;----------------------------------------------------------------------
[Statedef 190]
type = S
ctrl = 0
velset = 0,0

[State 190, Intro Debug]
type = Null
trigger1 = time = 0
value = 30505

[State 190, Random Intro]
type = ChangeState
trigger1 = time = 0
value = 30500+(random%6)
;----------------------------------------------------------------------
;Uppercut Intro
[Statedef 30500]
type = S
movetype = A
ctrl = 0
anim = 7103
velset = 0,0

[State 30503, Invisible]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 30500, Take flight]
type = ChangeState
trigger1 = time = 26
value = 1191
;----------------------------------------------------------------------
;Uppercut 2
[Statedef 1191]
type = S
movetype = A
ctrl = 0
anim = 7203
velset = 0,-5

[State 30503, Invisible]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 1191, Descend]
type = ChangeState
trigger1 = time = 13
value = 2191
;----------------------------------------------------------------------
;Uppercut 2
[Statedef 2191]
type = S
movetype = A
ctrl = 0
anim = 7203
velset = 0,5

[State 30503, Invisible]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 2191, Finish]
type = ChangeState
trigger1 = Pos Y >= -1
value = 0
;----------------------------------------------------------------------
;METAL GEAR?!
[Statedef 30550]
type = S
ctrl = 0
velset = 0,0
anim = 192

[State 30550, !]
type = Explod
trigger1 = time = 12
anim = 30550
postype = P1
ontop = 1
pos = 0, -130 
removetime = 60

[State 30550, Metal Gear Noise]
type = PlaySnd
trigger1 = time = 12
value = ifelse(var(57)=17, 1191, 191), 0
volume = 255

[State 192, Done]
type = ChangeState
trigger1 = time = 12
value = 0
;----------------------------------------------------------------------
;*BUZZ* INCOMING ENEMY
[Statedef 30501]
type = S
ctrl = 0
velset = 0,0
anim = 0

[State 30501, Screen Debound]
type = ScreenBound
trigger1 = 1
value = 0

[State 30501, Invisible]
type = AssertSpecial
trigger1 = Time < 10
flag = invisible

[State 30501, PosSet]
type = PosSet
trigger1 = Time = 0
y = -308

[State 30501, INCOMING ENEMY]
type = PlaySnd
trigger1 = time = 0
value = 190, 0
volume = 255

[State 30501, Fall]
type = VelAdd
trigger1 = Time = 120
y = 14
x = 0

[State 30501, Finished]
type = ChangeState
trigger1 = Pos Y >= -1
trigger1 = Time > 120
value = 0
ctrl = 0
;----------------------------------------------------------------------
;*Obligatory Warning Sign
[Statedef 30502]
type = S
ctrl = 0
velset = 0,0
anim = 0

[State 30502, WARNING]
type = Explod
trigger1 = time = 0
anim = 8018
postype = left
ontop = 1
pos = 44, 75 
removetime = 124

[State 30502, BEEP, BEEP, BEEP]
type = PlaySnd
trigger1 = time = 0
value = 7015, 0
volume = 100

[State 30502, Assert Special]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 30502, IntroEnd]
type = ChangeState
trigger1 = time = 130
value = 0
;----------------------------------------------------------------------
;By popular demand, Slot Machine Misogi'ing a Type-Moon Character
[Statedef 30503]
type = S
ctrl = 0
velset = 0,0
anim = 0
sprpriority = 2

[State 30503, Cunt]
type = Helper
trigger1 = Time = 0
ID = (30600)
helpertype = normal
name = "Cunt"
postype = p1
pos = 0, 0
stateno = 30600
ownpal = 1

[State 30503, Screen Debound]
type = ScreenBound
trigger1 = 1
value = 0

[State 30503, Invisible]
type = AssertSpecial
trigger1 = Time < 10
flag = invisible

[State 30503, PosSet]
type = PosSet
trigger1 = Time = 0
y = -308

[State 30503, Fall]
type = VelAdd
trigger1 = Time = 70
y = 14
x = 0

[State 30503, Intro]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 30503, Gravity]
type = Gravity
trigger1 = Time > 120

[State 30503, To Part II]
type = ChangeState
trigger1 = Pos Y >= -1
trigger1 = Time > 70
value = 30602
ctrl = 0
;----------------------------------------------------------------------
;Dumb bitch
[Statedef 30600]
type = S
ctrl = 0
velset = 0,0
anim = 19127
sprpriority = 1

[State 30600, ENGLISH MOTHERFUCKER?]
type = PlaySnd
trigger1 = time = 0
value = 30503, 0
volume = 100
channel = 2

[State 30600, Go to Part Dos]
type = ChangeState
trigger1 = Parent, Stateno = 30602
value = 30601
;----------------------------------------------------------------------
;Dead Dumb Bitch
[Statedef 30601]
type = S
ctrl = 0
velset = 0,0
anim = 19130
sprpriority = 1

[State 30601, STFU]
type = StopSnd
trigger1 = time = 0
channel = 2

[State 30601, Blood]
type = Explod
trigger1 = time = 0
anim = 19128
postype = P1
pos = 0, -50
removetime = 24
bindtime = -1

[State 30601, BEEP, BEEP, BEEP]
type = PlaySnd
trigger1 = time = 0
value = 30503, 2
volume = 255
channel = 2

[State 30601, More Blood]
type = Explod
trigger1 = time = 0
anim = 19129
postype = P1
pos = 0, -50
removetime = 24
bindtime = -1
;----------------------------------------------------------------------
;FATALITY
[Statedef 30602]
type = S
ctrl = 0
velset = 0,0
anim = 0
sprpriority = 2

[State 30602, Shao Kahn]
type = PlaySnd
trigger1 = time = 60
value = 30503, 1
volume = 255
channel = 2

[State 30602, Still an Intro]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 30602, Fatalilty Text]
type = Explod
trigger1 = time = 60
anim = 19261
postype = left
ontop = 1
pos = 90, 100  
removetime = 60

[State 30602, 404]
type = PosSet
trigger1 = time = 0
y = 0

[State 30602, 404]
type = ChangeState
trigger1 = time = 120
value = 0
;----------------------------------------------------------------------
;Key Q
[Statedef 30504]
type = S
ctrl = 0
velset = 0,0
anim = 19260

[State 30504, Intro]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 30504, What he's a Toad, he jumped]
type = PosSet
trigger1 = Time = 0
y = -300

[State 30504, Fall]
type = VelSet
trigger1 = Time = 0
y = 7

[State 30504, Go to Part Dos]
type = ChangeState
trigger1 = Pos Y >= -1
trigger1 = Time > 0
value = 30551
ctrl = 0
;----------------------------------------------------------------------
;UNEXPECTED!
[Statedef 30551]
type = S
ctrl = 0
velset = 0,0
anim = 0

[State 30551, Musicless]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = Nomusic

[State 30551, Halt All Sounds]
type = StopSnd
trigger1 = Time = 0
channel = -1

[State 30551, Pos Set]
type = PosSet
trigger1 = Time = 0
y = 0

[State 30551, DRAMATIC STING]
type = PlaySnd
trigger1 = time = 0
value = 7008, 7
volume = 200

[State 30551, Inquisitors]
type = Explod
trigger1 = Time = 0
anim = 22007
postype = left
pos = 0, 0
sprpriority = 1
removetime = 500
pausemovetime = -1
bindtime = -1
ID = 22007
ontop = 1

[State 30551, Part III]
type = ChangeState
trigger1 = Time = 350
value = 30560
;----------------------------------------------------------------------
;Error SlotMachine.cns not found
[Statedef 30560]
type = S
ctrl = 0
velset = 0,0
anim = 0

[State 30560, Pause]
type = Pause
trigger1 = Time = 0
time = 150
movetime = 150

[State 30560, Musicless]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = NoMusic

[State 30560, Windows Error]
type = PlaySnd
trigger1 = time = 0
value = 9000, 0
volume = 200

[State 30560, Error Dialog]
type = Explod
trigger1 = Time = 0
anim = 19259
postype = left
pos = 0, 0
sprpriority = 7
removetime = 150
pausemovetime = -1
bindtime = -1
ID = 22007
ontop = 1

[State 30560, Finished]
type = ChangeState
trigger1 = Time = 150
value = 0
;-------------------------------------------------------------------
;Caster Intro
[Statedef 30505]
type = S
ctrl = 0
velset = 0,0
anim = 0
sprpriority = 2

[State 30503, Cunt]
type = Helper
trigger1 = Time = 0
ID = (30600)
helpertype = normal
name = "Caster LOL"
postype = p1
pos = 0, 0
stateno = 30603
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5

[State 30503, Invisible]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = Intro

[State 30503, Gravity]
type = Gravity
trigger1 = Time > 120

[State 30503, To Part II]
type = ChangeState
trigger1 = NumHelper(30600) = 0
value = 30500
ctrl = 0
;-------------------------------------------------------------------
;Caster
[Statedef 30603]
type = S
ctrl = 0
velset = 0,0
anim = 19320
sprpriority = 2

[State 30603, Hey Snipings a Good Job Mate]
type = Explod
trigger1 = Time = 24
anim = 19323
postype = P1
pos = 0, 0
sprpriority = 1
removetime = 24
supermovetime = -1
bindtime = -1
ontop = 1
ownpal = 1
scale = 0.5, 0.5

[State 10000, Win]
type = ChangeAnim
trigger1 = Time = 48
value = 19321

[State 30603, Hey Snipings a Good Job Mate]
type = Explod
trigger1 = Time = 48
anim = 19322
postype = P1
pos = 0, 0
sprpriority = 3
removetime = 26
supermovetime = -1
bindtime = -1
ownpal = 1
scale = 0.5, 0.5

[State 30560, Wanker]
type = PlaySnd
trigger1 = time = 48
value = 30505, 0
volume = 200

[State 30560, Wanker]
type = PlaySnd
trigger1 = time = 44
value = 30505, 1
volume = 200

[State 30503, Cunt]
type = Helper
trigger1 = Time = 54
ID = (30600)
helpertype = normal
name = "Omega Klaptrap"
postype = p1
pos = -200, 0
stateno = 30604
ownpal = 1
size.xscale = 10
size.yscale = 10

[State 30560, Wanker]
type = PlaySnd
trigger1 = time = 64
value = 40001, 0
volume = 200

[State 10000, Win]
type = DestroySelf
trigger1 = Time = 70
;-------------------------------------------------------------------
;Omega Klaptrap
[Statedef 30604]
type = S
physics = N
ctrl = 0
velset = 0,0
anim = 19324
sprpriority = 7

[State 10000, Win]
type = Turn
trigger1 = Time = 40

[State 10000, Win]
type = PosSet
trigger1 = Time = 40
x = Pos X - (200*facing)

[State 10000, Win]
type = ChangeAnim
trigger1 = Time = 40
value = 41101

[State 10000, Win]
type = VelSet
trigger1 = Time = 40
x = 12

[State 9000, DestroySelf]
type = DestroySelf
trigger1 = Time > 40
trigger1 = FrontEdgeBodyDist <= -300
;----------------------------------------------------------------------
; Win state decider
[Statedef 180]
type = S
ctrl = 1

[state 180, Haxor Reset]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(55) != 0
v = 56
value = 0

[State 180, Disable Bar]
type = VarSet
trigger1 = Var(59) != 0
v = 59
value = 0

[state 180, IT'S GUTSMAN!]
type = ChangeState
trigger1 = MatchOver
trigger1 = Roundstate = 4
trigger1 = Time = 0
trigger1 = Var(57) = 17
trigger1 = Var(52) = 0
value = 30251

[state 180, End of Match RS]
type = ChangeState
trigger1 = random%100 < 25
trigger1 = MatchOver
trigger1 = Roundstate = 4
trigger1 = Time = 0
trigger1 = Var(52) = 0
value = 30250

[state 180, Random Select]
type = ChangeState
trigger1 = Roundstate = 4
trigger1 = Time = 0
trigger1 = Var(52) = 0
value = 30100+(random%7)
;----------------------------------------------------------------------
;Final Fantasy Win Pose
[Statedef 30100]
type = S
ctrl = 0

[State 30100, WE DUN NEED NO STINKING BARS]
type = AssertSpecial
trigger1 = Time > 240
flag = nobardisplay

;[State 30100, Zenny Switch]
;type = Explod
;triggerall = Time = 360
;trigger1 = Var(57) = 32
;trigger2 = Var(57) = 31
;trigger3 = Var(57) = 36
;trigger4 = Var(57) = 35
;trigger5 = Var(57) = 6
;anim = 19147
;postype = left
;pos = 0, 0
;sprpriority = 7
;removetime = 120
;supermovetime = -1
;bindtime = -1
;ID = 22007
;ontop = 1

[State 30100, Base]
type = Explod
trigger1 = Time = 240
anim = 19142
postype = left
pos = 0, 0
sprpriority = 1
removetime = 690
supermovetime = -1
bindtime = -1
ID = 22007
ontop = 1
ownpal = 1

[State 30100, Slot Machine Mark II]
type = Explod
trigger1 = Time = 930
trigger1 = Var(57) = 34
anim = 19143
postype = left
pos = 0, 0
sprpriority = 1
removetime = 120
supermovetime = -1
bindtime = -1
ID = 22007
ontop = 1
ownpal = 1

[State 30100, Copy ToadMan]
type = Explod
trigger1 = Time = 930
trigger1 = Var(57) = 36
anim = 19144
postype = left
pos = 0, 0
sprpriority = 1
removetime = 120
supermovetime = -1
bindtime = -1
ID = 22007
ontop = 1
ownpal = 1

[State 30100, FireMan.EXE]
type = Explod
trigger1 = Time = 930
trigger1 = Var(57) = 32
anim = 19145
postype = left
pos = 0, 0
sprpriority = 1
removetime = 120
supermovetime = -1
bindtime = -1
ID = 22007
ontop = 1
ownpal = 1

[State 30100, Jesuszilla]
type = Explod
trigger1 = Time = 930
trigger1 = Var(57) = 17
anim = 19146
postype = left
pos = 0, 0
sprpriority = 1
removetime = 120
supermovetime = -1
bindtime = -1
ID = 22007
ontop = 1
ownpal = 1

[State 30100, MegaMan/RockMan]
type = Explod
trigger1 = Time = 930
trigger1 = Var(57) = 6
anim = 19148
postype = left
pos = 0, 0
sprpriority = 1
removetime = 120
supermovetime = -1
bindtime = -1
ID = 22007
ontop = 1
ownpal = 1

[State 30100, Nothing]
type = Explod
trigger1 = Time = 930
trigger1 = Var(57) = 37
anim = 19149
postype = left
pos = 0, 0
sprpriority = 1
removetime = 120
supermovetime = -1
bindtime = -1
ID = 22007
ontop = 1
ownpal = 1

[State 30100, Rozen Maiden]
type = Explod
trigger1 = Time = 930
trigger1 = Var(57) = 3
anim = 19150
postype = left
pos = 0, 0
sprpriority = 1
removetime = 120
supermovetime = -1
bindtime = -1
ID = 22007
ontop = 1
ownpal = 1

[State 30100, Rolento]
type = Explod
trigger1 = Time = 930
trigger1 = Var(57) = 16
anim = 19151
postype = left
pos = 0, 0
sprpriority = 1
removetime = 120
supermovetime = -1
bindtime = -1
ID = 22007
ontop = 1
ownpal = 1

[State 30100, Slot Machine Mark I]
type = Explod
trigger1 = Time = 930
trigger1 = Var(57) = 33
anim = 19152
postype = left
pos = 0, 0
sprpriority = 1
removetime = 120
supermovetime = -1
bindtime = -1
ID = 22007
ontop = 1
ownpal = 1

[State 30100, StoneMan]
type = Explod
trigger1 = Time = 930
trigger1 = Var(57) = 31
anim = 19153
postype = left
pos = 0, 0
sprpriority = 1
removetime = 120
supermovetime = -1
bindtime = -1
ID = 22007
ontop = 1
ownpal = 1

[State 30100, Touhou]
type = Explod
trigger1 = Time = 930
trigger1 = Var(57) = 5
anim = 19154
postype = left
pos = 0, 0
sprpriority = 1
removetime = 120
supermovetime = -1
bindtime = -1
ID = 22007
ontop = 1
ownpal = 1

[State 30100, IT'S ALL ABOUT THE VANS AUTHOR DETECTION]
type = Explod
trigger1 = Time = 930
trigger1 = Var(57) = 18
anim = 19155
postype = left
pos = 0, 0
sprpriority = 1
removetime = 120
supermovetime = -1
bindtime = -1
ID = 22007
ontop = 1
ownpal = 1

[State 30100, KOD]
type = Explod
trigger1 = Time = 930
trigger1 = Var(57) = 20
anim = 19340
postype = left
pos = 0, 0
sprpriority = 1
removetime = 120
supermovetime = -1
bindtime = -1
ID = 22007
ontop = 1
ownpal = 1

[State 30100, KFM]
type = Explod
trigger1 = Time = 930
trigger1 = Var(57) = 23
anim = 19341
postype = left
pos = 0, 0
sprpriority = 1
removetime = 120
supermovetime = -1
bindtime = -1
ID = 22007
ontop = 1
ownpal = 1

[State 30100, aok]
type = Explod
trigger1 = Time = 930
trigger1 = Var(57) = 19
anim = 19342
postype = left
pos = 0, 0
sprpriority = 1
removetime = 120
supermovetime = -1
bindtime = -1
ID = 22007
ontop = 1
ownpal = 1

[State 30100, Ishida]
type = Explod
trigger1 = Time = 930
trigger1 = Var(57) = 21
anim = 19343
postype = left
pos = 0, 0
sprpriority = 1
removetime = 120
supermovetime = -1
bindtime = -1
ID = 22007
ontop = 1
ownpal = 1

[State 30100, Anjel]
type = Explod
trigger1 = Time = 930
trigger1 = Var(57) = 24
anim = 19344
postype = left
pos = 0, 0
sprpriority = 1
removetime = 120
supermovetime = -1
bindtime = -1
ID = 22007
ontop = 1
ownpal = 1

[State 30100, Jango]
type = Explod
trigger1 = Time = 930
trigger1 = Var(57) = 22
anim = 19345
postype = left
pos = 0, 0
sprpriority = 1
removetime = 120
supermovetime = -1
bindtime = -1
ID = 22007
ontop = 1
ownpal = 1

[State 30100, Jango]
type = Explod
trigger1 = Time = 930
trigger1 = Var(57) = 39
anim = 19358
postype = left
pos = 0, 0
sprpriority = 1
removetime = 120
supermovetime = -1
bindtime = -1
ID = 22007
ontop = 1
ownpal = 1

[State 30100, FF Fanfare]
type = PlaySnd
trigger1 = Time = 930
trigger1 = Var(57) = 39
trigger1 = Roundstate = 4
trigger1 = Win
value = 40005, 2
volume = 255
channel = 0

[State 30100, FF Fanfare]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Var(52) != 1
trigger1 = Roundstate = 4
trigger1 = Win
value = 180, 0
volume = 155
channel = 0

[State 30100, FF Fanfare 2]
type = PlaySnd
trigger1 = Time = 244
trigger1 = Var(52) != 1
trigger1 = Roundstate = 4
trigger1 = Win
value = 180, 1
volume = 155
channel = 0
loop = 1

[State 30100, Roundnotover]
type = AssertSpecial
trigger1 = Time < 1050
flag = Roundnotover
flag2 = Nomusic

[State 30100, Change Anim]
type = ChangeAnim
trigger1 = time = 0
value = 8017
;----------------------------------------------------------------------
;Demo Man
[Statedef 30101]
type = S
ctrl = 0
anim = 20017

[State 30101, IN HELL!]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Var(52) != 1
trigger1 = Roundstate = 4
trigger1 = Win
value = 180, 2
volume = 155
channel = 0

[State 30101, Roundnotover]
type = AssertSpecial
trigger1 = Time < 240
flag = Roundnotover
;----------------------------------------------------------------------
;404 Winpose Not Found
[Statedef 30102]
type = S
ctrl = 0

[State 30100, Roundnotover]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[State 30102, 404]
type = Explod
trigger1 = time = 0
anim = 19085
postype = Left
ontop = 1
pos = 0, 0
removetime = -1
bindtime = -1
ownpal = 1

[State 30102, Random Bunny Girl]
type = Explod
trigger1 = time = 0
anim = 19086
postype = Left
ontop = 1
pos = 0, 0
removetime = -1
bindtime = -1
ownpal = 1

[State 30102, OBEY PEPPY HARE]
type = PlaySnd
trigger1 = time = 0
value = 7008, 0
volume = 255
;----------------------------------------------------------------------
;Star Fox
[Statedef 30103]
type = S
ctrl = 0

[State 30103, No Bar]
type = AssertSpecial
trigger1 = Time > 0
flag = nobardisplay

[State 30103, 000]
type = Explod
trigger1 = Time = 0
anim = 19156
postype = left
pos = 230, 19
sprpriority = 7
removetime = -1
supermovetime = -1
bindtime = -1
ID = 22007
ontop = 1
ownpal = 1

[State 30103, Percentage]
type = Explod
trigger1 = Time = 0
anim = 19158
postype = left
pos = 230, 3
sprpriority = 7
removetime = -1
supermovetime = -1
bindtime = -1
ID = 22007
ontop = 1
ownpal = 1

[State 30103, Score]
type = Explod
trigger1 = Time = 0
anim = 19160
postype = left
pos = 60, 3
sprpriority = 7
removetime = -1
supermovetime = -1
bindtime = -1
ID = 22007
ontop = 1
ownpal = 1

[State 30103, Total Score]
type = Explod
trigger1 = Time = 0
anim = 19206
postype = left
pos = 60, 19
sprpriority = 7
removetime = -1
supermovetime = -1
bindtime = -1
ID = 22007
ontop = 1
ownpal = 1

[State 30103, Score Bar]
type = Explod
trigger1 = Time = 0
anim = 19159
postype = left
pos = 98, 1
sprpriority = 7
removetime = -1
supermovetime = -1
bindtime = -1
ID = 22007
ontop = 1
ownpal = 1

[State 30103, Shield of Teammates]
type = Explod
trigger1 = Time = 0
anim = 19161
postype = left
pos = 89, 68
sprpriority = 7
removetime = -1
supermovetime = -1
bindtime = -1
ID = 22007
ontop = 1
ownpal = 1

[State 30103, Teammate 1]
type = Explod
trigger1 = Time = 0
anim = 30500+(random%17)
postype = left
pos = 27, 115
sprpriority = 7
removetime = -1
supermovetime = -1
bindtime = -1
ID = 22007
ontop = 1
ownpal = 1

[State 30103, Teammate 2]
type = Explod
trigger1 = Time = 0
anim = 30517+(Var(5)%17)
postype = left
pos = 134, 115
sprpriority = 7
removetime = -1
supermovetime = -1
bindtime = -1
ID = 22007
ontop = 1
ownpal = 1

[State 30103, Teammate 3]
type = Explod
trigger1 = Time = 0
anim = 30534+((random+Var(5))%17)
postype = left
pos = 241, 115
sprpriority = 7
removetime = -1
supermovetime = -1
bindtime = -1
ID = 22007
ontop = 1
ownpal = 1
;----------------------------------------------------------------------
[Statedef 30104]
type = S
ctrl = 0

[State 30104, Roundnotover]
type = AssertSpecial
trigger1 = Time < 400
flag = Roundnotover

[State 30104, No Bar]
type = AssertSpecial
trigger1 = Time > 0
flag = nobardisplay

[State 30104, Default]
type = Explod
trigger1 = Time = 0
trigger1 = Var(57) = 0
anim = 19207
postype = right
pos = 0, 0
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
velocity = -4, 0
removetime = -1
ontop = 1

[State 30104, Copy ToadMan]
type = Explod
trigger1 = Time = 0
trigger1 = Var(57) = 36
anim = 19208
postype = right
pos = 0, 0
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
velocity = -4, 0
removetime = -1
ontop = 1

[State 30104, FireMan.EXE]
type = Explod
trigger1 = Time = 0
trigger1 = Var(57) = 32
anim = 19209
postype = right
pos = 0, 0
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
velocity = -4, 0
removetime = -1
ontop = 1

[State 30104, Jesuszilla]
type = Explod
trigger1 = Time = 0
trigger1 = Var(57) = 17
anim = 19210
postype = right
pos = 0, 0
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
velocity = -4, 0
removetime = -1
ontop = 1

[State 30104, Rozen Maiden]
type = Explod
trigger1 = Time = 0
trigger1 = Var(57) = 3
anim = 19211
postype = right
pos = 0, 0
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
velocity = -4, 0
removetime = -1
ontop = 1

[State 30104, Slot Machine]
type = Explod
trigger1 = Time = 0
trigger1 = Var(57) = 33
anim = 19212
postype = right
pos = 0, 0
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
velocity = -4, 0
removetime = -1
ontop = 1

[State 30104, Slot Machine Mk II]
type = Explod
trigger1 = Time = 0
trigger1 = Var(57) = 34
anim = 19213
postype = right
pos = 0, 0
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
velocity = -4, 0
removetime = -1
ontop = 1

[State 30104, StoneMan]
type = Explod
trigger1 = Time = 0
trigger1 = Var(57) = 31
anim = 19214
postype = right
pos = 0, 0
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
velocity = -4, 0
removetime = -1
ontop = 1

[State 30104, Type-Moon]
type = Explod
trigger1 = Time = 0
trigger1 = Var(57) = 1
anim = 19215
postype = right
pos = 0, 0
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
velocity = -4, 0
removetime = -1
ontop = 1

[State 30104, Vans]
type = Explod
trigger1 = Time = 0
trigger1 = Var(57) = 18
anim = 19215
postype = right
pos = 0, 0
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
velocity = -4, 0
removetime = -1
ontop = 1

[State 30104, Anjel]
type = Explod
trigger1 = Time = 0
trigger1 = Var(57) = 24
anim = 19350
postype = right
pos = 0, 0
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
velocity = -4, 0
removetime = -1
ontop = 1

[State 30104, aok]
type = Explod
trigger1 = Time = 0
trigger1 = Var(57) = 19
anim = 19351
postype = right
pos = 0, 0
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
velocity = -4, 0
removetime = -1
ontop = 1

[State 30104, Ishida]
type = Explod
trigger1 = Time = 0
trigger1 = Var(57) = 21
anim = 19352
postype = right
pos = 0, 0
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
velocity = -4, 0
removetime = -1
ontop = 1

[State 30104, Jango]
type = Explod
trigger1 = Time = 0
trigger1 = Var(57) = 22
anim = 19353
postype = right
pos = 0, 0
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
velocity = -4, 0
removetime = -1
ontop = 1

[State 30104, KOD]
type = Explod
trigger1 = Time = 0
trigger1 = Var(57) = 20
anim = 19354
postype = right
pos = 0, 0
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
velocity = -4, 0
removetime = -1
ontop = 1

[State 30104, KFM]
type = Explod
trigger1 = Time = 0
trigger1 = Var(57) = 23
anim = 19355
postype = right
pos = 0, 0
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
velocity = -4, 0
removetime = -1
ontop = 1

[State 30104, Touhou]
type = Explod
trigger1 = Time = 0
trigger1 = Var(57) = 5
anim = 19356
postype = right
pos = 0, 0
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
velocity = -4, 0
removetime = -1
ontop = 1

[State 30104, Touhou]
type = Explod
trigger1 = Time = 0
trigger1 = Var(57) = 39
anim = 19357
postype = right
pos = 0, 0
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
velocity = -4, 0
removetime = -1
ontop = 1
;----------------------------------------------------------------------
;Duck Hunt Dog
[Statedef 30105]
type = S
ctrl = 0
anim = 19333
sprpriority = 7

[State 30104, Vans]
type = Explod
trigger1 = Time = 1
anim = 19327
postype = p1
pos = 0, -110
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
removetime = -1

[State 30101, IN HELL!]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Var(52) != 1
trigger1 = Roundstate = 4
trigger1 = Win
value = 30105, 0
volume = 155
channel = 0

[State 30101, Roundnotover]
type = AssertSpecial
trigger1 = Time < 240
flag = Roundnotover
;----------------------------------------------------------------------
;Whatever that game Kara ripped those sounds from is
[Statedef 30106]
type = S
ctrl = 0

[State 30101, IN HELL!]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Var(52) != 1
trigger1 = Roundstate = 4
trigger1 = Win
value = 10000, 2
volume = 155
channel = 0

[State 30101, Roundnotover]
type = AssertSpecial
trigger1 = Time < 240
flag = Roundnotover
;----------------------------------------------------------------------
;The Game, AKA the longest winpose ever
[Statedef 30250]
type = S
ctrl = 0

[State 30100, Roundnotover]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[State 30108, The Game]
type = Explod
trigger1 = time = 0
anim = 19083
postype = Left
ontop = 1
pos = 0, 0
removetime = -1
bindtime = -1
ownpal = 1

[State 30108, Moskau]
type = PlaySnd
trigger1 = time = 0
value = 7008, 3
volume = 255
loop = 1

[State 30108, Roundnotover]
type = AssertSpecial
trigger1 = Time < 1100
flag = Roundnotover
flag2 = Nomusic
;----------------------------------------------------------------------
;GutsMan's ass
[Statedef 30251]
type = S
ctrl = 0

[State 30109, GutsMan]
type = Explod
trigger1 = time = 0
anim = 19084
postype = Left
ontop = 1
pos = 0, 0
removetime = -1
bindtime = -1
ownpal = 1

[State 30109, IT'S GUTSMAN!]
type = PlaySnd
trigger1 = time = 0
value = 1191
volume = 255
;----------------------------------------------------------------------
;Teleport Uppercut
[Statedef 7003]
type = S
ctrl = 0
anim = 7003
velset = 0,0

[State 7003, Secret Move Time]
type = ChangeState
trigger1 = time = 0
trigger1 = (Var(5)%100) < 20
value = 57003+(Var(5)%2)

[State 7003, Done]
type = ChangeState
trigger1 = time = 26
value = 17003
;----------------------------------------------------------------------
;Uppercut 2
[Statedef 17003]
type = S
movetype = A
ctrl = 0
anim = 7103
velset = 0,0

[State 17003, PosSet]
type = PosSet
trigger1 = time = 0
x = enemy, Pos X 

[State 17003, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = S, SA
damage = 60, 10
hitflag = MAF
guardflag = AL
animtype = Medium
priority = 3
sparkno = S999999999999
hitsound   = S5,0
guardsound = S6,0
ground.type = trip
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0, -6
airguard.velocity = -1.9,-.8
air.velocity = 0,-6
fall = 1
air.fall = 1
guard.sparkno = S999999999999999999 

[State 17003, Trigger if no hits]
type = ChangeState
trigger1 = time = 26
trigger1 = !Movecontact
value = 27003

[State 17003, Trigger if Move hit]
type = ChangeState
trigger1 = time = 26
trigger1 = Movecontact
value = 37003
;----------------------------------------------------------------------
;Uppercut 3, no hit
[Statedef 27003]
type = S
movetype = A
ctrl = 0
anim = 7203
velset = 0,-5

[State 27003, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA
damage = 60, 10
hitflag = MAF
guardflag = HAL
priority = 3
sparkno = S999999999999
hitsound   = 5,0
guardsound = 6,0
ground.type = trip
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0, -6
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-6
fall = 1
air.fall = 1
guard.sparkno = S999999999999999999 

[State 27003, Done]
type = ChangeState
trigger1 = time = 13
value = 47003
;----------------------------------------------------------------------
;Uppercut 4, already had hit
[Statedef 37003]
type = S
movetype = A
ctrl = 0
anim = 7203
velset = 0,-5

[State 37003, Done]
type = ChangeState
trigger1 = time = 13
value = 47003
;----------------------------------------------------------------------
;Uppercut Finish
[Statedef 47003]
type = S
movetype = A
ctrl = 0
anim = 7203
velset = 0,5

[State 47003, Done]
type = ChangeState
trigger1 = Pos Y >= -1
value = 8003
;----------------------------------------------------------------------
;Uppercut Finished
[Statedef 8003]
type = S
ctrl = 0
anim = 8003
velset = 0,0

[State 8003, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 8003, Hitoverride]
type = HitOverride
trigger1 = Stateno = 8003
slot = 1
attr = SCA, AA, AP
time = -1
stateno = ifelse(Var(4)=1, 10002, 10000)

[State 8003, Win detection]
type = ChangeState
trigger1 = Win
value = 180

[State 8003, Bonus detection]
type = ChangeState
triggerall = RoundState = 2
trigger1 = Var(57) = 2
trigger2 = Var(57) = 34
trigger3 = Var(57) = 33
value = ifelse(Var(4)=1, 10002, 10000)
;----------------------------------------------------------------------
;Teleport Kick
[Statedef 57003]
type = S
ctrl = 0
anim = 7003
velset = 0,0

[State 57003, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 57003, Done]
type = ChangeState
trigger1 = time = 26
value = 67003
;----------------------------------------------------------------------
;Uppercut 2
[Statedef 67003]
type = S
movetype = A
ctrl = 0
anim = 17003
velset = 4,5

[State 67003, Angle Draw]
type = AngleDraw
trigger1 = 1
value = 45

[State 67003, PosSet]
type = PosSet
trigger1 = time = 0
x = ifelse(facing=-1, (enemy, Pos X) + 60, (enemy, Pos X) - 60)
y = (enemy, Pos Y) - 150

[State 67003, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA
damage = 60, 0
hitflag = MA
guardflag = MA
priority = 3
pausetime = 0,8
sparkno = S999999999999
hitsound   = S99989,0
guardsound = S99899,0
ground.type = trip
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.velocity = -1.3,0
fall = 1
air.fall = 1
guard.sparkno = S999999999999999999 

[State 67003, Trigger if no hits]
type = ChangeState
trigger1 = Pos Y >= -1
trigger1 = !Movecontact
value = 18003

[State 67003, Trigger if hits != 0]
type = ChangeState
trigger1 = Movecontact
value = 77003
;----------------------------------------------------------------------
;Uppercut Finish
[Statedef 77003]
type = S
movetype = A
ctrl = 0
anim = 17003
velset = 4,5

[State 77003, Angle Draw]
type = AngleDraw
trigger1 = 1
value = 45

[State 77003, Done]
type = ChangeState
trigger1 = Pos Y >= -1
value = 18003
;----------------------------------------------------------------------
;Uppercut, resume hitting
[Statedef 18003]
type = S
ctrl = 0
anim = 18003
velset = 0,0

[State 18003, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 18003, Hitoverride]
type = HitOverride
trigger1 = Stateno = 8003
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 10000

[State 18003, Win detection]
type = ChangeState
trigger1 = RoundState = 3
value = 180

[State 18003, Bonus detection]
type = ChangeState
triggerall = RoundState = 2
trigger1 = Var(57) = 2
trigger2 = Var(57) = 34
trigger3 = Var(57) = 33
value = 10000
;----------------------------------------------------------------------
;Teleport Uppercut
[Statedef 57004]
type = S
ctrl = 0
anim = 7003
velset = 0,0

[State 57004, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 57004, Done]
type = ChangeState
trigger1 = time = 26
value = 87003
;----------------------------------------------------------------------
;Slide
[Statedef 87003]
type = S
movetype = A
ctrl = 0
anim = 17023
velset = -4,0

[State 87003, PosSet]
type = PosSet
trigger1 = time = 0
x = ifelse(facing=1, (enemy, Pos X) + 100, (enemy, Pos X) - 100)

[State 87003, Turn Compensation]
type = Turn
trigger1 = Time = 0

[State 87003, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA
damage = 50, 0
hitflag = MAF
guardflag = AL
priority = 3
pausetime = 0,3
animtype = back
sparkno = S999999999999
hitsound   = S5,0
guardsound = S6,0
ground.type = trip
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
fall = 1
air.fall = 1
guard.sparkno = S999999999999999999 

[State 87003, Trigger if no hits]
type = ChangeState
trigger1 = !Movecontact
trigger1 = Time = 15
value = 18023

[State 87003, Trigger if hit]
type = ChangeState
trigger1 = Movecontact
value = 18023
;----------------------------------------------------------------------
;Uppercut, resume hitting
[Statedef 18023]
type = S
ctrl = 0
anim = 18023
velset = 0,0

[State 18023, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 18023, I DARE you to hit me!]
type = HitOverride
trigger1 = Stateno = 8003
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 10000

[State 18023, Win detection]
type = ChangeState
trigger1 = RoundState = 3
value = 180

[State 18023, Bonus detection]
type = ChangeState
triggerall = RoundState = 2
trigger1 = Var(57) = 2
trigger2 = Var(57) = 34
trigger3 = Var(57) = 33
value = 10000
;----------------------------------------------------------------------
;Super Power Hand
[Statedef 7013]
type = S
movetype= A
physics = N
poweradd= 0
anim = 7013

[State 7003, Secret Move Time]
type = ChangeState
trigger1 = time = 0
trigger1 = (Var(5)%100) = [0, 4]
value = 50352

[State 7003, Secret Move Time]
type = ChangeState
trigger1 = time = 0
trigger1 = (Var(5)%100) = [5, 9]
value = 17013

[State 7003, Secret Move Time]
type = ChangeState
trigger1 = time = 0
value = 50350
;----------------------------------------------------------------------
;Super Power Hand
[Statedef 50352]
type = S
movetype= A
physics = N
poweradd= 0
anim = 7013

[State 7013, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 7013, PowerStone]
type = Helper
trigger1 = Time = 22
ID = (3000)
helpertype = normal
name = "PowerStone"
postype = p1
pos = 0, 0
stateno = 9000
ownpal = 1
pausemovetime = 500

[State 7013, PowerStone 2]
type = Helper
trigger1 = Time = 22
ID = (3000)
helpertype = normal
name = "PowerStone 2"
postype = p1
pos = 300, 0
stateno = 9002
ownpal = 1
pausemovetime = 500

[State 7013, Done]
type = ChangeState
trigger1 = Time = 28
value = 8013
ctrl = 0

[State 7013, Power...]
type = PlaySnd
trigger1 = Time = 18
value = 7013, 0
volume = 155
channel = 0

[State 7013, Stone!]
type = PlaySnd
trigger1 = Time = 22
value = 7013, 1
volume = 155
;----------------------------------------------------------------------
;Power Stone
[Statedef 8013]
type = S
ctrl = 0
anim = 8013
velset = 0,0

[State 8013, I DARE you to hit me!]
type = HitOverride
trigger1 = Stateno = 8013
slot = 1
attr = SCA, AA, AP
time = -1
stateno = ifelse(Var(4)=1, 10002, 10000)

[State 8013, Win detection]
type = ChangeState
trigger1 = RoundState = 3
value = 180

[State 8013, Bonus detection]
type = ChangeState
triggerall = RoundState = 2
trigger1 = Var(57) = 2
trigger2 = Var(57) = 34
trigger3 = Var(57) = 33
value = ifelse(Var(4)=1, 10002, 10000)
;----------------------------------------------------------------------
; PowerHand
[Statedef 9000]
type = S
movetype= A
physics = N
anim = 9000
velset = 4, 0

[State 9000, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 9000, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 35
value = 9001

[State 9000, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 9000, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State -2, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 9000, Hitdef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA
damage = 70, 10
hitflag = MAF
guardflag = MA
priority = 3
pausetime = 0,0
sparkno = S99999999999999999
hitsound   = S5,0
guardsound = S6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
air.fall = 0

[State 9000, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -30
;----------------------------------------------------------------------
; PowerHand
[Statedef 9002]
type = S
movetype= A
physics = N
anim = 9002
velset = -4, 0

[State 9002, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 9002, Bar]
type = AttackMulSet
trigger1 = Parent, Var(59) = 1
value = .5

[State 9002, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 35
value = 9003

[State 9002, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 9002, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 9002, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 9002, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 9002, Hitdef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA
damage = 70, 10
hitflag = MAF
guardflag = MA
priority = 3
pausetime = 0,0
sparkno = S99999999999999999
hitsound   = S5,0
guardsound = S6,0
ground.type = High
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
air.fall = 0

[State 9002, DestroySelf]
type = DestroySelf
trigger1 = BackEdgeBodyDist <= -30
trigger1 = Time >= 60
trigger2 = Time > 700
;----------------------------------------------------------------------
; True Power Stone
[Statedef 50350]
type = S
movetype= A
physics = S
ctrl = 0
anim = 7013
velset = 0
keyctrl = 0
sprpriority = 1

[State 30100, FF Fanfare]
type = PlaySnd
trigger1 = Time = 0
value = 7013, 10
volume = 255

[State 17013, True Power Stone]
type = Helper
trigger1 = Time = 0
trigger2 = Time = 36
trigger3 = Time = 72
ID = (50350)
helpertype = normal
name = "True Power Stone"
postype = p1
pos = 0, -50
stateno = 50351
ownpal = 1

[State 17013, Done]
type = ChangeState
trigger1 = NumHelper(50350) = 0
value = 8013
;----------------------------------------------------------------------
; True Power Stone
[Statedef 50351]
type = S
movetype= A
physics = N
ctrl = 0
anim = 19332
velset = 0
keyctrl = 0
sprpriority = 7

[State 19075, VelSet X]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 9002, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 9002, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 9002, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 9002, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 9002, Hitdef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA
damage = 100, 50
hitflag = MAF
guardflag = MA
priority = 3
pausetime = 0,0
sparkno = S99999999999999999
hitsound   = S5,0
guardsound = S6,0
ground.type = High
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
air.fall = 0

[State 50, 3]
type = VarSet
trigger1 = Time > 30
v = 59
value = Var(59)+ 1

[State 10001, YAY PARAMETRIC FORM A CIRCLE]
type = PosSet
trigger1 = Time > 30
x = (parent, Pos X) + Var(59)*cos(time*(-pi/30))
y = (parent, Pos Y - 50) + Var(59)*sin(time*(-pi/30))

[State 50, 3]
type = DestroySelf
trigger1 = Var(59) > 300
;----------------------------------------------------------------------
; Stone Prision
[Statedef 17013]
type = S
movetype= A
physics = S
poweradd= 50
ctrl = 0
anim = 7013
velset = 0
keyctrl = 0

[State 17013, Stone!]
type = PlaySnd
trigger1 = Time = 22
trigger2 = Time = 32
value = 17013, 0
volume = 155

[State 17013, StoneWall]
type = Helper
trigger1 = Time = 22
ID = (27103)
helpertype = normal
name = "StonePrision"
postype = p1
pos = 50, 0
stateno = 27013
ownpal = 1

[State 17013, StoneWall2]
type = Helper
trigger1 = Time = 32
ID = (27103)
helpertype = normal
name = "StonePrision2"
postype = p1
pos = 130, 0
stateno = 27013
ownpal = 1

[State 17013, StoneWall3]
type = Helper
trigger1 = Time = 42
ID = (27103)
helpertype = normal
name = "StonePrision3"
postype = p1
pos = 200, -300
stateno = 37013
ownpal = 1

[State 17013, Done]
type = ChangeState
trigger1 = NumHelper(27103) = 0
trigger1 = Time > 42
value = 8013
;----------------------------------------------------------------------
;Ground Walls
[Statedef 27013]
type = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
anim = 19315
sprpriority = 2

[State 27013, Pushes enemy Backwards]
type = HitDef
trigger1 = Time = [0, 22]
trigger1 = (Time%2) = 0
attr = S, SA
animtype = Heavy
damage = 7, 0
hitflag = MA
guardflag = LA
priority = 3
pausetime = 0,0
sparkno = S9999999
hitsound   = S99999,0
guardsound = S99999,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4,0
air.velocity = -4,0
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
air.fall = 0

[State 27013, Change Anim]
type = ChangeAnim
trigger1 = Time = 42
value = 19316

[State 27013, DestroySelf]
type = DestroySelf
trigger1 = Time = 63
;----------------------------------------------------------------------
;Air Wall
[Statedef 37013]
type = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
anim = 19317
sprpriority = 2
velset = 0, 14

[State 3005, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA
animtype = Heavy
damage = 75, 0
hitflag = MA
guardflag = L
priority = 3
pausetime = 0,8
sparkno = S9999999
hitsound   = S99999,0
guardsound = S99999,0
ground.type = Trip
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
fall = 1
fall.damage = 50
air.fall = 0

[State 3308, If there were sprites for it, Gravity Man would show up]
type = Gravity
trigger1 = Time > 10

[State 3008, Finished]
type = ChangeState
trigger1 = Pos Y >= -1
value = 47013
ctrl = 0
;---------------------------------------------------------------------
;Stone Wall Finished
[Statedef 47013]
type = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
anim = 19316
velset = 0, 0
sprpriority = 2

[State 47013, Quake]
type = EnvShake
trigger1 = Time = 0
time = 55
freq = 60
ampl = -4
phase = 90

[State 47013, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 47013, DestroySelf]
type = DestroySelf
trigger1 = Time = 21
;----------------------------------------------------------------------
;Anti-Damage
[Statedef 7002]
type = S
physics = S
sprpriority = 0
ctrl = 0
anim = 8002

[State 7002, Meteor Nine]
type = ChangeState
trigger1 = Time = 0
trigger1 = (Var(5)%100) < 5
trigger1 = Var(4) = 0
value = 17002

[State 7002, Turn Compensation]
type = Turn
trigger1 = Var(59) = 9
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 7002, Counter]
type = HitOverride
trigger1 = Stateno = 7002
trigger1 = time = 0
slot = 1
attr = SCA, AA, AP
time = 200
stateno = 9005

[State 7002, Not hit in alloted time]
type = ChangeState
trigger1 = Time = 200
value = 8002
ctrl = 1
;----------------------------------------------------------------------
;Anti-Damage Set Up
[Statedef 9005]
type = S
physics = S
anim = 9012
sprpriority = 0

[State 9005, Tink]
type = PlaySnd
trigger1 = time = 0
value = 7002, 0
volume = 50

[State 9005, FireMan Clone]
type = Helper
trigger1 = Time = 0
trigger1 = NumHelper(3009) = 0
trigger1 = NumHelper(3004) = 0
ID = (3009)
helpertype = normal
name = "AntiDamageFireMan"
postype = P2
pos = -100, 0
stateno = 9006
ownpal = 1
pausemovetime = 500

[State 9005, Back to normal]
type = ChangeAnim
trigger1 = Time = 212
value = 7002

[State 9005, EndFireStorm]
type = ChangeState
trigger1 = Time = 224
value = 8002
ctrl = 1

[State 9005, You can't hit me!]
type = NotHitBy
trigger1 = Time > 0
value = SCA, AA, AP
;----------------------------------------------------------------------
;Anti Damage, Completed
[Statedef 8002]
type = S
ctrl = 0
velset = 0,0
anim = 8002

[State 8002, Hitoverride]
type = HitOverride
trigger1 = Stateno = 8002
slot = 1
attr = SCA, AA, AP
time = -1
stateno = ifelse(Var(4)=1, 10002, 10000)

[State 8002, Win Detection]
type = ChangeState
trigger1 = RoundState = 3
value = 180

[State 8002, Bonus detection]
type = ChangeState
triggerall = RoundState = 2
trigger1 = Var(57) = 2
trigger2 = Var(57) = 34
trigger3 = Var(57) = 33
value = ifelse(Var(4)=1, 10002, 10000)
;----------------------------------------------------------------------
;Meteor 9
[Statedef 17002]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 7002
velset = 0

[State 17002, You can't hit me!]
type = NotHitBy
trigger1 = Time > 0
value = SCA, AA, AP

[State 17002, Turn comp.]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 17002, MeteorCall]
type = Helper
trigger1 = Time = 0
trigger2 = Time = 40
trigger3 = Time = 80
ID = (1010)
helpertype = normal
name = "Meteor"
postype = back
pos = -20, -240
stateno = 9063

[State 17002, MeteorCall]
type = Helper
trigger1 = Time = 0
trigger2 = Time = 40
trigger3 = Time = 80
ID = (1010)
helpertype = normal
name = "Meteor"
postype = back
pos = -20, -240
stateno = 9065

[State 17002, MeteorCall]
type = Helper
trigger1 = Time = 0
trigger2 = Time = 40
trigger3 = Time = 80
ID = (1010)
helpertype = normal
name = "Meteor"
postype = back
pos = -20, -240
stateno = 9066

[State 17002, EndMeteor9]
type = ChangeState
trigger1 = Time = 120
value = 8002
;----------------------------------------------------------------------
; Meteor
[Statedef 9063]
type = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
anim = 17002
velset = 3, 9

[State 9063, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 9063, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 9063, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 9063, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 9063, HitDef]
type = HitDef
trigger1 = Time > 0
attr = A, SA
damage = 70, 0
hitflag = MAF
guardflag = MA
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = S3432,0
guardsound = S4, 0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
air.fall = 0

[State 9063, HitGround]
type = ChangeState
trigger1 = Pos Y >= 0
trigger2 = Movehit
value = 9064
;----------------------------------------------------------------------
;Meteor Explode
[Statedef 9064]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 27002
velset = 0, 0

[State 9064, DestroySelf]
type = Destroyself
trigger1 = Time = 15
;----------------------------------------------------------------------
; Meteor
[Statedef 9065]
type = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
anim = 17002
velset = 7, 9

[State 9065, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 9065, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 9065, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 9065, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 9065, HitDef]
type = HitDef
trigger1 = Time > 0
attr = A, SA
damage = 70, 0
hitflag = MAF
guardflag = MA
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = S3432,0
guardsound = S4, 0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
air.fall = 0

[State 9065, HitGround]
type = ChangeState
trigger1 = Pos Y >= 0
trigger2 = Movehit
value = 9064
;----------------------------------------------------------------------
; Meteor
[Statedef 9066]
type = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
anim = 17002
velset = 12, 9

[State 9066, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 9066, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 9066, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 9066, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 9066, HitDef]
type = HitDef
trigger1 = Time > 0
attr = A, SA
damage = 70, 0
hitflag = MAF
guardflag = MA
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = S3432,0
guardsound = S4, 0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
air.fall = 0

[State 9066, HitGround]
type = ChangeState
trigger1 = Pos Y >= 0
trigger2 = Movehit
value = 9064
;----------------------------------------------------------------------
; Meteor
[Statedef 9067]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 37002
velset = -3, 9

[State 9067, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 9067, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 9067, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 9067, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 9067, HitDef]
type = HitDef
trigger1 = Time > 0
attr = A, SA
damage = 70, 0
hitflag = MAF
guardflag = MA
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = S3432,0
guardsound = S4, 0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
air.fall = 0

[State 9067, HitGround]
type = ChangeState
trigger1 = Pos Y >= 0
trigger2 = Movehit
value = 9068
;----------------------------------------------------------------------
;Meteor Explode
[Statedef 9068]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 47002
velset = 0, 0

[State 9068, DestroySelf]
type = Destroyself
trigger1 = Time = 15
;----------------------------------------------------------------------
; Meteor
[Statedef 9069]
type = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
anim = 37002
velset = -7, 9

[State 9069, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 9069, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 9069, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 9069, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 9069, HitDef]
type = HitDef
trigger1 = Time > 0
attr = A, SA
damage = 70, 0
hitflag = MAF
guardflag = MA
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = S3432,0
guardsound = S4, 0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
air.fall = 0

[State 9069, HitGround]
type = ChangeState
trigger1 = Pos Y >= 0
trigger2 = Movehit
value = 9068
;----------------------------------------------------------------------
; Meteor
[Statedef 9070]
type = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
anim = 37002
velset = -12, 9

[State 9070, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 9070, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 9070, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 9070, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 9070, HitDef]
type = HitDef
trigger1 = Time > 0
attr = A, SA
damage = 70, 0
hitflag = MAF
guardflag = MA
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = S3432,0
guardsound = S4, 0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
air.fall = 0

[State 9070, HitGround]
type = ChangeState
trigger1 = Pos Y >= 0
trigger2 = Movehit
value = 9068
;----------------------------------------------------------------------
;Fake FireMan.EXE
[Statedef 9006]
type = S
movetype= A
physics = S
ctrl = 0
anim = 9013
velset = 0

[State 9006, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 9006, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 9006, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 9006, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 9006, FireStormSFX]
type = PlaySnd
trigger1 = Time > 49
trigger1 = (Time-50)%20 = 0
value = 7002, 1
volume = 255

[State 9006, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 30
value = 9014

[State 9006, ChangeAnimagain]
type = ChangeAnim
trigger1 = Time = 50
value = 9015

[State 9006, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3005, Much pain]
type = HitDef
trigger1 = Time > 0
trigger1 = (Time%4) = 0
attr = S, NA
damage = 6, 1
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3
pausetime = 0, 8
sparkno = S999999999999
hitsound = S9999, 0
guardsound = S9999, 0
guard.sparkno = S999999999999999999
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0, 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,0
air.hittime = 12
getpower = 0

[State 9006, FireStorm.EXE1]
type = Explod
trigger1 = Time = 50
postype = P1
pos = 24, -30
anim = 9016
ontop = 1
removetime = 150
pausemovetime = 500

[State 9006, FireStorm.EXE1]
type = Explod
trigger1 = Time = 50
postype = P1
pos = 74, -30
anim = 9016
ontop = 1
removetime = 150
pausemovetime = 500

[State 9006, FireStorm.EXE1]
type = Explod
trigger1 = Time = 50
postype = P1
pos = 124, -30
anim = 9016
ontop = 1
removetime = 150
pausemovetime = 500

[State 9006, FireStorm.EXE1]
type = Explod
trigger1 = Time = 50
postype = P1
pos = 174, -30
anim = 9016
ontop = 1
removetime = 150
pausemovetime = 500

[State 9006, FireStorm.EXE1]
type = Explod
trigger1 = Time = 50
postype = P1
pos = 224, -30
anim = 9016
ontop = 1
removetime = 150
pausemovetime = 500

[State 9006, FireStorm.EXE1]
type = Explod
trigger1 = Time = 50
postype = P1
pos = 274, -30
anim = 9016
ontop = 1
removetime = 150
pausemovetime = 500

[State 9006, FireStorm.EXE1]
type = Explod
trigger1 = Time = 50
postype = P1
pos = 324, -30
anim = 9016
ontop = 1
removetime = 150
pausemovetime = 500

[State 9006, FireStorm.EXE1]
type = Explod
trigger1 = Time = 50
postype = P1
pos = 374, -30
anim = 9016
ontop = 1
removetime = 150
pausemovetime = 500

[State 9006, FireStorm.EXE1]
type = Explod
trigger1 = Time = 50
postype = P1
pos = 424, -30
anim = 9016
ontop = 1
removetime = 150
pausemovetime = 500

[State 9006, FireStorm.EXE1]
type = Explod
trigger1 = Time = 50
postype = P1
pos = 474, -30
anim = 9016
ontop = 1
removetime = 150
pausemovetime = 500

[State 9006, FireStorm.EXE1]
type = Explod
trigger1 = Time = 50
postype = P1
pos = 524, -30
anim = 9016
ontop = 1
removetime = 150
pausemovetime = 500

[State 9006, DoneAttack]
type = ChangeAnim
trigger1 = Time = 200
value = 9017
ctrl = 1

[State 9006, DestroySelf]
type = DestroySelf
trigger1 = Time = 212

[State 9006, You can't hit me!]
type = NotHitBy
trigger1 = Time > 0
value = SCA, AA, AP
;----------------------------------------------------------------------
;Instant Communist Murder
[Statedef 7016]
type = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
anim = 7016

[State 7016, Rain Flush]
type = ChangeState
trigger1 = Time = 0
trigger1 = (Var(5)%100) < 5
trigger1 = Var(4) = 0
trigger1 = PrevStateno != 50211
value = 17016

[State 7016, Turn comp.]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 7016, Turn comp.]
type = VelSet
trigger1 = Time = 0
x = ifelse(Var(55)=6, 7, 5.5)

[State 7016, LOLOLOLOLOLOL]
type = Null
trigger1 = Time = 0
time = -1
length = 20
palcolor = 256
palinvertall = 0
palbright = 120,120,120
palcontrast = 120,120,220
palpostbright = 30,30,30

[State 7016, Super Pause]
type = SuperPause
trigger1 = Time = 0
trigger1 = PrevStateno != 50211
pos = -5, -55
anim = 1020
sound = 20, 0
poweradd = -3000

[State 7016, Unguardable]
type = AssertSpecial
trigger1 = Time >= 0
flag = unguardable

[State 7016, HitDef, checks OHKO disable]
type = HitDef
trigger1 = Time > 0
attr = S, HA
animtype = Heavy
damage = 0, 0
damage
hitflag = M-
guardflag = L
priority = 3
pausetime = 0,0
sparkno = S90000
fall.damage = 0
air.fall = 0
p1stateno = 18016
p2stateno = ifelse(Var(53),38016,28016)
numhits = 0

[State 3014, Super Pause]
type = ChangeState
trigger1 = Time = 40
value = ifelse(PrevStateno = 50211, 7017, 0)
ctrl = 1
;----------------------------------------------------------------------
;Commie Murder
[Statedef 8016]
type = S
ctrl = 0
anim = 8016
velset = 0,0

[State 8016, Hitoverride]
type = HitOverride
trigger1 = Stateno = 8016
slot = 1
attr = SCA, AA, AP
time = -1
stateno = ifelse(Var(4)=1, 10002, 10000)

[State 8016, Win Detection]
type = ChangeState
trigger1 = RoundState = 3
value = 180

[State 8016, Bonus detection]
type = ChangeState
triggerall = RoundState = 2
trigger1 = Var(57) = 2
trigger2 = Var(57) = 34
trigger3 = Var(57) = 33
value = ifelse(Var(4)=1, 10002, 10000)
;----------------------------------------------------------------------
; Rain Flush
[Statedef 17016]
type = S
movetype= A
physics = S
poweradd= 50
ctrl = 0
anim = 7016
velset = 0, 0
keyctrl = 0

[State 1063, RainFlush]
type = Helper
trigger1 = Time = 12
ID = (1063)
helpertype = normal
name = "RainFlush"
postype = left
pos = 0, 0
stateno = 27016
ownpal = 1

[State 1063, Rain]
type = Explod
trigger1 = time = 12
anim = 19122
pos = 0,0
postype = left
ontop = 1
removetime = 60
bindtime = -1
ownpal = 1

[State 1063, End Rain Flush]
type = ChangeState
trigger1 = Time = 72
value = 8016
ctrl = 1
;----------------------------------------------------------------------
; Rain Flush
[Statedef 27016]
type = S
ctrl = 0
anim = 19141
velset = 0,0
juggle  = 1
movetype = A
physics = S
sprpriority = 2

[State 27016, Sound]
type = PlaySnd
trigger1 = Time = 0
value = 7016, 2

[State 27016, How would you block a rain attack anyways, an umbrella?]
type = AssertSpecial
trigger1 = Time = 0
flag = unguardable

[State 27016, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 27016, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 27016, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 1064, HitDef]
type = HitDef
trigger1 = Time = 0
attr = A, HA 
animtype = Heavy
hitflag = MAF
damage = 50, 0                   ;Damage that move inflicts, guard damage
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S9999999999
sparkxy = 0,0
hitsound   = S12,0
guardsparkno = S9999999999
ground.type = Heavy
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
fall = 1
air.fall = 1
affectteam = B

[State 1064, Die]
type = DestroySelf
trigger1 = Time = 60
;----------------------------------------------------------------------
;Communist Murder
[Statedef 18016]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
velset = 0, 0
juggle = 4
anim = 7016

[State 18016, Target Bind]
type = TargetBind
trigger1 = Time = 0
time = 110
pos = 35, 0

[State 18016, Not hit by]
type = NotHitBy
trigger1 >= 0
value = SCA

[State 18016, The 15 hits of DOOM.]
type = HitAdd
trigger1 = Time = 10
trigger2 = Time = 16
trigger3 = Time = 23
trigger4 = Time = 29
trigger5 = Time = 36
trigger6 = Time = 42
trigger7 = Time = 49
trigger8 = Time = 55
trigger9 = Time = 62
trigger10 = Time = 68
trigger11 = Time = 75
trigger12 = Time = 81
trigger13 = Time = 88
trigger14 = Time = 94
trigger15 = Time = 99
value = 1

[State 18016, The 15 hits of DOOM.]
type = PlaySnd
trigger1 = Time = 10
trigger2 = Time = 16
trigger3 = Time = 23
trigger4 = Time = 29
trigger5 = Time = 36
trigger6 = Time = 42
trigger7 = Time = 49
trigger8 = Time = 55
trigger9 = Time = 62
trigger10 = Time = 68
trigger11 = Time = 75
trigger12 = Time = 81
trigger13 = Time = 88
trigger14 = Time = 94
trigger15 = Time = 99
value = 7016, 0

[State 18016, Sparks, yay.]
type = Explod
trigger1 = Time = 10
trigger2 = Time = 16
trigger3 = Time = 23
trigger4 = Time = 29
trigger5 = Time = 36
trigger6 = Time = 42
trigger7 = Time = 49
trigger8 = Time = 55
trigger9 = Time = 62
trigger10 = Time = 68
trigger11 = Time = 75
trigger12 = Time = 81
trigger13 = Time = 88
trigger14 = Time = 94
trigger15 = Time = 99
anim = 9019
postype = p1
pos = 50, -50
random = 64, 70
ontop = 1
removetime = 15
owlpal = 1

[State 18016, BlackScreen]
type = EnvColor
trigger1 = time = 10
value = 0, 0, 0
time = 100

[State 18016, Finished]
type = ChangeState
trigger1 = time = 110
value = 9010
;----------------------------------------------------------------------
;PWNED
[Statedef 28016]
type = S
movetype= H
physics = N
poweradd= 50
ctrl = 0

[State 28016, Time to haxor]
type = LifeAdd
trigger1 = Time = 99
value = Ceil((LifeMax)*(Const(data.defence)/100)*-2)

[State 28016, Invincible]
type = NotHitBy
trigger1 >= 0
value = SCA

[State 28016, Move Damnit]
type = PosAdd
Trigger1 = Time = 99
x = -40

[State 28016, ChnangeAnims]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5010

[State 28016, selfstate]
type = SelfState
trigger1 = Alive = 0
value = 5150
ctrl = 0

[State 28016, selfstate]
type = SelfState
trigger1 = Alive = 1
trigger1 = Time = 99
value = 5110
ctrl = 0
;----------------------------------------------------------------------
;Copy Murder
[Statedef 38016]
type = S
movetype= H
physics = N
poweradd= 50
ctrl = 0

[State 38016, LifeAdd]
type = LifeAdd
trigger1 = Time = 99
value = -450

[State 38016, Invincible]
type = NotHitBy
trigger1 >= 0
value = SCA

[State 38016, Move Damnit]
type = PosAdd
Trigger1 = Time = 99
x = -40

[State 38016, ChnangeAnims]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5010

[State 38016, selfstate]
type = SelfState
trigger1 = Alive = 0
value = 5150
ctrl = 0

[State 38016, selfstate]
type = SelfState
trigger1 = Alive = 1
trigger1 = Time = 99
value = 5110
ctrl = 0
;----------------------------------------------------------------------
;Finished
[Statedef 9010]
type = S
movetype= A
physics = N
poweradd= 50
anim = 7016
ctrl = 0

[State 9010, ShunGokuSatsued]
type = Helper
triggerall = (WinKO)
trigger1 = Time = 0
helpertype = Normal
name = "CCCP"
id = (7050)
sprpriority = -3
postype = left
pos = 0,0
stateno = 9011
keyctrl = 0
ownpal = 1
supermovetime = 1000
pausemovetime = 1000
ignorehitpause = 1

[State 9010, MM2 and on victory music]
type = PlaySnd
trigger1 = (WinKO)
trigger1 = Time = 0
value = 7016, 1
volume = 255

[State 9010, Disable random winposes, prevents winpose loop]
type = VarSet
trigger1 = (WinKO)
trigger1 = Time = 0
v = 52
value = 1

[State 9010, Finish]
type = ChangeState
Trigger1 = Time = 20
value = 0
ctrl = 1
;----------------------------------------------------------------------
;CCCP!
[Statedef 9011]
type = S
movetype = I
physics = N
sprpriority = -3
anim = 9018

[State 9011, Musicless]
type = AssertSpecial
trigger1 = Time <= 500
flag = Roundnotover
flag2 = NoMusic

[State 9011, Remove Crap]
type = AssertSpecial
trigger1 = Time <= 70
flag = noFG
flag2 = nobardisplay

[State 9011, MM4, Cossack Citadel Stage Map]
type = Null
trigger1 = time = 0
value = 7016, 1
volume = 200

[State 9011, Stalin Would be proud]
type = Explod
trigger1 = time = 0
anim = 9020
pos = 0,0
postype = left
sprpriority = -3
removetime = 70
bindtime = -1
;----------------------------------------------------------------------
;Leonard Macduff
[Statedef 7019]
type = S
ctrl = 0
anim = 730
velset = 0,0

[State 7019, Doctor's Orders]
type = ChangeState
trigger1 = Time = 0
trigger1 = (Var(5)%100) < 5
value = 17019

[State 7019, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 7019, LeonardMacduff]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "LeonardMacduff"
id = (730)
postype = p1
pos = 50, -300
stateno = 731
keyctrl = 0
ownpal = 1
pausemovetime = 1000

[State 7019, Flash Stopper]
type = Pause
trigger1 = NumHelper(730) = 1
trigger1 = helper(730), stateno = 732
trigger1 = helper(730), AnimElem = 5
anim = 9999999
time = 200
movetime = 200

[State 7019, Flash Stopper, Flash]
type = BgPalFX
trigger1 = NumHelper(730) = 1
trigger1 = helper(730), stateno = 732
trigger1 = helper(730), AnimElem = 5
time = 5
add = 256, 256, 256

[State 7019, Flash Stopper, Sound]
type = PlaySnd
trigger1 = NumHelper(730) = 1
trigger1 = helper(730), stateno = 732
trigger1 = helper(730), AnimElem = 5
value = 730, 1

[State 7019, Finish state]
type = ChangeState
trigger1 = Time > 0
trigger1 = NumHelper(730) = 0
value = 8019
;---------------------------------------------------------------------------
;Leonard Macduff
[Statedef 8019]
type = S
ctrl = 0
anim = 830
velset = 0,0

[State 7002, I DARE you to hit me!]
type = HitOverride
trigger1 = Stateno = 8019
slot = 1
attr = SCA, AA, AP
time = -1
stateno = ifelse(Var(4) = 1, 10002, 10000)

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = RoundState = 3
value = 180

[State 8019, Bonus detection]
type = ChangeState
triggerall = RoundState = 2
trigger1 = Var(57) = 2
trigger2 = Var(57) = 34
trigger3 = Var(57) = 33
value = ifelse(Var(4) = 1, 10002, 10000)
;----------------------------------------------------------------------
;L. Macduff Beam
[Statedef 731]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9022
velset = 0, 7

[State 731, If there were sprites for it, Gravity Man would show up]
type = Gravity
trigger1 = Time > 0

[State 731, Beam in]
type = PlaySnd
trigger1 = Pos Y >= -1
value = 730, 0

[State 731, Go to Part Dos]
type = ChangeState
trigger1 = Pos Y >= -1
value = 732
ctrl = 0
;---------------------------------------------------------------------------
; LeonardStopper
[Statedef 732]
type = S
movetype= I
physics = S
poweradd= 50
ctrl = 0
anim = 9023
velset = 0, 0
keyctrl = 0

[State 732, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 732, FlashStopper Pose]
type = ChangeAnim 
trigger1 = Time = 12
value = 9024

[State 732, Context Senstive Change State]
type = ChangeState
trigger1 = Time = 36
value = ifelse((Parent, Var(4)=1), 734, 733)
;----------------------------------------------------------------------
; Leonard Macduff
[Statedef 733]
type = S
movetype= I
physics = S
poweradd= 50
ctrl = 0
anim = 9025
velset = 0, 0
keyctrl = 0

[State 733, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 733, DiveMissile Soundeffect]
type = PlaySnd
trigger1 = Time = 12
value = 730, 2

[State 733, DiveMissile]
type = Helper
trigger1 = Time = 12
ID = (1003)
helpertype = normal
name = "DiveMissile"
pausemovetime = 1000
postype = P1
pos = 5, -13
stateno = 737
ownpal = 1

[State 733, Next Part]
type = Changestate
trigger1 = Time = 12
value = 734
;----------------------------------------------------------------------
; Macduff: Ring Boomerang
[Statedef 734]
type = S
movetype= I
physics = S
poweradd= 50
ctrl = 0
anim = 9028
velset = 0, 0
keyctrl = 0

[State 734, Jump]
type = ChangeState
trigger1 = Time = 30
value = 735

[State 734, Ring Boomerang]
type = Helper
trigger1 = Time = 24
ID = (1033)
helpertype = normal
name = "Ring Boomerang"
postype = p1
pos = 15, -10
stateno = 739
ownpal = 1
pausemovetime = 1000
;----------------------------------------------------------------------
; Macduff: Second Ring Boomerang
[Statedef 735]
type = S
movetype= I
physics = S
poweradd= 50
ctrl = 0
anim = 9029
velset = 0, -5
keyctrl = 0

[State 735, Jump]
type = VelSet
trigger1 = Time = 10
y = 0

[State 735, Shoot Animation]
type = ChangeAnim
trigger1 = Time = 10
value = 9030

[State 735, Ring Booomerang Deux]
type = Helper
trigger1 = Time = 24
ID = (1033)
helpertype = normal
name = "Ring Bommerang"
postype = p1
pos = 15, -10
stateno = 739
ownpal = 1
pausemovetime = 1000

[State 735, Fall Animation]
type = ChangeAnim
trigger1 = Time = 24
value = 9029

[State 735, Fall]
type = VelSet
trigger1 = Time = 24
y = 5

[State 735, Final Part]
type = ChangeState
trigger1 = Pos Y >= -1
trigger1 = Time > 10
value = 736
ctrl = 0
;---------------------------------------------------------------------------
;Beam me up
[Statedef 736]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9032
velset = 0, 0

[State 736, Beam Away]
type = PlaySnd
trigger1 = Time = 0
trigger1 = PrevStateno != 803
value = 730, 4

[State 736, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 736, Beam Animation]
type = ChangeAnim
trigger1 = Time = 12
value = 9022

[State 736, BeamAway]
type = VelSet
trigger1 = Time = 12
y = -7

[State 736, Explode into Yellow Rings!]
type = DestroySelf
trigger1 = Pos Y <= -300
;----------------------------------------------------------------------
; DiveMissle, AKA: Reused Gyro Attack Programming
[Statedef 737]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9026
velset = 9, 0
keyctrl = 0

[State 737, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 737, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 737, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 737, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 737, HitDef]
type = HitDef
trigger1 = 1
persistent = 0
attr = A, SA
damage = 100, 0
damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 3,8
sparkno = S9999999
sparkxy = 0,0
hitsound   = S7016,0
guardsound = S32432,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3            ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
air.fall = 0
guard.sparkno = S999999999999999999 

[State 737, Deflected]
type = ChangeState
trigger1 = Moveguarded
value = 1041

[State 737, Direction Change]
type = ChangeState
trigger1 = P2Dist Y <= -10
trigger1 = (P2Dist X <= 10) && (P2Dist X >= -10)
value = 738

[State 737, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -60
trigger2 = MoveHit
;----------------------------------------------------------------------
; Failed Dive Missle
[Statedef 1041]
type = S
movetype= A
physics = N
poweradd= 50
anim = 9026
velset = 7, -7

[State 1041, Turn]
type = Turn
trigger1 = time = 0

[State 1041, Metool "Tink" Sound Effect]
type = PlaySnd
trigger1 = time = 0
value = 40, 0

[State 1041, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
; Dive Missle 2
[Statedef 738]
type = S
movetype= A
physics = N
poweradd= 50
anim = 9027
velset = 0, -7

[State 738, Bad]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 738, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 738, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 738, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 738, Hitdef]
type = HitDef
trigger1 = 1
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 100, 0                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 3,8
sparkno = S9999999
sparkxy = 0,0
hitsound   = S7016,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3            ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
air.fall = 0
guard.sparkno = S999999999999999999 

[State 738, Failed]
type = ChangeState
trigger1 = Moveguarded
value = 1041

[State 738, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -60
trigger2 = MoveHit
;----------------------------------------------------------------------
; Ring bommerang
[Statedef 739]
type = S
movetype= A
physics = N
anim = 9031
velset = 9, 0

[State 739, Ring Boomerang SFX]
type = PlaySnd
trigger1 = time = 0
value = 730, 3

[State 739, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 739, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 739, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 739, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 739, HitDef]
type = HitDef
trigger1 = Time >= 0
trigger1 = Time <= 60
attr = A, SA
damage = 1, 0
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S9999999
guardsparkno = S9999999
sparkxy = 0,0
hitsound   = S7016,0
guardsound = S9999,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
air.fall = 0
numhits = 0

[State 739, DestroySelf]
type = ChangeState
trigger1 = Time = 60
value = 740
;----------------------------------------------------------------------
; Ring bommerang
[Statedef 740]
type = S
movetype= A
physics = N
velset = -9, 0

[State 740, For Great Justice]
type = Turn
trigger1 = Time = 0

[State 740, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 740, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 740, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 740, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 740, HitDef]
type = HitDef
trigger1 = 1
attr = A, SA
damage = 10, 0
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S9999999
guardsparkno = S9999999
sparkxy = 0,0
hitsound   = S7016,0
guardsound = S9999,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
air.fall = 0
numhits = 0

[State 740, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -60
trigger1 = Time > 60
;----------------------------------------------------------------------
;Leonard Macduff
[Statedef 17019]
type = S
ctrl = 0
anim = 730
velset = 0,0

[State 17019, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 17019, LeonardMacduff]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "LeonardMacduff"
id = (730)
postype = p1
pos = 50, -300
stateno = 20300
keyctrl = 0
ownpal = 1
pausemovetime = 10000000

[State 17019, Flash Stopper, Flash]
type = BgPalFX
trigger1 = NumHelper(730) = 1
trigger1 = helper(730), stateno = 20301
trigger1 = helper(730), AnimElem = 5
time = 5
add = 256, 256, 256

[State 17019, Flash Stopper, Sound]
type = PlaySnd
trigger1 = NumHelper(730) = 1
trigger1 = helper(730), stateno = 20301
trigger1 = helper(730), AnimElem = 5
value = 730, 1

[State 17019, Finish state]
type = ChangeState
trigger1 = Time > 0
trigger1 = NumHelper(730) = 0
value = 8019
;----------------------------------------------------------------------
;L. Macduff Beam
[Statedef 20300]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9022
velset = 0, 7

[State 20300, If there were sprites for it, Gravity Man would show up]
type = Gravity
trigger1 = Time > 0

[State 20300, Beam in]
type = PlaySnd
trigger1 = Pos Y >= -1
value = 730, 0

[State 20300, Go to Part Dos]
type = ChangeState
trigger1 = Pos Y >= -1
value = 20301
ctrl = 0
;----------------------------------------------------------------------
; Gravity Copy
[Statedef 20301]
type = S
movetype= I
physics = S
poweradd= 50
ctrl = 0
anim = 9023
velset = 0, 0
keyctrl = 0
velset = 0, 0

[State 20301, Bar]
type = VarSet
trigger1 = Parent, Var(59) = 1
v = 59
value = 1

[State 20301, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 20301, FlashStopper Pose]
type = ChangeAnim 
trigger1 = Time = 12
value = 9024

[State 20301, Gravity Hold]
type = Helper
trigger1 = AnimElem = 5
trigger1 = NumHelper(20302) = 0
helpertype = Normal
name = "Gravity Hold"
id = (20302)
postype = p1
pos = 0, 0
stateno = 20302
keyctrl = 0
ownpal = 1
pausemovetime = 1000

[State 20301, FlashStopper Pose]
type = ChangeAnim 
trigger1 = Time = 36
value = 27019

[State 20301, Beam away]
type = ChangeState
trigger1 = enemy, Stateno != [5000, 5500]
trigger1 = Time > 36
value = 20303
;----------------------------------------------------------------------
; Gravity Hold
[Statedef 20302]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 17019
velset = 0, 0
keyctrl = 0

[State 20302, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 20302, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 20302, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 20302, Fling enemy into air]
type = HitDef
trigger1 = Time = 0
persistent = 0
attr = A, SA
damage = 0, 0
hitflag = A
guardflag = HAL
priority = 3
pausetime = 0,0
sparkno = S999999999999
sparkxy = 0,0
hitsound   = S7016,0
guardsound = S623432,0
ground.type = trip
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.velocity = 0,-10
fall = 1
air.fall = 1
guard.sparkno = S999999999999999999
fall.damage = 80

[State 20302, Gravity Hold Sound]
type = PlaySnd
trigger1 = Time = 0
value = 20302, 0

[State 20302, Gravity Hold Flash]
type = BgPalFX
trigger1 = Time = 0
time = 5
add = 256, 256, 256

[State 20302, Unblockable]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 20302, DestroySelf]
type = DestroySelf
trigger1 = Parent, AnimElem != 5
trigger2 = Parent, Stateno = 50209
trigger2 = Time > 2
;----------------------------------------------------------------------
; TIME SLOW!
[Statedef 20303]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
velset = 0, 0
keyctrl = 0

[State 20303, Time Manager]
type = Helper
trigger1 = AnimElem = 5
trigger1 = NumHelper(20304) = 0
helpertype = Normal
name = "Time Manager"
id = (20304)
postype = p1
pos = 0, 0
stateno = 20304
ownpal = 1
pausemovetime = 1000

[State 20303, ChangeAnim]
type = ChangeAnim 
trigger1 = Time = 12
value = 9024

[State 20303, Next Part]
type = ChangeState
trigger1 = Time = 60
value = 20305
;----------------------------------------------------------------------
; TIME SLOW!
[Statedef 20304]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 17019
velset = 0, 0
keyctrl = 0

;Yes I am aware I could us PalFX for this, I just don't want to.

[State 20304, Time Slow effect]
type = Explod
trigger1 = time = 0
anim = 37019
ID = 37019
postype = left
ontop = 1
pos = 0, 0 
removetime = -1
trans = add1
bindtime = -1

[State 20304, Flash Stopper]
type = Pause
trigger1 = (Time%2) = 1
anim = 9999999
time = 1
movetime = 1

[State 20304, VarSet]
type = VarSet
trigger1 = Parent, Stateno = 736
trigger1 = Var(59) = 0
v = 59
value = Time

[State 20304, Remove Time Slow Effect]
type = RemoveExplod
trigger1 = Var(59) != 0
trigger1 = Time - Var(59) = 200
ID = 37019

[State 20304, Destroy Self]
type = DestroySelf
trigger1 = Var(59) != 0
trigger1 = Time - Var(59) = 201
;----------------------------------------------------------------------
;Crash Bomb
[Statedef 20305]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9025
velset = 0, 0
keyctrl = 0

[State 20305, Crash Bomb]
type = Helper
trigger1 = Time = 12
ID = (1003)
helpertype = normal
name = "Crash Bomb"
pausemovetime = 1000000
postype = P1
pos = 5, -13
stateno = 20306
ownpal = 1

[State 20305, Next Part]
type = ChangeState
trigger1 = Time = 80
value = 20310

[State 20305, Change Anime]
type = ChangeAnim 
trigger1 = Time = 12
value = 27019
;----------------------------------------------------------------------
; Crash Bomb
[Statedef 20306]
type = S
movetype= A
physics = N
poweradd= 50
anim = 19088
velset = 9, 0
sprpriority = 7

[State 20306, HitDef]
type = HitDef
trigger1 = 1
attr = A, SA
damage = 0, 0
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999999999
guardsparkno = S999999999
hitsound   = S99999999999,0
guardsound = S99999999999,0
ground.type = Low
air.fall = 0
numhits = 0

[State 20306, Unguardable] 
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 20306, Bind to Enemy]
type = ChangeState
trigger1 = MoveHit
value = 20307

[State 20306, Bind to Wall]
type = ChangeState
trigger1 = FrontEdgeBodyDist <= 15
value = 20308

[State 1020, DestroySelf]
type = DestroySelf
trigger1 = Time = 200
;----------------------------------------------------------------------
; Crash Bomb: Binded to Enemy
[Statedef 20307]
type = S
movetype= A
physics = S
poweradd= 50
ctrl = 0
anim = 19089
velset = 0
keyctrl = 0

[State 20307, Bind to Enemy's Position]
type = PosSet
trigger1 = 1
x = enemy, Pos X
y = enemy, Pos Y

[State 20307, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 500
value = 19090

[State 20307, ChangeState]
type = ChangeState
trigger1 = Time = 580
value = 20309
;----------------------------------------------------------------------
; Crash Bomb
[Statedef 20308]
type = S
movetype= A
physics = S
poweradd= 50
ctrl = 0
anim = 19089
velset = 0
keyctrl = 0

[State 20308, Gain Position]
type = VarSet
trigger1 = Time = 0
v = 59
value = Ceil(Pos X)-(20*-facing)

[State 20308, Set Position]
type = PosSet
trigger1 = 1
x = Var(59)

[State 20308, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 500
value = 19090

[State 20308, ChangeState]
type = ChangeState
trigger1 = Time = 580
value = 20309
;----------------------------------------------------------------------
; Crash Bomb Explode
[Statedef 20309]
type = S
movetype= A
physics = S
poweradd= 50
ctrl = 0
anim = 19091
velset = 0
keyctrl = 0

[State 20309, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 20309, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 20309, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 20309, HitDef]
type = HitDef
trigger1 = 1
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 100, 100                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999999999
guardsparkno = S999999999
sparkxy = 0,0
hitsound   = S99999999999,0
guardsound = S99999999999,0
ground.type = Low
air.fall = 0
numhits = 0

[State 20309, Unguardable]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 20309, DestroySelf]
type = DestroySelf
trigger1 = Time = 15
;----------------------------------------------------------------------
;Storm Tornado
[Statedef 20310]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9025
velset = 0, 0
keyctrl = 0

[State 20310, Storm Tornado]
type = Helper
trigger1 = Time = 12
ID = (20311)
helpertype = normal
name = "Storm Tornado"
pausemovetime = 1000000
postype = P2
pos = 0, 0
stateno = 20311
ownpal = 1

[State 20310, Next Part]
type = ChangeState
trigger1 = Time = 80
value = 20312

[State 20310, Change Anim]
type = ChangeAnim 
trigger1 = Time = 12
value = 27019
;----------------------------------------------------------------------
;Storm Tornado
[Statedef 20311]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19110
velset = 0, 0
keyctrl = 0

[State 20302, Gravity Hold Sound]
type = PlaySnd
trigger1 = Time = 0
value = 20310, 0

[State 20311, Ground]
type = PosSet
trigger1 = Time = 0
y = 0

[State 20311, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 20311, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 20311, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 20311, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 20311, HitDef]
type = HitDef
trigger1 = (Time%4) = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 2, 1                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,0
sparkno = S999999999999999999
guardsparkno = S999999999
sparkxy = 0,0
hitsound   = S99999999999,0
guardsound = S99999999999,0
ground.type = Low
air.fall = 0

[State 20311, Beam in]
type = DestroySelf
trigger1 = Time = 180
;----------------------------------------------------------------------
;Wild Coil
[Statedef 20312]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9025
velset = 0, 0
keyctrl = 0

;Note Wild Coil's states are in kloak.cns.

[State 20312, Wild Coil]
type = Helper
trigger1 = Time = 12
ID = (20311)
helpertype = normal
name = "Wild Coil"
pausemovetime = 1000000
postype = P1
pos = 5, -13
stateno = 40430
ownpal = 1

[State 20312, Finish]
type = ChangeState
trigger1 = Time = 80
value = 736

[State 20312, ChangeAnim]
type = ChangeAnim 
trigger1 = Time = 12
value = 27019
;----------------------------------------------------------------------
;Team Badass
[Statedef 7015]
type = S
ctrl = 0
velset = 0,0

[State 7015, Team Badass]
type = ChangeState
trigger1 = (Var(5)%100) <= 44
value = 17015

[State 7015, Team Badass II]
type = ChangeState
trigger1 = (Var(5)%100) <= 89
trigger1 = (Var(5)%100) >= 45
value = 27015

[State 7015, TeamBadass 3 or 4]
type = ChangeState
trigger1 = (Var(5)%100) >= 90
value = 7026
;----------------------------------------------------------------------
;Team Badass
[Statedef 7026]
type = S
ctrl = 0
velset = 0,0

[State 7026, Team Badass III]
type = ChangeState
trigger1 = (Var(5)%100) <= 49
value = 17026

[State 7026, Team Badass IV]
type = ChangeState
trigger1 = (Var(5)%100) >= 50
value = 17027
;----------------------------------------------------------------------
;Team Badass
[Statedef 17015]
type = S
ctrl = 0
velset = 0,0
anim = 7015

[State 17015, WARNING]
type = Explod
trigger1 = time = 0
anim = 8018
postype = left
ontop = 1
pos = 44, 75 
removetime = 124
ownpal = 1

[State 17015, Warning Siren]
type = PlaySnd
trigger1 = time = 0
trigger1 = Var(57) != 5
value = 7015, 0
volume = 100

[State 17015, Warning Siren]
type = PlaySnd
trigger1 = time = 0
trigger1 = Var(57) = 5
value = 57005, 3
volume = 255

[State 17015, StoneMan]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "StoneMan"
id = (5703)
postype = p2
pos = 0, -300
stateno = 9012
ownpal = 1

[State 17015, ChangeState]
type = ChangeState
trigger1 = NumHelper(7017) = 1
value = 8015
;----------------------------------------------------------------------
;Team Badass
[Statedef 8015]
type = S
ctrl = 0
velset = 0,0
anim = anim+1000

[State 8015, Hitoverride]
type = HitOverride
trigger1 = Stateno = 8015
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 10000

[State 8015, Win]
type = ChangeState
trigger1 = RoundState = 3
value = 180

[State 8015, Bonus detection]
type = ChangeState
triggerall = RoundState = 2
trigger1 = Var(57) = 2
trigger2 = Var(57) = 34
trigger3 = Var(57) = 33
value = 10000
;----------------------------------------------------------------------
;Super Drop (AKA, Misogi)
[Statedef 9012]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
velset = 0, 0
anim = 9007

[State 9012, TA]
type = PlaySnd
trigger1 = Time = 0
value = 7015, 1
volume = 200

[State 9012, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 9012, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 9012, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 9012, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 9012, HitDef]
type = HitDef
trigger1 = 1
persistent = 0
attr = A, SA
damage = 200, 0
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.type = trip
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
fall = 1
air.fall = 1
guard.sparkno = S999999999999999999 

[State 9012, Fall]
type = VelSet
trigger1 = Time = 10
y = 14

[State 9012, Gravity]
type = Gravity
trigger1 = Time > 10

[State 9012, Quake]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Time > 10
time = 55
freq = 60
ampl = -4
phase = 90

[State 9012, Go to Part Dos]
type = ChangeState
trigger1 = Pos Y >= -1
trigger1 = Time > 10
value = 9013
ctrl = 0
;----------------------------------------------------------------------
;Super Drop2
[Statedef 9013]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9008
velset = 0, 0

[State 9013, FireMan]
type = Helper
trigger1 = Time = 80
helpertype = Normal
name = "FireMan"
id = (7016)
postype = p2
pos = -40, 0
stateno = 9015
ownpal = 1

[State 9013, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 9013, End Super]
type = DestroySelf
trigger1 = Time = 87
;----------------------------------------------------------------------
;LifeSword1
[Statedef 9015]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 9009                      ;Change animation (Def: no change)                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set layering priority to 2 (in front)

[State 9015, Grounded]
type = PosSet
trigger1 = Time = 0
y = 0

[State 9015, Sword Sound]
type = PlaySnd
trigger1 = Time = 28
value = 7015, 3
volume = 200

[State 9015, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 9015, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 9015, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 9015, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 9015, HitDef]
type = HitDef
trigger1 = Time = 28
attr = S, NA
damage = 200, 75
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3
pausetime = 0, 8
sparkno = S34320
hitsound = S34325, 0
guardsound = S4, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
guard.sparkno = S999999999999999999 

[State 9015, FireMan]
type = Helper
trigger1 = Time = 30
trigger1 = Parent, Var(4) = 0
helpertype = Normal
name = "PhoenixMagnion"
id = (7017)
postype = front
pos = 160, 0
stateno = 9016
ownpal = 1

[State 9015, EndSword]
type = DestroySelf
trigger1 = Time = 70
;----------------------------------------------------------------------
; Phoenix Magnion
[Statedef 9016]
type = S
movetype= A
physics = N
poweradd= 25
anim = 9034
velset = -9, 0

[State 9016, Enemy Pos]
type = PosSet
trigger1 = Time = 0
y = enemy, Pos Y

[State 9016, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 9016, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 9016, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 9016, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 9016, PosSet]
type = PlaySnd
trigger1 = time = 0
value = 7015, 4
volume = 255 

[State 9016, Hitdef]
type = HitDef
trigger1 = Time = 21
trigger2 = Time = 33
trigger3 = Time = 45
trigger4 = Time = 57
trigger5 = Time = 69
trigger6 = Time = 81
trigger7 = Time = 93
trigger8 = Time = 100
trigger9 = Time = 9
trigger10 = Time = 0
attr = A, SA
damage = 100, 0
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,0
sparkno = S9999999999
sparkxy = 0,0
hitsound   = 5,0
guard.sparkno = S99999
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
air.fall = 0

[State 9016, DestroySelf]
type = DestroySelf
triggerall = Time > 200
trigger1 = BackEdgeBodyDist <= -60
;----------------------------------------------------------------------
;Team Badass II
[Statedef 27015]
type = S
ctrl = 0
velset = 0,0
anim = 27015

[State 27015, Loop Fix]
type = VarSet
trigger1 = time = 0
v = 46
value = 0

[State 27015, Loop Fix]
type = VarSet
trigger1 = NumHelper(19005) = 1
v = 46
value = 1

[State 27015, Loop Fix]
type = VarSet
trigger1 = NumHelper(19011) = 1
v = 46
value = 2

[State 27015, WARNING]
type = Explod
trigger1 = time = 0
anim = 8018
postype = left
ontop = 1
pos = 44, 75 
removetime = 124
ownpal = 1

[State 27015, Warning Siren]
type = PlaySnd
trigger1 = time = 0
trigger1 = Var(57) != 5
value = 7015, 0
volume = 100

[State 27015, Warning Siren]
type = PlaySnd
trigger1 = time = 0
trigger1 = Var(57) = 5
value = 57005, 3
volume = 255

[State 27015, Air Hockey Timer]
type = VarSet
trigger1 = Time = 0
v = 15
value = GameTime

[State 27015, StarMan]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "StarMan"
id = (19000)
postype = p1
pos = 20, 0
stateno = 19000
keyctrl = 0
ownpal = 1

[State 27015, Shao Mario]
type = Helper
trigger1 = Time > 0
trigger1 = Var(46) = 0
trigger1 = NumHelper(19000) = 0
trigger1 = NumHelper(19001) = 0
trigger1 = NumHelper(19005) = 0
helpertype = Normal
name = "Shao Mario"
id = (19005)
postype = back
pos = -10, 0
stateno = 19005
keyctrl = 0
ownpal = 1

[State 27015, Escargoon]
type = Helper
trigger1 = Var(46) = 1
trigger1 = NumHelper(19000) = 0
trigger1 = NumHelper(19001) = 0
trigger1 = NumHelper(19005) = 0
trigger1 = NumHelper(19011) = 0
helpertype = Normal
name = "Escargoon"
id = (19011)
postype = p1
pos = 0, -300
stateno = 19011
keyctrl = 0
ownpal = 1

[State 27015, Win Detection]
type = ChangeState
trigger1 = Var(46) = 2
trigger1 = NumHelper(19000) = 0
trigger1 = NumHelper(19001) = 0
trigger1 = NumHelper(19005) = 0
trigger1 = NumHelper(19011) = 0
trigger2 = Enemy, Alive = 0
value = 8015
;----------------------------------------------------------------------
;Team Badass II: StarMan
[Statedef 19000]
type = S
movetype = A
ctrl = 0
anim = 17012
sprpriority = 7

[State 19000, StarMan 2]
type = Helper
trigger1 = Time = 0
trigger1 = Parent, Stateno = 50204
helpertype = Normal
name = "Not StarMan"
id = (19000)
postype = p1
pos = -20, 0
stateno = 19000
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 19000, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = Parent, Stateno = 19000

[State 19000, Change Anim]
type = ChangeAnim
trigger1 = Time = 9
value = 27012

[State 19000, Change Anim]
type = ChangeAnim
trigger1 = Time = 21
value = 67012

[State 19000, Air Hockey]
type = Helper
trigger1 = Time = 31
helpertype = Normal
name = "Air Hockey"
id = (19001)
postype = p1
pos = 0, -10
stateno = 19001
keyctrl = 0
ownpal = 1

[State 19000, Turn Compensation]
type = ChangeAnim
trigger1 = Time = 33
value = 47012

[State 19000, Finished]
type = DestroySelf
trigger1 = Time > 42
;----------------------------------------------------------------------
;JigokuHockey
[Statedef 19001]
type = A
movetype = A
velset = 10,-5
anim = 77012
sprpriority = 7

[State 19001, Hit]
type = PlaySnd
trigger1 = Time = 0
value = 19001, 0

[State 19001, ITS INSANE!]
type = AfterImage
trigger1 = Time = 0
time = -1
length = 5

[State 19001, Hit Ceiling]
type = ChangeState
trigger1 = ScreenPos Y <= -1
trigger1 = PrevStateno != 19003
value = 19004

[State 19001, Hit Wall]
type = ChangeState
trigger1 = FrontEdgeDist <= 0
value = 19002

[State 19001, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 19001, Grand Slam]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 19001, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 19001, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 19001, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA
damage = 50, 10
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -1.9,-.8
guard.sparkno = S999999999999999999 

[State 19101, Finished]
type = ChangeState
trigger1 = Root, Var(16) > 542
trigger1 = Time > 1
value = 19101
;----------------------------------------------------------------------
;JigokuHockey
[Statedef 19101]
type = A
movetype = A

[State 19101, DestroySelf]
type = DestroySelf
trigger1 = ScreenPos Y <= -20
trigger2 = FrontEdgeDist <= -60
;----------------------------------------------------------------------
;JigokuHockey
[Statedef 19002]
type = A
movetype = A
ctrl = 0
velset = -10,-5
anim = 77012
sprpriority = 7

[State 19001, Hit]
type = PlaySnd
trigger1 = Time = 0
value = 19001, 0

[State 19002, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 19002, Grand Slam]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 19002, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 19002, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 19002, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA
damage = 50, 10
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -1.9,-.8
guard.sparkno = S999999999999999999 

[State 19002, Hit Ceiling]
type = ChangeState
trigger1 = ScreenPos Y <= -1
value = 19003

[State 19002, Hit Wall]
type = ChangeState
trigger1 = BackEdgeDist <= 0
value = 19001

[State 19002, Finished]
type = DestroySelf
trigger1 = Root, Var(16) > 542
trigger1 = Time > 1
value = 19102
;----------------------------------------------------------------------
;JigokuHockey
[Statedef 19102]
type = A
movetype = A

[State 19102, DestroySelf]
type = DestroySelf
trigger1 = ScreenPos Y <= -20
trigger2 = BackEdgeDist <= -60
;----------------------------------------------------------------------
;JigokuHockey
[Statedef 19003]
type = A
movetype = A
ctrl = 0
velset = -10,5
anim = 77012
sprpriority = 7

[State 19001, Hit]
type = PlaySnd
trigger1 = Time = 0
value = 19001, 0

[State 19003, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 19003, Grand Slam]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 19003, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 19003, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 19003, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA
damage = 50, 10
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999 

[State 19003, Hit Floor]
type = ChangeState
trigger1 = Pos Y > 10 
value = 19002

[State 19003, Hit Wall]
type = ChangeState
trigger1 = BackEdgeDist <= 0
value = 19004

[State 19003, Finished]
type = ChangeState
trigger1 = Root, Var(16) > 542
trigger1 = Time > 1
value = 19103
;----------------------------------------------------------------------
;JigokuHockey
[Statedef 19103]
type = A
movetype = A

[State 19102, DestroySelf]
type = DestroySelf
trigger1 = ScreenPos Y >= 260
trigger2 = BackEdgeDist <= -60
;----------------------------------------------------------------------
;JigokuHockey
[Statedef 19004]
type = A
movetype = A
ctrl = 0
velset = 10,5
anim = 77012
sprpriority = 7

[State 19001, Hit]
type = PlaySnd
trigger1 = Time = 0
value = 19001, 0

[State 19004, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 19004, Grand Slam]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 19004, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 19004, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 19004, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 50, 10                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999 

[State 19004, Hit Floor]
type = ChangeState
trigger1 = Pos Y > 10 
value = 19001

[State 19004, HitWall]
type = ChangeState
trigger1 = FrontEdgeDist <= 0
value = 19003

[State 19004, Finished]
type = ChangeState
trigger1 = Root, Var(16) > 542
trigger1 = Time > 1
value = 19104
;----------------------------------------------------------------------
;JigokuHockey
[Statedef 19104]
type = A
movetype = A

[State 19104, DestroySelf]
type = DestroySelf
trigger1 = ScreenPos Y >= 260
trigger2 = FrontEdgeDist <= -60
;----------------------------------------------------------------------
;Cat O' Nine Tails
[Statedef 19005]
type = A
movetype = A
physics = N
ctrl = 0
anim = 50301
sprpriority = 7
velset = 6, 0

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
trigger1 = PrevStateno != 50302
value = 40005, 0
volume = 255
channel = 7
loop = 1

[State -2, Infinite Strength]
type = NotHitBy
trigger1 = 1
value = SCA

[State 19005, 1]
type = HitDef
Trigger1 = 1
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 50320    
p2stateno = 50321
guard.dist = 0
fall = 1

[State 198, Done]
type = StopSnd
trigger1 = FrontEdgeBodyDist <= -60
channel = 7

[State 19005, DestroySelf]
type = DestroySelf
triggerall = Time > 70
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
;Cat O' Nine Tails
[Statedef 50323]
type = A
movetype = A
physics = N
ctrl = 0
anim = 50301
sprpriority = 7
velset = 6, 0

[State -2, Infinite Strength]
type = NotHitBy
trigger1 = 1
value = SCA

[State 198, Done]
type = StopSnd
trigger1 = FrontEdgeBodyDist <= -60
channel = 7

[State 19005, DestroySelf]
type = DestroySelf
triggerall = Time > 70
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
[Statedef 50320]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
anim = 50301
velset = 0, 0

[State -2, Infinite Strength]
type = NotHitBy
trigger1 = 1
value = SCA

[State -2, Infinite Strength]
type = ChangeAnim
trigger1 = Time = 70
value = 50304

[State 810, Throw]
type = TargetState
trigger1 = Time = 120
value = 50322

[State 810, Hurt]
type = Null
trigger1 = Time = 119
value = -100

[State 810, Bind]
type = TargetBind
trigger1 = Time = 0
pos = 0, 0
time = 120

[State 810, Throw]
type = ChangeState
trigger1 = Time = 200
trigger2 = Target, Stateno != 50321
value = 50323
;----------------------------------------------------------------------
[Statedef 50321]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 1
velset = 0, 0

[State -2, Infinite Strength]
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 5010

[State 820, 1]
type = Turn
trigger1 = (Time%5) = 0
trigger1 = Time < 70
trigger2 = (Time%3) = 0
trigger2 = Time > 69

[State 821, 4] ;Hit ground
type = LifeAdd
trigger1 = Time = 121
value = -200

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Time = 121
value = 0
;----------------------------------------------------------------------
[Statedef 50322]
type    = A
movetype= H
physics = N
poweradd= 0
ctrl = 0
sprpriority = 1
velset = (2*ifelse((random%100<50), 1, -1)),-7
anim = 5050

[State 820, 1]
type = VelSet
Trigger1 = Time = 20
x = 0
y = 7

[State -2, Infinite Strength]
type = NotHitBy
trigger1 = 1
value = SCA

[State 821, 4] ;Hit ground
type = LifeAdd
trigger1 = Pos Y >= 0
trigger1 = Time > 10
value = -200

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Time > 10
value = 5100 ;Hit ground
;----------------------------------------------------------------------
;Shao Piledrive
[Statedef 19105]
type = A
movetype = A
physics = N
ctrl = 0
anim = 19041
sprpriority = 7
velset = 6, 0

[State 19005, 1]
type = HitDef
Trigger1 = 1
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 19006    
p2stateno = 19007 
guard.dist = 0
fall = 1

[State 19005, DestroySelf]
type = DestroySelf
triggerall = Time > 70
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
;Shao Piledrive
[Statedef 19006]
type = A
movetype = A
physics = N
ctrl = 0
anim = 19042
sprpriority = 2
velset = 0,-20

[State 19006, Throw]
type = TargetBind
trigger1 = 1
Pos = 0,0

[State 19006, Throw]
type = ChangeState
trigger1 = Time = 60
value = 19008
;----------------------------------------------------------------------
;Piledrivee
[Statedef 19007]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 1
velset = 0, 0

[State 19007, NotHitBy All]
type = NotHitBy
trigger1 = 1
value = SCA

[State 19007, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 5010
;----------------------------------------------------------------------
;Shao Piledrive
[Statedef 19008]
type = A
movetype = A
physics = N
ctrl = 0
anim = 19044
sprpriority = 2
velset = 0, 20

[State 19008, TargetBind]
type = TargetBind
trigger1 = 1
Pos = 0,0

[State 19008, Throw]
type = TargetState
trigger1 = Time = 0
value = 19009

[State 19008, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 19008, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 19008, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 19008, Subtract Life]
type = TargetLifeAdd
trigger1 = Pos Y >= -1
trigger1 = Time > 10
value = -100

[State 19008, Release]
type = TargetState
trigger1 = Pos Y >= -1
trigger1 = Time > 10
value = 19010
ctrl = 0

[State 19008, Fly Away]
type = ChangeState
trigger1 = Pos Y >= -1
trigger1 = Time > 10
value = 9029
ctrl = 0
;----------------------------------------------------------------------
[Statedef 19009]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 1
velset = 0, 0

[State 19009, NotHitBy All]
type = NotHitBy
trigger1 = 1
value = SCA

[State 19009, Downwards facing anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 19043
;----------------------------------------------------------------------
[Statedef 19010]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 1
velset = 0, 0

[State 19010, Nothitby all]
type = NotHitBy
trigger1 = 1
value = SCA

[State 19010, Done]
type = SelfState
trigger1 = Time = 0
value = 5100 
;----------------------------------------------------------------------
;Escargoon
[Statedef 19011]
type = A
movetype = A
physics = N
ctrl = 0
anim = 19131
sprpriority = 2
velset = 0, 7

[State 19011, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 19011, Gravity]
type = Gravity
trigger1 = Time > 0

[State 19011, Beam Sound]
type = PlaySnd
trigger1 = Pos Y >= -1
value = 6, 0

[State 19011, Go to Part Dos]
type = ChangeState
trigger1 = Pos Y >= -1
value = 19012
ctrl = 0
;----------------------------------------------------------------------
;Escargoon
[Statedef 19012]
type = A
movetype = A
ctrl = 0
sprpriority = 2
velset = 0, 0

[State 19012, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 19012, ToadMan Explod]
type = Explod
trigger1 = time = 18
ID = 9021
anim = 9021
postype = P1
pos = -10, 0
removetime = -1
sprpriority = 4
shadow = -1,-1,-1

[State 19012, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 6
value = 19132

[State 19012, ChangeAnimagain]
type = ChangeAnim
trigger1 = Time = 18
value = 19134

[State 19012, Eyes]
type = Helper
trigger1 = Time = 18
helpertype = Normal
name = "Escargoon's Eyes"
id = (19013)
postype = p1
pos = 0, 0
stateno = 19013
keyctrl = 0
ownpal = 1

[State 19012, ChangeAnim]
type = ChangeState
trigger1 = Time = 18
value = 19014
;----------------------------------------------------------------------
;Escargoon's Eyes
[Statedef 19013]
type = A
movetype = A
ctrl = 0
sprpriority = 3
anim = 19135

[State 19013, ChangeState]
type = ChangeState
trigger1 = Parent, Stateno = 19019
value = 19020
;----------------------------------------------------------------------
;FIRE TEH BOMBS
[Statedef 19014]
type = A
movetype = A
ctrl = 0
sprpriority = 2

[State 19014, Bomb 1]
type = Helper
trigger1 = Time = 0
trigger2 = Time = 240
helpertype = Normal
name = "Bomb 1"
id = (19015)
postype = p1
pos = 0, -69
stateno = 19015
keyctrl = 0
ownpal = 1

[State 19014, Bomb 2]
type = Helper
trigger1 = Time = 60
trigger2 = Time = 180
helpertype = Normal
name = "Bomb 2"
id = (19016)
postype = p1
pos = 0, -69
stateno = 19016
keyctrl = 0
ownpal = 1

[State 19014, Bomb 3]
type = Helper
trigger1 = Time = 120
trigger2 = Time = 300
helpertype = Normal
name = "Bomb 3"
id = (19017)
postype = p1
pos = 0, -69
stateno = 19017
keyctrl = 0
ownpal = 1

[State 19014, ChangeAnim]
type = ChangeState
trigger1 = Time = 360
value = 19019
;----------------------------------------------------------------------
;BOMB 1
[Statedef 19015]
type = A
movetype = A
ctrl = 0
sprpriority = 3
anim = 19139

[State 19015, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA
damage = 0, 0
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
ground.type = trip
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999

[State 19015, BeginMovement]
type = VelSet
trigger1 = Time = 0
x = 2
y = -3

[State 19015, MovementCont.]
type = VelSet
trigger1 = Time = 6
x = 4
y = -3

[State 19015, MovementCont.]
type = VelSet
trigger1 = Time = 12
x = 10
y = -3

[State 19015, MovementCont.]
type = VelSet
trigger1 = Time = 18
x = 10
y = 3

[State 19015, MovementCont.]
type = VelSet
trigger1 = Time = 24
x = 4
y = 3

[State 19015, BeginMovement]
type = VelSet
trigger1 = Time = 30
x = 2
y = 3

[State 19015, BeginMovement]
type = VelSet
trigger1 = Time > 36
x = 1
y = 3

[State 19015, Explode]
type = ChangeState
trigger1 = Pos Y >= 0
trigger2 = MoveContact
value = 19018
;----------------------------------------------------------------------
;BOMB 2
[Statedef 19016]
type = A
movetype = A
ctrl = 0
sprpriority = 3
anim = 19139

[State 19015, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA
damage = 0, 0
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
ground.type = trip
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 0
x = 1
y = -5

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 6
x = 2
y = -5

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 12
x = 5
y = -5

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 18
x = 5
y = 5

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 24
x = 2
y = 5

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 30
x = 1
y = 5

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time > 36
x = 0.5
y = 5

[State 1031, BeginMovement]
type = ChangeState
trigger1 = Pos Y >= 0
trigger2 = MoveContact
value = 19018
;----------------------------------------------------------------------
;BOMB 3
[Statedef 19017]
type = A
movetype = A
ctrl = 0
sprpriority = 3
anim = 19139

[State 19017, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA
damage = 0, 0
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
ground.type = trip
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999

[State 19017, BeginMovement]
type = VelSet
trigger1 = Time = 0
x = 1.5
y = -4

[State 19017, MovementCont.]
type = VelSet
trigger1 = Time = 6
x = 3
y = -4

[State 19017, MovementCont.]
type = VelSet
trigger1 = Time = 12
x = 7.5
y = -4

[State 19017, MovementCont.]
type = VelSet
trigger1 = Time = 18
x = 7.5
y = 4

[State 19017, MovementCont.]
type = VelSet
trigger1 = Time = 24
x = 3
y = 4

[State 19017, BeginMovement]
type = VelSet
trigger1 = Time = 30
x = 1.5
y = 4

[State 19017, BeginMovement]
type = VelSet
trigger1 = Time > 36
x = 0.75
y = 4

[State 19017, BeginMovement]
type = ChangeState
trigger1 = Pos Y >= 0
trigger2 = MoveContact
value = 19018
;----------------------------------------------------------------------
; Bomb Explode, totally not copied from ToadMan's Drill Bomb
[Statedef 19018]
type = S
movetype= A
physics = S
poweradd= 50
ctrl = 0
anim = 19140
velset = 0, 0
keyctrl = 0

[State 19018, Explode Sfx]
type = PlaySnd
trigger1 = Time = 0
value = 7016, 3

[State 19018, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 19018, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 19018, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 19018, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 19018, HitDef]
type = HitDef
trigger1 = Time = [0, 60]
attr = A, SA
damage = 4, 1
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,0
sparkno = S99999999999999
guardsparkno = S99999999999999
sparkxy = 0,0
hitsound   = S9999,0
guardsound = s9999,0
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
air.velocity = 0,0
air.fall = 0
numhits = 0

[State 19018, DestroySelf]
type = DestroySelf
trigger1 = Time = 48
;----------------------------------------------------------------------
;Escargoon, Beam Off Screen
[Statedef 19019]
type = A
movetype = A
ctrl = 0
sprpriority = 2
velset = 0, 0

[State 19019, ChangeState]
type = ChangeState
trigger1 = Time = 18
value = 19021
;----------------------------------------------------------------------
;Escargoon's Eyes
[Statedef 19020]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 3
anim = 19136

[State 19020, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 19020, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 19020, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 19020, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 19020, HitDef]
type = HitDef
trigger1 = 1
persistent = 0
attr = A, SA
damage = 100, 20
hitflag = MAF
guardflag = MA
priority = 3
pausetime = 0,0
sparkno = S99999999999999
guardsparkno = S99999999999999
sparkxy = 0,0
hitsound   = S9999,0
guardsound = s9999,0
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0,0            ;Velocity at which opponent is pushed
airguard.velocity = 0,0     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = 0,0
air.fall = 0
numhits = 0

[State 19020, DestroySelf]
type = ChangeAnim
trigger1 = Time = 18
value = 19137

[State 19020, LOL SYSTEM OF EQUATIONS]
type = VarSet
trigger1 = Time = 0
v = 59
value = ceil((7/P2Dist X)*(P2Dist Y))

[State 19020, VelSet X]
type = VelSet
trigger1 = Time = 18
x = 7

[State 19020, VelSet Y]
type = VelSet
trigger1 = Time = 18
y = Var(59)

[State 19020, Move hit]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
;Beam me up
[Statedef 19021]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19133

[State 19021, BeamAway]
type = ChangeAnim
trigger1 = Time = 12
value = 19131

[State 19021, BeamAway]
type = VelSet
trigger1 = Time = 12
y = -7

[State 19021, BeamAway]
type = RemoveExplod
trigger1 = Time = 12
ID = 9021

[State 19021, Go to Part Dos]
type = DestroySelf
trigger1 = Pos Y <= -300
;----------------------------------------------------------------------
;Team Badass III
[Statedef 17026]
type = S
ctrl = 0
velset = 0,0
anim = 27026

[State 17026, WARNING]
type = Explod
trigger1 = time = 0
anim = 8018
postype = left
ontop = 1
pos = 44, 75 
removetime = 124
ownpal = 1

[State 17026, Warning Siren]
type = PlaySnd
trigger1 = time = 0
trigger1 = Var(57) != 5
value = 7015, 0
volume = 100

[State 17026, Warning Siren]
type = PlaySnd
trigger1 = time = 0
trigger1 = Var(57) = 5
value = 57005, 3
volume = 255

[State 17026, Not hit in alloted time]
type = VarSet
trigger1 = Time = 0
v = 15
value = GameTime

[State 17026, Ring]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Ring"
id = (19050)
postype = p1
pos = 20, 0
stateno = 19050
ownpal = 1

[State 17026, Finished]
type = ChangeState
trigger1 = NumHelper(19050) = 0
trigger1 = NumHelper(19051) = 0
trigger1 = NumHelper(19054) = 0
trigger1 = NumHelper(19060) = 0
trigger2 = Enemy, Alive = 0
value = 8015
;----------------------------------------------------------------------
;Ring
[Statedef 19050]
type = S
ctrl = 0
velset = 0,0
anim = 19103
sprpriority = 7

[State 19050, Change Anim]
type = ChangeAnim
trigger1 = Time = 12
value = 19104

[State 19050, RingBoomerang]
type = Helper
trigger1 = Time = 44
helpertype = Normal
name = "RingBoomerang"
id = (19051)
postype = p1
pos = 30, -40
stateno = 19051
ownpal = 1

[State 19050, Not hit in alloted time]
type = ChangeAnim
trigger1 = Time = 60
value = 19106

[State 19050, Not hit in alloted time]
type = DestroySelf
trigger1 = Time = 72
;----------------------------------------------------------------------
[Statedef 19051]
type = S
movetype= A
physics = N
poweradd= 0
sprpriority = 2
anim = 19105
velset = 10, 0

[State 19051, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 19051, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 19051, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 19051, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 19051, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA
damage = 70, 20
hitflag = MAF
guardflag = MA
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999 

[State 19051, Part 2]
type = ChangeState
trigger1 = P2Dist X < 0
value = 19052
;----------------------------------------------------------------------
[Statedef 19052]
type = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
sprpriority = 2

[State 19052, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 19052, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 19052, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 19052, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 19052, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA
damage = 20, 4
hitflag = MAF
guardflag = MA
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999 

[State 19052, BeginMovement]
type = VelSet
trigger1 = Time = 5
x = 5

[State 19052, Turn Compensation]
type = Turn
trigger1 = Time = 10

[State 19052, Change State]
type = ChangeState
trigger1 = Time = 15
value = 19053
;----------------------------------------------------------------------
[Statedef 19053]
type = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
sprpriority = 2
velset = 0, 0

[State 19053, Charge!]
type = VelSet
trigger1 = Time > 10
x = 10

[State 19053, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 19053, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 19053, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 19053, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 19053, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA
damage = 70, 20
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999 

[State 19053, KingMan]
type = Helper
triggerall = Time > 30
triggerall = NumHelper(19054) = 0
trigger1 = FrontEdgeBodyDist <= -60
helpertype = Normal
name = "KingMan"
id = (19054)
postype = p2
pos = 100, -300
stateno = 19054
ownpal = 1

[State 19053, BeginMovement]
type = DestroySelf
triggerall = Time > 30
trigger1 = FrontEdgeBodyDist <= -60
;---------------------------------------------------------------------
;KingMan
[Statedef 19054]
type = S
movetype= A
physics = N
poweradd= 50
anim = 19099

[State 19054, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 19054, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 19054, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 19054, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 19054, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA
damage = 50, 1
hitflag = MAF
guardflag = MA
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
fall = 1
air.fall = 1
guard.sparkno = S999999999999999999 

[State 19054, Fall]
type = VelSet
trigger1 = Time = 10
y = 14

[State 19054, Gravity]
type = Gravity
trigger1 = Time > 10

[State 19054, Quake]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Time > 10
time = 55
freq = 60
ampl = -4
phase = 90

[State 19054, Go to Part Dos]
type = ChangeState
trigger1 = Pos Y >= -1
trigger1 = Time > 10
value = 19055
ctrl = 0
;----------------------------------------------------------------------
;KingMan land
[Statedef 19055]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19100
velset = 0, 0

[State 19055, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 19055, End Super]
type = ChangeState
trigger1 = Time = 18
value = 19056
;----------------------------------------------------------------------
;KingMan Jump
[Statedef 19056]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19101
velset = 0, 0

[State 19056, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 19056, BeginMovement]
type = VelSet
trigger1 = Time = 0
x = 2
y = -7

[State 19056, MovementCont.]
type = VelSet
trigger1 = Time = 4
x = 4
y = -7

[State 19056, MovementCont.]
type = VelSet
trigger1 = Time = 8
x = 8
y = -7

[State 19056, MovementCont.]
type = VelSet
trigger1 = Time = 12
x = 8
y = 7

[State 19056, MovementCont.]
type = VelSet
trigger1 = Time = 16
x = 4
y = 7

[State 19056, BeginMovement]
type = VelSet
trigger1 = Time = 20
x = 2
y = 7

[State 19056, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 19056, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 19056, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 19056, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 19056, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA
damage = 50, 10
hitflag = MAF
guardflag = MA
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999 

[State 19056, HitGround]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time > 10
value = 19057
;----------------------------------------------------------------------
;KingMan land
[Statedef 19057]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19101
velset = 0, 0

[State 19057, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 19057, Explode]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Explode1"
id = (19058)
postype = p1
pos = 50, 0
stateno = 19058
ownpal = 1

[State 7015, Explode]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Explode2"
id = (19058)
postype = p1
pos = -50, 0
stateno = 19058
ownpal = 1

[State 19057, AWAY]
type = ChangeState
trigger1 = Time > 0
trigger1 = NumHelper(19058) = 0
value = 19059
;----------------------------------------------------------------------
;KingMan Explosion Effects
[Statedef 19058]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19102
velset = 0, 0

[State 19058, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 19058, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 19058, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 19058, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 19058, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA
damage = 70, 10
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999 

[State 19058, PosSet]
type = DestroySelf
trigger1 = Time = 24
;------------------------------------------------------------------
;KingMan
[Statedef 19059]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
velset = 0, 0
anim = 19099

[State 19059, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 19059, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 19059, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 19059, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 19059, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA
damage = 50, 0
hitflag = MAF
guardflag = MA
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999 

[State 19059, Fall]
type = VelSet
trigger1 = Time = 10
y = -14

[State 19059, Doom Train]
type = Helper
trigger1 = Parent, Var(4) = 0
trigger1 = NumHelper(19060) = 0
trigger1 = ScreenPos Y < 0
trigger1 = Time > 10
helpertype = Normal
name = "Doom Train"
id = (19060)
postype = Back
pos = -300, 0
stateno = 19060
ownpal = 1

[State 19059, Go to Part Dos]
type = DestroySelf
trigger1 = ScreenPos Y < 0
trigger1 = Time > 10
;------------------------------------------------------------------
;Doom Train
[Statedef 19060]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
velset = 0, 0
anim = 19108

[State 19060, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 19060, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 19060, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 19060, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 19060, Doom Train]
type = Projectile
trigger1 = Time = 0
ProjID = 19060
projanim = 19108
projhitanim = 19108
projremove = 0
projremovetime = -1 
velocity = 20,0
attr =S, SA 
damage = 2,1 
getpower = 45 
givepower = 75 
hitflag = MAFD
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 200
projmisstime = 0
projpriority = 4
projsprpriority = 7
projedgebound = 20000
projstagebound = 20000
offset = 0, 0
postype = back
projshadow = -1,-1,-1
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 19060, Ultros]
type = Projectile
trigger1 = Time = 0
ProjID = 19060
projanim = 19107
projhitanim = 19107
projremove = 0
projremovetime = -1 
velocity = 20,0
attr =S, SA 
damage = 2,1 
getpower = 45 
givepower = 75
hitflag = MAFD
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 200
projmisstime = 0
projpriority = 4
projsprpriority = 4
projedgebound = 20000
projstagebound = 20000
offset = 0, 0
postype = back
projshadow = -1,-1,-1
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 19060, Finished]
type = DestroySelf
trigger1 = NumProjID(19060) = 0
;----------------------------------------------------------------------
;Team Badass IV
[Statedef 17027]
type = S
ctrl = 0
velset = 0,0
anim = 27027

[State 17027, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 17027, WARNING]
type = Explod
trigger1 = time = 0
anim = 8018
postype = left
ontop = 1
pos = 44, 75 
removetime = 124
ownpal = 1

[State 17027, Warning Siren]
type = PlaySnd
trigger1 = time = 0
trigger1 = Var(57) != 5
value = 7015, 0
volume = 100

[State 17027, Warning Siren]
type = PlaySnd
trigger1 = time = 0
trigger1 = Var(57) = 5
value = 57005, 3
volume = 255

[State 17027, Phantom Double]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Phantom Double"
id = (19075)
postype = p1
pos = 20, 0
stateno = 19075
keyctrl = 0
ownpal = 1

[State 17027, Finished]
type = ChangeState
trigger1 = NumHelper(19075) = 0
trigger1 = NumHelper(19080) = 0
trigger1 = NumHelper(19087) = 0
trigger1 = NumHelper(19088) = 0
trigger2 = Enemy, Alive = 0
value = 8015
;------------------------------------------------------------------
;Phantom Double
[Statedef 19075]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19092
sprpriority = 5

[State 9007, Super Pause]
type = PlaySnd
trigger1 = Time = 0
value = 19075, 0
volume = 255

[State 19075, VelSet X]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 19075, VelSet X]
type = ChangeAnim
trigger1 = Time = 30
value = 19093

[State 19075, Turn Compensation]
type = Turn
trigger1 = Time = 29
trigger1 = P2Dist X < 0

[State 19075, LOL SYSTEM OF EQUATIONS]
type = VarSet
trigger1 = Time = 29
trigger1 = P2Dist X != 0
v = 59
value = ceil((5/P2Dist X)*(-ScreenPos Y))

[State 19075, Catch]
type = VarSet
trigger1 = Time = 29
trigger1 = P2Dist X = 0
v = 59
value = ceil((5/((P2Dist X)+1))*(-ScreenPos Y))

[State 19075, VelSet X]
type = VelSet
trigger1 = Time = 30
x = 5

[State 19075, VelSet Y]
type = VelSet
trigger1 = Time = 30
y = Var(59)

[State 19075, Double has became a ZOMBIE GOAST]
type = Trans
trigger1 = 1
trans = add

[State 19075, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 19075, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 19075, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 19075, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 19075, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA
damage = 50, 4
hitflag = MAF
guardflag = MA
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = S999,0
guardsound = S999,0
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999 

[State 19020, ChangeState]
type = ChangeState
trigger1 = ScreenPos Y <= 0
trigger1 = Time > 0
value = 19077
;------------------------------------------------------------------
;Phantom Double
[Statedef 19077]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
velset = 0, 0
anim = 19094

[State 19075, VelSet X]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 19077, Double is still a ZOMBIE GOAST]
type = Trans
trigger1 = 1
trans = add

[State 19077, Change Anim]
type = ChangeAnim
trigger1 = Time = 7
value = 19095

[State 19077, ChangeState]
type = ChangeState
trigger1 = Time = 14
value = 19078
;------------------------------------------------------------------
;Phantom Double
[Statedef 19078]
type = S
movetype= A
physics = N
poweradd= 50
velset = 0, 14
anim = 19096

[State 19075, VelSet X]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 19078, He's still a ZOMBIE GOAST]
type = Trans
trigger1 = 1
trans = add

[State 19078, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 19078, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 19078, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 19078, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 19078, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA
damage = 50, 4
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = S999,0
guardsound = S999,0
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999 

[State 19078, Go to final part]
type = ChangeState
trigger1 = Pos Y >= 0
value = 19079
;------------------------------------------------------------------
;Phantom Double
[Statedef 19079]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
velset = 0, 0
anim = 19097

[State 19075, VelSet X]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 19079, You get the idea ZOMBIE GOAST]
type = Trans
trigger1 = 1
trans = add

[State 19079, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 19079, Turn Compensation]
type = Turn
trigger1 = Time = 15
trigger1 = P2Dist X < 0

[State 3308, Fall]
type = VelSet
trigger1 = Time = 15
x = 7

[State 19079, Change Anim]
type = ChangeAnim
trigger1 = Time = 15
value = 19098

[State 19079, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 19079, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 19079, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 19079, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 19079, HitDef]
type = HitDef
trigger1 = Time > 15
persistent = 0
attr = A, SA
damage = 50, 4
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = S999,0
guardsound = S999,0
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999

[State 19079, HeatMan]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "HeatMan"
id = (19080)
postype = Back
pos = -20, -30
stateno = 19080
keyctrl = 0
ownpal = 1

[State 19079, DestroySelf]
type = DestroySelf
triggerall = Time > 50
trigger1 = FrontEdgeBodyDist <= -60
;------------------------------------------------------------------
;HeatMan
[Statedef 19080]
type = S
movetype= A
physics = N
poweradd= 50
velset = 9, 0
anim = 19111
sprpriority = 5

[State 9007, Super Pause]
type = PlaySnd
trigger1 = Time = 0
value = 7015, 4
volume = 255

[State 19080, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 19080, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 19080, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 19080, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 19080, HitDef]
type = HitDef
trigger1 = Time > 15
persistent = 0
attr = A, SA
damage = 50, 4
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = S999,0
guardsound = S999,0
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999

[State 19080, Charge!]
type = ChangeState
trigger1 = Facing = 1
trigger1 = ScreenPos X > 120
trigger2 = Facing = -1
trigger2 = ScreenPos X < 120
value = 19081
;------------------------------------------------------------------
;HeatMan
[Statedef 19081]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19113
velset = 9, 14

[State 19081, Go to Part Dos]
type = ChangeState
trigger1 = Pos Y >= 0
value = 19082
;------------------------------------------------------------------
;HeatMan
[Statedef 19082]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19115
velset = 0, 0

[State 19082, Turn Compensation]
type = PosSet
trigger1 = Time = 0
y = 0

[State 19082, Atomic Fire]
type = Helper
trigger1 = AnimElem = 3
trigger1 = Time < 101
helpertype = Normal
name = "Atomic Fire"
id = (19083)
postype = P1
pos = 0, 0
stateno = 19083

[State 19082, Turn Compensation]
type = Turn
trigger1 = P2Dist X < 0

[State 19082, Done]
type = ChangeState
trigger1 = Time = 101
value = 19085
;------------------------------------------------------------------
;Atomic Fire
[Statedef 19083]
type = S
movetype= A
physics = N
poweradd= 50
anim = 19118
velset = 3, -8

[State 19083, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 19083, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 19083, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 19083, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 19083, HitDef]
type = HitDef
trigger1 = 1
persistent = 0
attr = A, SA
damage = 50, 0
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = S999,0
guardsound = S999,0
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999

[State 19083, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 10
value = 19119

[State 19083, Charge!]
type = VelSet
trigger1 = Time = [10, 18]
x = 3
y = 0

[State 19083, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 18
value = 19120

[State 19083, Charge!]
type = VelSet
trigger1 = Time > 18
x = 3
y = 8

[State 19083, Go to Part Dos]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time > 18
value = 19084
;------------------------------------------------------------------
;Atomic Fire
[Statedef 19084]
type = S
movetype= A
physics = N
anim = 19121
velset = 5, 0

[State 9007, Super Pause]
type = PlaySnd
trigger1 = Time = 0
value = 7002, 1
volume = 255

[State 19084, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 19084, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 19084, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 19084, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 19084, HitDef]
type = HitDef
trigger1 = 1
persistent = 0
attr = A, SA
damage = 50, 0
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = S999,0
guardsound = S999,0
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999

[State 19084, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 19084, Finished]
type = DestroySelf
trigger1 = Time = 52
;------------------------------------------------------------------
;HeatMan, set self on fire
[Statedef 19085]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19116

[State 9007, Super Pause]
type = PlaySnd
trigger1 = Time = 0
value = 7002, 1
volume = 255

[State 19085, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 19085, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 19085, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 19085, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 19085, HitDef]
type = HitDef
trigger1 = 1
persistent = 0
attr = A, SA
damage = 50, 0
hitflag = MAF
guardflag = MA
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = S999,0
guardsound = S999,0
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999

[State 19085, Go to Part Dos]
type = ChangeState
trigger1 = Time = 44
value = 19086
;------------------------------------------------------------------
;HeatMan
[Statedef 19086]
type = S
movetype= A
physics = N
poweradd= 50
anim = 19117
velset = 9, -5

[State 9007, Super Pause]
type = PlaySnd
trigger1 = Time = 15
value = 7015, 4
volume = 255

[State 19086, Stop going up]
type = VelSet
trigger1 = Time = 15
x = 9
y = 0

[State 19086, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 15
value = 19111

[State 19086, Goo goo ga'goob]
type = Helper
trigger1 = Time = 15
helpertype = Normal
name = "Frost Walrus"
id = (19087)
postype = Back
pos = -20, 0
stateno = 19087
ownpal = 1

[State 19086, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 19086, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 19086, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 19086, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 19086, HitDef]
type = HitDef
trigger1 = 1
persistent = 0
attr = A, SA
damage = 50, 0
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = S999,0
guardsound = S999,0
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999

[State 19086, Finished]
type = DestroySelf
triggerall = Time > 50
trigger1 = FrontEdgeBodyDist <= -60
;------------------------------------------------------------------
;Frost Walrus
[Statedef 19087]
type = S
movetype= A
physics = N
velset = 9, 0
anim = 19123
sprpriority = 5

[State 19087, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 19087, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 19087, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 19087, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 19087, HitDef]
type = HitDef
trigger1 = 1
persistent = 0
attr = A, SA
damage = 50, 0
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = S999,0
guardsound = S999,0
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999

[State 19087, Main Icicle]
type = Helper
triggerall = Var(59) = 0
trigger1 = Facing = 1
trigger1 = ScreenPos X > 120
trigger2 = Facing = -1
trigger2 = ScreenPos X < 120
helpertype = Normal
name = "Main Icicle"
id = (19088)
postype = Back
pos = 160, -300
stateno = 19088

[State 19087, VarSet]
type = VarSet
trigger1 = NumHelper(19088)
v = 59
value = 1

[State 19087, DestroySelf]
type = DestroySelf
triggerall = Time > 50
trigger1 = FrontEdgeBodyDist <= -70
;------------------------------------------------------------------
;Main Icicle
[Statedef 19088]
type = S
movetype= A
physics = N
velset = 0, 14
anim = 19124
sprpriority = 5

[State 19088, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 19088, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 19088, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 19088, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 19088, HitDef]
type = HitDef
trigger1 = Time > 15
persistent = 0
attr = A, SA
damage = 50, 0
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = S999,0
guardsound = S999,0
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999

[State 9007, Super Pause]
type = PlaySnd
trigger1 = Pos Y >= 0
persistent = 0
value = 50211, 0
volume = 255

[State 19088, Icicle 1]
type = Helper
trigger1 = Pos Y >= 0
trigger1 = NumHelper(19089) = 0
helpertype = Normal
name = "Icicle 1"
id = (19089)
postype = P1
pos = 0, 0
stateno = 19089
ownpal = 1

[State 19088, Icicle 2]
type = Helper
trigger1 = Pos Y >= 0
trigger1 = NumHelper(19090) = 0
helpertype = Normal
name = "Icicle 1"
id = (19090)
postype = P1
pos = 0, 0
stateno = 19090
ownpal = 1

[State 19088, Icicle 3]
type = Helper
trigger1 = Pos Y >= 0
trigger1 = NumHelper(19091) = 0
helpertype = Normal
name = "Icicle 3"
id = (19091)
postype = P1
pos = 0, 0
stateno = 19091
ownpal = 1

[State 19088, Icicle 4]
type = Helper
trigger1 = Pos Y >= 0
trigger1 = NumHelper(19092) = 0
helpertype = Normal
name = "Icicle 4"
id = (19092)
postype = P1
pos = 0, 0
stateno = 19092
ownpal = 1

[State 19088, Go to Part Dos]
type = DestroySelf
trigger1 = Pos Y >= 0
;----------------------------------------------------------------------
[Statedef 19089]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 19125
sprpriority = 5
velset = 0, 0

[State 19089, PosSe]
type = PosSet
trigger1 = Time = 0
y = 0

[State 19089, BeginMovement]
type = VelSet
trigger1 = Time = 0
x = 1
y = -4

[State 19089, MovementCont.]
type = VelSet
trigger1 = Time = 6
x = 2
y = -4

[State 19089, MovementCont.]
type = VelSet
trigger1 = Time = 12
x = 5
y = -4

[State 19089, MovementCont.]
type = VelSet
trigger1 = Time = 18
x = 5
y = 4

[State 19089, MovementCont.]
type = VelSet
trigger1 = Time = 24
x = 2
y = 4

[State 19089, BeginMovement]
type = VelSet
trigger1 = Time = 30
x = 1
y = 4

[State 19089, BeginMovement]
type = VelSet
trigger1 = Time > 36
x = 0.5
y = 4

[State 19089, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 19089, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 19089, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 19089, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 19089, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA
damage = 40, 10
hitflag = MAF
guardflag = MA
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999 

[State 9007, Super Pause]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Time > 10
persistent = 0
value = 50211, 0
volume = 255

[State 19089, BeginMovement]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time > 10
value = 19093
;----------------------------------------------------------------------
[Statedef 19090]
type = S
movetype= A
physics = S
anim = 19125
sprpriority = 5

[State 9007, Super Pause]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Time > 10
persistent = 0
value = 50211, 0
volume = 255

[State 19090, BeginMovement]
type = PosSet
trigger1 = Time = 0
y = 0

[State 19090, BeginMovement]
type = VelSet
trigger1 = Time = 0
x = -1
y = -4

[State 19090, MovementCont.]
type = VelSet
trigger1 = Time = 6
x = -2
y = -4

[State 19090, MovementCont.]
type = VelSet
trigger1 = Time = 12
x = -5
y = -4

[State 19090, MovementCont.]
type = VelSet
trigger1 = Time = 18
x = -5
y = 4

[State 19090, MovementCont.]
type = VelSet
trigger1 = Time = 24
x = -2
y = 4

[State 19090, BeginMovement]
type = VelSet
trigger1 = Time = 30
x = -1
y = 4

[State 19090, BeginMovement]
type = VelSet
trigger1 = Time > 36
x = -0.5
y = 4

[State 19090, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 19090, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 19090, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 19090, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 19090, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA
damage = 40, 10
hitflag = MAF
guardflag = MA
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999 

[State 19090, BeginMovement]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time > 10
value = 19093
;----------------------------------------------------------------------
[Statedef 19091]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 19125
sprpriority = 5
velset = 0, 0

[State 9007, Super Pause]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Time > 10
persistent = 0
value = 50211, 0
volume = 255

[State 19091, BeginMovement]
type = PosSet
trigger1 = Time = 0
y = 0

[State 19091, BeginMovement]
type = VelSet
trigger1 = Time = 0
x = 2
y = -4

[State 19091, MovementCont.]
type = VelSet
trigger1 = Time = 6
x = 4
y = -4

[State 19091, MovementCont.]
type = VelSet
trigger1 = Time = 12
x = 10
y = -4

[State 19091, MovementCont.]
type = VelSet
trigger1 = Time = 18
x = 10
y = 4

[State 19091, MovementCont.]
type = VelSet
trigger1 = Time = 24
x = 4
y = 4

[State 19091, BeginMovement]
type = VelSet
trigger1 = Time = 30
x = 2
y = 4

[State 19091, BeginMovement]
type = VelSet
trigger1 = Time > 36
x = 1
y = 4

[State 19091, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 19091, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 19091, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 19091, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 19091, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA
damage = 40, 10
hitflag = MAF
guardflag = MA
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999 

[State 19091, BeginMovement]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time > 10
value = 19093
;----------------------------------------------------------------------
[Statedef 19092]
type = S
movetype= A
physics = S
anim = 19125
sprpriority = 5

[State 9007, Super Pause]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Time > 10
persistent = 0
value = 50211, 0
volume = 255

[State 19092, BeginMovement]
type = PosSet
trigger1 = Time = 0
y = 0

[State 19092, BeginMovement]
type = VelSet
trigger1 = Time = 0
x = -2
y = -4

[State 19092, MovementCont.]
type = VelSet
trigger1 = Time = 6
x = -4
y = -4

[State 19092, MovementCont.]
type = VelSet
trigger1 = Time = 12
x = -10
y = -4

[State 19092, MovementCont.]
type = VelSet
trigger1 = Time = 18
x = -10
y = 4

[State 19092, MovementCont.]
type = VelSet
trigger1 = Time = 24
x = -4
y = 4

[State 19092, BeginMovement]
type = VelSet
trigger1 = Time = 30
x = -2
y = 4

[State 19092, BeginMovement]
type = VelSet
trigger1 = Time > 36
x = -1
y = 4

[State 19092, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 19092, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 19092, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 19092, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 19092, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA
damage = 40, 10
hitflag = MAF
guardflag = MA
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999 

[State 19092, BeginMovement]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time > 10
value = 19093
;----------------------------------------------------------------------
[Statedef 19093]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 19126
sprpriority = 5
velset = 0, 0

[State 19093, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 19093, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 19093, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State 19093, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State 19093, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 19093, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = S, SA
damage = 40, 10
hitflag = MAF
guardflag = M
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999 

[State 19093, BeginMovement]
type = DestroySelf
trigger1 = MoveContact
;----------------------------------------------------------------------
;Slot Machine Crusher
[Statedef 7007]
type = S
ctrl = 0
velset = 0,0
anim = 7007

[State 7007, Team Anchus the Revenge]
type = ChangeState
trigger1 = Time = 0
trigger1 = (Var(5)%100) < 5
value = 17021

[State 7007, Chilldre Inarabitta the Revenge]
type = ChangeState
trigger1 = Time = 0
trigger1 = (Var(5)%100) < 10
trigger1 = (Var(5)%100) > 4
value = 17020

[State 3014, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 3007, You can't hit me!]
type = NotHitBy
trigger1 = Time > 0
value = SCA, AA, AP

[State 7010, Invisible]
type = AssertSpecial
trigger1 = 1
flag = Invisible

[State 7010, FakeMagnion]
type = Helper
trigger1 = Time = 0
ID = (17007)
helpertype = normal
name = "FakeMagnion"
postype = p1
pos = 0, 0
stateno = 17007

[State 3007, You can't hit me!]
type = PosSet
trigger1 = NumHelper(17007) = 0
y = -308

[State 193, Screen Debound]
type = ScreenBound
trigger1 = NumHelper(17007) = 0
value = 0

[State 7010, Change]
type = ChangeState
trigger1 = NumHelper(17007) = 0
value = 37007
ctrl = 0
;----------------------------------------------------------------------
; Fake Slot Machine
[Statedef 17007]
type = S
movetype= A
physics = S
poweradd= 50
ctrl = 0
anim = 17007
velset = 0
keyctrl = 0

[State 17007, You can't hit me!]
type = NotHitBy
trigger1 = Time > 0
value = SCA, AA, AP

[State 17007, Start Going backwards]
type = VelSet
trigger1 = 1
x = -7

[State 17007, Destroy Self]
type = ChangeState
triggerall = Time > 10
trigger1 = FrontEdgeBodyDist <= 55
trigger2 = BackEdgeBodyDist <= -55
value = 27007
;---------------------------------------------------------------------------
; Charge
[Statedef 27007]
type = S
movetype= A
physics = S
poweradd= 25
anim = 17007
velset = 9

[State 3007, You can't hit me!]
type = PosSet
trigger1 = Time = 0
y = -50

[State 1032, Start Going backwards]
type = AngleDraw
trigger1 = 1
value = 90

[State 7012, PosSet]
type = PlaySnd
trigger1 = time = 0
value = 4, 0
volume = 255 

[State 7012, Charge!]
type = VelSet
trigger1 = 1
x = 9

[State 9012, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 7012, Hitdef]
type = HitDef
trigger1 = Time = 21
trigger2 = Time = 33
trigger3 = Time = 45
trigger4 = Time = 57
trigger5 = Time = 69
trigger6 = Time = 81
trigger7 = Time = 93
trigger8 = Time = 100
trigger9 = Time = 9
trigger10 = Time = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 30, 0                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,0
sparkno = S9999999999
sparkxy = 0,0
hitsound   = 5,0
guard.sparkno = S9999999999
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3            ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
air.fall = 0

[State 7012, GutsVoice]
type = PlaySnd
trigger1 = time = 14
value = 6, 0
volume = 255
channel = 0

[State 7012, DestroySelf]
type = DestroySelf
triggerall = Time > 70
trigger1 = FrontEdgeBodyDist <= -60
;---------------------------------------------------------------------------
;Phoenix Crusher
[Statedef 37007]
type = S
ctrl = 0
velset = 0,0
anim = 7007

[State 193, Screen Debound]
type = ScreenBound
trigger1 = 1
value = 0

[State 3308, Fall]
type = VelAdd
trigger1 = Time = 10
y = 14
x = 0

[State 3308, If there were sprites for it, Gravity Man would show up]
type = Gravity
trigger1 = Time > 10

[State 3008, Go to Part Dos]
type = ChangeState
trigger1 = Pos Y >= -1
trigger1 = Time > 10
value = 47007
ctrl = 0
;---------------------------------------------------------------------------
;Super Drop2
[Statedef 47007]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 7007
velset = 0, 0

[State 3009, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3009, End Super]
type = ChangeState
trigger1 = Time = 1
value = 8007
;---------------------------------------------------------------------------
;Phoenix Crusher
[Statedef 8007]
type = S
ctrl = 0
velset = 0,0
anim = 8007

[State 7002, I DARE you to hit me!]
type = HitOverride
trigger1 = Stateno = 8007
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 10000

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = RoundState = 3
value = 180

[State 8007, Bonus detection]
type = ChangeState
triggerall = RoundState = 2
trigger1 = Var(57) = 2
trigger2 = Var(57) = 34
trigger3 = Var(57) = 33
value = 10000
;---------------------------------------------------------------------------
; Charge
[Statedef 9017]
type = S
movetype= A
physics = S
poweradd= 25
anim = 9033
velset = 9

[State 7012, PosSet]
type = PlaySnd
trigger1 = time = 0
value = 7015, 4
volume = 255 

[State 9012, Bar]
type = AttackMulSet
trigger1 = Parent, Var(59) = 1
value = .5

[State 1030, Charge!]
type = VelSet
trigger1 = 1
x = -9

[State 9012, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 7012, Hitdef]
type = HitDef
trigger1 = Time = 21
trigger2 = Time = 33
trigger3 = Time = 45
trigger4 = Time = 57
trigger5 = Time = 69
trigger6 = Time = 81
trigger7 = Time = 93
trigger8 = Time = 100
trigger9 = Time = 9
trigger10 = Time = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 50, 0                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,0
sparkno = S99999
sparkxy = 0,0
hitsound   = 5,0
guard.sparkno = S99999
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3            ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
air.fall = 0

[State 1030, DestroySelf]
type = DestroySelf
trigger1 = Facing = 1
trigger1 = BackEdgeBodyDist <= -170
trigger2 = Facing = -1
trigger2 = BackEdgeBodyDist <= -170
;----------------------------------------------------------------------
;Coin
[Statedef 7000]
type = S
ctrl = 0
velset = 0,0
anim = 7000

[State 7015, Coin]
type = ChangeState
trigger1 = Time = 0
trigger1 = (Var(5)%100) < 5
trigger1 = Var(4) = 0
value = 17000

[State 7015, Coin]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Coin"
id = (7000)
postype = p2
pos = 0, -300
stateno = 9018
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 7015, Coin]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Coin"
id = (7000)
postype = p2
pos = 64, -300
stateno = 9018
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 7015, Coin]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Coin"
id = (7000)
postype = p2
pos = 32, -300
stateno = 9018
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 7015, Coin]
type = Helper
trigger1 = Time = 60
helpertype = Normal
name = "Coin"
id = (7000)
postype = p2
pos = 0, -300
stateno = 9018
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 7015, Coin]
type = Helper
trigger1 = Time = 60
helpertype = Normal
name = "Coin"
id = (7000)
postype = p2
pos = 32, -300
stateno = 9018
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = NumHelper(7000) = 0
trigger1 = Time > 60
value = 8001
;---------------------------------------------------------------------------
;Red Coin
[Statedef 17000]
type = S
ctrl = 0
velset = 0,0
anim = 17000

[State 7015, Coin]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Red Coin"
id = (17000)
postype = p2
pos = 40, -300
stateno = 27000
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = NumHelper(17000) = 0
trigger1 = Time > 60
value = 8000
;----------------------------------------------------------------------
;Coin
[Statedef 27000]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
velset = 0, 0
anim = 27000

[State 800, 2]
type = VarSet
Trigger1 = Time = 0
v = 47
value = Ceil(enemy, LifeMax)

[State 9007, Super Pause]
type = AssertSpecial
trigger1 = Time >= 0
flag = unguardable

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
trigger1 = Var(45) = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = -Var(47), -Var(47)                   
hitflag = M
guardflag = M
priority = 3
pausetime = 0,0
sparkno = S999999999999
sparkxy = 0,0
hitsound   = S7000,1
guardsound = S7000,1
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = 0,0     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = 0,0
givepower = (enemy, PowerMax), (enemy, PowerMax)
p2stateno = 60000

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
trigger1 = Var(45) = 1
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = -Var(47), -Var(47)                   
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,0
sparkno = S999999999999
sparkxy = 0,0
hitsound   = S7000,1
guardsound = S7000,1
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = 0,0     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = 0,0
givepower = (enemy, PowerMax), (enemy, PowerMax)

[State 9012, Fall]
type = VelAdd
trigger1 = Time = 10
y = 14
x = 0

[State 9012, If there were sprites for it, Gravity Man would show up]
type = Gravity
trigger1 = Time > 10

[State 9012, Move hit]
type = TargetLifeAdd
trigger1 = Var(45) = 0
trigger1 = MoveContact
value = Var(47)

[State 9012, Move hit]
type = DestroySelf
trigger1 = MoveContact

[State 9012, Go to Part Dos]
type = ChangeState
trigger1 = Pos Y >= -1
trigger1 = Time > 10
value = 37000
ctrl = 0
;---------------------------------------------------------------------------
;Red Coin II
[Statedef 37000]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 27000

[State 9007, Super Pause]
type = AssertSpecial
trigger1 = Time >= 0
flag = unguardable

[State 3009, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3308, Fall]
type = VelSet
trigger1 = Time = 0
y = 0
x = 0

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
trigger1 = Var(45) = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = -Var(47), -Var(47)                   ;Damage that move inflicts, guard damage
hitflag = M
guardflag = M
priority = 3
pausetime = 0,0
sparkno = S999999999999
sparkxy = 0,0
hitsound   = S7000,1
guardsound = S7000,1
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999
givepower = (enemy, PowerMax), (enemy, PowerMax)
p2stateno = 60000

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
trigger1 = Var(45) = 1
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = -Var(47), -Var(47)                   
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,0
sparkno = S999999999999
sparkxy = 0,0
hitsound   = S7000,1
guardsound = S7000,1
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = 0,0     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = 0,0
givepower = (enemy, PowerMax), (enemy, PowerMax)

[State 9012, Move hit]
type = TargetLifeAdd
trigger1 = MoveContact
trigger1 = Var(45) = 0
value = Var(47)

[State 3008, Go to Part Dos]
type = DestroySelf
trigger1 = MoveContact
trigger2 = Time = 200
;----------------------------------------------------------------------
;Coin
[Statedef 8000]
type = S
ctrl = 0
velset = 0,0
anim = anim+1000

[State 10000, RemoveExplod]
type = RemoveExplod
trigger1 = 1
ID = 17124

[State 7002, I DARE you to hit me!]
type = HitOverride
trigger1 = Stateno = 8000
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 10000

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = RoundState = 3
value = 180

[State 8000, Bonus detection]
type = ChangeState
triggerall = RoundState = 2
trigger1 = Var(57) = 2
trigger2 = Var(57) = 34
trigger3 = Var(57) = 33
value = 10000
;---------------------------------------------------------------------------
;Coin
[Statedef 9018]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
velset = 0, 0
anim = 9035

[State 800, 2]
type = VarSet
Trigger1 = Time = 0
v = 47
value = Ceil(enemy, LifeMax * -.1)

[State 9007, Super Pause]
type = AssertSpecial
trigger1 = Time >= 0
flag = unguardable

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
trigger1 = Var(45) = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = Var(47), Var(47)                   ;Damage that move inflicts, guard damage
hitflag = M
guardflag = M
priority = 3
pausetime = 0,0
sparkno = S999999999999
sparkxy = 0,0
hitsound   = S7000,0
guardsound = S7000,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = 0,0     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = 0,0
givepower = 0, 0
p2stateno = 60000

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
trigger1 = Var(45) = 1
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = Var(47), Var(47)                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,0
sparkno = S999999999999
sparkxy = 0,0
hitsound   = S7000,0
guardsound = S7000,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = 0,0     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = 0,0
givepower = 0, 0

[State 9012, Fall]
type = VelAdd
trigger1 = Time = 10
y = 14
x = 0

[State 9012, If there were sprites for it, Gravity Man would show up]
type = Gravity
trigger1 = Time > 10

[State 9012, Move hit]
type = TargetLifeAdd
trigger1 = MoveContact
trigger1 = Var(45) = 0
value = -Var(47)

[State 9012, Move hit]
type = TargetDrop
trigger1 = MoveContact

[State 9012, Move hit]
type = DestroySelf
trigger1 = MoveContact

[State 9012, Go to Part Dos]
type = ChangeState
trigger1 = Pos Y >= -1
trigger1 = Time > 10
value = 9019
ctrl = 0
;---------------------------------------------------------------------------
;Coin II
[Statedef 9019]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9035

[State 9007, Super Pause]
type = AssertSpecial
trigger1 = Time >= 0
flag = unguardable

[State 3009, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3308, Fall]
type = VelSet
trigger1 = Time = 0
y = 0
x = 0

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
trigger1 = Var(45) = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = Var(47), Var(47)                   ;Damage that move inflicts, guard damage
hitflag = M
guardflag = M
priority = 3
pausetime = 0,0
sparkno = S999999999999
sparkxy = 0,0
hitsound   = S7000,0
guardsound = S7000,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999
givepower = 0, 0
p2stateno = 60000

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
trigger1 = Var(45) = 1
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = Var(47), Var(47)                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,0
sparkno = S999999999999
sparkxy = 0,0
hitsound   = S7000,0
guardsound = S7000,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = 0,0     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = 0,0
givepower = 0, 0

[State 9012, Move hit]
type = TargetLifeAdd
trigger1 = MoveContact
trigger1 = Var(45) = 0
value = -Var(47)

[State 3008, Go to Part Dos]
type = DestroySelf
trigger1 = MoveContact
trigger2 = Time = 200
;----------------------------------------------------------------------
;Send to Self State
[Statedef 60000]
type = S
movetype= A
physics = N
ctrl = 0

[State 9012, Move hit]
type = SelfState
trigger1 = 1
value = 0
ctrl = 1
;----------------------------------------------------------------------
;Bar
[Statedef 7018]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = Var(59) != 0
trigger1 = Time = 0
value = 7000

[State 50006, Blackout Manager]
type = Helper
trigger1 = Time = 0
ID = (9515)
helpertype = normal
name = "Bar Manager"
postype = P2
pos = 0, -200
stateno = 9515
ownpal = 1

[State 848, Not hit in alloted time]
type = ChangeAnim
trigger1 = Facing = 1
trigger1= time = 0
value = 848

[State 848, Not hit in alloted time]
type = ChangeAnim
trigger1 = Facing = -1
trigger1 = time = 0
value = 948

[State 3000, VarSet]
type = VarSet
trigger1 = Time = 0
v = 59
value = 1

[State 7002, I DARE you to hit me!]
type = HitOverride
trigger1 = Stateno = 848
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 10000

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = RoundState = 3
value = 180

[State 7018, Bonus detection]
type = ChangeState
triggerall = RoundState = 2
triggerall = Time > 60
trigger1 = Var(57) = 2
trigger2 = Var(57) = 34
trigger3 = Var(57) = 33
value = 10000
;----------------------------------------------------------------------
;Bar Manager
[Statedef 9515]
type = S
movetype= I
physics = N
poweradd= 50
ctrl = 0
anim = 57012

[State 9504, System.out.print()]
type = DisplayToClipboard
trigger1 = 1
text = "Being used to indicate when the bar move is over."

[State 9504, Blackout]
type = ChangeState
trigger1 = Time = 1800
value = 9516
;----------------------------------------------------------------------
;Bar Manager
[Statedef 9516]
type = S
movetype= I
physics = N
poweradd= 50
ctrl = 0
anim = 57012

[State 9504, System.out.print()]
type = DestroySelf
trigger1 = Parent, Var(59) = 0
;----------------------------------------------------------------------
;777
[Statedef 7017]
type = S
movetype= A
physics = N
poweradd= 50
anim = ifelse(facing=1, 877, 9063)
ctrl = 0
velset = 0, 0

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = Var(55) = 8
trigger1 = Var(4) = 0
value = 50100

[State 3000, VarSet]
type = VarSet
trigger1 = !Win
trigger1 = Time = 20
v = 30
value = 1

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = RoundState = 3
trigger1 = Time > 20
value = 180
;----------------------------------------------------------------------
;Slot Machine now has random deaths
[Statedef 5150]
type    = L
movetype= H
physics = N
velset = 0,0
anim = ifelse(facing=1, 877, 9063)
sprpriority = -3

[state 5150, Invisible]
type = DestroySelf
trigger1 = Var(35) = 777

[state 5150, Change "Null" to "VarSet" to enable Exceed moves]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(1) = 0
trigger1 = Var(55) = 0
v = 56
value = 1

[state 5150, Change "Null" to "VarSet" to enable Exceed moves]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(55) != 0
v = 56
value = 0

[state 5150, Invisible]
type = assertspecial
trigger1 = PrevStateno = 30000
flag = invisible

[state 5150, Invisible]
type = assertspecial
trigger1 = PrevStateno = 30002
flag = noshadow

[State 198, Streamlined Random Select]
type = Null
trigger1 = Time = 0
trigger1 = Var(30) = 0
trigger1 = !LoseTime
value = 30200

[State 198, Streamlined Random Select]
type = ChangeState
trigger1 = Time = 0
trigger1 = PrevStateno != [30000, 30002]
value = 30000+(random%3)
;----------------------------------------------------------------------
;Stop Right There Criminal Scum!
[Statedef 30200]
type    = L
movetype= H
physics = N
velset = 0,0
anim = ifelse(facing=1, 877, 9063)
sprpriority = -3

[State 30200, Yellow RingA]
type = Explod
trigger1 = Time = 0
anim = 19258
postype = left
pos = 40, 0
ontop = 1
removetime = -1
bindtime = -1

[State 30200, Imperial Guard]
type = AssertSpecial
trigger1 = 1
flag = Roundnotover
flag2 = Nomusic

[State 30200, Stop right there!]
type = PlaySnd
trigger1 = Time = 0
value = 404, 0 
volume = 255

[State 30200, Infinite Loop]
type = ChangeState
trigger1 = Time = 120
value = 30201
;----------------------------------------------------------------------
;Stop Right There Crinimal Scum!
[Statedef 30201]
type    = L
movetype= H
physics = N
velset = 0,0
anim = ifelse(facing=1, 877, 9063)
sprpriority = -3

[State 30201, Infinite Loop]
type = ChangeState
trigger1 = 1
value = 30201
;----------------------------------------------------------------------
;MegaMan Classic
[Statedef 30000]
type    = L
movetype= H
physics = N
velset = 0,0
anim = ifelse(facing=1, 877, 9063)
sprpriority = -3

[state 30000, Invisible]
type = assertspecial
trigger1 = time > 63
flag = invisible

[state 30000, You can't hit me, but I am dead!]
type = Nothitby
trigger1 = time > 0
value = SCA, AA, AP
time = 300

[State 30000, Yellow RingA]
type = Explod
trigger1 = Time = 64
anim = 9061
postype = p1
pos = -3, -15
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
velocity = 0, 2
removetime = 270

[State 30000, Yellow RingB]
type = Explod
trigger1 = Time = 64
anim = 9061
postype = p1
pos = -3, -25
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
velocity = 0, -2
removetime = 270

[State 30000, Yellow RingC]
type = Explod
trigger1 = Time = 64
anim = 9061
postype = p1
pos = -6, -20
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
velocity = 2, 0
removetime = 270

[State 30000, Yellow RingD]
type = Explod
trigger1 = Time = 64
anim = 9061
postype = p1
pos = 0, -20
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
velocity = -2, 0
removetime = 270

[State 30000, Yellow RingE]
type = Explod
trigger1 = Time = 64
anim = 9061
postype = p1
pos = -3, -20
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
velocity = -1.4, 1.4
removetime = 270

[State 30000, Yellow RingF]
type = Explod
trigger1 = Time = 64
anim = 9061
postype = p1
pos = -6, -25
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
velocity = 1.4, -1.4
removetime = 270

[State 30000, Yellow RingG]
type = Explod
trigger1 = Time = 64
anim = 9061
postype = p1
pos = -6, -20
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
velocity = 1.4, 1.4
removetime = 270

[State 30000, Yellow RingH]
type = Explod
trigger1 = Time = 64
anim = 9061
postype = p1
pos = -3, -25
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
velocity = -1.4, -1.4
removetime = 270

[State 30000, Yellow RingI]
type = Explod
trigger1 = Time = 64
anim = 9061
postype = p1
pos = -6, -25
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
velocity = -1, .6
removetime = 270

[State 30000, Yellow RingJ]
type = Explod
trigger1 = Time = 64
anim = 9061
postype = p1
pos = -6, -25
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
velocity = -.6, 1
removetime = 270

[State 30000, Yellow RingK]
type = Explod
trigger1 = Time = 64
anim = 9061
postype = p1
pos = -6, -25
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
velocity = .6, -1
removetime = 270

[State 30000, Yellow RingL]
type = Explod
trigger1 = Time = 64
anim = 9061
postype = p1
pos = -6, -25
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
velocity = 1, -.6
removetime = 270

[State 30000, Yellow RingM]
type = Explod
trigger1 = Time = 64
anim = 9061
postype = p1
pos = -6, -20
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
velocity = 1, .6
removetime = 270

[State 30000, Yellow RingN]
type = Explod
trigger1 = Time = 64
anim = 9061
postype = p1
pos = -6, -20
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
velocity = .6, 1
removetime = 270

[State 30000, Yellow RingO]
type = Explod
trigger1 = Time = 64
anim = 9061
postype = p1
pos = -3, -25
ownpal = 1
bindtime = 1
sprpriority = 7
persistent = 0
velocity = -1, -.6
removetime = 270

[State 30000, Yellow RingP]
type = Explod
trigger1 = Time = 64
anim = 9061
postype = p1
pos = -3, -25
ownpal = 1
bindtime = 1
sprpriority = 7
persistent = 0
velocity = -.6, -1
removetime = 270

[state 30000, FX1]
type = PalFX
trigger1 = time = 40
add = 50,50,50
time = 1

[state 30000, FX2]
type = PalFX
trigger1 = time = 40
add = 75,75,75
time = 1

[state 30000, FX3]
type = PalFX
trigger1 = time = 44
add = 100,100,100
time = 1

[state 30000, FX4]
type = PalFX
trigger1 = time = 48
add = 125,125,125
time = 1

[state 30000, FX5]
type = PalFX
trigger1 = time = 52
add = 175,175,175
time = 1

[state 30000, FX6]
type = PalFX
trigger1 = time = 56
add = 200,200,200
time = 1

[state 30000, FX7]
type = PalFX
trigger1 = time = 60
add = 225,225,225
time = 1

[state 30000, FX8]
type = PalFX
trigger1 = time = 64
add = 250,250,250
time = 1

[State 30000, DEW DEW DEW]
type = PlaySnd
trigger1 = Time = 64
value = 777, 0 
volume = 255

[State 30000, ChangeState]
type = ChangeState
trigger1 = Time = 64
value = 5150
;----------------------------------------------------------------------
;Nothing's Version
[Statedef 30001]
type    = L
movetype= H
physics = N
velset = 0,0
anim = ifelse(facing=1, 877, 9063)
sprpriority = -3

[State 30001, Wilhelm Scream]
type = PlaySnd
trigger1 = time = 0
value = 778, (random%2)
volume = 100

[State 30001, ChangeSTate]
type = ChangeState
trigger1 = Time = 0
value = 5150
;----------------------------------------------------------------------
;Mario
[Statedef 30002]
type    = L
movetype= H
physics = N
velset = 0,-5
sprpriority = -3

[State 30002, Death Sound]
type = PlaySnd
trigger1 = time = 0
value = 777, 1
volume = 100

[State 30002, VelSet]
type = AssertSpecial
trigger1 = Time > 13
flag = noshadow

[State 30002, VelSet]
type = VelSet
trigger1 = Time = 13
y = 5

[State 30002, Gameover]
type = ChangeState
trigger1 = ScreenPos Y > 360
value = 5150
;----------------------------------------------------------------------
;Yellow Devil
[Statedef 7001]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 7001

[State 7001, Green Devil]
type = VarSet
trigger1 = Time = 0
v = 11
value = 0

[State 7001, Green Devil]
type = VarSet
trigger1 = Time = 1
trigger1 = (Var(5)%100) > 95
v = 11
value = 1

[State 7001, Random Black Devil Pattern Select]
type = ChangeState
trigger1 = Time = 1
trigger1 = (Var(5)%100) < 5
value = 20206+(random%6)

[State 7001, Random Pattern Select]
type = ChangeState
trigger1 = Time = 1
value = 20200+(random%6)
;----------------------------------------------------------------------
;Yellow Devil: Pattern from Original Version of Slot Machine
[Statedef 20200]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = ifelse(Var(11) = 1, 17025, 7001)

[State 3014, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 7001, Yellow Devil.]
type = Projectile
trigger1 = Time = 0
trigger2 = Time = 300
trigger3 = Time = 540
trigger4 = Time = 840
ProjID = 7001
projanim = ifelse(Var(11) = 1, 28025, 9036)
projhitanim = ifelse(Var(11) = 1, 28025, 9036)
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -20
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7001, Yellow Devil.]
type = Projectile
trigger1 = Time = 60
trigger2 = Time = 240
trigger3 = Time = 660
trigger4 = time = 900
ProjID = 7001
projanim = ifelse(Var(11) = 1, 28025, 9036)
projhitanim = ifelse(Var(11) = 1, 28025, 9036)
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -60
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7001, Yellow Devil.]
type = Projectile
trigger1 = Time = 120
trigger2 = Time = 420
trigger3 = Time = 480
trigger4 = time = 720
ProjID = 7001
projanim = ifelse(Var(11) = 1, 28025, 9036)
projhitanim = ifelse(Var(11) = 1, 28025, 9036)
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -140
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7001, Yellow Devil.]
type = Projectile
trigger1 = Time = 180
trigger2 = Time = 360
trigger3 = Time = 600
trigger4 = Time = 780
ProjID = 7001
projanim = ifelse(Var(11) = 1, 28025, 9036)
projhitanim = ifelse(Var(11) = 1, 28025, 9036)
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -100
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 0, 4] ;A Winner is Slot Machine!
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = NumProjID(7001) = 0
trigger2 = Enemy, Alive = 0
value = 8001
;----------------------------------------------------------------------
;Yellow Devil: MegaMan 1 Introduction Pattern
[Statedef 20201]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = ifelse(Var(11) = 1, 17025, 7001)

[State 20201, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 20201, Mercy Rule]
type = VarSet
trigger1 = Var(58) = 1
trigger1 = Var(57) != 1
v = 58
value = 2

[State 20201, 1]
type = Projectile
trigger1 = Time = 120
trigger2 = Time = 480
trigger3 = Time = 1020
ProjID = 7001
projanim = ifelse(Var(11) = 1, 28025, 9036)
projhitanim = ifelse(Var(11) = 1, 28025, 9036)
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -20
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 20201, 2]
type = Projectile
trigger1 = Time = 0
trigger2 = Time = 300
trigger3 = Time = 540
trigger4 = time = 780
ProjID = 7001
projanim = ifelse(Var(11) = 1, 28025, 9036)
projhitanim = ifelse(Var(11) = 1, 28025, 9036)
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -60
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 20201, 3]
type = Projectile
trigger1 = Time = 60
trigger2 = Time = 240
trigger3 = Time = 600
trigger4 = Time = 900
trigger5 = Time = 1080
ProjID = 7001
projanim = ifelse(Var(11) = 1, 28025, 9036)
projhitanim = ifelse(Var(11) = 1, 28025, 9036)
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -100
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 20201, 4]
type = Projectile
trigger1 = Time = 180
trigger2 = Time = 360
trigger3 = Time = 720
trigger4 = time = 840
ProjID = 7001
projanim = ifelse(Var(11) = 1, 28025, 9036)
projhitanim = ifelse(Var(11) = 1, 28025, 9036)
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -140
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 20201, 5]
type = Projectile
trigger1 = Time = 420
trigger2 = Time = 660
trigger3 = Time = 960
ProjID = 7001
projanim = ifelse(Var(11) = 1, 28025, 9036)
projhitanim = ifelse(Var(11) = 1, 28025, 9036)
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -180
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 20201, unblockable]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 20201, Move Finished]
type = ChangeState
trigger1 = NumProjID(7001) = 0
trigger2 = Enemy, Alive = 0
value = 8001
;----------------------------------------------------------------------
;Yellow Devil: MegaMan 1 Main Pattern, very similar to the above.
[Statedef 20202]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = ifelse(Var(11) = 1, 17025, 7001)

[State 20201, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 20201, Mercy Rule]
type = VarSet
trigger1 = Var(58) = 1
trigger1 = Var(57) != 1
v = 58
value = 2

[State 20201, 1]
type = Projectile
trigger1 = Time = 60
trigger2 = Time = 480
trigger3 = Time = 840
ProjID = 7001
projanim = ifelse(Var(11) = 1, 28025, 9036)
projhitanim = ifelse(Var(11) = 1, 28025, 9036)
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -20
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 20201, 2]
type = Projectile
trigger1 = Time = 120
trigger2 = Time = 300
trigger3 = Time = 540
trigger4 = time = 960
ProjID = 7001
projanim = ifelse(Var(11) = 1, 28025, 9036)
projhitanim = ifelse(Var(11) = 1, 28025, 9036)
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -60
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 20201, 3]
type = Projectile
trigger1 = Time = 0
trigger2 = Time = 240
trigger3 = Time = 600
trigger4 = Time = 900
trigger5 = Time = 1080
ProjID = 7001
projanim = ifelse(Var(11) = 1, 28025, 9036)
projhitanim = ifelse(Var(11) = 1, 28025, 9036)
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -100
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 20201, 4]
type = Projectile
trigger1 = Time = 180
trigger2 = Time = 360
trigger3 = Time = 720
trigger4 = time = 1020
ProjID = 7001
projanim = ifelse(Var(11) = 1, 28025, 9036)
projhitanim = ifelse(Var(11) = 1, 28025, 9036)
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -140
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 20201, 5]
type = Projectile
trigger1 = Time = 420
trigger2 = Time = 660
trigger3 = Time = 780
ProjID = 7001
projanim = ifelse(Var(11) = 1, 28025, 9036)
projhitanim = ifelse(Var(11) = 1, 28025, 9036)
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -180
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 20201, unblockable]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 20201, Move Finished]
type = ChangeState
trigger1 = NumProjID(7001) = 0
trigger2 = Enemy, Alive = 0
value = 8001
;----------------------------------------------------------------------
;Yellow Devil: MegaMan Powered Up Normal Mode Pattern
[Statedef 20203]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = ifelse(Var(11) = 1, 17025, 7001)

[State 20201, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 20201, Mercy Rule]
type = VarSet
trigger1 = Var(58) = 1
trigger1 = Var(57) != 1
v = 58
value = 2

[State 20201, 1]
type = Projectile
trigger1 = Time = 180
trigger2 = Time = 420
trigger3 = Time = 840
ProjID = 7001
projanim = ifelse(Var(11) = 1, 28025, 9036)
projhitanim = ifelse(Var(11) = 1, 28025, 9036)
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -20
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 20201, 2]
type = Projectile
trigger1 = Time = 60
trigger2 = Time = 300
trigger3 = Time = 660
ProjID = 7001
projanim = ifelse(Var(11) = 1, 28025, 9036)
projhitanim = ifelse(Var(11) = 1, 28025, 9036)
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -60
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 20201, 3]
type = Projectile
trigger1 = Time = 360
trigger2 = Time = 540
trigger3 = Time = 720
ProjID = 7001
projanim = ifelse(Var(11) = 1, 28025, 9036)
projhitanim = ifelse(Var(11) = 1, 28025, 9036)
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -100
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 20201, 4]
type = Projectile
trigger1 = Time = 0
trigger2 = Time = 120
trigger3 = Time = 480
trigger4 = time = 780
ProjID = 7001
projanim = ifelse(Var(11) = 1, 28025, 9036)
projhitanim = ifelse(Var(11) = 1, 28025, 9036)
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -140
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 20201, 5]
type = Projectile
trigger1 = Time = 240
trigger2 = Time = 600
ProjID = 7001
projanim = ifelse(Var(11) = 1, 28025, 9036)
projhitanim = ifelse(Var(11) = 1, 28025, 9036)
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -180
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 20201, unblockable]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 20201, Move Finished]
type = ChangeState
trigger1 = NumProjID(7001) = 0
trigger2 = Enemy, Alive = 0
value = 8001
;----------------------------------------------------------------------
;Yellow Devil: MegaMan Powered Up Hard Mode Pattern
[Statedef 20204]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = ifelse(Var(11) = 1, 17025, 7001)

[State 20201, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 20201, Mercy Rule]
type = VarSet
trigger1 = Var(58) = 1
trigger1 = Var(57) != 1
v = 58
value = 2

[State 20201, 1]
type = Projectile
trigger1 = Time = 180
trigger2 = Time = 300
trigger3 = Time = 600
ProjID = 7001
projanim = ifelse(Var(11) = 1, 28025, 9036)
projhitanim = ifelse(Var(11) = 1, 28025, 9036)
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -20
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 20201, 2]
type = Projectile
trigger1 = Time = 60
trigger2 = Time = 360
trigger3 = Time = 540
ProjID = 7001
projanim = ifelse(Var(11) = 1, 28025, 9036)
projhitanim = ifelse(Var(11) = 1, 28025, 9036)
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -60
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 20201, 3]
type = Projectile
trigger1 = Time = 420
trigger2 = Time = 660
trigger3 = Time = 840
ProjID = 7001
projanim = ifelse(Var(11) = 1, 28025, 9036)
projhitanim = ifelse(Var(11) = 1, 28025, 9036)
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -100
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 20201, 4]
type = Projectile
trigger1 = Time = 0
trigger2 = Time = 120
trigger3 = Time = 480
trigger4 = time = 780
ProjID = 7001
projanim = ifelse(Var(11) = 1, 28025, 9036)
projhitanim = ifelse(Var(11) = 1, 28025, 9036)
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -140
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 20201, 5]
type = Projectile
trigger1 = Time = 240
trigger2 = Time = 720
ProjID = 7001
projanim = ifelse(Var(11) = 1, 28025, 9036)
projhitanim = ifelse(Var(11) = 1, 28025, 9036)
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -180
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 20201, unblockable]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 20201, Move Finished]
type = ChangeState
trigger1 = NumProjID(7001) = 0
trigger2 = Enemy, Alive = 0
value = 8001
;----------------------------------------------------------------------
;Yellow Devil: MegaMan 3
[Statedef 20205]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = ifelse(Var(11) = 1, 17025, 7001)

[State 20201, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 20201, Mercy Rule]
type = VarSet
trigger1 = Var(58) = 1
trigger1 = Var(57) != 1
v = 58
value = 2

[State 20201, 1]
type = Projectile
trigger1 = Time = 0
trigger2 = Time = 120
trigger3 = Time = 520
trigger4 = Time = 720
ProjID = 7001
projanim = ifelse(Var(11) = 1, 28025, 9036)
projhitanim = ifelse(Var(11) = 1, 28025, 9036)
projremove = 0
projremovetime = -1 
velocity = 6,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -20
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 20201, 2]
type = Projectile
trigger1 = Time = 80
trigger2 = Time = 240
trigger3 = Time = 360
trigger4 = Time = 800
trigger5 = Time = 840
ProjID = 7001
projanim = ifelse(Var(11) = 1, 28025, 9036)
projhitanim = ifelse(Var(11) = 1, 28025, 9036)
projremove = 0
projremovetime = -1 
velocity = 6,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -60
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 20201, 3]
type = Projectile
trigger1 = Time = 200
trigger2 = Time = 400
trigger3 = Time = 480
trigger4 = Time = 600
trigger5 = Time = 760
ProjID = 7001
projanim = ifelse(Var(11) = 1, 28025, 9036)
projhitanim = ifelse(Var(11) = 1, 28025, 9036)
projremove = 0
projremovetime = -1 
velocity = 6,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -100
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 20201, 4]
type = Projectile
trigger1 = Time = 160
trigger2 = Time = 320
trigger3 = Time = 440
trigger4 = time = 640
trigger5 = time = 880
ProjID = 7001
projanim = ifelse(Var(11) = 1, 28025, 9036)
projhitanim = ifelse(Var(11) = 1, 28025, 9036)
projremove = 0
projremovetime = -1 
velocity = 6,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -140
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 20201, 5]
type = Projectile
trigger1 = Time = 40
trigger2 = Time = 280
trigger3 = Time = 560
trigger4 = Time = 680
trigger5 = time = 920
ProjID = 7001
projanim = ifelse(Var(11) = 1, 28025, 9036)
projhitanim = ifelse(Var(11) = 1, 28025, 9036)
projremove = 0
projremovetime = -1 
velocity = 6,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -180
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 20201, unblockable]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 20201, Move Finished]
type = ChangeState
trigger1 = NumProjID(7001) = 0
trigger2 = Enemy, Alive = 0
value = 8001
;----------------------------------------------------------------------
;Black Devil: Symmetrical
[Statedef 20206]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 17001

[State 3014, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 7001, Mercy Rule]
type = VarSet
trigger1 = Var(58) = 1
trigger1 = Var(57) != 1
v = 58
value = 2

[State 7001, Yellow Devil.]
type = Projectile
trigger1 = Time = 0
trigger2 = Time = 360
ProjID = 7001
projanim = 19510
projhitanim = 19510
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -20
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7001, Yellow Devil.]
type = Projectile
trigger1 = Time = 0
trigger2 = Time = 360
ProjID = 7001
projanim = 19510
projhitanim = 19510
projremove = 0
projremovetime = -1 
velocity = -4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = 32, -20
postype = front
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7001, Yellow Devil.]
type = Projectile
trigger1 = Time = 120
trigger2 = Time = 300
ProjID = 7001
projanim = 19510
projhitanim = 19510
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -60
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7001, Yellow Devil.]
type = Projectile
trigger1 = Time = 120
trigger2 = Time = 300
ProjID = 7001
projanim = 19510
projhitanim = 19510
projremove = 0
projremovetime = -1 
velocity = -4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = 32, -60
postype = front
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7001, Yellow Devil.]
type = Projectile
trigger1 = Time = 60
trigger2 = Time = 240
ProjID = 7001
projanim = 19510
projhitanim = 19510
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -140
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7001, Yellow Devil.]
type = Projectile
trigger1 = Time = 60
trigger2 = Time = 240
ProjID = 7001
projanim = 19510
projhitanim = 19510
projremove = 0
projremovetime = -1 
velocity = -4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = 32, -140
postype = front
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7001, Yellow Devil.]
type = Projectile
trigger1 = Time = 180
trigger2 = Time = 420
ProjID = 7001
projanim = 19510
projhitanim = 19510
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -100
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7001, Yellow Devil.]
type = Projectile
trigger1 = Time = 180
trigger2 = Time = 420
ProjID = 7001
projanim = 19510
projhitanim = 19510
projremove = 0
projremovetime = -1 
velocity = -4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = 32, -100
postype = front
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 0, 4] ;A Winner is Slot Machine!
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = NumProjID(7001) = 0
trigger2 = Enemy, Alive = 0
value = ifelse(PrevStateno != 50200, 8001, 50201)
;----------------------------------------------------------------------
;Black Devil: A-Symmetrical
[Statedef 20207]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 17001

[State 3014, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 7001, Mercy Rule]
type = VarSet
trigger1 = Var(58) = 1
trigger1 = Var(57) != 1
v = 58
value = 2

[State 7001, 1, forwards]
type = Projectile
trigger1 = Time = 0
trigger2 = Time = 120
ProjID = 7001
projanim = 19510
projhitanim = 19510
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -20
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7001, 1 backwards]
type = Projectile
trigger1 = Time = 240
trigger2 = Time = 360
ProjID = 7001
projanim = 19510
projhitanim = 19510
projremove = 0
projremovetime = -1 
velocity = -4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = 32, -20
postype = front
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7001, 2 fowards]
type = Projectile
trigger1 = Time = 300
trigger2 = Time = 420
ProjID = 7001
projanim = 19510
projhitanim = 19510
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -60
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7001, 2 backwards]
type = Projectile
trigger1 = Time = 60
trigger2 = Time = 120
ProjID = 7001
projanim = 19510
projhitanim = 19510
projremove = 0
projremovetime = -1 
velocity = -4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = 32, -60
postype = front
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7001, 3 fowards]
type = Projectile
trigger1 = Time = 180
trigger2 = Time = 360
ProjID = 7001
projanim = 19510
projhitanim = 19510
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -140
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7001, 3 backwards]
type = Projectile
trigger1 = Time = 0
trigger2 = Time = 300
ProjID = 7001
projanim = 19510
projhitanim = 19510
projremove = 0
projremovetime = -1 
velocity = -4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = 32, -140
postype = front
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7001, 4 forwards]
type = Projectile
trigger1 = Time = 60
trigger2 = Time = 240
ProjID = 7001
projanim = 19510
projhitanim = 19510
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -100
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7001, 4 backwards]
type = Projectile
trigger1 = Time = 180
trigger2 = Time = 420
ProjID = 7001
projanim = 19510
projhitanim = 19510
projremove = 0
projremovetime = -1 
velocity = -4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = 32, -100
postype = front
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 0, 4] ;A Winner is Slot Machine!
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = NumProjID(7001) = 0
trigger2 = Enemy, Alive = 0
value = ifelse(PrevStateno != 50010, 8001, 50012)
;----------------------------------------------------------------------
;Yellow Devil: Sliding version, totally not inspired by Mega Mari
[Statedef 20208]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 20208

[State 3014, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 7001, Yellow Devil.]
type = Projectile
trigger1 = Time = 20
trigger2 = Time = 80
trigger3 = Time = 260
trigger4 = Time = 360
ProjID = 7001
projanim = 19305
projhitanim = 19305
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projscale = 0.25, 0.25
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, 0
postype = back
projshadow = -1,-1,-1
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7001, Yellow Devil.]
type = Projectile
trigger1 = Time = 120
trigger2 = Time = 250
trigger3 = Time = 300
trigger4 = Time = 400
ProjID = 7001
projanim = 19305
projhitanim = 19305
projremove = 0
projremovetime = -1 
velocity = 2,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projscale = 0.25, 0.25
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, 0
postype = back
projshadow = -1,-1,-1
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7001, Yellow Devil.]
type = Projectile
trigger1 = Time = 0
trigger2 = Time = 200
trigger3 = Time = 400
ProjID = 7001
projanim = 19305
projhitanim = 19305
projremove = 0
projremovetime = -1 
velocity = 1,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projscale = 0.25, 0.25
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, 0
postype = back
projshadow = -1,-1,-1
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7001, Yellow Devil.]
type = Projectile
trigger1 = Time = 200
ProjID = 7001
projanim = 19305
projhitanim = 19305
projremove = 0
projremovetime = -1 
velocity = 6,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projscale = 0.25, 0.25
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, 0
postype = back
projshadow = -1,-1,-1
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 0, 4] ;A Winner is Slot Machine!
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = Time > 500
trigger2 = Enemy, Alive = 0
value = 8001
;----------------------------------------------------------------------
;Suika Jumping
[Statedef 20209]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 20208

[State 7004, Coin]
type = Helper
trigger1 = Time = 0
trigger2 = Time = 20
trigger3 = Time = 200
trigger4 = Time = 300
trigger4 = Time = 360
trigger5 = Time = 500
helpertype = Normal
name = "Suika Normal"
id = (20210)
postype = Back
pos = -32, 0
stateno = 21202
ownpal = 1
size.xscale = 0.25
size.yscale = 0.25

[State 7004, Coin]
type = Helper
trigger1 = Time = 40
trigger2 = Time = 100
trigger3 = Time = 220
trigger4 = Time = 400
trigger5 = Time = 440
helpertype = Normal
name = "Suika Short"
id = (20210)
postype = Back
pos = -32, 0
stateno = 21202
ownpal = 1
size.xscale = 0.25
size.yscale = 0.25

[State 7004, Coin]
type = Helper
trigger1 = Time = 40
trigger2 = Time = 150
trigger3 = Time = 270
trigger4 = Time = 360
trigger5 = Time = 480
helpertype = Normal
name = "Suika Long"
id = (20210)
postype = Back
pos = -32, 0
stateno = 21205
ownpal = 1
size.xscale = 0.25
size.yscale = 0.25

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = Time > 500
trigger1 = NumHelper(20210) = 0
trigger2 = Enemy, Alive = 0
value = 8001
;----------------------------------------------------------------------
;Suika Jumping
[Statedef 21202]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19335

[State 20201, unblockable]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 9012, HitDef]
type = HitDef
trigger1 = Var(59) != 1
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 50,10 
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = S999,0
guardsound = S999,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999

[State 20201, Turn Compensation]
type = VelSet
trigger1 = Time = 5
y = -7
x = 4

[State 1031, BeginMovement]
type = ChangeAnim
trigger1 = Time = 5
value = 19336

[State 1031, BeginMovement]
type = ChangeAnim
trigger1 = Time = 40
value = 19337

[State 1031, BeginMovement]
type = VarSet
trigger1 = MoveHit
v = 59
value = 1

[State 1031, BeginMovement]
type = VelAdd
trigger1 = Time > 5
trigger1 = Time%4 = 0
y = 2

[State 20201, Turn Compensation]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time > 10
value = 21203

[State 7012, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
;Suika Jumping
[Statedef 21204]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19335

[State 20201, unblockable]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 9012, HitDef]
type = HitDef
trigger1 = Var(59) != 1
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 50,10 
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = S999,0
guardsound = S999,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999

[State 20201, Turn Compensation]
type = VelSet
trigger1 = Time = 5
y = -10.5
x = 2

[State 1031, BeginMovement]
type = ChangeAnim
trigger1 = Time = 5
value = 19336

[State 1031, BeginMovement]
type = ChangeAnim
trigger1 = Time = 40
value = 19337

[State 1031, BeginMovement]
type = VarSet
trigger1 = MoveHit
v = 59
value = 1

[State 1031, BeginMovement]
type = VelAdd
trigger1 = Time > 5
trigger1 = Time%4 = 0
y = 2

[State 20201, Turn Compensation]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time > 10
value = 21203

[State 7012, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
;Suika Jumping
[Statedef 21205]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19335

[State 20201, unblockable]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 9012, HitDef]
type = HitDef
trigger1 = Var(59) != 1
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 50,10 
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = S999,0
guardsound = S999,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999

[State 20201, Turn Compensation]
type = VelSet
trigger1 = Time = 5
y = -5
x = 6

[State 1031, BeginMovement]
type = VelAdd
trigger1 = Time > 5
trigger1 = Time%4 = 0
y = 2

[State 1031, BeginMovement]
type = ChangeAnim
trigger1 = Time = 5
value = 19336

[State 1031, BeginMovement]
type = ChangeAnim
trigger1 = Time = 40
value = 19337

[State 1031, BeginMovement]
type = VarSet
trigger1 = MoveHit
v = 59
value = 1

[State 20201, Turn Compensation]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time > 10
value = 21203

[State 7012, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
;Suika Jumping
[Statedef 21203]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19338
velset = 0, 0

[State 1031, BeginMovement]
type = VarSet
trigger1 = MoveHit
v = 59
value = 1

[State 20201, unblockable]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 9012, HitDef]
type = HitDef
trigger1 = Var(59) != 1
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 50,10 
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = S999,0
guardsound = S999,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999

[State 20201, Turn Compensation]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1031, BeginMovement]
type = ChangeAnim
trigger1 = Time = 5
value = 19339

[State 20201, Turn Compensation]
type = ChangeState
trigger1 = Time = 15
value = PrevStateno

[State 7012, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
;Dark Moon
[Statedef 20210]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 20210

[State 20201, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 20201, Mercy Rule]
type = VarSet
trigger1 = Var(58) = 1
trigger1 = Var(57) != 1
v = 58
value = 2

[State 20201, 1]
type = Projectile
trigger1 = Time = 120
trigger2 = Time = 540
ProjID = 7001
projanim = 19334
projhitanim = 19334
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -20
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 20201, 2]
type = Projectile
trigger1 = Time = 60
trigger2 = Time = 300
trigger3 = Time = 780
trigger3 = Time = 900
ProjID = 7001
projanim = 19334
projhitanim = 19334
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -60
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 20201, 3]
type = Projectile
trigger1 = Time = 0
trigger2 = Time = 420
trigger3 = Time = 600
trigger4 = Time = 840
ProjID = 7001
projanim = 19334
projhitanim = 19334
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -100
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7004, Coin]
type = Helper
trigger1 = Time = 240
trigger2 = Time = 360
trigger3 = Time = 660
helpertype = Normal
name = "Dark Moon 4"
id = (7004)
postype = Back
pos = -32, -140
stateno = 21200
ownpal = 1

[State 7004, Coin]
type = Helper
trigger1 = Time = 180
trigger2 = Time = 480
trigger3 = Time = 780
helpertype = Normal
name = "Dark Moon 5"
id = (7004)
postype = Back
pos = -32, -160
stateno = 21201
ownpal = 1

[State 20201, unblockable]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 20201, Move Finished]
type = ChangeState
trigger1 = NumProjID(7001) = 0
trigger1 = NumHelper(7004) = 0
trigger2 = Enemy, Alive = 0
value = 8001
;----------------------------------------------------------------------
;Dark Moon
[Statedef 21200]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19334
velset = 4, 2.5

[State 20201, unblockable]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 9012, HitDef]
type = HitDef
trigger1 = Time = 0
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 50,10 
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = S999,0
guardsound = S999,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999

[State 20201, Move Finished]
type = VelSet
trigger1 = Pos Y >= 0
y = -2.5

[State 7012, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
;Dark Moon
[Statedef 21201]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19334
velset = 4, 7

[State 20201, unblockable]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 9012, HitDef]
type = HitDef
trigger1 = Time = 0
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 50,10 
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = S999,0
guardsound = S999,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999

[State 20201, Move Finished]
type = VelSet
trigger1 = Pos Y >= 0
y = -7

[State 7012, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
;MegaMan 9's Devils
[Statedef 20211]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 7080

[State 3014, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 7001, Green Devil.]
type = Projectile
trigger1 = Time = 180
trigger2 = Time = 360
trigger3 = Time = 540
ProjID = 7001
projanim = 28025
projhitanim = 28025
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -20
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7001, Green Devil.]
type = Projectile
trigger1 = Time = 120
trigger2 = Time = 420
trigger3 = Time = 600
ProjID = 7001
projanim = 28025
projhitanim = 28025
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -60
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7001, Green Devil.]
type = Projectile
trigger1 = Time = 60
trigger2 = Time = 300
trigger3 = Time = 660
ProjID = 7001
projanim = 28025
projhitanim = 28025
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -140
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7001, Green Devil.]
type = Projectile
trigger1 = Time = 0
trigger2 = Time = 240
trigger3 = Time = 480
ProjID = 7001
projanim = 28025
projhitanim = 28025
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -100
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7001, Yellow Devil.]
type = Projectile
trigger1 = Time = 60
trigger2 = Time = 300
trigger3 = Time = 540
ProjID = 7001
projanim = 9036
projhitanim = 9036
projremove = 0
projremovetime = -1 
velocity = -4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = 32, -20
postype = front
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7001, Yellow Devil.]
type = Projectile
trigger1 = Time = 120
trigger2 = Time = 360
trigger3 = Time = 600
ProjID = 7001
projanim = 9036
projhitanim = 9036
projremove = 0
projremovetime = -1 
velocity = -4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = 32, -60
postype = front
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7001, Yellow Devil.]
type = Projectile
trigger1 = Time = 180
trigger2 = Time = 480
trigger3 = Time = 660
ProjID = 7001
projanim = 9036
projhitanim = 9036
projremove = 0
projremovetime = -1 
velocity = -4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = 32, -60
postype = front
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7001, Yellow Devil.]
type = Projectile
trigger1 = Time = 0
trigger2 = Time = 240
trigger3 = Time = 420
ProjID = 7001
projanim = 9036
projhitanim = 9036
projremove = 0
projremovetime = -1 
velocity = -4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = 32, -60
postype = front
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 0, 4] ;A Winner is Slot Machine!
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = NumProjID(7001) = 0
trigger2 = Enemy, Alive = 0
value = 8001
;----------------------------------------------------------------------
;Yellow Devil
[Statedef 9001]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 7001

[State 3014, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 7001, Yellow Devil.]
type = Projectile
trigger1 = Time = 0
trigger2 = Time = 150
trigger3 = Time = 270
trigger4 = Time = 420
ProjID = 7001
projanim = 9036
projhitanim = 9036
projremove = 0
projremovetime = -1 
velocity = 8,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -20
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7001, Yellow Devil.]
type = Projectile
trigger1 = Time = 30
trigger2 = Time = 120
trigger3 = Time = 330
trigger4 = time = 450
ProjID = 7001
projanim = 9036
projhitanim = 9036
projremove = 0
projremovetime = -1 
velocity = 8,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -60
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7001, Yellow Devil.]
type = Projectile
trigger1 = Time = 60
trigger2 = Time = 210
trigger3 = Time = 240
trigger4 = time = 360
ProjID = 7001
projanim = 9036
projhitanim = 9036
projremove = 0
projremovetime = -1 
velocity = 8,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -140
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
ignorehitpause = 0
persistent = 1

[State 7001, Yellow Devil.]
type = Projectile
trigger1 = Time = 90
trigger2 = Time = 180
trigger3 = Time = 300
trigger4 = Time = 390
ProjID = 7001
projanim = 9036
projhitanim = 9036
projremove = 0
projremovetime = -1 
velocity = 8,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -100
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 0, 4] ;A Winner is Slot Machine!
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = NumProjID(7001) = 0
trigger2 = Enemy, Alive = 0
value = 8001
;---------------------------------------------------------------------------
;Yellow Devil
[Statedef 8001]
type = S
ctrl = 0
velset = 0,0
anim = anim+1000

[State 7002, I DARE you to hit me!]
type = HitOverride
trigger1 = Stateno = 8001
slot = 1
attr = SCA, AA, AP
time = -1
stateno = ifelse(Var(4)=1, 10002, 10000)

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = RoundState = 3
value = 180

[State 8001, Bonus detection]
type = ChangeState
triggerall = RoundState = 2
trigger1 = Var(57) = 2
trigger2 = Var(57) = 34
trigger3 = Var(57) = 33
value = ifelse(Var(4)=1, 10002, 10000)
;----------------------------------------------------------------------
;Penguin Armada
[Statedef 68706]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 7004

[State 7004, Coin]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "GPOD"
id = (7004)
postype = Back
pos = 40, -300
stateno = 30700
ownpal = 1

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = NumHelper(7004) = 0
value = 8004
;----------------------------------------------------------------------
;GPOD
[Statedef 30700]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
velset = 0, 0
anim = 9037

[State 9012, Fall]
type = VelAdd
trigger1 = Time = 10
y = 14
x = 0

[State 9012, If there were sprites for it, Gravity Man would show up]
type = Gravity
trigger1 = Time > 10

[State 9012, Go to Part Dos]
type = ChangeState
trigger1 = Pos Y >= -1
trigger1 = Time > 10
value = 30701
ctrl = 0
;----------------------------------------------------------------------
;GPOD II
[Statedef 30701]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19318
Velset = 0, 0

[State 3009, PosSet]
type = VarSet
trigger1 = 1
v = 59
value = 0

[State 3009, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 9012, Go to Part Dos]
type = ChangeState
trigger1 = Time = 60
value = 30702
ctrl = 0

[State 3009, PosSet]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 9012, HitDef]
type = HitDef
trigger1 = Time = 0
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 0, 0                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,0
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.type = trip
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = -10, -10             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -10,-10
fall = 1
air.fall = 1
guard.sparkno = S999999999999999999
p1stateno = 30703
p2stateno = 30705
;----------------------------------------------------------------------
;GPOD
[Statedef 30702]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
velset = 0, -14
anim = 9037

[State 9012, Go to Part Dos]
type = DestroySelf
trigger1 = Pos Y <= -300
;----------------------------------------------------------------------
;GPOD
[Statedef 30703]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
velset = 0, 0

[State 3009, PosSet]
type = VarSet
trigger1 = target, Stateno = 30706
trigger1 = Var(59) = 0
v = 59
value = Time

[State 7004, Coin]
type = Helper
trigger1 = Time%5 = 0
trigger1 = target, Stateno = 30706
helpertype = Normal
name = "GPOD"
id = (7004)
postype = Back
pos = -20, 0
stateno = 30704

[State 9012, Go to Part Dos]
type = TargetState
trigger1 = target, Pos Y >= 0
trigger1 = Time > 5
trigger1 = target, Stateno != 30706
value = 30706

[State 9012, Go to Part Dos]
type = ChangeState
trigger1 = Time - Var(59) > 119
trigger1 = Var(59) != 0
value = 30707
ctrl = 0

[State 9012, Go to Part Dos]
type = ChangeState
trigger1 = target, Stateno != 30706
trigger1 = target, Stateno != 30705
value = 30702
ctrl = 0
;----------------------------------------------------------------------
;GPOD
[Statedef 30707]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
velset = 0, -14
anim = 9037

[State 9012, Go to Part Dos]
type = TargetState
trigger1 = Time = 0
value = 30708

[State 9012, Go to Part Dos]
type = DestroySelf
trigger1 = Pos Y <= -300
;----------------------------------------------------------------------
;GPOD
[Statedef 30704]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
velset = 5, 0
anim = 19319

[State 9012, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 9012, HitDef]
type = HitDef
trigger1 = Time = 0
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 7, 3                   ;Damage that move inflicts, guard damage
hitflag = FD
guardflag = MA
priority = 3
pausetime = 0,0
sparkno = S999999999999
sparkxy = 0,0
hitsound   = S7004,0
guardsound = S7004,0
ground.type = trip
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
fall = 1
air.fall = 1
guard.sparkno = S999999999999999999

[State 7012, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
;GPOD
[Statedef 30705]
type = S
movetype= H
physics = N
poweradd= 50
ctrl = 0
anim = 5030

[State 20201, Turn Compensation]
type = VelSet
trigger1 = Time = 5
y = -10
x = 8

[State 1031, BeginMovement]
type = VelAdd
trigger1 = Time > 5
trigger1 = Time%4 = 0
y = 3

[State 1031, BeginMovement]
type = Null
trigger1 = Pos Y >= 0
trigger1 = Time > 5
value = 30706
;----------------------------------------------------------------------
;GPOD
[Statedef 30706]
type    = L
movetype= H
physics = N
poweradd= 50
ctrl = 0
anim = 5110
velset = 0, 0

[State 20201, Turn Compensation]
type = PosSet
trigger1 = Time = 0
y = 0

[State 20201, Turn Compensation]
type = ChangeState
trigger1 = !Alive
value = 30708
;----------------------------------------------------------------------
;GPOD
[Statedef 30708]
type    = L
movetype= H
physics = N
anim = 5110

[State 20201, Turn Compensation]
type = SelfState
trigger1 = Time = 0
value = 5110
;----------------------------------------------------------------------
;GPOD
[Statedef 7004]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 7004

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = Time = 0
trigger1 = (Var(5)%100) < 5
value = 68707

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = Time = 0
trigger1 = (Var(5)%100) = [5, 9]
value = 17004

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = Time = 0
value = 68706
;----------------------------------------------------------------------
;GPOD
[Statedef 68707]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 7004

[State 3014, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 7004, Coin]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "GPOD"
id = (7004)
postype = Back
pos = 0, -300
stateno = 9020
ownpal = 1

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = NumHelper(7004) = 0
value = 8004
;----------------------------------------------------------------------
;Brian Williams
[Statedef 17004]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 17004

[State 7004, Coin]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Brian Williams"
id = (17004)
postype = Back
pos = -100, 0
stateno = 27004
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = NumHelper(17004) = 0
value = 8004
;----------------------------------------------------------------------
;Brian Williams
[Statedef 27004]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19082
velset = 7, 0

[State 9012, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 9012, HitDef]
type = HitDef
trigger1 = 1
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 50, 0                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = S999,0
guardsound = S999,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999

[State 7012, DestroySelf]
type = DestroySelf
triggerall = Time > 70
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
;GPOD
[Statedef 8004]
type = S
ctrl = 0
velset = 0,0
anim = anim+1000

[State 7002, I DARE you to hit me!]
type = HitOverride
trigger1 = Stateno = 8004
slot = 1
attr = SCA, AA, AP
time = -1
stateno = ifelse(Var(4)=1, 10002, 10000)

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = RoundState = 3
value = 180

[State 8004, Bonus detection]
type = ChangeState
triggerall = RoundState = 2
trigger1 = Var(57) = 2
trigger2 = Var(57) = 34
trigger3 = Var(57) = 33
value = ifelse(Var(4)=1, 10002, 10000)
;---------------------------------------------------------------------------
;GPOD
[Statedef 9020]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
velset = 0, 0
anim = 9037

[State 9012, Fall]
type = VelAdd
trigger1 = Time = 10
y = 14
x = 0

[State 9012, If there were sprites for it, Gravity Man would show up]
type = Gravity
trigger1 = Time > 10

[State 9012, Go to Part Dos]
type = ChangeState
trigger1 = Pos Y >= -1
trigger1 = Time > 10
value = 9021
ctrl = 0
;---------------------------------------------------------------------------
;GPOD II
[Statedef 9021]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9038
Velset = 0, 0

[State 3009, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3008, Go to Part Dos]
type = ChangeState
trigger1 = Time = 35
value = 9022
;---------------------------------------------------------------------------
; GPOD III
[Statedef 9022]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 1
anim = 9039
velset = 0

[State 1030, Charge!]
type = VelSet
triggerall = Time > 0
triggerall = Time <= 100
trigger1 = (Time % 4)
x = 9

[State 9012, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 300, 0                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.type = trip
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
fall = 1
air.fall = 1
guard.sparkno = S999999999999999999 

[State 7012, DestroySelf]
type = DestroySelf
triggerall = Time > 70
trigger1 = FrontEdgeBodyDist <= -60
;---------------------------------------------------------------------------
;HIKBOD
[Statedef 7005]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 7005

[State 57003, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 7010, Vertical Cannon]
type = ChangeState
trigger1 = Time = 0
trigger1 = (Var(5)%100) < 5
value = 50400

[State 733, Cat O' Nine Tails]
type = Helper
trigger1 = Time = 0
ID = (50208)
helpertype = normal
name = "Cat O' Nine Tails"
postype = Back
pos = -40, 0
stateno = 50301
ownpal = 1

[State 7005, VarSet]
type = ChangeState
trigger1 = Time = 120
trigger2 = NumHelper(50208) = 0
value = 8005
;---------------------------------------------------------------------------
;Tower of Power
[Statedef 50000]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 50000

[State 3002, Super Pause]
type = Pause
trigger1 = Time = 0
time = 204
movetime = 204

[State 3002, Super Pause]
type = PlaySnd
trigger1 = Time = 0
value = 30000, 0

[State 3016, Sparks, yay.]
type = Explod
trigger1 = Time = 0
anim = 52000
id = 52000
postype = Left
pos = 0, 0
ontop = 1
removetime = -1
velocity = 0, 6
pausemovetime = -1

[State 50000, PlaySnd]
type = RemoveExplod
trigger1 = Time = 24
id = 52000

[State 3016, Sparks, yay.]
type = Explod
trigger1 = Time = 24
anim = 52000
id = 52000
postype = Left
pos = 0, 152
ontop = 1
removetime = 60
bindtime = -1
pausemovetime = -1

[State 50000, Full screen FX]
type = Explod
trigger1 = Time = 84
anim = 55000
id = 55000
postype = Left
pos = 0, 0
ontop = 1
removetime = 120
bindtime = -1
sprpriority = 7
pausemovetime = -1

[State 50000, Javier]
type = Explod
trigger1 = Time = 84
anim = 54000
id = 54000
postype = Left
pos = 0, 0
ontop = 1
removetime = 120
bindtime = 60
sprpriority = 6
velocity = 6, 0
pausemovetime = -1

[State 50000, Tower of Power]
type = Explod
trigger1 = Time = 84
anim = 53000
id = 53000
postype = Left
pos = 0, 50
ontop = 1
removetime = 60
bindtime = -1
sprpriority = 7
pausemovetime = -1

[State 3016, Sparks, yay.]
type = Explod
trigger1 = Time = 100
anim = 56000
id = 56000
postype = P1
pos = 0, 0
removetime = -1
ownpal = 1
pausemovetime = -1
sprpriority = -7

[State 50000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 30000, 0

[State 7005, VarSet]
type = VarSet
trigger1 = Time = 0
v = 55
value = 1

[State 7005, VarSet]
type = VarSet
trigger1 = Time = 0
v = 1
value = 1

[State 7005, VarSet]
type = ChangeState
trigger1 = Time = 204
value = 8005
;---------------------------------------------------------------------------
;Full Levens, AKA HIKBOD
[Statedef 50001]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 50001

[State 50001, OHKO disable]
type = ChangeState
trigger1 = Var(53) = 1
value = 50002

[State 7005, VarSet]
type = VarSet
trigger1 = Time = 0
v = 1
value = 1

[State 7005, VarSet]
type = VarSet
trigger1 = Time = 0
v = 55
value = 2

[State 7005, VarSet]
type = VarSet
trigger1 = Time = 0
v = 58
value = 1

[State 7005, Coin]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "HIKBOD"
id = (7005)
postype = right
pos = 0, -224
stateno = 9024
keyctrl = 0
ownpal = 1
pausemovetime = 500
superpausemovetime = 26

[State 3002, Super Pause]
type = SuperPause
trigger1 = Time = 0
pos = -5, -55
anim = 1020
sound = S30000, 0
time = 26
darken = 0

[State 3016, Sparks, yay.]
type = Explod
trigger1 = Time = 0
anim = 30001
postype = p1
pos = 0, -70
ontop = 1
removetime = 14
supermovetime = -1

[State 3000, ExceedScreen]
type = Explod
trigger1 = Time = 0
anim = 30000
postype = left
pos = 0, 0
bindtime = 26
removetime = 26
supermovetime = 26

[State 7005, VarSet]
type = ChangeState
trigger1 = Time = 10
value = 8005
;---------------------------------------------------------------------------
;Bullshit
[Statedef 50002]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = ifelse(facing =1, 50002, 52002)

[State 7005, VarSet]
type = VarSet
trigger1 = Time = 0
v = 1
value = 1

[State 7005, VarSet]
type = VarSet
trigger1 = Time = 0
v = 55
value = 3

[State 3002, Super Pause]
type = SuperPause
trigger1 = Time = 0
pos = -5, -55
anim = 1020
sound = S30000, 0
time = 26

[State 3016, Sparks, yay.]
type = Explod
trigger1 = Time = 0
anim = 30001
postype = p1
pos = 0, -70
ontop = 1
removetime = 14
supermovetime = -1

[State 3000, ExceedScreen]
type = Explod
trigger1 = Time = 0
anim = 30000
postype = left
pos = 0, 0
bindtime = 26
removetime = 26
supermovetime = 26

[State 7005, VarSet]
type = ChangeState
trigger1 = Time = 10
value = 8005
;---------------------------------------------------------------------------
;Grand Slam
[Statedef 50003]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 50003

[State 7005, VarSet]
type = VarSet
trigger1 = Time = 0
v = 1
value = 1

[State 7005, VarSet]
type = VarSet
trigger1 = Time = 0
v = 55
value = 4

[State 3002, Super Pause]
type = SuperPause
trigger1 = Time = 0
pos = -5, -55
anim = 1020
sound = S30000, 0
time = 26

[State 3016, Sparks, yay.]
type = Explod
trigger1 = Time = 0
anim = 30001
postype = p1
pos = 0, -70
ontop = 1
removetime = 14
supermovetime = -1

[State 3000, ExceedScreen]
type = Explod
trigger1 = Time = 0
anim = 30000
postype = left
pos = 0, 0
bindtime = 26
removetime = 26
supermovetime = 26

[State 7005, VarSet]
type = ChangeState
trigger1 = Time = 10
value = 8005
;----------------------------------------------------------------------
;Quadruple Communist Murder
[Statedef 50004]
type = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
anim = 7016

[State 7005, VarSet]
type = VarSet
trigger1 = Time = 0
v = 1
value = 1

[State 7005, VarSet]
type = VarSet
trigger1 = Time = 0
v = 55
value = 5

[State 3014, AkumaDashThing]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 3014, AkumaDashThing]
type = VelAdd
trigger1 = Time = 0
x = 5.5

[State 3002, Super Pause]
type = SuperPause
trigger1 = Time = 0
pos = -5, -55
anim = 1020
sound = S30000, 0
time = 26

[State 3016, Sparks, yay.]
type = Explod
trigger1 = Time = 0
anim = 30001
postype = p1
pos = 0, -70
ontop = 1
removetime = 14
supermovetime = -1

[State 3000, ExceedScreen]
type = Explod
trigger1 = Time = 0
anim = 30000
postype = left
pos = 0, 0
bindtime = 26
removetime = 26
supermovetime = 26

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Time >= 0
flag = unguardable

[State 3005, HitDef]
type = HitDef
trigger1 = Time > 0
attr = S, HA                    ;Attribute: Standing, Normal Attack
animtype = Heavy
damage = 0, 0                   ;Damage that move inflicts, guard damage
hitflag = M-
guardflag = L
priority = 3
pausetime = 0,0
sparkno = S90000
sparkxy = 0,0
fall.damage = 0
air.fall = 0
p1stateno = 18016
p2stateno = ifelse(Var(53),38016,28016)
numhits = 0

[State 3014, Super Pause]
type = ChangeState
trigger1 = Time = 40
value = 9501
;---------------------------------------------------------------------------
;InstantCommunistMurder
[Statedef 9501]
type = S
movetype= A
physics = N
poweradd= 0
anim = 7016

[State 3014, AkumaDashThing]
type = VelSet
trigger1 = Time = 0
x = 0

[State 3014, AkumaDashThing]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 3014, AkumaDashThing]
type = VelSet
trigger1 = Time = 20
x = 5.5

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Time >= 0
flag = unguardable

[State 3005, HitDef]
type = HitDef
trigger1 = Time > 0
attr = S, HA                    ;Attribute: Standing, Normal Attack
animtype = Heavy
damage = 0, 0                   ;Damage that move inflicts, guard damage
hitflag = M-
guardflag = L
priority = 3
pausetime = 0,0
sparkno = S90000
sparkxy = 0,0
fall.damage = 0
air.fall = 0
p1stateno = 18016
p2stateno = ifelse(Var(53),38016,28016)
numhits = 0

[State 3014, Super Pause]
type = ChangeState
trigger1 = Time = 60
value = 9502
;---------------------------------------------------------------------------
;InstantCommunistMurder
[Statedef 9502]
type = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
anim = 7016

[State 3014, AkumaDashThing]
type = VelSet
trigger1 = Time = 0
x = 0

[State 3014, AkumaDashThing]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 3014, AkumaDashThing]
type = VelSet
trigger1 = Time = 20
x = 5.5

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Time >= 0
flag = unguardable

[State 3005, HitDef]
type = HitDef
trigger1 = Time > 0
attr = S, HA                    ;Attribute: Standing, Normal Attack
animtype = Heavy
damage = 0, 0                   ;Damage that move inflicts, guard damage
hitflag = M-
guardflag = L
priority = 3
pausetime = 0,0
sparkno = S90000
sparkxy = 0,0
fall.damage = 0
air.fall = 0
p1stateno = 18016
p2stateno = ifelse(Var(53),38016,28016)
numhits = 0

[State 3014, Super Pause]
type = ChangeState
trigger1 = Time = 60
value = 9503
;---------------------------------------------------------------------------
;InstantCommunistMurder
[Statedef 9503]
type = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
anim = 7016

[State 3014, AkumaDashThing]
type = VelSet
trigger1 = Time = 0
x = 0

[State 3014, AkumaDashThing]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 3014, AkumaDashThing]
type = VelSet
trigger1 = Time = 20
x = 5.5

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Time >= 0
flag = unguardable

[State 3005, HitDef]
type = HitDef
trigger1 = Time > 0
attr = S, HA                    ;Attribute: Standing, Normal Attack
animtype = Heavy
damage = 0, 0                   ;Damage that move inflicts, guard damage
hitflag = M-
guardflag = L
priority = 3
pausetime = 0,0
sparkno = S90000
sparkxy = 0,0
fall.damage = 0
air.fall = 0
p1stateno = 18016
p2stateno = ifelse(Var(53),38016,28016)
numhits = 0

[State 3014, Super Pause]
type = ChangeState
trigger1 = Time = 60
trigger1 = Var(57) = 1
value = 9501
ctrl = 1

[State 3014, Super Pause]
type = ChangeState
trigger1 = Time = 60
value = 0
ctrl = 1
;----------------------------------------------------------------------
;Haste
[Statedef 50005]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 50005

[State 50005, VarSet]
type = VarSet
trigger1 = Time = 0
v = 1
value = 1

[State 50005, VarSet]
type = VarSet
trigger1 = Time = 0
v = 55
value = 6

[State 50005, Super Pause]
type = SuperPause
trigger1 = Time = 0
pos = -5, -55
anim = 1020
sound = S30000, 0
time = 26

[State 50005, Sparks, yay.]
type = Explod
trigger1 = Time = 0
anim = 30001
postype = p1
pos = 0, -70
ontop = 1
removetime = 14
supermovetime = -1

[State 50005, ExceedScreen]
type = Explod
trigger1 = Time = 0
anim = 30000
postype = left
pos = 0, 0
bindtime = 26
removetime = 26
supermovetime = 26

[State 50005, ChangeState]
type = ChangeState
trigger1 = Time = 10
value = 8009
;----------------------------------------------------------------------
;BlackOut
[Statedef 50006]
anim = 50006
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0

[State -2, Disable Bar]
type = VarSet
trigger1 = Var(51) != 1
v = 51
value = 1

[State 50005, VarSet]
type = VarSet
trigger1 = Time = 0
v = 1
value = 1

[State 50005, VarSet]
type = VarSet
trigger1 = Time = 0
v = 55
value = 7

[State 50005, Random Quote Disable]
type = VarSet
trigger1 = Time = 0
v = 54
value = 1

[State 50005, Super Pause]
type = SuperPause
trigger1 = Time = 0
pos = -5, -55
anim = 1020
sound = S30000, 0
time = 26

[State 50005, Sparks, yay.]
type = Explod
trigger1 = Time = 0
anim = 30001
postype = p1
pos = 0, -70
ontop = 1
removetime = 14
supermovetime = -1

[State 50005, ExceedScreen]
type = Explod
trigger1 = Time = 0
anim = 30000
postype = left
pos = 0, 0
bindtime = 26
removetime = 26
supermovetime = 26

[State 50006, Blackout Manager]
type = Helper
trigger1 = Time = 0
ID = (9504)
helpertype = normal
name = "BO Manager"
postype = P2
pos = 0, -200
stateno = 9504
ownpal = 1

[State 50005, ChangeState]
type = ChangeState
trigger1 = Time = 10
value = 8009
;----------------------------------------------------------------------
;Blackout Manager
[Statedef 9504]
type = S
movetype= I
physics = N
poweradd= 50
ctrl = 0
anim = 57012

[State 9504, System.out.print()]
type = DisplayToClipboard
trigger1 = 1
text = "Managing randomly occuring blackout helpers."

[State 9504, Blackout]
type = Helper
trigger1 = RoundState = 2
trigger1 = NumHelper(9505) = 0
trigger1 = (random%200) = 0
ID = (9505)
helpertype = normal
name = "Blackout"
postype = P1
pos = 0, 0
stateno = 9505
ownpal = 1
;----------------------------------------------------------------------
;Blackout
[Statedef 9505]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 57012

[State 9505, Rumia]
type = Explod
trigger1 = Time = 0
trigger1 = (random%100) < 5
anim = 50206
postype = left
pos = 0, 0
bindtime = 30
removetime = 30
supermovetime = 30
ontop = 1

[State 9505, Blackout]
type = StopSnd
trigger1 = 1
channel = -1

[State 9505, BlackScreen]
type = EnvColor
trigger1 = time = 0
value = 0, 0, 0
time = 30

[State 9505, End Blackout]
type = DestroySelf
trigger1 = time = 30
;----------------------------------------------------------------------
;hEaD oN cOlLiSiOn
[Statedef 50007]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 50007

[State 50007, VarSet]
type = VarSet
trigger1 = Time = 0
v = 1
value = 1

[State 50007, VarSet]
type = VarSet
trigger1 = Time = 0
v = 55
value = 8

[State 50007, Super Pause]
type = SuperPause
trigger1 = Time = 0
pos = -5, -55
anim = 1020
sound = S30000, 0
time = 26

[State 50007, Sparks, yay.]
type = Explod
trigger1 = Time = 0
anim = 30001
postype = p1
pos = 0, -70
ontop = 1
removetime = 14
supermovetime = -1

[State 50007, ExceedScreen]
type = Explod
trigger1 = Time = 0
anim = 30000
postype = left
pos = 0, 0
bindtime = 26
removetime = 26
supermovetime = 26

[State 50007, ChangeState]
type = ChangeState
trigger1 = Time = 0
value = 8009
;----------------------------------------------------------------------
;Magnitude
[Statedef 50008]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 50008

[State 50008, VarSet]
type = VarSet
trigger1 = Time = 0
v = 1
value = 1

[State 50008, VarSet]
type = VarSet
trigger1 = Time = 0
v = 55
value = 9

[State 50007, Super Pause]
type = SuperPause
trigger1 = Time = 0
pos = -5, -55
anim = 1020
sound = S30000, 0
time = 26

[State 50008, Sparks, yay.]
type = Explod
trigger1 = Time = 0
anim = 30001
postype = p1
pos = 0, -70
ontop = 1
removetime = 14
supermovetime = -1

[State 50008, ExceedScreen]
type = Explod
trigger1 = Time = 0
anim = 30000
postype = left
pos = 0, 0
bindtime = 26
removetime = 26
supermovetime = 26

[State 50006, Blackout Manager]
type = Helper
trigger1 = Time = 1
ID = (9506)
helpertype = normal
name = "EarthQuake Manager"
postype = Right
pos = 0, 0
stateno = 9506
ownpal = 1

[State 50008, ChangeState]
type = ChangeState
trigger1 = Time = 2
value = 8009
;----------------------------------------------------------------------
;EarthQuake Manager
[Statedef 9506]
type = S
movetype= I
physics = N
poweradd= 50
ctrl = 0
anim = 57012

[State 9504, System.out.print()]
type = PosSet
trigger1 = 1
x = 0
y = 0

[State 9504, System.out.print()]
type = DisplayToClipboard
trigger1 = 1
text = "Managing earthquakes which occur every 30 seconds."

[State 50008, ChangeState]
type = ChangeState
trigger1 = Time = 600
value = 9507+(random%7)
;----------------------------------------------------------------------
;Magnitude 4!
[Statedef 9507]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9056

[State 50008, ExceedScreen]
type = Explod
trigger1 = Time = 0
anim = 19250
postype = left
pos = 0, 0
bindtime = -1
removetime = 59
supermovetime = 0
ontop = 1

[State 9504, System.out.print()]
type = PosSet
trigger1 = 1
x = 0
y = 0

[State 9007, Super Pause]
type = AssertSpecial
trigger1 = 1
flag = unguardable
flag2 = nobardisplay
flag3 = invisible

[State 3008, Quake]
type = EnvShake
trigger1 = Time = 59
time = 55
freq = 60
ampl = -4
phase = 90

[State 9012, HitDef]
type = HitDef
trigger1 = Time = 59
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 1, 0                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,0
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.type = trip
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
fall = 1
air.fall = 1
guard.sparkno = S999999999999999999

[State 50008, ChangeState]
type = ChangeState
trigger1 = Time = 60
value = 9506
;----------------------------------------------------------------------
;Magnitude 5!
[Statedef 9508]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9056

[State 50008, ExceedScreen]
type = Explod
trigger1 = Time = 0
anim = 19251
postype = left
pos = 0, 0
bindtime = -1
removetime = 59
supermovetime = 0
ontop = 1

[State 9504, System.out.print()]
type = PosSet
trigger1 = 1
x = 0
y = 0

[State 9007, Super Pause]
type = AssertSpecial
trigger1 = 1
flag = unguardable
flag2 = nobardisplay
flag3 = invisible

[State 3008, Quake]
type = EnvShake
trigger1 = Time = 59
time = 55
freq = 60
ampl = -4
phase = 90

[State 9012, HitDef]
type = HitDef
trigger1 = Time = 59
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 50, 0                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,0
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.type = trip
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
fall = 1
air.fall = 1
guard.sparkno = S999999999999999999

[State 50008, ChangeState]
type = ChangeState
trigger1 = Time = 60
value = 9506
;----------------------------------------------------------------------
;Magnitude 6!
[Statedef 9509]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9056

[State 50008, ExceedScreen]
type = Explod
trigger1 = Time = 0
anim = 19252
postype = left
pos = 0, 0
bindtime = -1
removetime = 59
supermovetime = 0
ontop = 1

[State 9504, System.out.print()]
type = PosSet
trigger1 = 1
x = 0
y = 0

[State 9007, Super Pause]
type = AssertSpecial
trigger1 = 1
flag = unguardable
flag2 = nobardisplay
flag3 = invisible

[State 3008, Quake]
type = EnvShake
trigger1 = Time = 59
time = 55
freq = 60
ampl = -4
phase = 90

[State 9012, HitDef]
type = HitDef
trigger1 = Time = 59
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 100, 0                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,0
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.type = trip
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
fall = 1
air.fall = 1
guard.sparkno = S999999999999999999

[State 50008, ChangeState]
type = ChangeState
trigger1 = Time = 60
value = 9506
;----------------------------------------------------------------------
;Magnitude 7!
[Statedef 9510]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9056

[State 50008, ExceedScreen]
type = Explod
trigger1 = Time = 0
anim = 19253
postype = left
pos = 0, 0
bindtime = -1
removetime = 59
supermovetime = 0
ontop = 1

[State 9504, System.out.print()]
type = PosSet
trigger1 = 1
x = 0
y = 0

[State 9007, Super Pause]
type = AssertSpecial
trigger1 = 1
flag = unguardable
flag2 = nobardisplay
flag3 = invisible

[State 3008, Quake]
type = EnvShake
trigger1 = Time = 59
time = 55
freq = 60
ampl = -4
phase = 90

[State 9012, HitDef]
type = HitDef
trigger1 = Time = 59
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 200, 0                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,0
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.type = trip
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
fall = 1
air.fall = 1
guard.sparkno = S999999999999999999

[State 50008, ChangeState]
type = ChangeState
trigger1 = Time = 60
value = 9506
;----------------------------------------------------------------------
;Magnitude 8!
[Statedef 9511]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9056

[State 50008, ExceedScreen]
type = Explod
trigger1 = Time = 0
anim = 19254
postype = left
pos = 0, 0
bindtime = -1
removetime = 59
supermovetime = 0
ontop = 1

[State 9504, System.out.print()]
type = PosSet
trigger1 = 1
x = 0
y = 0

[State 9007, Super Pause]
type = AssertSpecial
trigger1 = 1
flag = unguardable
flag2 = nobardisplay
flag3 = invisible

[State 3008, Quake]
type = EnvShake
trigger1 = Time = 59
time = 55
freq = 60
ampl = -4
phase = 90

[State 9012, HitDef]
type = HitDef
trigger1 = Time = 59
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 300, 0                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,0
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.type = trip
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
fall = 1
air.fall = 1
guard.sparkno = S999999999999999999

[State 50008, ChangeState]
type = ChangeState
trigger1 = Time = 60
value = 9506
;----------------------------------------------------------------------
;Magnitude 9!
[Statedef 9512]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9056

[State 50008, ExceedScreen]
type = Explod
trigger1 = Time = 0
anim = 19255
postype = left
pos = 0, 0
bindtime = -1
removetime = 59
supermovetime = 0
ontop = 1

[State 9504, System.out.print()]
type = PosSet
trigger1 = 1
x = 0
y = 0

[State 9007, Super Pause]
type = AssertSpecial
trigger1 = 1
flag = unguardable
flag2 = nobardisplay
flag3 = invisible

[State 3008, Quake]
type = EnvShake
trigger1 = Time = 59
time = 55
freq = 60
ampl = -4
phase = 90

[State 9012, HitDef]
type = HitDef
trigger1 = Time = 59
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 400, 0                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,0
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.type = trip
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
fall = 1
air.fall = 1
guard.sparkno = S999999999999999999

[State 50008, ChangeState]
type = ChangeState
trigger1 = Time = 60
value = 9506
;----------------------------------------------------------------------
;Magnitude 10!
[Statedef 9513]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9056

[State 50008, ExceedScreen]
type = Explod
trigger1 = Time = 0
anim = 19256
postype = left
pos = 0, 0
bindtime = -1
removetime = 59
supermovetime = 0
ontop = 1

[State 9504, System.out.print()]
type = PosSet
trigger1 = 1
x = 0
y = 0

[State 9007, Super Pause]
type = AssertSpecial
trigger1 = 1
flag = unguardable
flag2 = nobardisplay
flag3 = invisible

[State 3008, Quake]
type = EnvShake
trigger1 = Time = 59
time = 55
freq = 60
ampl = -4
phase = 90

[State 9012, HitDef]
type = HitDef
trigger1 = Time = 59
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 500, 0                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,0
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.type = trip
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
fall = 1
air.fall = 1
guard.sparkno = S999999999999999999

[State 50008, ChangeState]
type = ChangeState
trigger1 = Time = 60
value = 9506
;----------------------------------------------------------------------
;Kloak
[Statedef 50009]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 50008

[State 50008, VarSet]
type = VarSet
trigger1 = Time = 0
v = 1
value = 1

[State 50008, VarSet]
type = VarSet
trigger1 = Time = 0
v = 55
value = 10

[State 50007, Super Pause]
type = SuperPause
trigger1 = Time = 0
pos = -5, -55
anim = 1020
sound = S30000, 0
time = 26

[State 50008, Sparks, yay.]
type = Explod
trigger1 = Time = 0
anim = 30001
postype = p1
pos = 0, -70
ontop = 1
removetime = 14
supermovetime = -1

[State 50008, ExceedScreen]
type = Explod
trigger1 = Time = 0
anim = 30000
postype = left
pos = 0, 0
bindtime = 26
removetime = 26
supermovetime = 26

[State 50006, Kloak Manager]
type = Helper
trigger1 = Time = 1
ID = (9514)
helpertype = normal
name = "Kloak Manager"
postype = P1
pos = 0, -300
stateno = 9514
ownpal = 1

[State 50008, ChangeState]
type = ChangeState
trigger1 = Time = 2
value = 8009
;----------------------------------------------------------------------
;Kloak Manager
[Statedef 9514]
type = S
movetype= I
physics = N
poweradd= 50
ctrl = 0
anim = 57012

[State 9504, System.out.print()]
type = DisplayToClipboard
trigger1 = 1
text = "Managing Kloak Helpers"

[State 9504, Blackout]
type = ChangeState
trigger1 = Time = 300
value = 9517
;----------------------------------------------------------------------
;Kloak Manager 2
[Statedef 9517]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 57012

[State 7009, Kloak]
type = Helper
trigger1 = Time = 0
trigger1 = NumHelper(40000) = 0
ID = (40000)
name = "Kloak"
postype = p1
pos = 90, -300
stateno = 39999
ownpal = 1

[State 9505, End Blackout]
type = ChangeState
trigger1 = NumHelper(40000) = 0
trigger1 = Time > 0
value = 9514
;----------------------------------------------------------------------
;Team Badass Omega
[Statedef 50210]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 50009

[State 50007, Super Pause]
type = SuperPause
trigger1 = Time = 0
pos = -5, -55
anim = 1020
sound = S30000, 0
time = 26

[State 50008, Sparks, yay.]
type = Explod
trigger1 = Time = 0
anim = 30001
postype = p1
pos = 0, -70
ontop = 1
removetime = 14
supermovetime = -1

[State 50008, ExceedScreen]
type = Explod
trigger1 = Time = 0
anim = 30000
postype = left
pos = 0, 0
bindtime = 26
removetime = 26
supermovetime = 26

[State 50008, VarSet]
type = VarSet
trigger1 = Time = 0
v = 55
value = 10

[State 194, WARNING]
type = Explod
trigger1 = time = 1
anim = 8018
postype = left
ontop = 1
pos = 44, 75 
removetime = 124
ownpal = 1

[State 17015, Warning Siren]
type = PlaySnd
trigger1 = time = 0
trigger1 = Var(57) != 5
value = 7015, 0
volume = 100

[State 17015, Warning Siren]
type = PlaySnd
trigger1 = time = 0
trigger1 = Var(57) = 5
value = 57005, 3
volume = 255

[State 7015, Phantom Double]
type = Helper
trigger1 = Time = 1
helpertype = Normal
name = "Phantom Double"
id = (19075)
postype = p1
pos = 20, 0
stateno = 19075

[State 7015, StoneMan]
type = Helper
trigger1 = Time = 1
helpertype = Normal
name = "StoneMan"
id = (5703)
postype = p2
pos = 0, -300
stateno = 9012

[State 194, WARNING]
type = VarSet
trigger1 = time = 1
v = 46
value = 0

[State 194, WARNING]
type = VarSet
trigger1 = NumHelper(19005) = 1
v = 46
value = 1

[State 7002, Not hit in alloted time]
type = VarSet
trigger1 = Time = 1
v = 15
value = GameTime

[State 7015, StarMan]
type = Helper
trigger1 = Time = 1
helpertype = Normal
name = "StarMan"
id = (19000)
postype = p1
pos = 20, 0
stateno = 19000

[State 7015, Shao Mario]
type = Helper
trigger1 = Time > 1
trigger1 = Var(46) = 0
trigger1 = NumHelper(19000) = 0
trigger1 = NumHelper(19001) = 0
trigger1 = NumHelper(19005) = 0
helpertype = Normal
name = "Shao Mario"
id = (19005)
postype = back
pos = -10, 0
stateno = 19005

[State 7015, Eyes]
type = Helper
trigger1 = Time = 1
helpertype = Normal
name = "Escargoon"
id = (19011)
postype = p1
pos = 0, -300
stateno = 19011

[State 7015, Ring]
type = Helper
trigger1 = Time = 1
helpertype = Normal
name = "Ring"
id = (19050)
postype = p1
pos = 20, 0
stateno = 19050

[State 50008, ChangeState]
type = ChangeState
triggerall = Time > 0
trigger1 = NumHelper(19075) = 0
trigger1 = NumHelper(19080) = 0
trigger1 = NumHelper(19087) = 0
trigger1 = NumHelper(19088) = 0
trigger1 = NumHelper(19000) = 0
trigger1 = NumHelper(19001) = 0
trigger1 = NumHelper(19005) = 0
trigger1 = NumHelper(19011) = 0
trigger1 = NumHelper(19050) = 0
trigger1 = NumHelper(19051) = 0
trigger1 = NumHelper(19054) = 0
trigger1 = NumHelper(19060) = 0
trigger2 = Enemy, Alive = 0
value = ifelse(PrevStateno = 50208, 50211, 8009)
;----------------------------------------------------------------------
;Hax Sign: Super Shao Brothers
[Statedef 50200]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 50200

[State 50010, VarSet]
type = VarSet
trigger1 = 1
v = 5
value = random

[State 50010, VarSet]
type = VarSet
trigger1 = Time = 0
v = 1
value = 1

[State 50010, VarSet]
type = VarSet
trigger1 = Time = 0
v = 55
value = 11

[State 50010, Super Pause]
type = SuperPause
trigger1 = Time = 0
pos = -5, -55
anim = 1020
sound = S30000, 0
time = 26

[State 50010, Sparks, yay.]
type = Explod
trigger1 = Time = 0
anim = 30001
postype = p1
pos = 0, -70
ontop = 1
removetime = 14
supermovetime = -1

[State 50010, ExceedScreen]
type = Explod
trigger1 = Time = 0
anim = 30000
postype = left
pos = 0, 0
bindtime = 26
removetime = 26
supermovetime = 26

[State 50010, Call Mario1]
type = Helper
trigger1 = Time = 0
trigger2 = Time = 120
trigger3 = Time = 240
ID = (7011)
helpertype = normal
name = "ShaoMario"
postype = back
pos = -20, -240
stateno = 9027
ownpal = 1
pausemovetime = 500

[State 17011, Call Luigi]
type = Helper
trigger1 = Time = 60
trigger2 = Time = 180
trigger3 = Time = 300
ID = (7011)
helpertype = normal
name = "Shao Luigi"
postype = back
pos = -20, 10
stateno = 19027
ownpal = 1
pausemovetime = 500

[State 8003, Win detection]
type = ChangeState
trigger1 = Win
value = 180

[State 50010, ChangeState]
type = ChangeState
trigger1 = Time = 360
value = 20206

[State 50010, ChangeState]
type = ChangeState
trigger1 = enemy, Alive = 0
value = 180
;----------------------------------------------------------------------
;Hax Sign: wwwwwwwwwww, Proton Cannons
[Statedef 50201]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 7010

[State 8003, Win detection]
type = ChangeState
trigger1 = Win
value = 180

[State 7010, PROTONCANNNNNNNNNNON~]
type = Helper
trigger1 = Time = 1
helpertype = Normal
name = "ProtonCannon"
id = (7010)
postype = p1
pos = 0, -50
stateno = 9025
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 7010, PROTONCANNNNNNNNNNON~]
type = Helper
trigger1 = Time = 100
helpertype = Normal
name = "ProtonCannon"
id = (7010)
postype = p1
pos = 0, 0
stateno = 19025
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 7010, PROTONCANNNNNNNNNNON~]
type = Helper
trigger1 = Time = 200
helpertype = Normal
name = "ProtonCannon"
id = (7010)
postype = p1
pos = 0, -50
stateno = 9025
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 7010, PROTONCANNNNNNNNNNON~]
type = Helper
trigger1 = Time = 300
helpertype = Normal
name = "ProtonCannon"
id = (7010)
postype = p1
pos = 0, 0
stateno = 19025
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 50010, ChangeState]
type = ChangeState
trigger1 = NumHelper(7010) = 0
trigger1 = Time > 300
value = 50202

[State 50010, ChangeState]
type = ChangeState
trigger1 = enemy, Alive = 0
value = 180
;----------------------------------------------------------------------
;Hax Sign: wwwwwwwwwww, Dive Missile/Gyro Attack Barrage
[Statedef 50202]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 50202

[State 8003, Win detection]
type = ChangeState
trigger1 = Win
value = 180

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40107)
helpertype = normal
name = "Gyro Attack"
postype = back
pos = -20, -20
stateno = 40207
shadowoffset = 100000000000000000

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40107)
helpertype = normal
name = "Gyro Attack"
postype = back
pos = -20, 20
stateno = 40207
shadowoffset = 100000000000000000

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40107)
helpertype = normal
name = "Gyro Attack"
postype = back
pos = -20, -60
stateno = 40207
shadowoffset = 100000000000000000

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40107)
helpertype = normal
name = "Gyro Attack"
postype = back
pos = -20, -100
stateno = 40207
shadowoffset = 100000000000000000

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40107)
helpertype = normal
name = "Gyro Attack"
postype = back
pos = -20, -140
stateno = 40207
shadowoffset = 100000000000000000

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40107)
helpertype = normal
name = "Gyro Attack"
postype = back
pos = -20, -180
stateno = 40207
shadowoffset = 100000000000000000

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40107)
helpertype = normal
name = "Gyro Attack"
postype = back
pos = -20, -220
stateno = 40207
shadowoffset = 100000000000000000

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40107)
helpertype = normal
name = "Gyro Attack"
postype = back
pos = -20, -260
stateno = 40207
shadowoffset = 100000000000000000

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40107)
helpertype = normal
name = "Gyro Attack"
postype = back
pos = -20, -300
stateno = 40207
shadowoffset = 100000000000000000

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40107)
helpertype = normal
name = "Gyro Attack"
postype = back
pos = -20, -340
stateno = 40207
shadowoffset = 100000000000000000

[State 50010, ChangeState]
type = ChangeState
trigger1 = NumHelper(40107) = 0
trigger1 = Time > 15
value = 50203

[State 50010, ChangeState]
type = ChangeState
trigger1 = enemy, Alive = 0
value = 180
;----------------------------------------------------------------------
;Meteor 18
[Statedef 50203]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 7002
velset = 0

[State 17002, You can't hit me!]
type = NotHitBy
trigger1 = Time > 0
value = SCA, AA, AP

[State 8003, Win detection]
type = ChangeState
trigger1 = Win
value = 180

[State 7016, Turn comp.]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 3003, MeteorCall]
type = Helper
trigger1 = Time = 0
trigger2 = Time = 40
trigger3 = Time = 80
ID = (1010)
helpertype = normal
name = "Meteor"
postype = back
pos = -20, -240
stateno = 9063

[State 3003, MeteorCall]
type = Helper
trigger1 = Time = 0
trigger2 = Time = 40
trigger3 = Time = 80
ID = (1010)
helpertype = normal
name = "Meteor"
postype = front
pos = 20, -240
stateno = 9067

[State 3003, MeteorCall]
type = Helper
trigger1 = Time = 0
trigger2 = Time = 40
trigger3 = Time = 80
ID = (1010)
helpertype = normal
name = "Meteor"
postype = back
pos = -20, -240
stateno = 9065

[State 3003, MeteorCall]
type = Helper
trigger1 = Time = 0
trigger2 = Time = 40
trigger3 = Time = 80
ID = (1010)
helpertype = normal
name = "Meteor"
postype = front
pos = 20, -240
stateno = 9069

[State 3003, MeteorCall]
type = Helper
trigger1 = Time = 0
trigger2 = Time = 40
trigger3 = Time = 80
ID = (1010)
helpertype = normal
name = "Meteor"
postype = back
pos = -20, -240
stateno = 9066

[State 3003, MeteorCall]
type = Helper
trigger1 = Time = 0
trigger2 = Time = 40
trigger3 = Time = 80
ID = (1010)
helpertype = normal
name = "Meteor"
postype = front
pos = 20, -240
stateno = 9070

[State 3003, EndMeteor9]
type = ChangeState
trigger1 = Time = 120
value = 50204

[State 50010, ChangeState]
type = ChangeState
trigger1 = enemy, Alive = 0
value = 180
;----------------------------------------------------------------------
;Double Air Hockey
[Statedef 50204]
type = S
ctrl = 0
anim = 50204
velset = 0,0

[State 8003, Win detection]
type = ChangeState
trigger1 = Win
value = 180

[State 20606, Timer]
type = VarSet
trigger1 = Time = 0
v = 15
value = GameTime

[State 20606, StarMan]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "StarMan"
id = (19000)
postype = p1
pos = 20, 0
stateno = 19000
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 20606, ChangeState]
type = ChangeState
trigger1 = NumHelper(19001) = 0
trigger1 = Time > 10
value = 50205

[State 50010, ChangeState]
type = ChangeState
trigger1 = enemy, Alive = 0
value = 180
;----------------------------------------------------------------------
;Triple Tornado
[Statedef 50205]
type = S
ctrl = 0
anim = 50204
velset = 0,0

[State 8003, Win detection]
type = ChangeState
trigger1 = Win
value = 180

[State 733, Crash Bomb]
type = Helper
trigger1 = Time = 0
ID = (20311)
helpertype = normal
name = "Storm Tornado"
pausemovetime = 1000000
postype = Left
pos = 0, 0
stateno = 20311
ownpal = 1

[State 733, Crash Bomb]
type = Helper
trigger1 = Time = 0
ID = (20311)
helpertype = normal
name = "Storm Tornado"
pausemovetime = 1000000
postype = Left
pos = 160, 0
stateno = 20311
ownpal = 1

[State 733, Crash Bomb]
type = Helper
trigger1 = Time = 0
ID = (20311)
helpertype = normal
name = "Storm Tornado"
pausemovetime = 1000000
postype = Left
pos = 320, 0
stateno = 20311
ownpal = 1

[State 20606, ChangeState]
type = ChangeState
trigger1 = NumHelper(20311) = 0
trigger1 = Time > 0
trigger2 = Enemy, Alive = 0
value = 50206
;----------------------------------------------------------------------
;Verical Kloak Objects
[Statedef 50206]
type = S
ctrl = 0
anim = 50207
velset = 0,0

[State 733, GBD]
type = Helper
trigger1 = Time = 0
ID = (50206)
helpertype = normal
name = "Green Biker Dude"
postype = Back
pos = -40, 0
stateno = 40308
ownpal = 1

[State 733, Trout]
type = Helper
trigger1 = Time = 0
ID = (50206)
helpertype = normal
name = "Trout"
postype = Back
pos = -40, -100
stateno = 40215
ownpal = 1

[State 733, Catheter]
type = Helper
trigger1 = Time = 0
ID = (50206)
helpertype = normal
name = "Catheter"
postype = Back
pos = -40, -200
stateno = 40209
ownpal = 1

[State 20606, ChangeState]
type = ChangeState
trigger1 = NumHelper(50206) = 0
trigger1 = Time > 0
value = 50207

[State 50010, ChangeState]
type = ChangeState
trigger1 = enemy, Alive = 0
value = 180
;----------------------------------------------------------------------
;Adjusted Super Power Stone
[Statedef 50207]
type = S
ctrl = 0
anim = 7013
velset = 0,0

[State 7013, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 7013, Power...]
type = PlaySnd
trigger1 = Time = 18
value = 7013, 0
volume = 155
channel = 0

[State 7013, Stone!]
type = PlaySnd
trigger1 = Time = 22
value = 7013, 1
volume = 155

[State 7013, PowerStone]
type = Helper
trigger1 = Time = 22
ID = (3000)
helpertype = normal
name = "PowerStone"
postype = p2
pos = -150, 0
stateno = 9000
ownpal = 1
pausemovetime = 500

[State 7013, PowerStone]
type = Helper
trigger1 = Time = 22
ID = (3000)
helpertype = normal
name = "PowerStone"
postype = p2
pos = 150, 0
stateno = 9002
ownpal = 1
pausemovetime = 500

[State 20606, ChangeState]
type = ChangeState
trigger1 = NumHelper(3000) = 0
trigger1 = Time > 22
value = 50208

[State 50010, ChangeState]
type = ChangeState
trigger1 = enemy, Alive = 0
value = 180
;----------------------------------------------------------------------
;Team Donkey Kong Country
[Statedef 50208]
type = S
ctrl = 0
anim = 50208
velset = 0,0

[State 733, Klaptrap]
type = Helper
trigger1 = Time = 0
ID = (50208)
helpertype = normal
name = "Klaptrap"
postype = Back
pos = -100, 0
stateno = 40201
ownpal = 1

[State 733, Cat O' Nine Tails]
type = Helper
trigger1 = Time = 0
ID = (50208)
helpertype = normal
name = "Cat O' Nine Tails"
postype = Back
pos = -40, 0
stateno = 40505
ownpal = 1

[State 733, Cat O' Nine Tails]
type = Helper
trigger1 = Time = 0
ID = (50208)
helpertype = normal
name = "Kaboom"
postype = Left
pos = 160, -500
stateno = 40803
ownpal = 1

[State 20606, ChangeState]
type = ChangeState
trigger1 = NumHelper(50208) = 0
value = 50210

[State 50010, ChangeState]
type = ChangeState
trigger1 = enemy, Alive = 0
value = 180
;----------------------------------------------------------------------
;Gravity Hold
[Statedef 50209]
type = S
ctrl = 0
anim = 50209
velset = 0,0

[State 7019, Gravity Hold]
type = Helper
trigger1 = Time = 0
trigger1 = NumHelper(20302) = 0
helpertype = Normal
name = "Gravity Hold"
id = (20302)
postype = p1
pos = 0, 0
stateno = 20302
keyctrl = 0
ownpal = 1
pausemovetime = 1000

[State 20606, ChangeState]
type = ChangeState
trigger1 = NumHelper(20302) = 0
trigger1 = Time > 10
trigger2 = Enemy, Alive = 0
value = 50210
;----------------------------------------------------------------------
;Icicle Fall
[Statedef 50211]
type = S
ctrl = 0
anim = ifelse(facing = 1, 50211, 50210)
velset = 0,0

[State 17012, JealousyFire]
type = Projectile
triggerall = Time%20 = 0
trigger1 = Time = [0, 300]
trigger2 = Time = [901, 1200]
ProjID = 1000
projanim = 19288
projremove = 0
projremovetime = -1 
velocity = 6,-6
attr =S, SA 
damage = 50,10
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = 0, -50
postype = P1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1
hitsound = S57005, 0
guardsound = S57005, 0

[State 17012, JealousyFire]
type = Projectile
triggerall = Time%20 = 0
trigger1 = Time = [301, 600]
trigger2 = Time = [1201, 1500]
ProjID = 1000
projanim = 19286
projremove = 0
projremovetime = -1 
velocity = 3,-6
attr =S, SA 
damage = 50,10
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = 0, -50
postype = P1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1
hitsound = S57005, 0
guardsound = S57005, 0

[State 17012, JealousyFire]
type = Projectile
triggerall = Time%20 = 0
trigger1 = Time = [601, 900]
trigger2 = Time = [1501, 1800]
ProjID = 1000
projanim = 19284
projremove = 0
projremovetime = -1 
velocity = 1.5,-6
attr =S, SA 
damage = 50,10
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = 0, -50
postype = P1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1
hitsound = S57005, 0
guardsound = S57005, 0

[State 17012, JealousyFire]
type = Projectile
triggerall = Time%20 = 0
trigger1 = Time = [0, 300]
trigger2 = Time = [901, 1200]
ProjID = 1000
projanim = 19287
projremove = 0
projremovetime = -1 
velocity = 6,6
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 300
projstagebound = 320
offset = 0, -50
postype = P1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1
hitsound = S57005, 0
guardsound = S57005, 0

[State 17012, JealousyFire]
type = Projectile
triggerall = Time%20 = 0
trigger1 = Time = [301, 600]
trigger2 = Time = [1201, 1500]
ProjID = 1000
projanim = 19285
projremove = 0
projremovetime = -1 
velocity = 3,6
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 300
projstagebound = 320
offset = 0, -50
postype = P1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1
hitsound = S57005, 0
guardsound = S57005, 0

[State 17012, JealousyFire]
type = Projectile
triggerall = Time%20 = 0
trigger1 = Time = [601, 900]
trigger2 = Time = [1501, 1800]
ProjID = 1000
projanim = 19283
projremove = 0
projremovetime = -1 
velocity = 1.5,6
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 300
projstagebound = 320
offset = 0, -50
postype = P1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1
hitsound = S57005, 0
guardsound = S57005, 0

[State 17012, JealousyFire]
type = Projectile
triggerall = Time%20 = 0
trigger1 = Time = [320, 880]
trigger2 = Time = [1220, 1800]
ProjID = 1000
projanim = 19281
projremove = 0
projremovetime = -1 
velocity = 0,6
attr =S, SA 
damage = 50,10
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
projheightbound = -240, 120
offset = 140, -320
postype = P1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1
hitsound = S57005, 0
guardsound = S57005, 0

[State 17012, JealousyFire]
type = Projectile
trigger1 = Time%20 = 0
trigger1 = Time = [19, 1800]
ProjID = 1000
projanim = 19281
projremove = 0
projremovetime = -1 
velocity = 0,6
attr =S, SA 
damage = 50,10
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
projheightbound = -240, 120
offset = 200, -320
postype = P1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1
hitsound = S57005, 0
guardsound = S57005, 0

[State 17012, JealousyFire]
type = Projectile
trigger1 = Time%20 = 0
trigger1 = Time = [19, 1800]
ProjID = 1000
projanim = 19281
projremove = 0
projremovetime = -1 
velocity = 0,6
attr =S, SA 
damage = 50,10
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
projheightbound = -240, 120
offset = 260, -320
postype = P1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1
hitsound = S57005, 0
guardsound = S57005, 0

[State 17012, JealousyFire]
type = Projectile
trigger1 = Time%20 = 0
trigger1 = Time > 20
ProjID = 1000
projanim = 19281
projremove = 0
projremovetime = -1 
velocity = 0,6
attr =S, SA 
damage = 50,10
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
projheightbound = -240, 120
offset = 320, -320
postype = P1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1
hitsound = S57005, 0
guardsound = S57005, 0

[State 9007, Super Pause]
type = PlaySnd
trigger1 = Time%20 = 0
trigger1 = Time < 1801
value = 50211, 0

[State 9007, Super Pause]
type = PlaySnd
trigger1 = Time%60 = 0
trigger1 = Time = [1201, 1800]
value = 57005, 1

[State 20606, ChangeState]
type = ChangeState
trigger1 = Time = 1900
value = 7016

[State 50010, ChangeState]
type = ChangeState
trigger1 = enemy, Alive = 0
value = 180
;----------------------------------------------------------------------
;HIKBOD
[Statedef 8005]
type = S
ctrl = 0
velset = 0,0
anim = anim+1000

[State 7002, I DARE you to hit me!]
type = HitOverride
trigger1 = Stateno = 8005
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 10000

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = RoundState = 3
value = 180

[State 8005, Bonus detection]
type = ChangeState
triggerall = RoundState = 2
trigger1 = Var(57) = 2
trigger2 = Var(57) = 34
trigger3 = Var(57) = 33
value = 10000
;----------------------------------------------------------------------
;HIKBOD II
[Statedef 9024]
type = S
movetype= A
physics = S
poweradd= 25
anim = 9040
velset = 0

[State 9007, Super Pause]
type = PlaySnd
trigger1 = Time = 0
value = 7005, 0

[State 9007, Super Pause]
type = AssertSpecial
trigger1 = Time >= 0
flag = unguardable

[State 1030, Charge!]
type = VelSet
triggerall = Time > 0
triggerall = Time <= 40
trigger1 = (Time % 4)
x = -9

[State 1030, Charge!]
type = VelSet
trigger1 = Time = 41
x = 0

[State 1030, Charge!]
type = PosSet
trigger1 = Time > 41
x = -160

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 999999999999999, 0                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.type = trip
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
fall = 1
air.fall = 1
guard.sparkno = S999999999999999999
;----------------------------------------------------------------------
;PROTON CANNON
[Statedef 7010]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 7010

[State 7010, Vertical Cannon]
type = ChangeState
trigger1 = Time = 0
trigger1 = (Var(5)%100) < 5
value = 17010

[State 7010, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 7010, PROTONCANNNNNNNNNNON~]
type = Helper
trigger1 = Time = 1
helpertype = Normal
name = "ProtonCannon"
id = (7010)
postype = p1
pos = 0, -50
stateno = 9025
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 7010, Bar]
type = ChangeState
trigger1 = NumHelper(7010) = 0
trigger1 = Time > 1
value = 8010
;---------------------------------------------------------------------------
;Proton Cannon
[Statedef 8010]
type = S
ctrl = 0
velset = 0,0
anim = 8010

[State 7002, I DARE you to hit me!]
type = HitOverride
trigger1 = Stateno = 8010
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 10000

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = RoundState = 3
value = 180

[State 8010, Bonus detection]
type = ChangeState
triggerall = RoundState = 2
trigger1 = Var(57) = 2
trigger2 = Var(57) = 34
trigger3 = Var(57) = 33
value = 10000
;---------------------------------------------------------------------------
;PROTON CANNON
[Statedef 9025]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9051

[State 7010, PROTONCANNNNNNNNNNON~]
type = Helper
trigger1 = Time = 1
helpertype = Normal
name = "BeamEffectFromMegaManX4"
id = (8010)
postype = p1
pos = 80, -1
stateno = 9026
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 7010, PROTONCANNNNNNNNNNON]
type = DestroySelf
trigger1 = NumHelper(8010) = 0
trigger1 = Time > 1
;----------------------------------------------------------------------
;PROTON CANNON
[Statedef 9026]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9052

[State 7005, Sound]
type = PlaySnd
trigger1 = Time = 0
trigger1 = enemy, alive = 1
value = 7010, 0

[State 9012, Bar]
type = SprPriority
trigger1 = Time = 0
value = 5

[State 9012, Bar]
type = AttackMulSet
trigger1 = Parent, Var(59) = 1
value = .5

[State 7010, PROTONCANNNNNNNNNNON]
type = ChangeAnim
trigger1 = Time = 21
value = 9053

[State 7010, PROTONCANNNNNNNNNNON]
type = ChangeAnim
trigger1 = Time = 53
value = 9054

[State 7010, PROTONCANNNNNNNNNNON]
type = DestroySelf
trigger1 = Time = 72

[State 9012, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 4, 1                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
guardsparkno = S999999999999
sparkxy = 0,0
hitsound   = S7010,1
guardsound = 6,0
numhits = 0
;----------------------------------------------------------------------
;PROTON CANNON
[Statedef 17010]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 7010

[State 7010, PROTONCANNNNNNNNNNON~]
type = Helper
trigger1 = Time = 1
helpertype = Normal
name = "ProtonCannon"
id = (7010)
postype = p1
pos = 0, 0
stateno = 19025
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 7010, Bar]
type = ChangeState
trigger1 = NumHelper(7010) = 0
trigger1 = Time > 1
value = 8010
;----------------------------------------------------------------------
;PROTON CANNON
[Statedef 19025]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19051

[State 19025, Rotate]
type = AngleDraw
trigger1 = 1
value = -90

[State 9012, Bar]
type = PosSet
trigger1 = Time = 0
x = enemy, Pos X
y = -220

[State 9012, Bar]
type = VarSet
trigger1 = Parent, Var(59) = 1
v = 59
value = 1

[State 7010, PROTONCANNNNNNNNNNON~]
type = Helper
trigger1 = Time = 1
helpertype = Normal
name = "BeamEffectFromMegaManX4"
id = (8010)
postype = p1
pos = -1, 80
stateno = 19026
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 7010, PROTONCANNNNNNNNNNON]
type = DestroySelf
trigger1 = NumHelper(8010) = 0
trigger1 = Time > 1
;----------------------------------------------------------------------
;PROTON CANNON
[Statedef 19026]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19052

[State 19075, VelSet X]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 19026, Rotate]
type = AngleDraw
trigger1 = 1
value = -90

[State 9012, Bar]
type = SprPriority
trigger1 = Time = 0
value = 5

[State 9012, Bar]
type = AttackMulSet
trigger1 = Parent, Var(59) = 1
value = .5

[State 7010, PROTONCANNNNNNNNNNON]
type = ChangeAnim
trigger1 = Time = 21
value = 19053

[State 7010, PROTONCANNNNNNNNNNON]
type = ChangeAnim
trigger1 = Time = 53
value = 19054

[State 7010, PROTONCANNNNNNNNNNON]
type = DestroySelf
trigger1 = Time = 72

[State 9012, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 7005, Sound]
type = PlaySnd
trigger1 = Time = 0
trigger1 = enemy, alive = 1
value = 7010, 0

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 4, 1                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
guardsparkno = S999999999999
sparkxy = 0,0
hitsound   = S7010,1
guardsound = 6,0
numhits = 0
;----------------------------------------------------------------------
;Shao Mario
[Statedef 7011]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 7011

[State 7007, Shao Luigi]
type = ChangeState
trigger1 = Time = 0
trigger1 = (Var(5)%100) < 5
trigger1 = Var(4) = 0
value = 17011

[State 7007, Shao Luigi]
type = ChangeState
trigger1 = Time = 0
trigger1 = (Var(5)%100) = [5, 9]
trigger1 = Var(4) = 0
value = 20609

[State 7011, Mercy Rule]
type = VarSet
trigger1 = Var(58) = 1
trigger1 = Var(57) != 1
v = 58
value = 2

[State 1013, CallMario]
type = Helper
trigger1 = Time = 0
ID = (7011)
helpertype = normal
name = "ShaoMario"
postype = back
pos = -20, -240
stateno = 9027
ownpal = 1
pausemovetime = 500

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = NumHelper(7011) = 0
value = 8011
;---------------------------------------------------------------------------
;Shao Mario
[Statedef 8011]
type = S
ctrl = 0
velset = 0,0
anim = anim+1000

[State 7002, I DARE you to hit me!]
type = HitOverride
trigger1 = Stateno = 8011
slot = 1
attr = SCA, AA, AP
time = -1
stateno = ifelse(Var(4)=1, 10002, 10000)

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = RoundState = 3
value = 180

[State 8011, Bonus detection]
type = ChangeState
triggerall = RoundState = 2
trigger1 = Var(57) = 2
trigger2 = Var(57) = 34
trigger3 = Var(57) = 33
value = ifelse(Var(4)=1, 10002, 10000)
;---------------------------------------------------------------------------
; Mario
[Statedef 9027]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 9055
velset = 0, 9

[State 9027, BeginMovement]
type = VelSet
trigger1 = Time > 0
x = 6

[State 3008, Quake]
type = EnvShake
trigger1 = Pos Y >= 0
time = 55
freq = 60
ampl = -4
phase = 90

[State 9027, HitGround]
type = ChangeState
trigger1 = Pos Y >= 0
value = 9028
;---------------------------------------------------------------------------
; Mario
[Statedef 9028]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 9056
velset = 0, 0

[State 9007, Super Pause]
type = AssertSpecial
trigger1 = Time >= 0
flag = unguardable

[State 9012, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 9028, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 9012, HitDef]
type = HitDef
trigger1 = Time = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 100, 0                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,0
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.type = trip
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
fall = 1
air.fall = 1
guard.sparkno = S999999999999999999 

[State 9027, HitGround]
type = ChangeState
trigger1 = Time = 6
value = 9029
;---------------------------------------------------------------------------
; Mario
[Statedef 9029]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 9057
velset = 0, -9

[State 9027, BeginMovement]
type = VelSet
trigger1 = Time > 0
x = 6

[State 9027, BeginMovement]
type = VarRandom
trigger1 = Time = 0
v = 32
range = 9

[State 7005, Sound]
type = PlaySnd
trigger1 = Time = 0
trigger1 = enemy, alive = 1
value = 7011, 0+(Parent, Var(5)%15)

[State 7005, Sound]
type = PlaySnd
trigger1 = Time = 0
trigger1 = enemy, alive = 0
value = 7011, 100

[State 9027, BeginMovement]
type = DestroySelf
trigger1 = Pos Y <= -300
;----------------------------------------------------------------------
;Shao Luigi
[Statedef 17011]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 17011

[State 17011, Mercy Rule]
type = VarSet
trigger1 = Var(58) = 1
trigger1 = Var(57) != 1
v = 58
value = 2

[State 17011, Call Luigi]
type = Helper
trigger1 = Time = 0
ID = (7011)
helpertype = normal
name = "Shao Luigi"
postype = back
pos = -20, 10
stateno = 19027
ownpal = 1
pausemovetime = 500

[State 17011, Finished]
type = ChangeState
trigger1 = NumHelper(7011) = 0
value = 8011
;----------------------------------------------------------------------
; Luigi
[Statedef 19027]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 19055
velset = 0, -9

[State 9027, BeginMovement]
type = VelSet
trigger1 = Time > 0
x = 6

[State 3008, Quake]
type = DisplayToClipboard
trigger1 = 1
text = "ScreenPos y: %d"
params = var(1):=floor(ScreenPos Y)

[State 3008, Quake]
type = EnvShake
trigger1 = ScreenPos Y <= 4
time = 55
freq = 60
ampl = -4
phase = 90

[State 9027, HitGround]
type = ChangeState
trigger1 = ScreenPos Y <= 4
value = 19028
;----------------------------------------------------------------------
; Luigi
[Statedef 19028]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 19056
velset = 0, 0

[State 9007, Super Pause]
type = AssertSpecial
trigger1 = Time >= 0
flag = unguardable

[State 9012, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 9012, HitDef]
type = HitDef
trigger1 = Time = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 100, 0                   ;Damage that move inflicts, guard damage
hitflag = A
guardflag = HAL
priority = 3
pausetime = 0,0
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.type = trip
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
fall = 1
air.fall = 1
guard.sparkno = S999999999999999999 

[State 9027, HitGround]
type = ChangeState
trigger1 = Time = 6
value = 19029
;----------------------------------------------------------------------
; Luigi
[Statedef 19029]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 19057
velset = 0, 9

[State 9027, BeginMovement]
type = VelSet
trigger1 = Time > 0
x = 6

[State 9027, BeginMovement]
type = VarRandom
trigger1 = Time = 0
v = 32
range = 9

[State 7005, Sound]
type = PlaySnd
trigger1 = Time = 0
trigger1 = enemy, alive = 1
value = 7011, 0+(Parent, Var(5)%15)

[State 7005, Sound]
type = PlaySnd
trigger1 = Time = 0
trigger1 = enemy, alive = 0
value = 7011, 100

[State 9027, BeginMovement]
type = DestroySelf
trigger1 = Pos Y >= 10
;----------------------------------------------------------------------
;Proto, the hands > YOU
[Statedef 9030]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
velset = 0, 9
anim = 9049

[State 9012, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 20, 10                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,0
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999 

[State 1031, Blowup]
type = ChangeState
trigger1 = MoveContact
value = 9031

[State 1013, ProtoHand 1]
type = Helper
trigger1 = Pos Y >= 300
ID = (7009)
helpertype = normal
name = "ProtoHand2"
postype = P2
pos = 100, -40
stateno = 9032
ownpal = 1
pausemovetime = 500

[State 1031, Blowup]
type = DestroySelf
trigger1 = Pos Y >= 300
;---------------------------------------------------------------------------
;Proto, the hands > YOU
[Statedef 9031]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
velset = 0, 9
anim = 9049

[State 1013, ProtoHand 1]
type = Helper
trigger1 = Pos Y >= 300
ID = (7009)
helpertype = normal
name = "ProtoHand2"
postype = P2
pos = 100, -40
stateno = 9032
ownpal = 1
pausemovetime = 500

[State 1031, Blowup]
type = DestroySelf
trigger1 = Pos Y >= 300
;---------------------------------------------------------------------------
;Proto, the hands > YOU
[Statedef 9032]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9050

[State 9012, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 1030, Charge!]
type = VelSet
triggerall = Time > 0
triggerall = Time <= 100
trigger1 = (Time % 4)
x = -9

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 20, 10                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999 

[State 1031, Blowup]
type = ChangeState
trigger1 = MoveContact
value = 9033

[State 1013, ProtoHand 1]
type = Helper
triggerall = Time > 70
trigger1 = FrontEdgeBodyDist <= -60
ID = (7009)
helpertype = normal
name = "ProtoHand1"
postype = P2
pos = 0, -200
stateno = 9030
ownpal = 1
pausemovetime = 500

[State 7012, DestroySelf]
type = DestroySelf
triggerall = Time > 70
trigger1 = FrontEdgeBodyDist <= -60
;---------------------------------------------------------------------------
; Proto
[Statedef 9033]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 1
anim = 9050

[State 9023, Charge!]
type = VelSet
triggerall = Time > 0
triggerall = Time <= 100
trigger1 = (Time % 4)
x = -9

[State 1013, ProtoHand 1]
type = Helper
triggerall = Time > 70
trigger1 = FrontEdgeBodyDist <= -60
ID = (7009)
helpertype = normal
name = "ProtoHand1"
postype = P2
pos = 0, -200
stateno = 9030
ownpal = 1
pausemovetime = 500

[State 9023, DestroySelf]
type = DestroySelf
triggerall = Time > 70
trigger1 = FrontEdgeBodyDist <= -60
;---------------------------------------------------------------------------
;Proto, the hands > YOU
[Statedef 9034]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
velset = 0, 9
anim = 9049

[State 9012, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 20, 10                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,0
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999 

[State 1031, Blowup]
type = ChangeState
trigger1 = MoveContact
value = 9035

[State 1013, ProtoHand 1]
type = Helper
trigger1 = Pos Y >= 300
ID = (7009)
helpertype = normal
name = "ProtoHand2"
postype = P2
pos = 100, -40
stateno = 9036
ownpal = 1
pausemovetime = 500

[State 1031, Blowup]
type = DestroySelf
trigger1 = Pos Y >= 300
;---------------------------------------------------------------------------
;Proto, the hands > YOU
[Statedef 9035]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
velset = 0, 9
anim = 9049

[State 1013, ProtoHand 1]
type = Helper
trigger1 = Pos Y >= 300
ID = (7009)
helpertype = normal
name = "ProtoHand2"
postype = P2
pos = 100, -40
stateno = 9036
ownpal = 1
pausemovetime = 500

[State 1031, Blowup]
type = DestroySelf
trigger1 = Pos Y >= 300
;Proto, the hands > YOU
;----------------------------------------------------------------------------
;Proto
[Statedef 9036]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9050

[State 9012, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 1030, Charge!]
type = VelSet
triggerall = Time > 0
triggerall = Time <= 100
trigger1 = (Time % 4)
x = -9

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 20, 10                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999 

[State 1031, Blowup]
type = ChangeState
trigger1 = MoveContact
value = 9037

[State 1013, ProtoHand 1]
type = Helper
triggerall = Time > 70
trigger1 = FrontEdgeBodyDist <= -60
ID = (7009)
helpertype = normal
name = "ProtoHand1"
postype = P2
pos = 0, -200
stateno = 9038
ownpal = 1
pausemovetime = 500

[State 7012, DestroySelf]
type = DestroySelf
triggerall = Time > 70
trigger1 = FrontEdgeBodyDist <= -60
;---------------------------------------------------------------------------
; Proto
[Statedef 9037]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 1
anim = 9050

[State 9023, Charge!]
type = VelSet
triggerall = Time > 0
triggerall = Time <= 100
trigger1 = (Time % 4)
x = -9

[State 1013, ProtoHand 1]
type = Helper
triggerall = Time > 70
trigger1 = FrontEdgeBodyDist <= -60
ID = (7009)
helpertype = normal
name = "ProtoHand1"
postype = P2
pos = 0, -200
stateno = 9038
ownpal = 1
pausemovetime = 500

[State 9023, DestroySelf]
type = DestroySelf
triggerall = Time > 70
trigger1 = FrontEdgeBodyDist <= -60
;---------------------------------------------------------------------------
;Proto, the hands > YOU
[Statedef 9038]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
velset = 0, 9
anim = 9049

[State 9012, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 20, 10                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,0
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999 

[State 1031, Blowup]
type = ChangeState
trigger1 = MoveContact
value = 9039

[State 1013, ProtoHand 1]
type = Helper
trigger1 = Pos Y >= 300
ID = (7009)
helpertype = normal
name = "ProtoHand2"
postype = P2
pos = 100, -40
stateno = 9040
ownpal = 1
pausemovetime = 500

[State 1031, Blowup]
type = DestroySelf
trigger1 = Pos Y >= 300
;---------------------------------------------------------------------------
;Proto, the hands > YOU
[Statedef 9039]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
velset = 0, 9
anim = 9049

[State 1013, ProtoHand 1]
type = Helper
trigger1 = Pos Y >= 300
ID = (8009)
helpertype = normal
name = "ProtoHand2"
postype = P2
pos = 100, -40
stateno = 9040
ownpal = 1
pausemovetime = 500

[State 1031, Blowup]
type = DestroySelf
trigger1 = Pos Y >= 300
;Proto, the hands > YOU
;----------------------------------------------------------------------------
;Proto
[Statedef 9040]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9050

[State 9012, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 1030, Charge!]
type = VelSet
triggerall = Time > 0
triggerall = Time <= 100
trigger1 = (Time % 4)
x = -9

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 20, 10                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999 

[State 1031, Blowup]
type = ChangeState
trigger1 = MoveContact
value = 9041

[State 7012, DestroySelf]
type = DestroySelf
triggerall = Time > 70
trigger1 = FrontEdgeBodyDist <= -60
;---------------------------------------------------------------------------
; Proto
[Statedef 9041]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 1
anim = 9050

[State 9023, Charge!]
type = VelSet
triggerall = Time > 0
triggerall = Time <= 100
trigger1 = (Time % 4)
x = -9

[State 9023, DestroySelf]
type = DestroySelf
triggerall = Time > 70
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
; Jealousy 2.0
[Statedef 7012]
type = S
movetype= A
physics = S
poweradd= 25
anim = 7012
ctrl = 0

[State 7012, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 7012, StarMan, lol]
type = Helper
trigger1 = Time = 1
ID = (7012)
helpertype = normal
name = "StarMan"
postype = P1
pos = 60, 0
stateno = 27012
ownpal = 1
pausemovetime = 500

[State 7012, win]
type = ChangeState
trigger1 = Time > 1
trigger1 = NumHelper(7012) = 0
value = 8012
;----------------------------------------------------------------------
; Star Storm
[Statedef 27012]
type = S
movetype= A
physics = S
poweradd= 25
anim = 17012
ctrl = 0

[State 3014, Turn Compensation]
type = ChangeAnim
trigger1 = Time = 9
value = 27012

[State 3014, Turn Compensation]
type = ChangeAnim
trigger1 = Time = 21
value = 37012

[State 3014, Turn Compensation]
type = ChangeAnim
trigger1 = Time = 36
value = 47012

[State 17012, HEY VEGETA]
type = VarSet
trigger1 = Time = 0
v = 48
value = Floor(enemy, power/100) * 10

[State 27012, WHAT? NINE THOUSAND?!]
type = PlaySnd
trigger1 = (enemy, power) > 9000
persistent = 0
value = 20515, 0
volume = 255

[State 9012, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 17012, JealousyFire]
type = Projectile
trigger1 = Time = 25
ProjID = 1000
projanim = 57012
projremove = 0
projremovetime = -1 
velocity = 40,0
attr =S, NA 
damage = Var(48),Floor(Var(48)*.25) 
getpower = 0
givepower = 0,0 
guardflag = MA 
guardsound = S4, 0
pausetime = 0,12 
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240,1
offset = 0,0
postype = p1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
ignorehitpause = 0
persistent = 1

[State 3014, Turn Compensation]
type = DestroySelf
trigger1 = Time = 45
;----------------------------------------------------------------------
; Infinite Vulcan
[Statedef 17012]
type = S
movetype= A
physics = S
poweradd= 25
anim = 7012
ctrl = 0

[State 7012, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 7012, StarMan, lol]
type = Helper
trigger1 = Time = 1
ID = (7012)
helpertype = normal
name = "StarMan"
postype = P1
pos = 60, 0
stateno = 37012
ownpal = 1
pausemovetime = 500

[State 7012, win]
type = ChangeState
trigger1 = Time > 1
trigger1 = NumHelper(7012) = 0
value = 8012
;----------------------------------------------------------------------
; Infinite Vulcan
[Statedef 37012]
type = S
movetype= A
physics = S
poweradd= 25
anim = 17012
ctrl = 0

[State 3014, Turn Compensation]
type = ChangeAnim
trigger1 = Time = 9
value = 27012

[State 3014, Turn Compensation]
type = ChangeAnim
trigger1 = Time = 21
value = 19072

[State 3014, Turn Compensation]
type = ChangeAnim
trigger1 = Time = 225
value = 47012

[State 9012, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 30100, FF Fanfare]
type = PlaySnd
trigger1 = Time > 21
trigger1 = AnimElem = 2
trigger1 = Anim = 19072
value = 30505, 1
volume = 155
channel = 7

[State 17012, Vulcan Shot]
type = Projectile
trigger1 = Time > 21
trigger1 = AnimElem = 2
trigger1 = Anim = 19072
ProjID = 1000
projanim = 57012
projremove = 0
projremovetime = -1 
velocity = 40,0
attr =S, NA 
damage = 5, 1
getpower = 0
givepower = 0,0 
guardflag = MA 
guardsound = S4, 0
pausetime = 0,12 
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240,1
offset = 0,0
postype = p1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
ignorehitpause = 0
persistent = 1

[State 3014, Turn Compensation]
type = DestroySelf
trigger1 = Time = 234
;---------------------------------------------------------------------------
;Star Storm
[Statedef 8012]
type = S
ctrl = 0
velset = 0,0
anim = 8012

[State 8009, I DARE you to hit me!]
type = HitOverride
trigger1 = Stateno = 8012
slot = 1
attr = SCA, AA, AP
time = -1
stateno = ifelse(Var(4)=1, 10002, 10000)

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = RoundState = 3
value = 180

[State 8012, Bonus detection]
type = ChangeState
triggerall = RoundState = 2
trigger1 = Var(57) = 2
trigger2 = Var(57) = 34
trigger3 = Var(57) = 33
value = ifelse(Var(4)=1, 10002, 10000)
;----------------------------------------------------------------------
;Gilgamesh Select
[Statedef 7014]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0

[State 57003, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = Time = 0
trigger1 = (Var(5)%100) < 5
value = 17024

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = Time = 0
value = 20400+(random%4)
;----------------------------------------------------------------------
;Excalipur
[Statedef 20400]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 7014

[State 30100, Anjel]
type = AssertSpecial
trigger1 = Time < 61
flag = nobardisplay

[State 30100, Anjel]
type = Explod
trigger1 = Time = 0
anim = 19349
postype = left
pos = 0, 0
sprpriority = 1
removetime = 60
supermovetime = -1
bindtime = -1
ID = 22007
ontop = 1
ownpal = 1

[State 7004, Coin]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Excalipur"
id = (20410)
postype = P1
pos = 20, -300
stateno = 20410
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 7004, Coin]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Masamune"
id = (20412)
postype = P1
pos = 60, -300
stateno = 20412
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 7004, Coin]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Excalibur"
id = (20414)
postype = P1
pos = 100, -300
stateno = 20414
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 7004, Coin]
type = Helper
trigger1 = NumHelper(20416) = 0
trigger1 = NumHelper(20414) = 0
trigger1 = NumHelper(20412) = 0
trigger1 = NumHelper(20410) = 0
helpertype = Normal
name = "Gilgamesh"
id = (20416)
postype = Back
pos = 20, 0
stateno = 20416
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = NumHelper(20414) = 0
trigger1 = NumHelper(20412) = 0
trigger1 = NumHelper(20410) = 0
value = 8004
;----------------------------------------------------------------------
;Excalipur: Excalipur
[Statedef 20410]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19063
velset = 0, 9
sprpriority = 4

[State 1031, BeginMovement]
type = ChangeState
trigger1 = Pos Y >= 0
value = 20411
;----------------------------------------------------------------------
;Excalipur: Excalipur
[Statedef 20411]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19064
velset = 0, 0

[State 8003, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeAnim
trigger1 = Time = 20
value = 19065

[State 1006, Flash Stopper, Flash]
type = BgPalFX
trigger1 = Time = 59
time = 2
add = 256, 256, 256

[State 0, 4] ;A Winner is Slot Machine!
type = DestroySelf
trigger1 = Time = 60
;----------------------------------------------------------------------
;Masamune: Excalipur
[Statedef 20412]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19066
velset = 0, 9
sprpriority = 4

[State 1031, BeginMovement]
type = ChangeState
trigger1 = Pos Y >= 0
value = 20413
;----------------------------------------------------------------------
;Masamune: Excalipur
[Statedef 20413]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19067
velset = 0, 0

[State 8003, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 0, 4] ;A Winner is Slot Machine!
type = DestroySelf
trigger1 = Time = 60
;----------------------------------------------------------------------
;Excalibur: Excalipur
[Statedef 20414]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19060
velset = 0, 9
sprpriority = 4

[State 1031, BeginMovement]
type = ChangeState
trigger1 = Pos Y >= 0
value = 20415
;----------------------------------------------------------------------
;Excalibur: Excalipur
[Statedef 20415]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19061
velset = 0, 0

[State 8003, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 0, 4] ;A Winner is Slot Machine!
type = DestroySelf
trigger1 = Time = 60
;----------------------------------------------------------------------
;Gilgamesh: Excalipur
[Statedef 20416]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19058
velset = 0, 0
sprpriority = 4

[State 8003, PosSet]
type = VelSet
trigger1 = time > 39
x = 10

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 39
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 1, 1                   ;Damage that move inflicts, guard
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S19059
sparkxy = 0,0
hitsound   = S999,0
guardsound = S999,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S19059

[State 7012, DestroySelf]
type = DestroySelf
triggerall = Time > 70
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
;Masamune
[Statedef 20401]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 7014

[State 30100, Anjel]
type = AssertSpecial
trigger1 = Time < 61
flag = nobardisplay

[State 30100, Anjel]
type = Explod
trigger1 = Time = 0
anim = 19348
postype = left
pos = 0, 0
sprpriority = 1
removetime = 60
supermovetime = -1
bindtime = -1
ID = 22007
ontop = 1
ownpal = 1

[State 7004, Coin]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Excalipur"
id = (20420)
postype = P1
pos = 20, -300
stateno = 20420
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 7004, Coin]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Masamune"
id = (20422)
postype = P1
pos = 60, -300
stateno = 20422
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 7004, Coin]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Excalibur"
id = (20414)
postype = P1
pos = 100, -300
stateno = 20414
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 7004, Coin]
type = Helper
trigger1 = NumHelper(20426) = 0
trigger1 = NumHelper(20414) = 0
trigger1 = NumHelper(20422) = 0
trigger1 = NumHelper(20420) = 0
helpertype = Normal
name = "Gilgamesh"
id = (20416)
postype = Back
pos = 20, 0
stateno = 20426
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = NumHelper(20414) = 0
trigger1 = NumHelper(20422) = 0
trigger1 = NumHelper(20420) = 0
value = 8004
;----------------------------------------------------------------------
;Excalipur: Excalipur
[Statedef 20420]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19063
velset = 0, 9
sprpriority = 4

[State 1031, BeginMovement]
type = ChangeState
trigger1 = Pos Y >= 0
value = 20421
;----------------------------------------------------------------------
;Excalipur: Excalipur
[Statedef 20421]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19064
velset = 0, 0

[State 8003, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 0, 4] ;A Winner is Slot Machine!
type = DestroySelf
trigger1 = Time = 60
;----------------------------------------------------------------------
;Masamune: Excalipur
[Statedef 20422]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19066
velset = 0, 9
sprpriority = 4

[State 1031, BeginMovement]
type = ChangeState
trigger1 = Pos Y >= 0
value = 20423
;----------------------------------------------------------------------
;Masamune: Excalipur
[Statedef 20423]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19067
velset = 0, 0

[State 8003, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeAnim
trigger1 = Time = 20
value = 19068

[State 1006, Flash Stopper, Flash]
type = BgPalFX
trigger1 = Time = 59
time = 2
add = 256, 256, 256

[State 0, 4] ;A Winner is Slot Machine!
type = DestroySelf
trigger1 = Time = 60
;----------------------------------------------------------------------
;Gilgamesh: Excalipur
[Statedef 20426]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19058
velset = 0, 0
sprpriority = 4

[State 8003, PosSet]
type = VelSet
trigger1 = time > 10
x = 20

[State 9012, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 10
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 50, 40                   ;Damage that move inflicts, guard
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S19059
sparkxy = 0,0
hitsound   = S999,0
guardsound = S999,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S19059

[State 7012, DestroySelf]
type = DestroySelf
triggerall = Time > 70
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
;Excalibur
[Statedef 20402]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 7014

[State 30100, Anjel]
type = AssertSpecial
trigger1 = Time < 61
flag = nobardisplay

[State 30100, Anjel]
type = Explod
trigger1 = Time = 0
anim = 19347
postype = left
pos = 0, 0
sprpriority = 1
removetime = 60
supermovetime = -1
bindtime = -1
ID = 22007
ontop = 1
ownpal = 1

[State 7004, Coin]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Excalipur"
id = (20420)
postype = P1
pos = 20, -300
stateno = 20420
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 7004, Coin]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Masamune"
id = (20412)
postype = P1
pos = 60, -300
stateno = 20412
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 7004, Coin]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Excalibur"
id = (20424)
postype = P1
pos = 100, -300
stateno = 20424
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 7004, Coin]
type = Helper
trigger1 = NumHelper(20416) = 0
trigger1 = NumHelper(20424) = 0
trigger1 = NumHelper(20412) = 0
trigger1 = NumHelper(20420) = 0
helpertype = Normal
name = "Gilgamesh"
id = (20436)
postype = Back
pos = 20, 0
stateno = 20436
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = NumHelper(20424) = 0
trigger1 = NumHelper(20412) = 0
trigger1 = NumHelper(20420) = 0
value = 8004
;----------------------------------------------------------------------
;Excalibur: Excalipur
[Statedef 20424]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19060
velset = 0, 9
sprpriority = 4

[State 1031, BeginMovement]
type = ChangeState
trigger1 = Pos Y >= 0
value = 20425
;----------------------------------------------------------------------
;Excalibur: Excalipur
[Statedef 20425]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19061
velset = 0, 0

[State 8003, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeAnim
trigger1 = Time = 20
value = 19062

[State 1006, Flash Stopper, Flash]
type = BgPalFX
trigger1 = Time = 59
time = 2
add = 256, 256, 256

[State 0, 4] ;A Winner is Slot Machine!
type = DestroySelf
trigger1 = Time = 60
;----------------------------------------------------------------------
;Gilgamesh: Excalipur
[Statedef 20436]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19058
velset = 0, 0
sprpriority = 4

[State 8003, PosSet]
type = VelSet
trigger1 = time > 10
x = 8

[State 9012, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 10
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 200, 60                   ;Damage that move inflicts, guard
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S19059
sparkxy = 0,0
hitsound   = S999,0
guardsound = S999,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S19059

[State 7012, DestroySelf]
type = DestroySelf
triggerall = Time > 70
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
;Gilgamesh: Excalipur
[Statedef 20446]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19058
velset = 0, 0
sprpriority = 4

[State 8003, PosSet]
type = VelSet
trigger1 = time > 10
x = 8

[State 9012, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 10
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 200, 60                   ;Damage that move inflicts, guard
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S19059
sparkxy = 0,0
hitsound   = S999,0
guardsound = S999,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S19059

[State 7004, Coin]
type = Helper
triggerall = NumHelper(20437) = 0
triggerall = Time > 20
trigger1 = FrontEdgeBodyDist <= -60
helpertype = Normal
name = "Enkidu"
id = (20437)
postype = Back
pos = 20, 0
stateno = 20437
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 7012, DestroySelf]
type = DestroySelf
triggerall = Time > 70
triggerall = NumHelper(20437) = 1
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
;Enkidu
[Statedef 20403]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 17014

[State 30100, Anjel]
type = AssertSpecial
trigger1 = Time < 61
flag = nobardisplay

[State 30100, Anjel]
type = Explod
trigger1 = Time = 0
anim = 19346
postype = left
pos = 0, 0
sprpriority = 1
removetime = 60
supermovetime = -1
bindtime = -1
ID = 22007
ontop = 1
ownpal = 1

[State 7004, Coin]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Excalipur"
id = (20410)
postype = P1
pos = 20, -300
stateno = 20410
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 7004, Coin]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Masamune"
id = (20422)
postype = P1
pos = 60, -300
stateno = 20422
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 7004, Coin]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Excalibur"
id = (20424)
postype = P1
pos = 100, -300
stateno = 20424
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 7004, Coin]
type = Helper
trigger1 = NumHelper(20436) = 0
trigger1 = NumHelper(20424) = 0
trigger1 = NumHelper(20422) = 0
trigger1 = NumHelper(20410) = 0
helpertype = Normal
name = "Gilgamesh"
id = (20446)
postype = Back
pos = 20, 0
stateno = 20446
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = NumHelper(20424) = 0
trigger1 = NumHelper(20422) = 0
trigger1 = NumHelper(20410) = 0
value = 8004
;----------------------------------------------------------------------
;Gilgamesh: Enkidu
[Statedef 20437]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19069
velset = 0, 0
sprpriority = 4

[State 1006, Flash Stopper, Flash]
type = BgPalFX
trigger1 = Time = 0
time = 2
add = 256, 256, 256

[State 30101, IN HELL!]
type = PlaySnd
trigger1 = Time = 0
value = 20310, 0
volume = 255
channel = 0

[State 7004, Coin]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Tornado"
id = (20438)
postype = P1
pos = 20, 0
stateno = 20438
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 7004, Coin]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Tornado"
id = (20438)
postype = P1
pos = 20, -70
stateno = 20438
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 7004, Coin]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Tornado"
id = (20438)
postype = P1
pos = 40, -35
stateno = 20438
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 7004, Coin]
type = VelSet
trigger1 = NumHelper(20438) = 0
x = 6
y = -6

[State 9012, Go to Part Dos]
type = DestroySelf
trigger1 = ScreenPos Y < 0
trigger1 = NumHelper(20438) = 0
;----------------------------------------------------------------------
;Tornado
[Statedef 20438]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 19070
velset = 6, 0
sprpriority = 4

[State 9012, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 9012, HitDef]
type = HitDef
trigger1 = 1
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 67, 20                   ;Damage that move inflicts, guard
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S9999999
sparkxy = 0,0
hitsound   = S999,0
guardsound = S999,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S9999999

[State 7012, DestroySelf]
type = DestroySelf
triggerall = Time > 70
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
; Team Anchus, another rejected project, might finish it some day...
[Statedef 17021]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 0
anim = 17021

[State 1013, ProtoHand 1]
type = Helper
trigger1 = Time = 0
ID = (7014)
helpertype = normal
name = "Herclious"
postype = Front
pos = 0, -60
stateno = 9042
ownpal = 1
pausemovetime = 500

[State 1013, ProtoHand 1]
type = Helper
trigger1 = Time = 0
ID = (7014)
helpertype = normal
name = "Kuwagust"
postype = Back
pos = 0, -20
stateno = 9044
ownpal = 1
pausemovetime = 500

[State 1013, ProtoHand 1]
type = VarSet
trigger1 = NumHelper(7014) = 0
trigger1 = NumHelper(8014) = 0
v = 32
value = 21

[State 1013, ProtoHand 1]
type = Helper
trigger1 = Var(32) = 21
ID = (8014)
helpertype = normal
name = "Herclious"
postype = Back
pos = 0, -60
stateno = 9046
ownpal = 1

[State 1013, ProtoHand 1]
type = Helper
trigger1 = Var(32) = 21
ID = (8014)
helpertype = normal
name = "Kuwagust"
postype = Front
pos = 0, -20
stateno = 9048
ownpal = 1

[State 1013, ProtoHand 1]
type = VarSet
trigger1 = NumHelper(8014) = 2
v = 32
value = 22

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = Var(32) = 22
value = 8014
;---------------------------------------------------------------------------
;Team Anchus
[Statedef 8014]
type = S
ctrl = 0
velset = 0,0
anim = 18021

[State 1013, ProtoHand 1]
type = VarSet
trigger1 = 1
v = 32
value = 0

[State 8009, I DARE you to hit me!]
type = HitOverride
trigger1 = Stateno = 8014
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 10000

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = RoundState = 3
value = 180

[State 8014, Bonus detection]
type = ChangeState
triggerall = RoundState = 2
trigger1 = Var(57) = 2
trigger2 = Var(57) = 34
trigger3 = Var(57) = 33
value = 10000
;----------------------------------------------------------------------
;Atomos
[Statedef 17024]
type = S
ctrl = 0
velset = 0,0
anim = 17024

[State 30502, WARNING]
type = ChangeState
trigger1 = Time = 0
trigger1 = Var(53) = 1
value = 20403

[State 30502, WARNING]
type = Explod
trigger1 = time = 0
ID = 17124
anim = 17124
postype = Left
ontop = 1
pos = 0, 0
removetime = -1
bindtime = -1
ownpal = 1

[State 1006, Flash Stopper, Flash]
type = BgPalFX
trigger1 = Time = 99
time = 2
add = 256, 256, 256

[State 7015, Coin]
type = Helper
trigger1 = Time = 100
helpertype = Normal
name = "Atomos"
id = (19024)
postype = p1
pos = 50, 0
stateno = 19024
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = NumHelper(19024) = 0
trigger1 = Time > 100
value = 8000
;----------------------------------------------------------------------
;Atomos
[Statedef 19024]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
anim = 19024

[State 800, 1]
type = HitDef
trigger1 = 1
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 119024    
p2stateno = 219024
guard.dist = 0
fall = 1

[State 1006, Flash Stopper, Flash]
type = BgPalFX
trigger1 = Time = 69
time = 2
add = 256, 256, 256

[State 1006, Flash Stopper, Flash]
type = DestroySelf
trigger1 = Time = 70
;----------------------------------------------------------------------
;Atomos
[Statedef 119024]
type = S
ctrl = 0
velset = 0,0
anim = 19024

[State 119024, Flip]
type = TargetFacing
trigger1 = Facing = target, Facing
value = -1*(target, Facing)

[State 119024, Enemy Position]
type = VarSet
trigger1 = Time = 0
v = 59
value = Ceil(P2Dist X)

[State 119024, Warp]
type = TargetState
triggerall = target, Stateno = 219024
triggerall = Time > 0
trigger1 = target, Facing = 1
trigger1 = (Pos X - target, Pos X) < -10
trigger2 = target, Facing = -1
trigger2 = (Pos X - target, Pos X) > -10
value = 319024

[State 119024, OHKO]
type = TargetLifeAdd
trigger1 = target, Stateno = 319024
trigger1 = target, Time = 0
value = (target, LifeMax)*-2

[State 119024, Bind]
type = TargetBind
trigger1 = target, Stateno = 319024
trigger1 = target, Time = 0
pos = Var(59), -300

[State 1006, Flash Stopper, Flash]
type = BgPalFX
trigger1 = target, Stateno = 319024
trigger1 = target, Time = 1
time = 2
add = 256, 256, 256

[State 119024, DestroySelf]
type = DestroySelf
trigger1 = target, Stateno = 319024
trigger1 = target, Time = 1
;----------------------------------------------------------------------
[Statedef 219024]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 1
velset = 0, 0

[State 820, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 5010

[State 820, 1]
type = VelSet
trigger1 = 1
x = 7.5
;----------------------------------------------------------------------
[Statedef 319024]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 1
velset = 0, 0

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Time = 2
value = 5050
;----------------------------------------------------------------------
;Herclious 1
[Statedef 9042]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9060

[State 9012, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 1030, Charge!]
type = VelSet
triggerall = Time > 0
triggerall = Time <= 100
trigger1 = (Time % 4)
x = -9

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 50, 10                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999 

[State 7012, DestroySelf]
type = DestroySelf
triggerall = Time > 70
trigger1 = BackEdgeBodyDist <= -60
;----------------------------------------------------------------------------
;Kuwagust 1
[Statedef 9044]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9059

[State 9012, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 1030, Charge!]
type = VelSet
triggerall = Time > 0
triggerall = Time <= 100
trigger1 = (Time % 4)
x = 9

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 50, 10                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999 

[State 7012, DestroySelf]
type = DestroySelf
triggerall = Time > 70
trigger1 = FrontEdgeBodyDist <= -55
trigger2 = BackEdgeBodyDist <= 55
;----------------------------------------------------------------------------
;Herclious 3
[Statedef 9046]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9067

[State 9012, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 1030, Charge!]
type = VelSet
triggerall = Time > 0
triggerall = Time <= 100
trigger1 = (Time % 4)
x = 9

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 50, 10                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999 

[State 1031, Blowup]
type = ChangeState
trigger1 = MoveContact
value = 9047

[State 7012, DestroySelf]
type = DestroySelf
triggerall = Time > 70
trigger1 = FrontEdgeBodyDist <= -55
trigger2 = BackEdgeBodyDist <= 55
;---------------------------------------------------------------------------
; Herclious 4
[Statedef 9047]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 1
anim = 9067

[State 9023, Charge!]
type = VelSet
triggerall = Time > 0
triggerall = Time <= 100
trigger1 = (Time % 4)
x = 9

[State 9023, DestroySelf]
type = DestroySelf
triggerall = Time > 70
trigger1 = FrontEdgeBodyDist <= -55
trigger2 = BackEdgeBodyDist <= 55
------------------------------------------------------------------------------
;Kuwagust 3
[Statedef 9048]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9066

[State 9012, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 1030, Charge!]
type = VelSet
triggerall = Time > 0
triggerall = Time <= 100
trigger1 = (Time % 4)
x = -9

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 50, 10                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999 

[State 1031, Blowup]
type = ChangeState
trigger1 = MoveContact
value = 9049

[State 7012, DestroySelf]
type = DestroySelf
triggerall = Time > 70
trigger1 = FrontEdgeBodyDist <= -55
trigger2 = BackEdgeBodyDist <= 55
;---------------------------------------------------------------------------
; Kuwagust 4
[Statedef 9049]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 1
anim = 9066

[State 9023, Charge!]
type = VelSet
triggerall = Time > 0
triggerall = Time <= 100
trigger1 = (Time % 4)
x = -9

[State 9023, DestroySelf]
type = DestroySelf
triggerall = Time > 70
trigger1 = FrontEdgeBodyDist <= -55
trigger2 = BackEdgeBodyDist <= 55
;----------------------------------------------------------------------
; 3 Card Monte
[Statedef 7006]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 0

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = Var(49) = 1
value = 7003

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = Var(4) = 0
trigger1 = Var(49) = 2
trigger1 = Time = 0
trigger1 = (Var(5)%100) < 5
value = 20509

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = Time = 0
value = 20500+(random%3)
;----------------------------------------------------------------------
; 3 Card Monte
[Statedef 20500]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 0
anim = 7006

[State 8003, Win detection]
type = ChangeState
trigger1 = RoundState = 3
value = 180

[State 1013, Inarabitta]
type = Helper
trigger1 = Time = 0
ID = (20501)
helpertype = normal
name = "Left Card"
postype = Back
pos = 35, 0
stateno = 20503
ownpal = 1
pausemovetime = 500
size.xscale = 0.75
size.yscale = 0.75

[State 1013, Inarabitta]
type = Helper
trigger1 = Time = 0
ID = (20502)
helpertype = normal
name = "Left Card"
postype = Back
pos = 160, 0
stateno = 20505
ownpal = 1
pausemovetime = 500
size.xscale = 0.75
size.yscale = 0.75

[State 1013, Inarabitta]
type = Helper
trigger1 = Time = 0
ID = (20503)
helpertype = normal
name = "Left Card"
postype = Back
pos = 285, 0
stateno = 20503
ownpal = 1
pausemovetime = 500
size.xscale = 0.75
size.yscale = 0.75

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = Helper(20501), Stateno = 20504
trigger2 = Helper(20502), Stateno = 20506
trigger3 = Helper(20503), Stateno = 20504
value = 20508
;----------------------------------------------------------------------
; 3 Card Monte
[Statedef 20501]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 0
anim = 7006

[State 8003, Win detection]
type = ChangeState
trigger1 = RoundState = 3
value = 180

[State 1013, Inarabitta]
type = Helper
trigger1 = Time = 0
ID = (20501)
helpertype = normal
name = "Left Card"
postype = Back
pos = 160, 0
stateno = 20503
ownpal = 1
pausemovetime = 500
size.xscale = 0.75
size.yscale = 0.75

[State 1013, Inarabitta]
type = Helper
trigger1 = Time = 0
ID = (20502)
helpertype = normal
name = "Left Card"
postype = Back
pos = 35, 0
stateno = 20505
ownpal = 1
pausemovetime = 500
size.xscale = 0.75
size.yscale = 0.75

[State 1013, Inarabitta]
type = Helper
trigger1 = Time = 0
ID = (20503)
helpertype = normal
name = "Left Card"
postype = Back
pos = 285, 0
stateno = 20503
ownpal = 1
pausemovetime = 500
size.xscale = 0.75
size.yscale = 0.75

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = Helper(20501), Stateno = 20504
trigger2 = Helper(20502), Stateno = 20506
trigger3 = Helper(20503), Stateno = 20504
value = 20508
;----------------------------------------------------------------------
; 3 Card Monte
[Statedef 20502]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 0
anim = 7006

[State 8003, Win detection]
type = ChangeState
trigger1 = RoundState = 3
value = 180

[State 1013, Inarabitta]
type = Helper
trigger1 = Time = 0
ID = (20501)
helpertype = normal
name = "Left Card"
postype = Back
pos = 160, 0
stateno = 20503
ownpal = 1
pausemovetime = 500
size.xscale = 0.75
size.yscale = 0.75

[State 1013, Inarabitta]
type = Helper
trigger1 = Time = 0
ID = (20502)
helpertype = normal
name = "Left Card"
postype = Back
pos = 285, 0
stateno = 20505
ownpal = 1
pausemovetime = 500
size.xscale = 0.75
size.yscale = 0.75

[State 1013, Inarabitta]
type = Helper
trigger1 = Time = 0
ID = (20503)
helpertype = normal
name = "Left Card"
postype = Back
pos = 35, 0
stateno = 20503
ownpal = 1
pausemovetime = 500
size.xscale = 0.75
size.yscale = 0.75

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = Helper(20501), Stateno = 20504
trigger2 = Helper(20502), Stateno = 20506
trigger3 = Helper(20503), Stateno = 20504
value = 20508
;----------------------------------------------------------------------
; Normal Card
[Statedef 20503]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 0
anim = 19073
sprpriority = 7

[State 0, 4] ;A Winner is Slot Machine!
type = VarSet
trigger1 = Time = 0
v = 59
value = Pos X

[State 0, 4] ;A Winner is Slot Machine!
type = PosSet
trigger1 = 1
x = Var(59)

[State 0, 4] ;A Winner is Slot Machine!
type = Turn
trigger1 = Facing = -1

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = Parent, Stateno != [20500, 20502]
value = 21507

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State 8009, I DARE you to hit me!]
type = HitOverride
trigger1 = Stateno = 20503
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 20504
;----------------------------------------------------------------------
; Normal Card
[Statedef 20504]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 0
anim = 19074

[State 30100, FF Fanfare]
type = PlaySnd
trigger1 = Time = 0
value = 10000, 0
volume = 255

[State 9023, DestroySelf]
type = DestroySelf
trigger1 = Time = 80
;----------------------------------------------------------------------
; Normal Card
[Statedef 20505]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 0
anim = 19073
sprpriority = 7

[State 0, 4] ;A Winner is Slot Machine!
type = VarSet
trigger1 = Time = 0
v = 59
value = Pos X

[State 0, 4] ;A Winner is Slot Machine!
type = PosSet
trigger1 = 1
x = Var(59)

[State 0, 4] ;A Winner is Slot Machine!
type = Turn
trigger1 = Facing = -1

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = Parent, Stateno != [20500, 20502]
value = 20507

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = Time = 240
value = 20506

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State 8009, I DARE you to hit me!]
type = HitOverride
trigger1 = Stateno = 20505
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 20506
;----------------------------------------------------------------------
; Normal Card
[Statedef 20506]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 0
anim = 19075

[State 30100, FF Fanfare]
type = PlaySnd
trigger1 = Time = 0
value = 10000, 1
volume = 255

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Time >= 0
flag = unguardable

[State 9012, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 3005, HitDef]
type = HitDef
trigger1 = !MoveHit
attr = S, HA                    ;Attribute: Standing, Normal Attack
animtype = Heavy
damage = 50, 50
hitflag = MAF
guardflag = L
priority = 3
pausetime = 0,0
sparkno = S90000
sparkxy = 0,0
fall.damage = 0
air.fall = 0
numhits = 0

[State 9023, DestroySelf]
type = DestroySelf
trigger1 = Time > 80
trigger1 = MoveHit
;----------------------------------------------------------------------
; Normal Card
[Statedef 20507]
type = S
movetype= A
physics = S
ctrl = 0
anim = 19075

[State 9023, DestroySelf]
type = DestroySelf
trigger1 = Time = 80
;----------------------------------------------------------------------
; Normal Card
[Statedef 21507]
type = S
movetype= A
physics = S
ctrl = 0
anim = 19074

[State 9023, DestroySelf]
type = DestroySelf
trigger1 = Time = 80
;----------------------------------------------------------------------
; 3 Card Monte
[Statedef 20508]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 0
anim = 8006

[State 30100, FF Fanfare]
type = PlaySnd
trigger1 = Time = 0
trigger1 = PrevStateno = 20509
value = 10000, 3
volume = 255

[State 8009, I DARE you to hit me!]
type = HitOverride
trigger1 = Stateno = 20508
slot = 1
attr = SCA, AA, AP
time = -1
stateno = ifelse(Var(4)=1, 10002, 10000)

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State 8003, Win detection]
type = ChangeState
trigger1 = RoundState = 3
value = 180

[State 8003, Bonus detection]
type = ChangeState
triggerall = RoundState = 2
trigger1 = Var(57) = 2
trigger2 = Var(57) = 34
trigger3 = Var(57) = 33
value = ifelse(Var(4)=1, 10002, 10000)
;----------------------------------------------------------------------
; 3 Card Monte
[Statedef 20509]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 0
anim = 7006

[State 8003, Win detection]
type = ChangeState
trigger1 = RoundState = 3
value = 180

[State 1013, Inarabitta]
type = Helper
trigger1 = Time = 0
ID = (20501)
helpertype = normal
name = "Left Card"
postype = Back
pos = 0, 0
stateno = 20510+(random%6)
ownpal = 1
pausemovetime = 500
size.xscale = 0.75
size.yscale = 0.75

[State 1013, Inarabitta]
type = Helper
trigger1 = Time = 0
ID = (20502)
helpertype = normal
name = "Left Card"
postype = Back
pos = 160, 0
stateno = 20510+(random%6)
ownpal = 1
pausemovetime = 500
size.xscale = 0.75
size.yscale = 0.75

[State 1013, Inarabitta]
type = Helper
trigger1 = Time = 0
ID = (20503)
helpertype = normal
name = "Left Card"
postype = Back
pos = 320, 0
stateno = 20510+(random%6)
ownpal = 1
pausemovetime = 500
size.xscale = 0.75
size.yscale = 0.75

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = Helper(20501), Stateno = [20516, 20522]
trigger2 = Helper(20502), Stateno = [20516, 20522]
trigger3 = Helper(20503), Stateno = [20516, 20522]
value = 20508
;----------------------------------------------------------------------
; 10 %
[Statedef 20510]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 0
anim = 19073
sprpriority = 7

[State 0, 4] ;A Winner is Slot Machine!
type = VarSet
trigger1 = Time = 0
v = 59
value = Pos X

[State 0, 4] ;A Winner is Slot Machine!
type = PosSet
trigger1 = 1
x = Var(59)

[State 0, 4] ;A Winner is Slot Machine!
type = Turn
trigger1 = Facing = -1

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = Parent, Stateno != 20509
value = 20516

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = Time = 240
value = 20517

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State 8009, I DARE you to hit me!]
type = HitOverride
trigger1 = Stateno = 20510
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 20517
;----------------------------------------------------------------------
; 25 %
[Statedef 20511]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 0
anim = 19073
sprpriority = 7

[State 0, 4] ;A Winner is Slot Machine!
type = VarSet
trigger1 = Time = 0
v = 59
value = Pos X

[State 0, 4] ;A Winner is Slot Machine!
type = PosSet
trigger1 = 1
x = Var(59)

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State 0, 4] ;A Winner is Slot Machine!
type = Turn
trigger1 = Facing = -1

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = Parent, Stateno != 20509
value = 20516

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = Time = 240
value = 20518

[State 8009, I DARE you to hit me!]
type = HitOverride
trigger1 = Stateno = 20511
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 20518
;----------------------------------------------------------------------
; 50 %
[Statedef 20512]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 0
anim = 19073
sprpriority = 7

[State 0, 4] ;A Winner is Slot Machine!
type = VarSet
trigger1 = Time = 0
v = 59
value = Pos X

[State 0, 4] ;A Winner is Slot Machine!
type = PosSet
trigger1 = 1
x = Var(59)

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State 0, 4] ;A Winner is Slot Machine!
type = Turn
trigger1 = Facing = -1

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = Parent, Stateno != 20509
value = 20516

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = Time = 240
value = 20519

[State 8009, I DARE you to hit me!]
type = HitOverride
trigger1 = Stateno = 20512
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 20519
;----------------------------------------------------------------------
; 75 %
[Statedef 20513]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 0
anim = 19073
sprpriority = 7

[State 0, 4] ;A Winner is Slot Machine!
type = VarSet
trigger1 = Time = 0
v = 59
value = Pos X

[State 0, 4] ;A Winner is Slot Machine!
type = PosSet
trigger1 = 1
x = Var(59)

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State 0, 4] ;A Winner is Slot Machine!
type = Turn
trigger1 = Facing = -1

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = Parent, Stateno != 20509
value = 20516

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = Time = 240
value = 20520

[State 8009, I DARE you to hit me!]
type = HitOverride
trigger1 = Stateno = 20513
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 20520
;----------------------------------------------------------------------
; ?
[Statedef 20514]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 0
anim = 19073
sprpriority = 7

[State 0, 4] ;A Winner is Slot Machine!
type = VarSet
trigger1 = Time = 0
v = 59
value = Pos X

[State 0, 4] ;A Winner is Slot Machine!
type = PosSet
trigger1 = 1
x = Var(59)

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State 0, 4] ;A Winner is Slot Machine!
type = Turn
trigger1 = Facing = -1

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = Parent, Stateno != 20509
value = 20516

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = Time = 240
value = 20521

[State 8009, I DARE you to hit me!]
type = HitOverride
trigger1 = Stateno = 20514
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 20521
;----------------------------------------------------------------------
; 9001
[Statedef 20515]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 0
anim = 19073
sprpriority = 7

[State 0, 4] ;A Winner is Slot Machine!
type = VarSet
trigger1 = Time = 0
v = 59
value = Pos X

[State 0, 4] ;A Winner is Slot Machine!
type = PosSet
trigger1 = 1
x = Var(59)

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State 0, 4] ;A Winner is Slot Machine!
type = Turn
trigger1 = Facing = -1

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = Parent, Stateno != 20509
value = 20516

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = Time = 240
value = 20522

[State 8009, I DARE you to hit me!]
type = HitOverride
trigger1 = Stateno = 20515
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 20522
;----------------------------------------------------------------------
; Normal Card
[Statedef 20516]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 0
anim = PrevStateno - 1434

[State 9023, DestroySelf]
type = DestroySelf
trigger1 = Time = 80
;----------------------------------------------------------------------
; 10 %
[Statedef 20517]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 0
anim = 19076

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Time >= 0
flag = unguardable

[State 3005, HitDef]
type = HitDef
trigger1 = !MoveHit
attr = S, HA                    ;Attribute: Standing, Normal Attack
animtype = Heavy
damage = Ceil((enemy, LifeMax)*.1), Ceil((enemy, LifeMax)*.1)
hitflag = MAF
guardflag = L
priority = 3
pausetime = 0,0
sparkno = S90000
sparkxy = 0,0
fall.damage = 0
air.fall = 0
numhits = 0

[State 9023, DestroySelf]
type = DestroySelf
trigger1 = Time > 80
trigger1 = MoveHit
;----------------------------------------------------------------------
; 25 %
[Statedef 20518]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 0
anim = 19077

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Time >= 0
flag = unguardable

[State 3005, HitDef]
type = HitDef
trigger1 = !MoveHit
attr = S, HA                    ;Attribute: Standing, Normal Attack
animtype = Heavy
damage = Ceil((enemy, LifeMax)*.25), Ceil((enemy, LifeMax)*.25)
hitflag = MAF
guardflag = L
priority = 3
pausetime = 0,0
sparkno = S90000
sparkxy = 0,0
fall.damage = 0
air.fall = 0
numhits = 0

[State 9023, DestroySelf]
type = DestroySelf
trigger1 = Time > 80
trigger1 = MoveHit
;----------------------------------------------------------------------
; 50 %
[Statedef 20519]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 0
anim = 19078

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Time >= 0
flag = unguardable

[State 3005, HitDef]
type = HitDef
trigger1 = !MoveHit
attr = S, HA                    ;Attribute: Standing, Normal Attack
animtype = Heavy
damage = Ceil((enemy, LifeMax)*.5), Ceil((enemy, LifeMax)*.5)
hitflag = MAF
guardflag = L
priority = 3
pausetime = 0,0
sparkno = S90000
sparkxy = 0,0
fall.damage = 0
air.fall = 0
numhits = 0

[State 9023, DestroySelf]
type = DestroySelf
trigger1 = Time > 80
trigger1 = MoveHit
;----------------------------------------------------------------------
; 75 %
[Statedef 20520]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 0
anim = 19079

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Time >= 0
flag = unguardable

[State 3005, HitDef]
type = HitDef
trigger1 = !MoveHit
attr = S, HA                    ;Attribute: Standing, Normal Attack
animtype = Heavy
damage = Ceil((enemy, LifeMax)*.75), Ceil((enemy, LifeMax)*.75)
hitflag = MAF
guardflag = L
priority = 3
pausetime = 0,0
sparkno = S90000
sparkxy = 0,0
fall.damage = 0
air.fall = 0
numhits = 0

[State 9023, DestroySelf]
type = DestroySelf
trigger1 = Time > 80
trigger1 = MoveHit
;----------------------------------------------------------------------
; ? %
[Statedef 20521]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 0
anim = 19080

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Time >= 0
flag = unguardable

[State 3005, HitDef]
type = HitDef
trigger1 = !MoveHit
attr = S, HA                    ;Attribute: Standing, Normal Attack
animtype = Heavy
damage = Ceil((enemy, LifeMax)*.777), Ceil((enemy, LifeMax)*.777)
hitflag = MAF
guardflag = L
priority = 3
pausetime = 0,0
sparkno = S90000
sparkxy = 0,0
fall.damage = 0
air.fall = 0
numhits = 0

[State 9023, DestroySelf]
type = DestroySelf
trigger1 = Time > 80
trigger1 = MoveHit
;----------------------------------------------------------------------
; 9001
[Statedef 20522]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 0
anim = 19081

[State 20522, WHAT NINE THOUSAND?!]
type = PlaySnd
trigger1 = Time = 0
value = 20515, 0

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Time >= 0
flag = unguardable

[State 3005, HitDef]
type = HitDef
trigger1 = !MoveHit
attr = S, HA                    ;Attribute: Standing, Normal Attack
animtype = Heavy
damage = 9001, 9001
hitflag = MAF
guardflag = L
priority = 3
pausetime = 0,0
sparkno = S90000
sparkxy = 0,0
fall.damage = 0
air.fall = 0
numhits = 0

[State 9023, DestroySelf]
type = DestroySelf
trigger1 = Time > 80
trigger1 = MoveHit
;----------------------------------------------------------------------------
; Hallation
[Statedef 50100]
type = S
movetype= A
physics = S
poweradd= 25
anim = 50007
ctrl = 0

[State 20522, WHAT NINE THOUSAND?!]
type = VarSet
trigger1 = Time = 0
v = 4
value = 1

[State 1013, Inarabitta]
type = Helper
trigger1 = Time = 0
ID = (20599)
helpertype = normal
name = "Hallation"
postype = Front
pos = -400, 0
stateno = 50450
ownpal = 1
pausemovetime = 500

[State 1013, Inarabitta]
type = Helper
trigger1 = Time = 0
ID = (20599)
helpertype = normal
name = "Hallation"
postype = Back
pos = 400, 0
stateno = 50451
ownpal = 1
pausemovetime = 500

[State 1013, Inarabitta]
type = Helper
trigger1 = Time = 24
ID = (20599)
helpertype = normal
name = "Hallation"
postype = Left
pos = 160, 0
stateno = 20599
ownpal = 1
pausemovetime = 500

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = NumHelper(20599) = 0
value = 18028
;----------------------------------------------------------------------------
; Yukari Express
[Statedef 50450]
type = S
movetype= A
physics = N
poweradd= 25
anim = 19314
ctrl = 0
velset = 8, 0

[State 0, 4] ;A Winner is Slot Machine!
type = DestroySelf
trigger1 = Time = 25
;----------------------------------------------------------------------------
; Doom Train
[Statedef 50451]
type = S
movetype= A
physics = N
poweradd= 25
anim = 19108
ctrl = 0
velset = -8, 0

[State 20522, WHAT NINE THOUSAND?!]
type = Turn
trigger1 = Time = 0

[State 0, 4] ;A Winner is Slot Machine!
type = DestroySelf
trigger1 = Time = 25
;---------------------------------------------------------------------------
;Hallation
[Statedef 18028]
type = S
ctrl = 0
velset = 0,0
anim = 51007

[State 8009, I DARE you to hit me!]
type = HitOverride
trigger1 = Stateno = 18028
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 10001

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = RoundState = 3
value = 180

[State 8006, Bonus detection]
type = ChangeState
triggerall = RoundState = 2
trigger1 = Var(57) = 2
trigger2 = Var(57) = 34
trigger3 = Var(57) = 33
value = 10001
;----------------------------------------------------------------------
;Yellow Devil Lite, with only a quarter of the calories!
[Statedef 20600]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 7001

[State 3014, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 7001, Yellow Devil.]
type = Projectile
trigger1 = Time = 0
ProjID = 7001
projanim = ifelse(Var(11) = 1, 28025, 9036)
projhitanim = ifelse(Var(11) = 1, 28025, 9036)
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -20
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7001, Yellow Devil.]
type = Projectile
trigger1 = Time = 180
ProjID = 7001
projanim = ifelse(Var(11) = 1, 28025, 9036)
projhitanim = ifelse(Var(11) = 1, 28025, 9036)
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -60
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7001, Yellow Devil.]
type = Projectile
trigger1 = Time = 120
ProjID = 7001
projanim = ifelse(Var(11) = 1, 28025, 9036)
projhitanim = ifelse(Var(11) = 1, 28025, 9036)
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -140
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7001, Yellow Devil.]
type = Projectile
trigger1 = Time = 60
ProjID = 7001
projanim = ifelse(Var(11) = 1, 28025, 9036)
projhitanim = ifelse(Var(11) = 1, 28025, 9036)
projremove = 0
projremovetime = -1 
velocity = 4,0
attr =S, SA 
damage = 50,10 
getpower = 45 
givepower = 75 
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 200
projstagebound = 40
offset = -32, -100
postype = back
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 0, 4] ;A Winner is Slot Machine!
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = NumProjID(7001) = 0
trigger2 = Enemy, Alive = 0
value = 8001
;----------------------------------------------------------------------
;Kloak: Kaboom
[Statedef 20601]
type = S
ctrl = 0
anim = 7009
velset = 0,0

[State 7009, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0
trigger1 = PrevStateno != 40221

[State 7009, Kloak]
type = Helper
trigger1 = Time = 0
trigger1 = NumHelper(40000) = 0
ID = (40000)
helpertype = normal
name = "Kloak"
postype = p1
pos = 90, -300
stateno = 20650
ownpal = 1

[State 7009, Done]
type = ChangeState
trigger1 = NumHelper(40000) = 0
value = 8009
;----------------------------------------------------------------------
;Summon Necky Jr
[Statedef 20602]
type = S
anim = 50400

[State 0, Summon Necky]
type = Helper
triggerall = Time < 521
trigger1 = Time = 0
trigger2 = Time%120 = 0
ID = (40224)
helpertype = normal
name = "Necky Jr"
postype = Back
pos = 40, -300
stateno = 40224
ownpal = 1

[State 0, Summon Necky]
type = Helper
trigger1 = Time%60 = 0
trigger1 = Time%120 != 0
trigger1 = Time < 521
ID = (40224)
helpertype = normal
name = "Necky Jr"
postype = Front
pos = -40, -300
stateno = 40724
ownpal = 1

[State 39999, Throw State]
type = ChangeState
trigger1 = Time = 600
trigger2 = Enemy, Alive = 0
value = 8001
;----------------------------------------------------------------------
;Kloak: Banana Peel
[Statedef 20603]
type = S
ctrl = 0
anim = 7009
velset = 0,0

[State 7009, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0
trigger1 = PrevStateno != 40221

[State 7009, Kloak]
type = Helper
trigger1 = Time = 0
trigger1 = NumHelper(40000) = 0
ID = (40000)
helpertype = normal
name = "Kloak"
postype = p1
pos = 90, -300
stateno = 20650
ownpal = 1

[State 7009, Done]
type = ChangeState
trigger1 = NumHelper(40000) = 0
value = 8009
;----------------------------------------------------------------------
;Kloak
[Statedef 20650]
type = S
ctrl = 0
anim = 10020
velset = 0,5

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = (Pos Y) >= -70
value = 20651
;----------------------------------------------------------------------
;Kloak
[Statedef 20651]
type = S
ctrl = 0
anim = 10020
velset = 0,0

[State 0, 4] ;A Winner is Slot Machine!
type = PosSet
trigger1 = Time = 0
trigger1 = PrevStateno = 39999
y = Parent, Pos Y - 70

[State 40000, ???]
type = DisplayToClipboard
trigger1 = 1
text = "SOW SOW SOW"

[State 40000, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 40000, ChangeState]
type = ChangeState
trigger1 = Time = 30
trigger1 = Parent, Stateno = 20601
value = 40003

[State 40000, ChangeState]
type = ChangeState
trigger1 = Time = 30
trigger1 = Parent, Stateno = 20602
value = 40005

[State 40000, ChangeState]
type = ChangeState
trigger1 = Time = 30
trigger1 = Parent, Stateno = 20603
value = 40019

[State 40000, ChangeState]
type = ChangeState
trigger1 = Time = 30
trigger1 = Parent, Stateno = 20608
value = 40031
;----------------------------------------------------------------------
;Team Badass I: Life Sword 1
[Statedef 20604]
type = S
ctrl = 0
anim = 7002
velset = 0,0

[State 9005, You can't hit me!]
type = NotHitBy
trigger1 = Time > 0
value = SCA, AA, AP

[State 7015, FireMan]
type = Helper
trigger1 = Time = 80
helpertype = Normal
name = "FireMan"
id = (7016)
postype = p2
pos = -40, 0
stateno = 9015
keyctrl = 0
ownpal = 1
pausemovetime = 0

[State 40000, ChangeState]
type = ChangeState
trigger1 = NumHelper(7016) = 0
trigger1 = Time > 80
value = 8002
;----------------------------------------------------------------------
;Leonard Macduff
[Statedef 20605]
type = S
ctrl = 0
anim = 730
velset = 0,0

[State 7019, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 7019, LeonardMacduff]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "LeonardMacduff"
id = (730)
postype = p1
pos = 50, -300
stateno = 731
keyctrl = 0
ownpal = 1
pausemovetime = 1000

[State 7019, Flash Stopper]
type = Pause
trigger1 = NumHelper(730) = 1
trigger1 = helper(730), stateno = 732
trigger1 = helper(730), AnimElem = 5
anim = 9999999
time = 200
movetime = 200

[State 7019, Flash Stopper, Flash]
type = BgPalFX
trigger1 = NumHelper(730) = 1
trigger1 = helper(730), stateno = 732
trigger1 = helper(730), AnimElem = 5
time = 5
add = 256, 256, 256

[State 7019, Flash Stopper, Sound]
type = PlaySnd
trigger1 = NumHelper(730) = 1
trigger1 = helper(730), stateno = 732
trigger1 = helper(730), AnimElem = 5
value = 730, 1

[State 7019, Finish state]
type = ChangeState
trigger1 = Time > 0
trigger1 = NumHelper(730) = 0
value = 8019
;----------------------------------------------------------------------
;Team Badass II: Air Hockey
[Statedef 20606]
type = S
ctrl = 0
anim = 7012
velset = 0,0

[State 20606, Timer]
type = VarSet
trigger1 = Time = 0
v = 15
value = GameTime

[State 20606, StarMan]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "StarMan"
id = (19000)
postype = p1
pos = 20, 0
stateno = 19000
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 20606, ChangeState]
type = ChangeState
trigger1 = NumHelper(19001) = 0
trigger1 = Time > 0
value = 8012
;----------------------------------------------------------------------
;Team Badass III: KingMan.EXE
[Statedef 20607]
type = S
ctrl = 0
anim = 20607
velset = 0,0

[State 7015, KingMan]
type = Helper
trigger1 = Time = 80
helpertype = Normal
name = "KingMan"
id = (19054)
postype = p2
pos = 100, -300
stateno = 19054
keyctrl = 0
ownpal = 1

[State 20606, ChangeState]
type = ChangeState
trigger1 = NumHelper(19054) = 0
trigger1 = Time > 80
value = 8012
;----------------------------------------------------------------------
;Kloak: Bomberman
[Statedef 20608]
type = S
ctrl = 0
anim = 7009
velset = 0,0

[State 7009, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0
trigger1 = PrevStateno != 40221

[State 7009, Kloak]
type = Helper
trigger1 = Time = 0
trigger1 = NumHelper(40000) = 0
ID = (40000)
helpertype = normal
name = "Kloak"
postype = p1
pos = 90, -300
stateno = 20650
ownpal = 1

[State 7009, Done]
type = ChangeState
trigger1 = NumHelper(40000) = 0
value = 8009
;----------------------------------------------------------------------
;Team Badass II: Shao Mario
[Statedef 20609]
type = S
ctrl = 0
anim = 7011
velset = 0,0

[State 7015, Shao Mario]
type = Helper
trigger1 = Time = 0
trigger1 = NumHelper(19005) = 0
helpertype = Normal
name = "Shao Mario"
id = (19105)
postype = back
pos = -10, 0
stateno = 19105
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 20606, ChangeState]
type = ChangeState
trigger1 = NumHelper(19105) = 0
trigger1 = Time > 1
value = 8011
;----------------------------------------------------------------------
; Hallation
[Statedef 20599]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 0
anim = 19080

[State 30560, Pause]
type = Pause
trigger1 = Time = 0
time = 60
movetime = 60

[State 7012, DestroySelf]
type = PlaySnd
trigger1 = Time = 60
value = 10000, 4

[State 30109, GutsMan]
type = Explod
trigger1 = time = 0
anim = 19325
postype = Left
ontop = 1
pos = 0, 0
removetime = 60
bindtime = -1
ownpal = 1
pausemovetime = -1

[State 30109, GutsMan]
type = Explod
trigger1 = time = 60
anim = 19326
postype = Left
ontop = 1
pos = 0, 0
removetime = 60
bindtime = -1
ownpal = 1

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Time >= 0
flag = unguardable
flag2 = Invisible

[State 3005, HitDef]
type = HitDef
trigger1 = !MoveHit
attr = S, HA                    ;Attribute: Standing, Normal Attack
animtype = Heavy
damage = Ceil((enemy, LifeMax)*3), Ceil((enemy, LifeMax)*3)
getpower = 0, 0
givepower = Ceil((enemy, PowerMax)*-2), Ceil((enemy, PowerMax)*-2)
hitflag = MAF
guardflag = L
priority = 3
pausetime = 0,0
sparkno = S90000
sparkxy = 0,0
fall.damage = 0
air.fall = 0
numhits = 0
kill = 0
affectteam = B

[State 9023, DestroySelf]
type = DestroySelf
trigger1 = Time > 80
trigger1 = MoveHit
;----------------------------------------------------------------------------
; Chilldre Inarabitta
[Statedef 17020]
type = S
movetype= A
physics = S
poweradd= 25
anim = 17020
ctrl = 0

[State 1013, Inarabitta]
type = Helper
trigger1 = Time = 0
ID = (7006)
helpertype = normal
name = "ChilldreInarabitta"
postype = P2
pos = 0, -300
stateno = 9050
ownpal = 1
pausemovetime = 500

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = NumHelper(7006) = 0
value = 8006
;---------------------------------------------------------------------------
;Inarabitta
[Statedef 8006]
type = S
ctrl = 0
velset = 0,0
anim = 18020

[State 8009, I DARE you to hit me!]
type = HitOverride
trigger1 = Stateno = 8006
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 10000

[State 0, 4] ;A Winner is Slot Machine!
type = ChangeState
trigger1 = RoundState = 3
value = 180

[State 8006, Bonus detection]
type = ChangeState
triggerall = RoundState = 2
trigger1 = Var(57) = 2
trigger2 = Var(57) = 34
trigger3 = Var(57) = 33
value = 10000
;---------------------------------------------------------------------------
;Inarabiita 1
[Statedef 9050]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
velset = 0, 0
anim = 9041

[State 9012, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 100, 0                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999 

[State 9012, Fall]
type = VelAdd
trigger1 = Time = 10
y = 14
x = 0

[State 9012, If there were sprites for it, Gravity Man would show up]
type = Gravity
trigger1 = Time > 10

[State 9012, Quake]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Time > 10
time = 55
freq = 60
ampl = -4
phase = 90

[State 9012, Move hit]
type = Changestate
trigger1 = Movehit
value = 9052
ctrl = 0

[State 9012, Go to Part Dos]
type = ChangeState
trigger1 = Pos Y >= -1
trigger1 = Time > 10
value = 9051
ctrl = 0
;---------------------------------------------------------------------------
;Super Drop2
[Statedef 9051]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9042
velset = 0, 0

[State 3009, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1013, Inarabitta]
type = Helper
trigger1 = Time = 28
ID = (7006)
helpertype = normal
name = "ChilldreInarabittaMkII"
postype = P1
pos = -7, -25
stateno = 9053
ownpal = 1
pausemovetime = 500

[State 1013, Ice1]
type = Helper
trigger1 = Time = 28
ID = (7006)
helpertype = normal
name = "Ice1"
postype = P1
pos = 22, -20
stateno = 9055
ownpal = 1
pausemovetime = 500

[State 1013, Ice2]
type = Helper
trigger1 = Time = 28
ID = (7006)
helpertype = normal
name = "Ice2"
postype = P1
pos = -14, -20
stateno = 9057
ownpal = 1
pausemovetime = 500

[State 1013, Ice2]
type = Helper
trigger1 = Time = 28
ID = (7006)
helpertype = normal
name = "Ice3"
postype = P1
pos = 23, -7
stateno = 9059
ownpal = 1
pausemovetime = 500

[State 1013, Ice2]
type = Helper
trigger1 = Time = 28
ID = (7006)
helpertype = normal
name = "Ice4"
postype = P1
pos = -16, -7
stateno = 9061
ownpal = 1
pausemovetime = 500

[State 3009, PosSet]
type = DestroySelf
trigger1 = Time = 28
;---------------------------------------------------------------------------
;Super Drop2
[Statedef 9052]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9041

[State 3308, Fall]
type = VelAdd
trigger1 = Time > 0
y = 14
x = 0

[State 3008, Quake]
type = EnvShake
trigger1 = Pos Y >= 0
time = 55
freq = 60
ampl = -4
phase = 90

[State 3008, Go to Part Dos]
type = ChangeState
trigger1 = Pos Y >= -1
value = 9051
ctrl = 0
;---------------------------------------------------------------------------
;Super Drop2
[Statedef 9054]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9044
velset = 0, 0

[State 3009, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3009, PosSet]
type = VelSet
trigger1 = Time = 4
y = -9
x = 4

[State 3008, Go to Part Dos]
type = DestroySelf
trigger1 = Pos Y <= -300
;---------------------------------------------------------------------------
;Inarabitta 2
[Statedef 9053]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9043
velset = 0, 9

[State 3008, Go to Part Dos]
type = ChangeState
trigger1 = Pos Y >= -1
value = 9054
ctrl = 0
;---------------------------------------------------------------------------
;Ice1
[Statedef 9055]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9045
velset = 9, -9

[State 9012, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 25, 10                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999 

[State 9012, Move hit]
type = Changestate
trigger1 = Movehit
value = 9056
ctrl = 0

[State 3008, Go to Part Dos]
type = DestroySelf
trigger1 = Pos Y <= -300
;---------------------------------------------------------------------------
;Ice1
[Statedef 9056]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9045
velset = 9, -9

[State 3008, Go to Part Dos]
type = DestroySelf
trigger1 = Pos Y <= -300
;---------------------------------------------------------------------------
;Ice2
[Statedef 9057]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9046
velset = -9, -9

[State 9012, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 25, 10                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999 

[State 9012, Move hit]
type = Changestate
trigger1 = Movehit
value = 9058
ctrl = 0

[State 3008, Go to Part Dos]
type = DestroySelf
trigger1 = Pos Y <= -300
;---------------------------------------------------------------------------
;Ice2
[Statedef 9058]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9046
velset = -9, -9

[State 3008, Go to Part Dos]
type = DestroySelf
trigger1 = Pos Y <= -300
;---------------------------------------------------------------------------
;Ice3
[Statedef 9059]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9047
velset = 9, -1

[State 9012, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 25, 10                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999 

[State 9012, Move hit]
type = Changestate
trigger1 = Movehit
value = 9060
ctrl = 0

[State 7012, DestroySelf]
type = DestroySelf
triggerall = Time > 70
trigger1 = FrontEdgeBodyDist <= -55
trigger2 = BackEdgeBodyDist <= 55
;---------------------------------------------------------------------------
;Ice3
[Statedef 9060]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9047
velset = 9, -1

[State 7012, DestroySelf]
type = DestroySelf
triggerall = Time > 70
trigger1 = FrontEdgeBodyDist <= -55
trigger2 = BackEdgeBodyDist <= 55
;---------------------------------------------------------------------------
;Ice4
[Statedef 9061]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9048
velset = -9, -1

[State 9012, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 25, 10                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
hitsound   = 5,0
guardsound = 6,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999 

[State 9012, Move hit]
type = Changestate
trigger1 = Movehit
value = 9062
ctrl = 0

[State 7012, DestroySelf]
type = DestroySelf
triggerall = Time > 70
trigger1 = FrontEdgeBodyDist <= -55
trigger2 = BackEdgeBodyDist <= 55
;---------------------------------------------------------------------------
;Ice4
[Statedef 9062]
type = S
movetype= A
physics = N
poweradd= 50
ctrl = 0
anim = 9048
velset = -9, -1

[State 7012, DestroySelf]
type = DestroySelf
triggerall = Time > 70
trigger1 = FrontEdgeBodyDist <= -55
trigger2 = BackEdgeBodyDist <= 55
;----------------------------------------------------------------------
;Flame Mammoth
[Statedef 17028]
type = S
ctrl = 0
velset = 0,0
anim = 17028

[State 1031, BeginMovement]
type = ChangeState
trigger1 = Time = 0
trigger1 = NumHelper(27028) != 0
value = 7002

[State 7015, HeatMan]
type = Helper
trigger1 = Time = 1
helpertype = player
name = "FlameMammoth"
id = (27028)
postype = P1
pos = 20, -300
stateno = 27028
keyctrl = 0
ownpal = 1
pausemovetime = 500

[State 1031, BeginMovement]
type = ChangeState
trigger1 = Time = 2
value = 8015
;----------------------------------------------------------------------
;Flame Mammoth
[Statedef 27028]
type = S
ctrl = 0
velset = 0,7
anim = 19264
sprpriority = 7

[State 193, Screen Debound]
type = ScreenBound
trigger1 = 1
value = 0

[State 1031, BeginMovement]
type = ChangeState
trigger1 = Pos Y >= 0
value = 37028
;----------------------------------------------------------------------
;Flame Mammoth
[Statedef 37028]
type = S
ctrl = 0
velset = 0,0
anim = 19265

[State 7012, DestroySelf]
type = PosSet
trigger1 = Time = 0
y = 0

[State 7012, DestroySelf]
type = PlaySnd
trigger1 = AnimElem = 6
value = 17028, 0
;----------------------------------------------------------------------
[Statedef 50300]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
anim = 50300
velset = 0, 0

[State 820, 1]
type = ChangeState
trigger1 = Var(13) < 1
value = 50308

[State 8003, PosSet]
type = VarSet
trigger1 = time = 0
v = 9
value = GameTime

[State 40405, Was hit]
type = VarAdd
trigger1 = !Time
v = 13
value = -GetHitVar(Damage)

[State 0, I DARE you to hit me!]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 51300

[State 8003, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 8003, PosSet]
type = VarSet
trigger1 = time = 0
v = 8
value = GameTime

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State 40000, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 9012, Move hit]
type = ChangeState
trigger1 = Time = 20
value = 50301
;----------------------------------------------------------------------
[Statedef 51300]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
velset = 0, 0

[State 820, 1]
type = ChangeState
trigger1 = Var(13) < 1
value = 50308

[State 40405, Was hit]
type = VarAdd
trigger1 = !Time
v = 13
value = -GetHitVar(Damage)

[State 9012, Move hit]
type = ChangeState
trigger1 = GameTime - Var(9) > 19
value = 50301

[State 0, I DARE you to hit me!]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 51300

[State 8003, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 8003, PosSet]
type = VarSet
trigger1 = time = 0
v = 8
value = GameTime

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State 40000, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0
;----------------------------------------------------------------------
[Statedef 50301]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
anim = 50301
velset = 0, 0

[State 40405, Was hit]
type = VarSet
trigger1 = Var(13) = 0
v = 13
value = 100

[State 820, 1]
type = ChangeState
trigger1 = Var(13) < 1
value = 50308

[State 40405, Was hit]
type = VarAdd
trigger1 = !Time
v = 13
value = -GetHitVar(Damage)

[State 800, 1]
type = HitDef
Trigger1 = 1
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 50304    
p2stateno = 50305
guard.dist = 0
fall = 1

[State 0, I DARE you to hit me!]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 51301

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
trigger1 = PrevStateno != 50302
value = 40005, 0
volume = 255
channel = 7
loop = 1

[State 40301, Charge!]
type = VelSet
trigger1 = Time > 10
x = 3

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State 9012, Move hit]
type = ChangeState
trigger1 = (GameTime - Var(8)) > 400
value = 50303

[State 40000, Turn Compensation]
type = ChangeState
trigger1 = P2Dist X < 0
value = 50302
;----------------------------------------------------------------------
[Statedef 51301]
type = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
sprpriority = 2
velset = 0, 0

[State 40405, Was hit]
type = VarAdd
trigger1 = !Time
v = 13
value = -GetHitVar(Damage)

[State 40301, Charge!]
type = VelSet
trigger1 = GameTime - Var(9) > 10
x = 3

[State 9012, Move hit]
type = ChangeState
trigger1 = (GameTime - Var(8)) > 400
value = 50303

[State 40000, Turn Compensation]
type = ChangeState
trigger1 = P2Dist X < 0
value = 50302

[State 800, 1]
type = HitDef
Trigger1 = 1
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 50304    
p2stateno = 50305
guard.dist = 0
fall = 1

[State 0, I DARE you to hit me!]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 51301

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
trigger1 = PrevStateno != 50302
value = 40005, 0
volume = 255
channel = 7
loop = 1

[State 820, 1]
type = ChangeState
trigger1 = Var(13) < 1
value = 50308

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT
;----------------------------------------------------------------------
[Statedef 50302]
type = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
sprpriority = 2
velset = 0, 0

[State 8003, PosSet]
type = VarSet
trigger1 = time = 0
v = 9
value = GameTime

[State 40405, Was hit]
type = VarAdd
trigger1 = !Time
v = 13
value = -GetHitVar(Damage)

[State 800, 1]
type = HitDef
Trigger1 = 1
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 50304    
p2stateno = 50305 
guard.dist = 0
fall = 1

[State 0, I DARE you to hit me!]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 51302

[State 9012, Move hit]
type = ChangeState
trigger1 = (GameTime - Var(8)) > 400
value = 50303

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time < 10
x = 3

[State 1031, BeginMovement]
type = VelMul
trigger1 = Time < 10
x = 0.9

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 10
x = 0

[State 40000, Turn Compensation]
type = Turn
trigger1 = Time = 15

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State 820, 1]
type = ChangeState
trigger1 = Var(13) < 1
value = 50308

[State 40000, Turn Compensation]
type = ChangeState
trigger1 = Time = 29
value = 50301
;----------------------------------------------------------------------
[Statedef 51302]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
velset = 0, 0

[State 40000, Turn Compensation]
type = ChangeState
trigger1 = GameTime - Var(9) > 28
value = 50301

[State 40405, Was hit]
type = VarAdd
trigger1 = !Time
v = 13
value = -GetHitVar(Damage)

[State 9012, Move hit]
type = ChangeState
trigger1 = (GameTime - Var(8)) > 400
value = 50303

[State 1031, BeginMovement]
type = VelSet
trigger1 = GameTime - Var(9) < 10
x = 3

[State 1031, BeginMovement]
type = VelMul
trigger1 = GameTime - Var(9) < 10
x = 0.9

[State 1031, BeginMovement]
type = VelSet
trigger1 = GameTime - Var(9) = 10
x = 0

[State 800, 1]
type = HitDef
Trigger1 = 1
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 50304    
p2stateno = 50305 
guard.dist = 0
fall = 1

[State 0, I DARE you to hit me!]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 51302

[State 40000, Turn Compensation]
type = Turn
trigger1 = Time = 15

[State 820, 1]
type = ChangeState
trigger1 = Var(13) < 1
value = 50308

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT
;----------------------------------------------------------------------
[Statedef 50303]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
anim = 50303
velset = 0, 0

[State 40000, Turn Compensation]
type = Turn
trigger1 = P2Dist X < 0

[State 8003, PosSet]
type = VarSet
trigger1 = time = 0
v = 10
value = 0

[State 8003, PosSet]
type = VarSet
trigger1 = time = 1
v = 10
value = ifelse(PrevStateno = 50304, 1, 0)

[State 8003, PosSet]
type = VarSet
trigger1 = time = 0
v = 9
value = GameTime

[State 40405, Was hit]
type = VarAdd
trigger1 = !Time
v = 13
value = -GetHitVar(Damage)

[State 0, I DARE you to hit me!]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 51303

[State -2, Unthrowable]
type = StopSnd
trigger1 = Time = 0
channel = 7

[State 8003, PosSet]
type = VarSet
trigger1 = time = 0
v = 8
value = GameTime

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State 820, 1]
type = ChangeState
trigger1 = Var(13) < 1
value = 50308

[State 9012, Move hit]
type = ChangeState
trigger1 = PrevStateNo != 50304
trigger1 = Time = 120
trigger2 = PrevStateno = 50304
trigger2 = Time = 300
value = 50301
;----------------------------------------------------------------------
[Statedef 51303]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
velset = 0, 0

[State 40000, Turn Compensation]
type = Turn
trigger1 = P2Dist X < 0

[State 9012, Move hit]
type = ChangeState
trigger1 = Var(10) = 0
trigger1 = GameTime - Var(9) > 119
trigger2 = Var(10) = 1
trigger2 = GameTime - Var(9) > 299
value = 50301

[State 40405, Was hit]
type = VarAdd
trigger1 = !Time
v = 13
value = -GetHitVar(Damage)

[State 0, I DARE you to hit me!]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 51303

[State -2, Unthrowable]
type = StopSnd
trigger1 = Time = 0
channel = 7

[State 8003, PosSet]
type = VarSet
trigger1 = time = 0
v = 8
value = GameTime

[State 820, 1]
type = ChangeState
trigger1 = Var(13) < 1
value = 50308

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT
;----------------------------------------------------------------------
[Statedef 50304]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
anim = 50301
velset = 0, 0

[State -2, Infinite Strength]
type = NotHitBy
trigger1 = 1
value = SCA

[State -2, Infinite Strength]
type = ChangeAnim
trigger1 = Time = 70
value = 50304

[State 810, Throw]
type = TargetState
trigger1 = Time = 120
value = 50306

[State 810, Hurt]
type = Null
trigger1 = Time = 119
value = -100

[State 810, Bind]
type = TargetBind
trigger1 = Time = 0
pos = 0, 0
time = 120

[State 820, 1]
type = ChangeState
trigger1 = Var(13) < 1
value = 50308

[State 810, Throw]
type = ChangeState
trigger1 = Time = 200
trigger2 = Target, Stateno != 50305
value = 50303
;----------------------------------------------------------------------
[Statedef 50305]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 1
velset = 0, 0

[State -2, Infinite Strength]
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 5010

[State 820, 1]
type = Turn
trigger1 = (Time%5) = 0
trigger1 = Time < 70
trigger2 = (Time%3) = 0
trigger2 = Time > 69

[State 821, 4] ;Hit ground
type = LifeAdd
trigger1 = Time = 121
value = -100

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Time = 121
value = 0
;----------------------------------------------------------------------
[Statedef 50306]
type    = A
movetype= H
physics = N
poweradd= 0
ctrl = 0
sprpriority = 1
velset = (2*ifelse((random%100<50), 1, -1)),-7
anim = 5050

[State 820, 1]
type = VelSet
Trigger1 = Time = 20
x = 0
y = 7

[State -2, Infinite Strength]
type = NotHitBy
trigger1 = 1
value = SCA

[State 821, 4] ;Hit ground
type = LifeAdd
trigger1 = Pos Y >= 0
trigger1 = Time > 10
value = -100

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Time > 10
value = 5100 ;Hit ground
;----------------------------------------------------------------------
[Statedef 50307]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
anim = 50301
velset = 0, 0

[State 40405, Was hit]
type = VarAdd
trigger1 = !Time
v = 13
value = -GetHitVar(Damage)

[State 0, I DARE you to hit me!]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 50307

[State 820, 1]
type = Turn
trigger1 = Time = 0

[State 820, 1]
type = ChangeState
trigger1 = Var(13) < 1
value = 50308

[State 820, 1]
type = ChangeState
trigger1 = Time = 0
value = 50303
;----------------------------------------------------------------------
[Statedef 50308]
type = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
sprpriority = 2
anim = 50308

[State 198, Done]
type = PlaySnd
trigger1 = time = 1
trigger1 = Root, Var(57) != 5
value = 40005, 1
volume = 255

[State 198, Done]
type = PlaySnd
trigger1 = time = 1
trigger1 = Root, Var(57) = 5
value = 57005, 4
volume = 255

[State -2, Unthrowable]
type = StopSnd
trigger1 = Time = 0
channel = 7

[State 1031, BeginMovement]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 0
x = -8
y = -5

[State 1031, BeginMovement]
type = VelAdd
trigger1 = Time > 0
trigger1 = Time%4 = 0
x = (.9)
y = 2

[State 1031, BeginMovement]
type = DestroySelf
trigger1 = Pos Y > 100
;----------------------------------------------------------------------
;Summon Necky Jr
[Statedef 50400]
type = S
anim = 50400

[State 0, Summon Necky]
type = Helper
trigger1 = Time = 0
ID = (50401)
helpertype = normal
name = "Krow"
postype = Back
pos = 40, -300
stateno = 50401
ownpal = 1

[State 39999, Throw State]
type = ChangeState
trigger1 = Helper(50401), Stateno = 50403
value = 50402
;----------------------------------------------------------------------
;Necky Jr.
[Statedef 50401]
type = A
movetype= A
ctrl = 0
anim = 19330
velset = 0,5
sprpriority = 1

[State 9000, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 9000, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State -2, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State -2, Haste effects]
type = PalFX
trigger1 = 1
add = 0, 255, 0

[State 19075, Krow has became a ZOMBIE GOAST]
type = Trans
trigger1 = 1
trans = add

[State 40301, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 50, 10
hitflag = MAF
guardflag = MA
priority = 1
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State 39999, Throw State]
type = ChangeState
trigger1 = (Pos Y) >= -120
value = 50403
;----------------------------------------------------------------------
;Krow
[Statedef 50403]
type = A
movetype= A
ctrl = 0
anim = 19331
velset = 0,0
sprpriority = 1

[State 9000, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 9000, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State -2, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 198, Done]
type = PlaySnd
trigger1 = AnimElem = 4
value = 50400, 0 

[State -2, Haste effects]
type = PalFX
trigger1 = 1
add = 0, 255, 0

[State 19075, Double has became a ZOMBIE GOAST]
type = Trans
trigger1 = 1
trans = add

[State 198, Done]
type = PlaySnd
trigger1 = time = 1
value = 40024, 0
volume = 255

[State 40301, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 50, 10
hitflag = MAF
guardflag = MA
priority = 1
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999

[State -2, Unthrowable]
type = ChangeAnim
trigger1 = Time = 24
value = 19330

[State 39999, Throw State]
type = ChangeState
trigger1 = Parent, Stateno = 50404
value = 50405
;----------------------------------------------------------------------
;Krow
[Statedef 50405]
type = A
movetype= A
ctrl = 0
velset = 0,5
sprpriority = 1

[State 9000, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 9000, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State -2, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 198, Done]
type = PlaySnd
trigger1 = AnimElem = 4
value = 50400, 0 

[State 19075, Double has became a ZOMBIE GOAST]
type = Trans
trigger1 = 1
trans = add

[State 40301, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 50, 10
hitflag = MAF
guardflag = MA
priority = 1
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999

[State 39999, Throw State]
type = ChangeState
trigger1 = (Pos Y) >= 0
value = 50406
;----------------------------------------------------------------------
;Krow
[Statedef 50406]
type = A
movetype= A
ctrl = 0
velset = 7,0
sprpriority = 1

[State 9000, Bar]
type = AttackMulSet
trigger1 = Root, Var(59) = 1
trigger1 = Root, Var(55) != 1
value = .5

[State 9000, Grand Cross]
type = AssertSpecial
trigger1 = Root, Var(55) = 4
trigger1 = Root, Var(56) = 1
flag = unguardable

[State -2, Tower of Power]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 0
value = 3

[State -2, Tower of Bar]
type = AttackMulSet
trigger1 = Root, Var(55) = 1
trigger1 = Root, Var(56) = 1
trigger1 = Root, Var(59) = 1
value = 1.5

[State 198, Done]
type = PlaySnd
trigger1 = AnimElem = 4
value = 50400, 0 

[State 19075, Double has became a ZOMBIE GOAST]
type = Trans
trigger1 = 1
trans = add

[State 40301, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 100, 30
hitflag = MAF
guardflag = MA
priority = 1
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 0             ;Time opponent is in hit state
ground.velocity = 0             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999

[State 1031, BeginMovement]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
;Summon Necky Jr
[Statedef 50402]
type = S

[State 0, Summon Necky]
type = Helper
triggerall = Time < 521
trigger1 = Time = 0
trigger2 = Time%120 = 0
ID = (40224)
helpertype = normal
name = "Necky Jr"
postype = Back
pos = 40, -300
stateno = 40224
ownpal = 1

[State 0, Summon Necky]
type = Helper
trigger1 = Time%60 = 0
trigger1 = Time%120 != 0
trigger1 = Time < 521
ID = (40224)
helpertype = normal
name = "Necky Jr"
postype = Front
pos = -40, -300
stateno = 40724
ownpal = 1

[State 39999, Throw State]
type = ChangeState
trigger1 = Time = 600
trigger2 = Enemy, Alive = 0
value = 50404
;----------------------------------------------------------------------
;Summon Necky Jr
[Statedef 50404]
type = S

[State 39999, Throw State]
type = ChangeState
trigger1 = NumHelper(50401) = 0
value = 8005
;----------------------------------------------------------------------
[Statedef -2]

[State -2] Face the right way damnit!
type = Turn
trigger1 = facing = 1
trigger1 = enemy, Name = "Slot Machine by Neon Tiger"
trigger1 = enemy, facing = 1

[State -2, Haxor Display: Tower of Power]
type = DisplayToClipboard
trigger1 = Var(55) = 1
text = "Tower of Power has been used."

[State -2, Haxor Display: HIKBOD]
type = DisplayToClipboard
trigger1 = Var(55) = 2
text = "H.I.K.B.O.D. is in effect."

[State -2, Haxor Display: Bullshit]
type = DisplayToClipboard
trigger1 = Var(55) = 3
text = "Bullshit has been used. 1/2 of moves cut."

[State -2, Haxor Display: Grand Slam]
type = DisplayToClipboard
trigger1 = Var(55) = 4
text = "Grand Slam has been used. Moves unblockable."

[State -2, Haxor Display: Quadruple Communist Murder]
type = DisplayToClipboard
trigger1 = Var(55) = 5
text = "Quadruple Communist Murder has been used."

[State -2, Haxor Display: Haste]
type = DisplayToClipboard
trigger1 = Var(55) = 6
text = "Haste is in effect."

[State -2, Haxor Display: Blackout]
type = DisplayToClipboard
trigger1 = Var(55) = 7
text = "Blackout is in effect."

[State -2, Haxor Display: Alpha Omega]
type = DisplayToClipboard
trigger1 = Var(55) = 8
text = "Alpha Omega is in effect."

[State -2, Haxor Display: Teleportation Devestation]
type = DisplayToClipboard
trigger1 = Var(55) = 9
text = "Magnitude is in effect."

[State -2, Haxor Display: Team Haxor]
type = DisplayToClipboard
trigger1 = Var(55) = 10
text = "OH SNAP!"

[State -2, Haxor Display: Team Haxor]
type = DisplayToClipboard
trigger1 = Var(55) = 11
text = "Yes, it goes up to eleven."

[State -2, Haste effects]
type = PalFX
trigger1 = Name = "Slot Machine Mk II"
trigger1 = Var(59) != 1
trigger1 = Var(55) = 6
trigger1 = (Time%3) = 0
time = 1
add = 225, 0, 0

[State -2, Bar effects]
type = PalFX
trigger1 = Var(55) != 6
trigger1 = Var(59) = 1
trigger1 = (Time%3) = 0
time = 1
add = 0, 0, 255

[State -2, Bar & Haste effects]
type = PalFX
trigger1 = Var(55) = 6
trigger1 = Var(59) = 1
trigger1 = (Time%3) = 0
time = 1
add = 225, 0, 255

[State -2, Disable Bar]
type = VarSet
trigger1 = NumHelper(9515) = 1
trigger1 = Helper(9515), Stateno = 9516
v = 59
value = 0

[State -2, Disable Intro SFX's if intro is skipped]
type = StopSnd
trigger1 = prevstateno = 7001
trigger2 = prevstateno = 8001
channel = 9

[State -2, AkumaDashThingCancel]
type = AfterImageTime
trigger1 = PrevStateno = 7016
trigger2 = PrevStateno = 8016
time = 0

[State -2, OH NOES, Bad Team mate!]
type = LifeSet
triggerall = RoundState = 2
trigger1 = Var(57) = 4
trigger2 = Var(57) = 35
value = 0

[State -2, Air Hockey Manager]
type = VarSet
trigger1 = 1
v = 16
value = GameTime - Var(15) + 200

[State -2, Mercy Rule]
type = VarSet
trigger1 = Roundstate = 2
trigger1 = Var(55) = 2
trigger1 = Var(58) = 2
trigger1 = (Prevstateno = 7001) || (Prevstateno = 7011)
trigger1 = Stateno != 7001
trigger1 = Stateno != 7011
v = 58
value = 1

[State 1006, Flash Stopper, Flash]
type = PalFX
trigger1 = NumHelper(1006) = 1
time = 1
add = 221, 1, 218

[State 1006, Flash Stopper, Flash]
type = BgPalFX
trigger1 = NumHelper(1006) = 1
time = 1
add = 221, 1, 218

[State -2, Bar]
type = AttackMulSet
trigger1 = Var(59) = 1
value = .5

[State -2, Bar]
type = AttackMulSet
trigger1 = Var(59) = 0
value = 1

[State -2, DEW DEW DEW]
type = LifeSet
trigger1 = Var(30) = 1
value = 0

[State 3014, Grand Slam]
type = AssertSpecial
trigger1 = Var(55) = 4
trigger1 = Var(56) = 1
flag = unguardable

[State -2, Tower of Power]
type = AttackMulSet
trigger1 = Var(55) = 1
trigger1 = Var(56) = 1
value = 8

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT