[State 6020]
type = Turn
trigger1 = time = 0
trigger1 = p2dist X < -3












[State 6020]
type = ChangeState
trigger1 = rootdist X > 70
trigger1 = Pos Y = 0
value = 20100

[State 6020]
type = ChangeState
trigger1 = rootdist X = [-30,30]
trigger1 = Anim != 20000
value = 20000

;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 20100]
type    = S
physics = S
anim = 20100
sprpriority = -1
velset=0,0
ctrl=0

[State 4005, push]
type=playerpush
trigger1= 1
value=0
ignorehitpause=1

[State 4300,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State -1]
Type = ParentVarSet
Trigger1 = 1
fV = 26
Value = 0

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1
;---------------------------------------------------------------------------



[State 4300,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 100, 1]
type = VelSet
trigger1 = time>=3
x = 7



[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
triggerall=Time>=10
trigger1 = rootdist X = [-30,30]
value = 20000



;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 20105]
type    = S
physics = N
ctrl = 0
anim = 20105
sprpriority = -1

[State 4005, push]
type=playerpush
trigger1= 1
value=0
ignorehitpause=1

[State 4300,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State -1]
Type = ParentVarSet
Trigger1 = 1
fV = 26
Value = 0

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1
;---------------------------------------------------------------------------


;---------------------------------------------------------------------------
[State 100, 1]
type = VelSet
trigger1 = time>=3
x = -7

[State 4300,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1




[State 105,4]
type=NotHitBy
trigger1=1
value=SAC






[State 100, 4]
type = ChangeState
triggerall=Time>=10
trigger1 = rootdist X = [-30,30]
value = 20000

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


;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
; CNS ???: ??
[Statedef 20180]
type = S
anim = 20000
sprpriority = -1

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

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

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

[State 4005, push]
type=playerpush
trigger1= 1
value=0
ignorehitpause=1

[State 4300,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 180, 1]
type = VarRandom
trigger1 = Time = 1
range = 1, 6
v = 1

[State 180, 2]
type = ChangeState
trigger1 = root,stateno=[180,183]
triggerall = Var(1) = [1,3]
;trigger1 = Time = 1
value = 20181

[State 180, 3]
type = ChangeState
trigger1 = root,stateno=[180,183]
triggerall = Var(1) = [3,6]
;trigger1 = Time = 1
value = 20182

;---------------------------------------------------------------------------
; Win pose 1
; CNS difficulty: basic
; CNS ???: ??
[Statedef 20181]
type = S
ctrl = 0
anim = 20181
velset = 0,0

[State 191, Play]
type = Playsnd
trigger1 = AnimElem = 2
value = 20181, 0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;--------------------------------------------------------------------------
; Win pose 2
; CNS difficulty: basic
; CNS ???: ??
[Statedef 20182]
type = S
ctrl = 0
anim = 20182
velset = 0,0

[State 191, Play]
type = Playsnd
trigger1 = AnimElem = 2
value = 20182, 0

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

;キター
[Statedef 22450]
type    = A
movetype= I
physics = A
ctrl = 0
anim = 21310
sprpriority = -2
velset = 0,0


[state 4010,暗転]
type=allpalfx
trigger1=time<27
time=1
add=-9*time,-9*time,-9*time

[State 0, ScreenBound]
type = ScreenBound
trigger1 = time >= 1
value = 1
movecamera = 300,0

[State 1020, vel]
type = Gravity
trigger1 = time > 1




[State 1020, vel]
type = VelSet
trigger1 = Time >= 0
y = 12

[State 1201,end]
type = Destroyself
trigger1 = time>=26

;-----------------------------------------------
;帰る
[Statedef 22458]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 21300
sprpriority = -2
velset = 0,0





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





[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 16    ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 1
v = 16    ;fv = 10
value = BackEdgeBodyDist

[State 1300, vel]
type = Velset
trigger1 = time >= 2
x = ifelse(-var(16)/16 > -8,-8,-var(16)/16)

[State 1300, vel]
type = Velset
trigger1 = time >= 2
y = -4.75

[State 0, VarSet]
type = VarSet
trigger1 = time = 1
v = 15
value = 0



[State 1201,end]
type = Destroyself
trigger1 = BackEdgeBodyDist < -30
trigger2 = backEdgeBodyDist < -30

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

;----------------------------------------------------------------------
[Statedef 21300]
type    = A
movetype= A
physics = S
poweradd= 0
velset = 0,0
anim = 21300
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 21301,1

[State 700, 6]
type = PlayerPush
trigger1 = Time = 0
value = 0

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

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 16    ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 1
v = 16    ;fv = 10
value = BackEdgeBodyDist

[State 1300, vel]
type = Velset
trigger1 = time >= 2
x = ifelse(-var(16)/16 > -8,-8,-var(16)/16)

[State 1300, vel]
type = Velset
trigger1 = time >= 2
y = -4.75


[State 1160, 2]
type = NotHitBy
trigger1 = 1
time = 1
value = ,AT

[State 1160, 3]
type = HitOverride
trigger1 = 1
attr = SCA, AA, AP
time = -1
stateno = 22458



[State 1020, change]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 21
trigger1 = Pos Y <= -90
value = 21301
ctrl = 0
;---------------------------------------------------------------------

;----------------------------------------------------------------------
[Statedef 21301]
type    = A
movetype= A
physics = S
velset = 0,0
anim = 21301
ctrl = 0
sprpriority = 2

[State 1160, 2]
type = NotHitBy
trigger1 = 1
time = 1
value = ,AT

[State 1160, 3]
type = HitOverride
trigger1 = 1
attr = SCA, AA, AP
time = -1
stateno = 22458

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

[State 1301,vel]
type = PosSet
trigger1 = Time = 0
y = -90

[State 1301,vel]
type = VelSet
trigger1 = Time = 0
x = 0.5
y = 0

[State 1020, change]
type = ChangeState
trigger1 = AnimTime = 0
value = 21302
ctrl = 0
;----------------------------------------------------------------------
[Statedef 21302]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 21302
ctrl = 0
sprpriority = 2


[State 1160, 2]
type = NotHitBy
trigger1 = 1
time = 1
value = ,AT

[State 1160, 3]
type = HitOverride
trigger1 = 1
attr = SCA, AA, AP
time = -1
stateno = 22458


[State 0, ScreenBound]
type = ScreenBound
trigger1 = time >= 1
value = 1
movecamera = 300,0



[State 1020, change]
type = ChangeState
trigger1 = AnimTime = 0
value = 21303
ctrl = 0
;----------------------------------------------------------------------
[Statedef 21303]
type    = A
movetype= A
physics = N
anim = 21303
velset = 0,0
ctrl = 0
sprpriority = 2



[State 1160, 2]
type = NotHitBy
trigger1 = 1
time = 1
value = ,AT

[State 1160, 3]
type = HitOverride
trigger1 = 1
attr = SCA, AA, AP
time = -1
stateno = 22458

[State 0, ScreenBound]
type = ScreenBound
trigger1 = time >= 1
value = 1
movecamera = 300,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 21301,2

[State 1020, vel]
type = PlaySnd
trigger1 = AnimElem = 1
value = 21510, 0

[State 1020, vel]
type = VelAdd
trigger1 = Time >= 10
trigger1 = Vel X <= 8

x = 1




[State 1020, vel]
type = Veladd
trigger1 = Time >= 1
trigger1 = Vel X >= -1.5

x = -0.6

[State 1020, vel]
type = VelSet
trigger1 = enemynear,vel x <0
trigger1 = time = 1
x = 4
y = -10.4+2 + enemynear,vel y


[State 1020, vel]
type = VelSet

trigger1 = time = 1
x = 4
y = -10.4+2 

[State 1020, vel]
type = VelSet
trigger1 = p2bodyDist X = [20,-20]
x = 0

[State 1020, vel]
type = VelSet
trigger1 = p2bodyDist X <-20
x = -4

[State 1020, vel]
type = VelSet
triggerall = p2bodyDist X =[20,-20]
trigger1 = enemynear,vel x <0
trigger2 = enemynear,vel x >0
x = enemynear,vel x

[State 1020, vel]
type = VelSet
trigger1 = p2bodyDist X = 0
trigger1 = enemynear,vel y <0
y = enemynear,vel y

[State 1020, vel]
type = Gravity
trigger1 = time > 1

[State 1020, 01]
type = HitDef
Trigger1 = (p2stateno != [5020,5040])
Trigger1 = p2stateno != [154,155]
trigger1 = Anim = 21310 && AnimElem = 3
trigger1 = AnimElemTime(4) <= 5
attr = A, SA
damage = 80, 5
animtype = back
guardflag = H
hitflag = MAF
priority = 4,Hit
pausetime = 10, 13
sparkno = s2010
sparkxy = -7, -52
hitsound = S3, 4
guard.sparkno = s2060
guardsound = s4, 1
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4.5,-6.5
guard.velocity = -9.85
guard.pausetime = 13,13
guard.slidetime = 17
guard.hittime = 17
guard.ctrltime = 17
ground.cornerpush.veloff = -18.5
air.cornerpush.veloff =0
air.velocity = -4.5,-6.5
guard.cornerpush.veloff = -18.5
air.guard.cornerpush.veloff = 0
yaccel = .6263736
getpower = 125,125
givepower = 20,20
fall = 1

[State 1020, change]
type = ChangeAnim
triggerall = Anim != 21310
triggerall = Time >= 4
triggerall = p2bodyDist X <= 40 


trigger1 = p2movetype = H
trigger2 = p2statetype = L
trigger3 = p2stateno = [5000,5999]
trigger4 = p2stateno = 5120 && p2stateno != 5121
trigger5 = p2stateno = 5122

value = 21310

[State 1020, change]
type = ChangeState
triggerall = Anim != 21320
triggerall = Time >= 4
triggerall = p2bodyDist X <= 30 && p2bodydist X >= -30
triggerall = p2bodydist y <= 30 && p2bodydist Y >= -30
triggerall = p2movetype != H
triggerall = p2statetype != L
triggerall = p2stateno != [5000,5999]
triggerall = p2stateno != 5120 && p2stateno != 5121
triggerall = p2stateno != 5122
triggerall = p2stateno != 5200 && p2stateno != 5210
trigger1 = 1

value = 21320

[State 1020, change]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y >= 0
value = 21304
ctrl = 0
;---------------------------------------------------------------------
[Statedef 21304]
type    = A
movetype= I
physics = S
velset = 0,0
anim = 21304
ctrl = 0
sprpriority = 2

[State 1160, 2]
type = NotHitBy
trigger1 = 1
time = 1
value = ,AT

[State 1160, 3]
type = HitOverride
trigger1 = 1
attr = SCA, AA, AP
time = -1
stateno = 22458

[State 1020, vel]
type = VelSet
trigger1 = Time >= 5 && Time <= 9
x = -4.5
y = -3

[State 1020, vel]
type = VelSet
trigger1 = Time >= 10
x = -4.5
y = 3


[State 1020, vel]
type = ChangeState
triggerall = win
trigger1 = Pos Y >= 0 && Vel Y >= 0
trigger1 = Time >= 11
value = 20180

[State 1020, vel]
type = ChangeState
triggerall = lose
trigger1 = Pos Y >= 0 && Vel Y >= 0
trigger1 = Time >= 11
value = 20170

[State 1020, vel]
type = ChangeState
triggerall = RoundState = 2
trigger1 = Pos Y >= 0 && Vel Y >= 0
trigger1 = Time >= 11
value = 22458

;--------------------------------------------------------------------
[Statedef 21320]
type    = A
movetype= A
physics = S
anim = 21320
ctrl = 0
sprpriority = 3

[State 1160, 2]
type = NotHitBy
trigger1 = 1
time = 1
value = ,AT

[State 1160, 3]
type = HitOverride
trigger1 = 1
attr = SCA, AA, AP
time = -1
stateno = 22458

[State 0, Gravity]
type = Gravity
trigger1 = 2

[State 1020, 01]
type = HitDef
Trigger1 = (p2stateno != [5020,5040])
Trigger1 = p2stateno != [154,155]
trigger1 = p2stateno != 40 && p2stateno != 51
trigger1 = Anim = 21320 && AnimElem = 1
attr = A, ST
hitflag = MA
priority = 4,Hit
sparkno = s2150
sparkxy = -41, -75
hitsound = s1,9
guardsound = 6, 0
p1stateno = 21321
p2stateno = 21325
getpower = 95,95

[State 1020, change]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y >= 0
value = 21304
ctrl = 0
;---------------------------------------------------------------------
[Statedef 21321]
type    = A
movetype= A
physics = N
;juggle  = 7
velset = 0,0
anim = 21321
ctrl = 0
sprpriority = 3

[State 1160, 2]
type = NotHitBy
trigger1 = 1
time = 1
value = ,AT

[State 1160, 3]
type = HitOverride
trigger1 = 1
attr = SCA, AA, AP
time = -1
stateno = 22458

[State 1020, vel]
type = PlaySnd
trigger1 = AnimElem = 1
value = 21540, 0

[State 1321,vel]
type = VelSet
trigger1 = time = 1
x = 0
y = -12.5

[State 1321,vel2]
type = Veladd
trigger1 = time >= 1
y = .7965368

[State 1321,bind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 44, -74
time = 9

[State 1321,bind]
type = TargetBind
trigger1 = AnimElem = 2
pos = -20, -128
time = 3

[State 1321,bind]
type = TargetBind
trigger1 = AnimElem = 3
pos = -68, -63
time = 3

[State 1321,bind]
type = TargetBind
trigger1 = AnimElem = 4
pos = -44, -30

[State 1020, change]
type = ChangeState
trigger1 = Pos Y >= -15 && Vel Y >= 0 && time > 10
value = 21322
ctrl = 0
;---------------------------------------------------------------------
[Statedef 21322]
type    = A
movetype= A
physics = S
;juggle  = 7
velset = 0,0
anim = 21322
ctrl = 0
sprpriority = 3

[State 1160, 2]
type = NotHitBy
trigger1 = 1
time = 1
value = ,AT

[State 1160, 3]
type = HitOverride
trigger1 = 1
attr = SCA, AA, AP
time = -1
stateno = 22458

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


[State 1322, state]
type = TargetState
trigger1 = Time = 0
value = 21326

[State 1322, state]
type = PlaySnd
trigger1 = Time = 0
value = 3, 5

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 24470
ID = 24470
pos = -30,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
sprpriority = -1

[State 0, Explod]
type = Explod
trigger1 = time = 8
anim = 24471
ID = 24471
pos = -30,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
sprpriority = 3

[State 1321,bind]
type = TargetLifeAdd
trigger1 = AnimElem = 1
value = -100

[State 1321,bind]
type = TargetBind
trigger1 = AnimElem = 1
pos = -44, -3
time = 9



[State 1020, vel]
type = ChangeState
triggerall = win
trigger1 = AnimTIme = 0
value = 20180

[State 1020, vel]
type = ChangeState
triggerall = lose
trigger1 = AnimTIme = 0
value = 20170

[State 1322, state]
type = ChangeState
trigger1 = AnimTIme = 0
value = 22458

;---------------------------------------------------------------------
[Statedef 21325]
type    = A
movetype= H
physics = N
;juggle  = 7
velset = 0,0
ctrl = 0
sprpriority = 2



[State 1321,vel]
type = VelSet
trigger1 = time = 1
x = 0
y = -12.5

[State 1321,vel2]
type = Veladd
trigger1 = time >= 1
y = .7965368

[State 1325,anim]
type = ChangeAnim2
trigger1 = Time =0
value = 21325
;---------------------------------------------------------------------
[Statedef 21326]
type    = A
movetype= H
physics = S
velset = 0,0
ctrl = 0
sprpriority = 2



[State 1325,anim]
type = Turn
trigger1 = Time =0

[State 1325,anim]
type = ChangeAnim2
trigger1 = Time =0
value = 21326

[State 1325,vel]
type = VelSet
trigger1 = time >= 9
x = -4

[State 1325,vel]
type = VelSet
trigger1 = time = 9
y = -5

[State 1325,vel]
type = Veladd
trigger1 = time >= 9
y = .58

[State 1325,anim]
type = SelfState
trigger1 = Time >= 15 && pos y >= 0
value = 5110
;---------------------------------------------------------------------