;----------------------------------------------------------------------
;Kloak
[Statedef 7009]
type = S
ctrl = 0
anim = 7009
velset = 0,0

[State 7009, PosSet]
type = ChangeState
trigger1 = Var(55) = 10
value = 7002

[State 7009, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 7009, Done]
type = Null
trigger1 = 1
value = 7007

[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 = player
name = "Kloak"
postype = p1
pos = 90, -300
stateno = 39999
ownpal = 1

[State 7009, Magically Teleport to Kloak]
type = ChangeState
trigger1 = NumHelper(40000) != 0
trigger1 = Helper(40000), Stateno = 40021
trigger1 = Time > 30
value = 40121

[State 7009, Air Hockey Timer]
type = VarSet
trigger1 = NumHelper(40122) != 0
trigger1 = Var(15) = 0
v = 15
value = GameTime

[State 7009, Air Hockey Timer Reset]
type = VarSet
trigger1 = NumHelper(40122) = 0
trigger1 = Var(15) != 0
v = 15
value = 0

[State 7009, Done]
type = ChangeState
trigger1 = NumHelper(40000) = 0
value = 8009
;----------------------------------------------------------------------
;Kloak
[Statedef 8009]
type = S
ctrl = 0
anim = anim+1000
velset = 0,0

[State 8009, Hit Override]
type = HitOverride
trigger1 = Stateno = 8009
slot = 1
attr = SCA, AA, AP
time = -1
stateno = ifelse(Var(4)=1, 10002, 10000)

[State 8009, Air Hockey Timer Reset]
type = VarSet
trigger1 = 1
v = 15
value = 0

[State 8009, Air Hockey Timer Reset]
type = VarSet
trigger1 = 1
v = 16
value = 0

[State 8009, Win]
type = ChangeState
trigger1 = RoundState = 3
value = 180

[State 8009, 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)
;----------------------------------------------------------------------
;Kloak
[Statedef 39997]
type = S
ctrl = 0
anim = 10020
velset = 0,0

[State 40000, Dead Stop]
type = PosSet
trigger1 = Time = 0
trigger1 = PrevStateno = 39999
y = Root, 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, Clear]
type = VarSet
trigger1 = Time = 0
v = 47
value = 0

[State 40000, Random]
type = VarSet
trigger1 = Time = 0
v = 47
value = (random%35)+1

[State 40000, Random]
type = VarSet
trigger1 = Time = 1
trigger1 = Var(47) = [21,22]
v = 47
value = 23

[State 40000, Repetition Check]
type = VarSet
trigger1 = Time = 2
trigger1 = Var(47) = Var(56)
v = 47
value = ifelse(Var(56) != 35, Var(47)+1, Var(47)-1)

[State 40000, Repetition Check]
type = VarSet
trigger1 = Time = 3
trigger1 = Var(47) = Var(57)
v = 47
value = Var(47)+1

[State 40000, Repetition Check]
type = VarSet
trigger1 = Time = 4
trigger1 = Var(56) = 34
trigger1 = Var(57) = 35
v = 47
value = (random%33)+1

[State 40000, Random]
type = VarSet
trigger1 = Time = 5
trigger1 = Var(47) = [21,22]
v = 47
value = 23

[State 40000, Done]
type = ChangeState
trigger1 = Var(58) != 0
trigger2 = Var(56) = 18
trigger3 = Var(57) = 18
trigger4 = RoundState = 3
value = 39998

[State 40000, ChangeState]
type = ChangeState
trigger1 = Time = 30
value = 40000+Var(47)
;----------------------------------------------------------------------
;Kloak
[Statedef 39998]
type = S
ctrl = 0
anim = 10020
velset = 0,-5

[State 39998, Screen Debound]
type = LifeAdd
trigger1 = Time = 0
value = 100

[State 39998, Screen Debound]
type = ScreenBound
trigger1 = 1
value = 0

[State 39998, BeginMovement]
type = DestroySelf
trigger1 = Pos Y <= -300
;----------------------------------------------------------------------
;Kloak
[Statedef 39999]
type = S
ctrl = 0
anim = 10020
velset = 0,5

[State 7009, Air Hockey Timer]
type = VarSet
trigger1 = Time = 0
v = 35
value = 777

[State 39999, Screen Debound]
type = ScreenBound
trigger1 = 1
value = 0

[State 39999, Pos Fix]
type = PosSet
trigger1 = Time = 0
trigger1 = Parent, Stateno = 9517
X = Root, Pos X + 20

[State 39999, Red Zinger]
type = ChangeState
trigger1 = (Pos Y) >= -70
trigger1 = (random%100) < 5
value = 40050

[State 39999, Throw State]
type = ChangeState
trigger1 = (Pos Y) >= -70
value = 40000

;Note Statedef 40000 is located in roulette.cns for debuging purposes.
;----------------------------------------------------------------------
;Kloak: Klaptrap
[Statedef 40001]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40001, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 1

[State 40001, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 1

[State 40001, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 1

[State 40001, SOW SOW SOW]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0 

[State 40001, KlapTrap]
type = Helper
trigger1 = Time = 15
ID = (40101)
helpertype = normal
name = "Klaptrap"
postype = p1
pos = -20, -20
stateno = 40101
ownpal = 1
shadowoffset = 100000000000000000

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 40001, Change Anim]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 40001, Done]
type = ChangeState
trigger1 = time > 65
trigger1 = NumHelper(40101) = 0
value = 40000
;----------------------------------------------------------------------
;Klaptrap
[Statedef 40101]
type = S
ctrl = 0
anim = 40101
velset = 0,0
sprpriority = 4

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

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

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40201
;----------------------------------------------------------------------
[Statedef 40201]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2

[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 = 20, 10                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
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 = VelSet
trigger1 = Time = 0
y = 7

[State 0, I DARE you to hit me!]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 40401

[State 1031, BeginMovement]
type = ChangeState
trigger1 = Pos Y >= 0
value = 40301
;----------------------------------------------------------------------
[Statedef 40301]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 1
anim = 41101
velset = 0, 0

[State 198, Done]
type = PlaySnd
trigger1 = (Time%27) = 0
value = 40001, 0 

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

[State 40301, Charge!]
type = VelSet
trigger1 = 1
x = 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 40301, LOL KLAPTRAP]
type = AttackMulSet
trigger1 = Root, Var(57) = 1
value = 100000000

[State 40301, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = ifelse(enemy, Vel X != 0, 250, 50), 10
hitflag = MAF
guardflag = HAL
priority = 3
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
ground.type = trip

[State 0, I DARE you to hit me!]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 40401

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State 40301, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
[Statedef 40401]
type = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
sprpriority = 2
anim = 42101
velset = 0, 0

[State 198, Done]
type = PlaySnd
trigger1 = time = 1
trigger1 = Root, Var(57) != 5
value = 40001, 1
volume = 255

[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 = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1031, BeginMovement]
type = DestroySelf
trigger1 = Pos Y > 100
;----------------------------------------------------------------------
;Kloak: Zinger
[Statedef 40002]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 2

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 2

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 2

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0 

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40102)
helpertype = normal
name = "Zinger"
postype = p1
pos = -20, -20
stateno = 40102
ownpal = 1
shadowoffset = 100000000000000000

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time > 65
value = 40000
;----------------------------------------------------------------------
;Zinger
[Statedef 40102]
type = S
ctrl = 0
anim = 40102
velset = 0,0
sprpriority = 4

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

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

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40202
;----------------------------------------------------------------------
[Statedef 40202]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2

[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 = 100, 20                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
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
guard.sparkno = S999999999999999999 

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 0
x = 2
y = -3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 6
x = 4
y = -3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 12
x = 10
y = -3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 18
x = 10
y = 3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 24
x = 4
y = 3

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 30
x = 2
y = 3

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time > 36
x = 1
y = 3

[State 1031, BeginMovement]
type = ChangeState
trigger1 = Time = 55
value = 40302

[State 0, I DARE you to hit me!]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 40502

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT
;----------------------------------------------------------------------
[Statedef 40302]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
velset = 0, 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 = Time > 0
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 100, 20                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
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 = ChangeState
trigger1 = MoveContact
value = 40402

[State 0, I DARE you to hit me!]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 40502

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT
;----------------------------------------------------------------------
[Statedef 40402]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
vel = 0, 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 = Time > 30
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 100, 20                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
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 = ChangeState
trigger1 = MoveContact
value = 40402

[State 0, I DARE you to hit me!]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 40502

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT
;----------------------------------------------------------------------
[Statedef 40502]
type = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
sprpriority = 2
anim = 41102

[State 1031, BeginMovement]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 192, !]
type = PlaySnd
trigger1 = time = 0
value = 40002, 0
volume = 255

[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
;----------------------------------------------------------------------
;Kloak: Kaboom
[Statedef 40003]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 3

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 3

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 3

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0 

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40103)
helpertype = normal
name = "Kaboom"
postype = p1
pos = -20, -20
stateno = 40103
ownpal = 1
shadowoffset = 100000000000000000

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time = 120
value = ifelse((Parent, Var(4)=1), 39998, 40000)
;----------------------------------------------------------------------
;ZOMG CAEK
[Statedef 40103]
type = S
ctrl = 0
anim = 40103
velset = 0,0
sprpriority = 4

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

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

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40203
;----------------------------------------------------------------------
[Statedef 40203]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2

[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 = 0, 0                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
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 = VelSet
trigger1 = Time = 0
x = 2
y = -3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 6
x = 4
y = -3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 12
x = 10
y = -3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 18
x = 10
y = 3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 24
x = 4
y = 3

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 30
x = 2
y = 3

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time > 36
x = 1
y = 3

[State 1031, BeginMovement]
type = ChangeState
trigger1 = Pos Y >= 0
value = 40403

[State 0, I DARE you to hit me!]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 40303

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State 9012, Move hit]
type = ChangeState
trigger1 = MoveContact
value = 40303
;----------------------------------------------------------------------
[Statedef 40303]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
anim = 46103
velset = 0, 0

[State 192, !]
type = PlaySnd
trigger1 = time = 0
value = 40003, 0
volume = 255

[State 8003, PosSet]
type = PosAdd
trigger1 = time = 0
y = -30

[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%3) = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 5, 2                   ;Damage that move inflicts,
hitflag = MAF
guardflag = HAL
priority = 3
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 = Time = 90
;----------------------------------------------------------------------
[Statedef 40403]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
anim = 41103
velset = 0, 0

[State 192, !]
type = PlaySnd
trigger1 = time = 0
value = 40003, 1
volume = 255

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

[State 8003, PosSet]
type = VarSet
trigger1 = time = 0
v = 59
value = GameTime

[State 0, I DARE you to hit me!]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 40303

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State 9012, Move hit]
type = ChangeState
trigger1 = MoveContact
value = 40303

[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 = 0,8
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 40000, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 9012, Move hit]
type = ChangeState
trigger1 = Time = 70
value = 40503
;----------------------------------------------------------------------
[Statedef 40503]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
anim = 42103
velset = 0, 0

[State 40301, Charge!]
type = VelSet
trigger1 = Time > 10
x = 6.5

[State 192, !]
type = PlaySnd
trigger1 = time = 0
value = 40003, 2
volume = 255

[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 = 0,8
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 0, I DARE you to hit me!]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 40303

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State 9012, Move hit]
type = ChangeState
trigger1 = MoveContact
value = 40303

[State 9012, Move hit]
type = ChangeState
trigger1 = (GameTime - Var(59)) > 500
value = 40703

[State 40000, Turn Compensation]
type = ChangeState
trigger1 = P2Dist X < 0
value = 40603
;----------------------------------------------------------------------
[Statedef 40603]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
anim = 44103
velset = 0, 0

[State 9012, Move hit]
type = ChangeState
trigger1 = (GameTime - Var(59)) > 500
value = 40703

[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 = 0, 0                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
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 = VelSet
trigger1 = Time < 5
x = 6.5

[State 1031, BeginMovement]
type = VelMul
trigger1 = Time < 5
x = 0.6

[State 40000, Turn Compensation]
type = Turn
trigger1 = Time = 15

[State 40000, Turn Compensation]
type = ChangeAnim
trigger1 = Time = 15
value = 45103

[State 0, I DARE you to hit me!]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 40303

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State 9012, Move hit]
type = ChangeState
trigger1 = MoveContact
value = 40303

[State 40000, Turn Compensation]
type = ChangeState
trigger1 = Time = 29
value = 40503
;----------------------------------------------------------------------
[Statedef 40703]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
anim = 43103
velset = 0, 0

[State 9012, Move hit]
type = ChangeState
trigger1 = Time = 10
value = 40303
;----------------------------------------------------------------------
[Statedef 40803]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
anim = 40103
velset = 0, 7

[State -2, Unthrowable]
type = Gravity
trigger1 = 1

[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 = 0,8
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 0, I DARE you to hit me!]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 40303

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State 9012, Move hit]
type = ChangeState
trigger1 = MoveContact
value = 40303

[State 9012, Move hit]
type = ChangeState
trigger1 = Pos Y >= 0
value = 40403
;----------------------------------------------------------------------
;Kloak: DK Coin
[Statedef 40004]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 4

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 4

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 4

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0 

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40104)
helpertype = normal
name = "DK Coin"
postype = p1
pos = -20, -20
stateno = 40104
ownpal = 1
shadowoffset = 100000000000000000

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time > 65
value = 40000
;----------------------------------------------------------------------
;DK Coin
[Statedef 40104]
type = S
ctrl = 0
anim = ifelse(facing = 1, 40104, 41104)
velset = 0,0
sprpriority = 4

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40204
;----------------------------------------------------------------------
[Statedef 40204]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 0
x = 2
y = -3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 6
x = 4
y = -3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 12
x = 10
y = -3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 18
x = 10
y = 3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 24
x = 4
y = 3

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 30
x = 2
y = 3

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time > 36
x = 1
y = 3

[State 800, 2]
type = VarSet
Trigger1 = Time = 0
v = 47
value = Ceil(enemy, LifeMax * -.5)

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
trigger1 = Parent, 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   = S40004,0
guardsound = S40004,0
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 = Parent, 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   = S40004,0
guardsound = S40004,0
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 = Parent, Var(45) = 0
value = -Var(47)

[State 9012, Move hit]
type = DestroySelf
trigger1 = MoveContact

[State 9007, Super Pause]
type = AssertSpecial
trigger1 = Time >= 0
flag = unguardable

[State 1031, BeginMovement]
type = ChangeState
trigger1 = Pos Y >= 0
value = 40304
;----------------------------------------------------------------------
[Statedef 40304]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
velset = 0,0

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

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
trigger1 = Parent, 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   = S40004,0
guardsound = S40004,0
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 = Parent, 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   = S40004,0
guardsound = S40004,0
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 = Parent, Var(45) = 0
value = -Var(47)

[State 9007, Super Pause]
type = AssertSpecial
trigger1 = Time >= 0
flag = unguardable

[State 9012, Move hit]
type = DestroySelf
trigger1 = MoveContact
;----------------------------------------------------------------------
;Kloak: Cat O' Nine Tails
[Statedef 40005]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 5

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0 

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40105)
helpertype = normal
name = "Cat O' Nine Tails"
postype = p1
pos = -20, -20
stateno = 40105
ownpal = 1
shadowoffset = 100000000000000000

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time = 120
value = ifelse((Parent, Var(4)=1), 39998, 40000)
;----------------------------------------------------------------------
;Kutlass
[Statedef 40105]
type = S
ctrl = 0
anim = 40105
velset = 0,0
sprpriority = 4

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

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

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40205
;----------------------------------------------------------------------
[Statedef 40205]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2

[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 = 20, 0                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
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 = VelSet
trigger1 = Time = 0
x = 2
y = -3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 6
x = 4
y = -3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 12
x = 10
y = -3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 18
x = 10
y = 3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 24
x = 4
y = 3

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 30
x = 2
y = 3

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time > 36
x = 1
y = 3

[State 1031, BeginMovement]
type = ChangeState
trigger1 = Pos Y >= 0
value = 40305

[State 0, I DARE you to hit me!]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 40305

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT
;----------------------------------------------------------------------
;Kutlass
[Statedef 40305]
type = S
movetype= A
physics = N
poweradd= 25
ctrl = 1
anim = 41105
velset = -2, 0

[State -2, Unthrowable]
type = Turn
trigger1 = Time = 0

[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 40301, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 50, 10
hitflag = MAF
guardflag = M
priority = 4
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 0, I DARE you to hit me!]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 40405

[State -2, Unthrowable]
type = ChangeState
trigger1 = P2Dist X < 0
value = 40505

[State -2, Unthrowable]
type = ChangeState
trigger1 = P2Dist X = [20, 150]
value = 40705

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State 40301, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
;Kutlass
[Statedef 40705]
type = S
movetype= A
physics = N
poweradd= 25
ctrl = 1
anim = 48105
velset = 5, 0

[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 40301, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = S, SA                    ;Attribute: Standing, Normal Attack
damage = 50, 10
hitflag = MAF
guardflag = M
priority = 4
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 0, I DARE you to hit me!]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 40405

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State -2, Unthrowable]
type = ChangeState
trigger1 = P2Dist X > 150
value = 40605

[State -2, Unthrowable]
type = ChangeState
trigger1 = P2Dist X < 0
value = 40305

[State -2, Unthrowable]
type = ChangeState
trigger1 = P2Dist X = [0, 20]
value = 40905

[State 40301, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
;Kutlass
[Statedef 40905]
type = S
movetype= A
physics = N
anim = 44105
velset = 0, 0

[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 = time = 18
value = 40005, 3
volume = 255

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State -2, Unthrowable]
type = ChangeAnim
trigger1 = Time = 18 
value = 45105

[State 40301, HitDef]
type = HitDef
trigger1 = Time = [0, 18]
persistent = 0
attr = S, SA                    ;Attribute: Standing, Normal Attack
damage = 50, 10
hitflag = MAF
guardflag = M
priority = 4
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 40301, HitDef]
type = HitDef
trigger1 = Time > 18
persistent = 0
attr = S, SA                    ;Attribute: Standing, Normal Attack
damage = 150, 10
hitflag = MAF
guardflag = M
priority = 4
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 = ChangeState
trigger1 = Time = 46
value = 41105
;----------------------------------------------------------------------
;Kutlass
[Statedef 41105]
type = S
movetype= A
physics = N
anim = 46105
velset = 0, 0

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State -2, Unthrowable]
type = ChangeState
trigger1 = Time = 120 
value = 41205
;----------------------------------------------------------------------
;Kutlass
[Statedef 41205]
type = S
movetype= A
physics = N
anim = 47105
velset = 0, 0

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State -2, Unthrowable]
type = ChangeState
trigger1 = Time = 30 
value = 40505
;------------------------------------------
;Kutlass
[Statedef 40605]
type = S
movetype= A
physics = N
poweradd= 25
ctrl = 1
anim = 41105
velset = 2, 0

[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 40301, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = S, SA                    ;Attribute: Standing, Normal Attack
damage = 50, 10
hitflag = MAF
guardflag = M
priority = 4
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 = ChangeState
trigger1 = P2Dist X < 0
value = 40505

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State -2, Unthrowable]
type = ChangeState
trigger1 = P2Dist X = [20, 150]
value = 40705

[State 40301, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
[Statedef 40405]
type = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
sprpriority = 2
anim = 43105
velset = 0, 0

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 40005, 4
volume = 255

[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 = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1031, BeginMovement]
type = DestroySelf
trigger1 = Pos Y > 100
;----------------------------------------------------------------------
[Statedef 40505]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
anim = 42105
velset = 0, 0

[State 0, I DARE you to hit me!]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 40405

[State 1031, BeginMovement]
type = Turn
trigger1 = Time = 12

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State 1031, BeginMovement]
type = ChangeState
trigger1 = Time = 24
value = 40605
;----------------------------------------------------------------------
[Statedef 40705]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
anim = 42105
velset = 0, 0

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State 1031, BeginMovement]
type = Turn
trigger1 = Time = 12

[State 1031, BeginMovement]
type = ChangeState
trigger1 = Time = 24
value = 40605
;----------------------------------------------------------------------
;Kloak: Double
[Statedef 40006]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 6

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 6

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 6

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0 

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40106)
helpertype = normal
name = "DHNSIOAS"
postype = p1
pos = -20, -20
stateno = 40106
ownpal = 1
shadowoffset = 100000000000000000

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time > 65
trigger1 = NumHelper(40106) = 0
value = 40000
;----------------------------------------------------------------------
;Double's Head
[Statedef 40106]
type = S
ctrl = 0
anim = 40106
velset = 0,0
sprpriority = 4

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40206
;----------------------------------------------------------------------
[Statedef 40206]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 0
x = 1
y = -4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 6
x = 2
y = -4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 12
x = 5
y = -4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 18
x = 5
y = 4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 24
x = 2
y = 4

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 30
x = 1
y = 4

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time > 36
x = 0.5
y = 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 = Time > 0
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 63, 10                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
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 = Pos Y >= 0
;----------------------------------------------------------------------
;Kloak: Green Biker Dude, GBD
[Statedef 40008]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 8

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 8

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 8

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0 

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40108)
helpertype = normal
name = "GBD"
postype = p1
pos = -20, -20
stateno = 40108
ownpal = 1
shadowoffset = 100000000000000000

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time > 65
trigger1 = NumHelper(40107) = 0
value = 40000
;----------------------------------------------------------------------
;GBD
[Statedef 40108]
type = S
ctrl = 0
anim = 40108
velset = 0,0
sprpriority = 4

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

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

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40208
;----------------------------------------------------------------------
[Statedef 40208]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2

[State 0, I DARE you to hit me!]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 40408

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[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 = 50, 10                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
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 = VelSet
trigger1 = Time = 0
y = 7

[State 1031, BeginMovement]
type = ChangeState
trigger1 = Pos Y >= 0
value = 40308
;----------------------------------------------------------------------
[Statedef 40308]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 1
velset = 0, 0
anim = 40108

[State 0, I DARE you to hit me!]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 40408

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

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

[State 40301, Charge!]
type = VelSet
trigger1 = 1
x = 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 40301, 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
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
ground.type = trip

[State 40301, DestroySelf]
type = ChangeState
trigger1 = FrontEdgeBodyDist <= 15
trigger2 = Movehit
value = 40408
;----------------------------------------------------------------------
[Statedef 40408]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 1
velset = 0, 0

[State 30100, Base]
type = Explod
trigger1 = Time%4 = 0
trigger1 = Time < 33
anim = 46108
postype = P1
pos = 0, -30
sprpriority = 1
removetime = 28
bindtime = -1
random = 30, 30
ID = 22007
ontop = 1

[State 9010, MM2 and on victory music]
type = PlaySnd
trigger1 = Time%4 = 0
value = 40008, 0
volume = 255

[State 40301, DestroySelf]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 40301, DestroySelf]
type = DestroySelf
trigger1 = Time = 60
;----------------------------------------------------------------------
;Kloak: Catheter
[Statedef 40009]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 9

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 9

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 9

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0 

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40109)
helpertype = normal
name = "Catheter"
postype = p1
pos = -20, -20
stateno = 40109
ownpal = 1
shadowoffset = 100000000000000000

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time > 65
trigger1 = NumHelper(40109) = 0
value = 40000
;----------------------------------------------------------------------
;Catheter
[Statedef 40109]
type = S
ctrl = 0
anim = 40109
velset = 0,0
sprpriority = 4

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40209
;----------------------------------------------------------------------
[Statedef 40209]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
anim = 40109

[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 = 60, 20                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
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 40301, Charge!]
type = VelSet
trigger1 = 1
x = 12

[State 1031, BeginMovement]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
;Kloak: Centrifuge
[Statedef 40011]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 11

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 11

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 11

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0 

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40111)
helpertype = normal
name = "And so then I said..."
postype = p1
pos = -20, -20
stateno = 40111
ownpal = 1
shadowoffset = 100000000000000000

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time > 65
trigger1 = NumHelper(40111) = 0
value = 40000
;----------------------------------------------------------------------
;Centrifuge
[Statedef 40111]
type = S
ctrl = 0
anim = 40111
velset = 0,0
sprpriority = 4

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40214
;----------------------------------------------------------------------
;Kloak: CRAB BATTLE
[Statedef 40012]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 12

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 12

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 12

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0 

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40112)
helpertype = normal
name = "CRAB BATTLE"
postype = p1
pos = -20, -20
stateno = 40112
ownpal = 1
shadowoffset = 100000000000000000

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time > 65
trigger1 = NumHelper(40101) = 0
value = 40000
;----------------------------------------------------------------------
;CRAB BATTLE
[Statedef 40112]
type = S
ctrl = 0
anim = 40112
velset = 0,0
sprpriority = 4

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

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

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

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40212
;----------------------------------------------------------------------
[Statedef 40212]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2

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

[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 = 20, 10                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
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 = VelSet
trigger1 = Time = 0
y = 7

[State 1031, BeginMovement]
type = ChangeState
trigger1 = Pos Y >= 0
value = 40312
;----------------------------------------------------------------------
[Statedef 40312]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 1
velset = 0, 0

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

[State 40301, Charge!]
type = VelSet
trigger1 = 1
x = 3

[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 40301, 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
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
ground.type = trip

[State 0, I DARE you to hit me!]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 40412

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State 1031, BeginMovement]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
[Statedef 40412]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 1
anim = 41112
velset = 0, 0

[State 40301, Charge!]
type = VelSet
trigger1 = 1
x = 7

[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 40301, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 150, 10
hitflag = MAF
guardflag = HAL
priority = 3
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
ground.type = trip

[State 0, I DARE you to hit me!]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 40512

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State 1031, BeginMovement]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
[Statedef 40512]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
anim = 42112

[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 = 100, 20                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
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
guard.sparkno = S999999999999999999 

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 0
x = -2
y = -3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 6
x = -4
y = -3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 12
x = -10
y = -3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 18
x = -10
y = 3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 24
x = -4
y = 3

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 30
x = -2
y = 3

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time > 36
x = -1
y = 3

[State 1031, BeginMovement]
type = DestroySelf
trigger1 = Pos Y > 100
;----------------------------------------------------------------------
;Kloak: CAEK
[Statedef 40014]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 14

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 14

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 14

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0 

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40114)
helpertype = normal
name = "ZOMG CAEK"
postype = p1
pos = -20, -20
stateno = 40114
ownpal = 1
shadowoffset = 100000000000000000

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time > 65
trigger1 = NumHelper(40114) = 0
value = 40000
;----------------------------------------------------------------------
;ZOMG CAEK
[Statedef 40114]
type = S
ctrl = 0
anim = 40114
velset = 0,0
sprpriority = 4

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40214
;----------------------------------------------------------------------
[Statedef 40214]
type = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
sprpriority = 2

[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 = 100, 20                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4            ;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 = 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, MovementCont.]
type = Null
trigger1 = Time > 0

[State 1031, MovementCont.]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1031, BeginMovement]
type = DestroySelf
trigger1 = Pos Y >= 50
;----------------------------------------------------------------------
;Kloak: Trout
[Statedef 40015]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 15

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 15

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 15

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0 

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40115)
helpertype = normal
name = "Trout"
postype = p1
pos = -20, -20
stateno = 40115
ownpal = 1
shadowoffset = 100000000000000000

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40
[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time > 65
trigger1 = NumHelper(40115) = 0
value = 40000
;----------------------------------------------------------------------
;Trout
[Statedef 40115]
type = S
ctrl = 0
anim = 40115
velset = 0,0
sprpriority = 4

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40215
;----------------------------------------------------------------------
[Statedef 40215]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
anim = 40115

[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 = 60, 20                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
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 40301, Charge!]
type = VelSet
trigger1 = 1
x = 8

[State 1031, BeginMovement]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
;Kloak: Jigglypuff
[Statedef 40016]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 16

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 16

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 16

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0 

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40116)
helpertype = normal
name = "Jigglypuff"
postype = p1
pos = -20, -20
stateno = 40116
ownpal = 1
shadowoffset = 100000000000000000

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time > 65
trigger1 = NumHelper(40116) = 0
value = 40000
;----------------------------------------------------------------------
;Jigglupuff
[Statedef 40116]
type = S
ctrl = 0
anim = 40116
velset = 0,0
sprpriority = 4

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

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

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40216
;----------------------------------------------------------------------
[Statedef 40216]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2

[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 = 0, 0                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
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 = VelSet
trigger1 = Time = 0
x = 1
y = -4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 6
x = 2
y = -4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 12
x = 5
y = -4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 18
x = 5
y = 4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 24
x = 2
y = 4

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 30
x = 1
y = 4

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time > 36
x = 0.5
y = 4

[State 1031, BeginMovement]
type = ChangeState
trigger1 = Pos Y >= 0
value = 40316

[State 9012, Move hit]
type = ChangeState
trigger1 = MoveContact
value = 40316
;----------------------------------------------------------------------
[Statedef 40316]
type = S
movetype= A
physics = S
poweradd= 0
velset = 0, 0
anim = 41116

[State 1031, BeginMovement]
type = ChangeState
trigger1 = Time = 10
value = 40303
;----------------------------------------------------------------------
;Kloak: Ceres Space Station
[Statedef 40017]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 17

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 17

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 17

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0 

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40103)
helpertype = normal
name = "Ceres Space Station"
postype = p1
pos = -20, -20
stateno = 40117
ownpal = 1
shadowoffset = 100000000000000000

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time > 65
trigger1 = NumHelper(40116) = 0
value = 40000
;----------------------------------------------------------------------
;Ceres Space Station
[Statedef 40117]
type = S
ctrl = 0
anim = 40117
velset = 0,0
sprpriority = 4

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

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

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40217
;----------------------------------------------------------------------
[Statedef 40217]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2

[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 = 0, 0                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
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 = VelSet
trigger1 = Time = 0
x = 2
y = -3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 6
x = 4
y = -3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 12
x = 10
y = -3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 18
x = 10
y = 3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 24
x = 4
y = 3

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 30
x = 2
y = 3

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time > 36
x = 1
y = 3

[State 1031, BeginMovement]
type = ChangeState
trigger1 = Pos Y >= 0
value = 40303

[State 9012, Move hit]
type = ChangeState
trigger1 = MoveContact
value = 40303
;----------------------------------------------------------------------
;Kloak: Slot Machine Unused Section
[Statedef 40010]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 10

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 10

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 10

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0 

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40110)
helpertype = normal
name = "Slot Machine's Unused Section"
postype = p1
pos = -20, -20
stateno = 40110
ownpal = 1
shadowoffset = 100000000000000000

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time > 65
trigger1 = NumHelper(40110) = 0
value = 40000
;----------------------------------------------------------------------
;Slot Machine's Unused Section
[Statedef 40110]
type = S
ctrl = 0
anim = 40110
velset = 0,0
sprpriority = 4

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40214
;----------------------------------------------------------------------
;Kloak: SuperHappyCasterFunPack.rar
[Statedef 40013]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 13

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 13

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 13

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0 

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40113)
helpertype = normal
name = "SuperHappyCasterFunPack.rar"
postype = p1
pos = -20, -20
stateno = 40113
ownpal = 1
shadowoffset = 100000000000000000

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time > 65
trigger1 = NumHelper(40113) = 0
value = 40000
;----------------------------------------------------------------------
;SuperHappyCasterFunPack.rar
[Statedef 40113]
type = S
ctrl = 0
anim = ifelse(facing = 1, 40113, 40213)
velset = 0,0
sprpriority = 4

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40214
;----------------------------------------------------------------------
;Kloak: Gyro Attack
[Statedef 40007]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 7

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 7

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 7

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0 

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40107)
helpertype = normal
name = "Gyro Attack"
postype = p1
pos = -20, -20
stateno = 40107
ownpal = 1
shadowoffset = 100000000000000000

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time > 65
trigger1 = NumHelper(40107) = 0
value = 40000
;----------------------------------------------------------------------
;Gyro Attack
[Statedef 40107]
type = S
ctrl = 0
anim = 40107
velset = 0,0
sprpriority = 4

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40207
;----------------------------------------------------------------------
; Gyro Attack
[Statedef 40207]
type = S
anim = 40107
movetype= A
physics = S
poweradd= 50
ctrl = 0
velset = 0
keyctrl = 0

[State 40207, VelSet]
type = VelSet
triggerall = Time <= 60
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 1053, HitDef]
type = HitDef
trigger1 = Time > 0
trigger1 = Time < 61
trigger1 = (Time%4) = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 25, 0                    ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,0
sparkno = S384320948320
sparkxy = 0,0
hitsound   = 5,0
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

[State 1051, Time to go Up!]
type = ChangeState
trigger1 = P2Dist Y <= -10
trigger1 = (P2Dist X <= 10) && (P2Dist X >= -10)
trigger2 = P2Life = 0
value = 40307

[State 1051, Time to go down!]
type = ChangeState
trigger1 = P2Dist Y >= 50
trigger1 = (P2Dist X <= 10) && (P2Dist X >= -10)
value = 40407

[State 1053, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
; Gyro Attack2
[Statedef 40307]
type = S
movetype= A
physics = S
poweradd= 50
ctrl = 0
velset = 0
keyctrl = 0

[State 1055, Start going up]
type = VelSet
triggerall = Time <= 60
trigger1 = (Time % 4)
y = -7

[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 1055, Hitdef]
type = HitDef
trigger1 = Time > 0
trigger1 = Time < 61
trigger1 = (Time%4) = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 25, 0                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 3,8
sparkno = S384320948320
sparkxy = 0,0
hitsound   = 5,0
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

[State 1055, DestroySelf]
type = DestroySelf
trigger1 = Pos Y <= -300
;----------------------------------------------------------------------
; Gyro Attack3
[Statedef 40407]
type = S
movetype= A
physics = S
poweradd= 50
ctrl = 0
velset = 0
keyctrl = 0

[State 1058, Start going down]
type = VelSet
triggerall = Time <= 60
trigger1 = (Time % 4)
y = 7

[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 1058, HitDef]
type = HitDef
trigger1 = Time > 0
trigger1 = Time < 61
trigger1 = (Time%4) = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 25, 0                      ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,0
sparkno = S384320948320
sparkxy = 0,0
hitsound   = 5,0
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

[State 1031, BeginMovement]
type = AssertSpecial
trigger1 = Pos Y >= 0
flag = noshadow

[State 1058, Destroy Self]
type = DestroySelf
trigger1 = Pos Y >= 100
;----------------------------------------------------------------------
;Kloak: Ultimate Chimera
[Statedef 40018]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 18

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 18

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 18

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0 

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40118)
helpertype = normal
name = "Ultimate Chimera"
postype = p1
pos = -20, -20
stateno = 40118
ownpal = 1
shadowoffset = 100000000000000000

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time > 65
trigger1 = NumHelper(40118) = 0
value = 40000
;----------------------------------------------------------------------
;Ultimate Chimera
[Statedef 40118]
type = S
ctrl = 0
anim = 40118
velset = 0,0
sprpriority = 4

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

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

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40218
;----------------------------------------------------------------------
[Statedef 40218]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2

[State 7009, Turn Compensation]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 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
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 = VelSet
trigger1 = Time = 0
y = 7

[State 1031, BeginMovement]
type = ChangeState
trigger1 = Pos Y >= 0
value = 40318
;----------------------------------------------------------------------
[Statedef 40318]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 1
velset = 0, 0

[State -2, Infinite Strength]
type = ChangeAnim
trigger1 = Time = 30
value = 41118

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

[State 30502, "!"]
type = Explod
trigger1 = time = 0
anim = 44118
postype = P1
pos = 0, 0 
removetime = 30

[State 40301, Charge!]
type = VelSet
trigger1 = Time > 30
x = 4

[State 192, !]
type = PlaySnd
trigger1 = time = 0
value = ifelse(Root, var(57)=17, 1191, 191), 0
volume = 255

[State 800, 1]
type = HitDef
Trigger1 = 1
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 40418    
p2stateno = 40518 
guard.dist = 0
fall = 1

[State 40301, DestroySelf]
type = DestroySelf
triggerall = Time > 70
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
[Statedef 40418]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 1
velset = 0, 0
sprpriority = 2
anim = 42118

[State 810, Throw]
type = TargetBind
trigger1 = Time = 0
Pos = 0,0

[State -2, Infinite Strength]
type = ChangeAnim
trigger1 = Time = 25
value = 43118

[State 810, Throw]
type = TargetState
trigger1 = Time = 40
value = 40618

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = Time = 40
value = Ceil((target, LifeMax)*(target, Const(data.defence)/100)*-2)

[State 40301, Charge!]
type = VelSet
trigger1 = Time > 40
x = 4

[State -2, Infinite Strength]
type = ChangeAnim
trigger1 = Time = 40
value = 41118

[State 40301, DestroySelf]
type = DestroySelf
triggerall = Time > 40
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
[Statedef 40518]
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
;----------------------------------------------------------------------
[Statedef 40618]
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 821, 4] ;Hit ground
type = SelfState
trigger1 = Time = 0
value = 5100 ;Hit ground
;----------------------------------------------------------------------
;Kloak: Banana Peel
[Statedef 40019]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 19

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 19

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 19

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0 

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40102)
helpertype = normal
name = "Banana Peel"
postype = p1
pos = -20, -20
stateno = 40119
ownpal = 1
shadowoffset = 100000000000000000

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time > 65
value = ifelse((Parent, Var(4)=1), 39998, 40000)
;----------------------------------------------------------------------
;Banananananananananananananananana...
[Statedef 40119]
type = S
ctrl = 0
anim = 40119
velset = 0,0
sprpriority = 4

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

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

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40219
;----------------------------------------------------------------------
[Statedef 40219]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 0
x = 1
y = -4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 6
x = 2
y = -4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 12
x = 5
y = -4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 18
x = 5
y = 4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 24
x = 2
y = 4

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 30
x = 1
y = 4

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time > 36
x = 0.5
y = 4

[State 1031, BeginMovement]
type = ChangeState
trigger1 = Pos Y >= 0
value = 40319
;----------------------------------------------------------------------
[Statedef 40319]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
velset = 0, 0

[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 40319, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 0, 0                   ;Damage that move inflicts
fall.damage = 5
hitflag = MAF
guardflag = HAL
priority = 3
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
ground.type = trip
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 40319, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 40319, UNBLOCKABLE BANANAS]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 40319, Why yes we have no bananas today]
type = DestroySelf
trigger1 = MoveContact
;----------------------------------------------------------------------
;Kloak: Proximity Mine
[Statedef 40020]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 20

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 20

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 20

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0 

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40120)
helpertype = normal
name = "Proximity Mine"
postype = p1
pos = -20, -20
stateno = 40120
ownpal = 1
shadowoffset = 100000000000000000

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time > 65
value = 40000
;----------------------------------------------------------------------
;Proximity Mine
[Statedef 40120]
type = S
ctrl = 0
anim = 40120
velset = 0,0
sprpriority = 4

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

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

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40220
;----------------------------------------------------------------------
[Statedef 40220]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 0
x = 1
y = -4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 6
x = 2
y = -4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 12
x = 5
y = -4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 18
x = 5
y = 4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 24
x = 2
y = 4

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 30
x = 1
y = 4

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time > 36
x = 0.5
y = 4

[State 1031, BeginMovement]
type = ChangeState
trigger1 = Pos Y >= 0
value = 40320
;----------------------------------------------------------------------
[Statedef 40320]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
velset = 0, 0
anim = 41120

[State 40320, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 40320, Explode]
type = ChangeState
trigger1 = P2Dist Y = 0
trigger1 = abs(P2Dist X) < 10
value = 40303
;----------------------------------------------------------------------
;Kloak: Slot Machine
[Statedef 40021]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 21

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 21

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 21

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time > 65
trigger1 = Parent, Stateno = 7009
value = 40000
;----------------------------------------------------------------------
;Slot Machine
[Statedef 40121]
type = S
ctrl = 0
anim = 17009
velset = 0,0
sprpriority = 4

[State 7009, Turn Compensation]
type = Turn
trigger1 = Facing != Helper(40000), Facing

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Helper(40000), Pos X) - 22*(Helper(40000), Facing)
y = (Helper(40000), Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Helper(40000), Pos X) - 24*(Helper(40000), Facing)
y = (Helper(40000), Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Helper(40000), Pos X) - 24*(Helper(40000), Facing)
y = (Helper(40000), Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Helper(40000), Pos X) - 18*(Helper(40000), Facing)
y = (Helper(40000), Pos Y) - 24

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40221
;----------------------------------------------------------------------
[Statedef 40221]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 100, 20                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
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 1031, BeginMovement]
type = VelSet
trigger1 = Time = 0
x = 2
y = -3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 6
x = 4
y = -3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 12
x = 10
y = -3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 18
x = 10
y = 3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 24
x = 4
y = 3

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 30
x = 2
y = 3

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time > 36
x = 1
y = 3

[State 1031, BeginMovement]
type = ChangeState
trigger1 = Pos Y >= 0
value = 7009
;----------------------------------------------------------------------
;Kloak: Air Hockey
[Statedef 40022]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 22

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 22

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 22

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40122)
helpertype = normal
name = "JigokuHockey"
postype = p1
pos = -20, -20
stateno = 40122
ownpal = 1
shadowoffset = 100000000000000000

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020

[State 198, Done]
type = ChangeState
trigger1 = time > 65
trigger1 = NumHelper(40122) = 0
value = 40000
;----------------------------------------------------------------------
;Air Hockey
[Statedef 40122]
type = S
ctrl = 0
anim = 77012
velset = 0,0
sprpriority = 4

[State 7009, Turn Compensation]
type = Turn
trigger1 = Facing != Helper(40000), Facing

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Helper(40000), Pos X) - 22*(Helper(40000), Facing)
y = (Helper(40000), Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Helper(40000), Pos X) - 24*(Helper(40000), Facing)
y = (Helper(40000), Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Helper(40000), Pos X) - 24*(Helper(40000), Facing)
y = (Helper(40000), Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Helper(40000), Pos X) - 18*(Helper(40000), Facing)
y = (Helper(40000), Pos Y) - 24

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 19004
;----------------------------------------------------------------------
;Kloak: Gouki Statue
[Statedef 40023]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 23

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 23

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 23

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0 

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40123)
helpertype = normal
name = "Gouki Statue"
postype = p1
pos = -20, -20
stateno = 40123
ownpal = 1
shadowoffset = 100000000000000000

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time > 65
trigger1 = NumHelper(40123) = 0
value = 40000
;----------------------------------------------------------------------
;Gouki Statue
[Statedef 40123]
type = S
ctrl = 0
anim = 40123
velset = 0,0
sprpriority = 4

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40214
;----------------------------------------------------------------------
;Kloak: Necky Jr.
[Statedef 40024]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 24

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 24

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 24

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0 

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40109)
helpertype = normal
name = "Mike Hagger"
postype = p1
pos = -20, -20
stateno = 40124
ownpal = 1
shadowoffset = 100000000000000000

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time > 65
trigger1 = NumHelper(40124) = 0
value = 40000
;----------------------------------------------------------------------
;Hagger/Haggar
[Statedef 40124]
type = S
ctrl = 0
anim = 40124
velset = 0,0
sprpriority = 4

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40624
;----------------------------------------------------------------------
;Necky Jr.
[Statedef 40224]
type = A
movetype= A
ctrl = 0
anim = 41124
velset = 0,5
sprpriority = 7

[State 0, I DARE you to hit me!]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 40424

[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 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) >= -70
value = 40324
;----------------------------------------------------------------------
;Necky Jr.
[Statedef 40324]
type = A
movetype= A
ctrl = 0
anim = 41124
velset = 0,0

[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 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 0, I DARE you to hit me!]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 40424

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State 39999, Throw State]
type = ChangeState
trigger1 = Time = 60
value = 40524
;----------------------------------------------------------------------
[Statedef 40424]
type = A
physics = N
poweradd= 0
ctrl = 0
sprpriority = 2
anim = 46124

[State 198, Done]
type = PlaySnd
trigger1 = time = 1
value = 40024, 1
volume = 255

[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 = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1031, BeginMovement]
type = DestroySelf
trigger1 = Pos Y > 100
;----------------------------------------------------------------------
;Necky Jr.
[Statedef 40524]
type = S
ctrl = 0
anim = 42124
velset = 0,0

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State 39999, Change State]
type = ChangeState
trigger1 = Time = 20
value = 40624
;----------------------------------------------------------------------
;Necky Jr.
[Statedef 40624]
type = A
movetype= A
ctrl = 0
anim = 44124
velset = 6,4

[State 0, I DARE you to hit me!]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 40424

[State 198, Done]
type = PlaySnd
trigger1 = time = 1
value = 40024, 0
volume = 255

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT

[State 1031, BeginMovement]
type = VelAdd
trigger1 = Time > 0
trigger1 = Time%4 = 0
trigger1 = Vel Y > -.5
y = -0.7

[State 1031, BeginMovement]
type = ChangeAnim
trigger1 = Vel Y < -.5
persistent = 0
value = 43124

[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 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 1031, BeginMovement]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
;Necky Jr.
[Statedef 40724]
type = A
movetype= A
ctrl = 0
anim = 41124
velset = 0,5

[State 0, I DARE you to hit me!]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 40424

[State -2, Unthrowable]
type = Turn
trigger1 = Time = 0

[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) >= -70
value = 40324
;----------------------------------------------------------------------
;Kloak: Robotnik Capsule
[Statedef 40025]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 25

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 25

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 25

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0 

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40125)
helpertype = normal
name = "Capsule"
postype = p1
pos = -20, -20
stateno = 40125
ownpal = 1
shadowoffset = 100000000000000000

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time > 65
trigger1 = NumHelper(40125) = 0
value = 40000
;----------------------------------------------------------------------
;Robotnik Capsule
[Statedef 40125]
type = S
ctrl = 0
anim = 40125
velset = 0,0
sprpriority = 4

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40214
;----------------------------------------------------------------------
;Kloak: What is a man?
[Statedef 40026]
type = S
ctrl = 0
anim = 10020
velset = 0,0
sprpriority = 5

[State 198, Done]
type = ChangeAnim
trigger1 = time = 20
value = 10021

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 26

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 26

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 26

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 40026, 0 

[State 7013, Kloak]
type = Helper
trigger1 = Time = 35
ID = (40126)
helpertype = normal
name = "Glass"
postype = p1
pos = -20, -20
stateno = 40126
ownpal = 1
shadowoffset = 100000000000000000

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 95
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time > 420
trigger1 = NumHelper(40126) = 0
value = 40000
;----------------------------------------------------------------------
;A miserable little pile of secrets...
[Statedef 40126]
type = S
ctrl = 0
anim = 40126
velset = 0,0
sprpriority = 4

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

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

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40226
;----------------------------------------------------------------------
;But enough talk have at you!
[Statedef 40226]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2

[State 20000, SRSLY]
type = AngleDraw
trigger1 = 1
value = Time*-25

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 0
x = 1
y = -4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 6
x = 2
y = -4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 12
x = 5
y = -4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 18
x = 5
y = 4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 24
x = 2
y = 4

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 30
x = 1
y = 4

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time > 36
x = 0.5
y = 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 = Time > 0
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 1, 0                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
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 9006, FireStorm.EXE1]
type = Explod
trigger1 = Pos Y >= 0
persistent = 0
postype = P1
pos = 0, 0
anim = 41126
ontop = 1
removetime = 50
velocity = 4, -.5

[State 9006, FireStorm.EXE1]
type = Explod
trigger1 = Pos Y >= 0
persistent = 0
postype = P1
pos = 0, 0
anim = 42126
ontop = 1
removetime = 50
velocity = -3.5, -.5

[State 9006, FireStorm.EXE1]
type = Explod
trigger1 = Pos Y >= 0
persistent = 0
postype = P1
pos = 0, 0
anim = 43126
ontop = 1
removetime = 50
velocity = 3.5, -.25

[State 9006, FireStorm.EXE1]
type = Explod
trigger1 = Pos Y >= 0
persistent = 0
postype = P1
pos = 0, 0
anim = 44126
ontop = 1
removetime = 50
velocity = -4, -.25

[State 198, Done]
type = PlaySnd
trigger1 = Pos Y >= 0
persistent = 0
value = 40026, 1

[State 1031, BeginMovement]
type = DestroySelf
trigger1 = Pos Y >= 0
;----------------------------------------------------------------------
;Kloak: Robotnik Capsule
[Statedef 40027]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 27

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 27

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 27

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40127)
helpertype = normal
name = "LandMaster"
postype = p1
pos = -20, -20
stateno = 40127
ownpal = 1
shadowoffset = 100000000000000000

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time > 65
trigger1 = NumHelper(40127) = 0
value = 40000
;----------------------------------------------------------------------
;LandMaster
[Statedef 40127]
type = S
ctrl = 0
anim = 40127
velset = 0,0
sprpriority = 4

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40214
;----------------------------------------------------------------------
;Kloak: Yashichi
[Statedef 40028]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 28

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 28

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 28

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0 

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40128)
helpertype = normal
name = "Yashichi"
postype = p1
pos = -20, -20
stateno = 40128
ownpal = 1
shadowoffset = 100000000000000000

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time > 65
value = 40000
;----------------------------------------------------------------------
;Yashichi
[Statedef 40128]
type = S
ctrl = 0
anim = 40128
velset = 0,0
sprpriority = 4

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40228
;----------------------------------------------------------------------
[Statedef 40228]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 0
x = 2
y = -3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 6
x = 4
y = -3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 12
x = 10
y = -3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 18
x = 10
y = 3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 24
x = 4
y = 3

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 30
x = 2
y = 3

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time > 36
x = 1
y = 3

[State 800, 2]
type = VarSet
Trigger1 = Time = 0
v = 47
value = Ceil(enemy, LifeMax * -1)

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
trigger1 = Parent, 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   = S40004,0
guardsound = S40004,0
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 = (enemy, PowerMax), (enemy, PowerMax)
p2stateno = 60000

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
trigger1 = Parent, 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   = S40004,0
guardsound = S40004,0
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 = (enemy, PowerMax), (enemy, PowerMax)

[State 9012, Move hit]
type = TargetLifeAdd
trigger1 = MoveContact
trigger1 = Parent, Var(45) = 0
value = -Var(47)

[State 9012, Move hit]
type = DestroySelf
trigger1 = MoveContact

[State 9007, Super Pause]
type = AssertSpecial
trigger1 = Time >= 0
flag = unguardable

[State 1031, BeginMovement]
type = ChangeState
trigger1 = Pos Y >= 0
value = 40328
;----------------------------------------------------------------------
[Statedef 40328]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
velset = 0,0

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

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
trigger1 = Parent, 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   = S40004,0
guardsound = S40004,0
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 = (enemy, PowerMax), (enemy, PowerMax)
p2stateno = 60000

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
trigger1 = Parent, 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   = S40004,0
guardsound = S40004,0
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 = (enemy, PowerMax), (enemy, PowerMax)

[State 9012, Move hit]
type = TargetLifeAdd
trigger1 = MoveContact
trigger1 = Parent, Var(45) = 0
value = -Var(47)

[State 9007, Super Pause]
type = AssertSpecial
trigger1 = Time >= 0
flag = unguardable

[State 9012, Move hit]
type = DestroySelf
trigger1 = MoveContact
;--------------------------------------------------------------------
;Kloak: CAEK
[Statedef 40014]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 14

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 14

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 14

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0 

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40114)
helpertype = normal
name = "ZOMG CAEK"
postype = p1
pos = -20, -20
stateno = 40114
ownpal = 1
shadowoffset = 100000000000000000

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time > 65
trigger1 = NumHelper(40114) = 0
value = 40000
;----------------------------------------------------------------------
;ZOMG CAEK
[Statedef 40114]
type = S
ctrl = 0
anim = 40114
velset = 0,0
sprpriority = 4

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40214
;----------------------------------------------------------------------
[Statedef 40214]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2

[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 = 100, 20                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
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
fall = 1
air.fall = 1
guard.sparkno = S999999999999999999 

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 0
x = 2
y = -3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 6
x = 4
y = -3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 12
x = 10
y = -3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 18
x = 10
y = 3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 24
x = 4
y = 3

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 30
x = 2
y = 3

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time > 36
x = 1
y = 3

[State 1031, BeginMovement]
type = DestroySelf
trigger1 = Pos Y >= 0
;----------------------------------------------------------------------
;Kloak: Ran
[Statedef 40029]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 29

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 29

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 29

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0 

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40129)
helpertype = normal
name = "Un-Suppa Tenko"
postype = p1
pos = -20, -20
stateno = 40129
ownpal = 1
shadowoffset = 100000000000000000

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time > 65
trigger1 = NumHelper(40129) = 0
value = 40000
;----------------------------------------------------------------------
;Ran
[Statedef 40129]
type = S
ctrl = 0
anim = 40129
velset = 0,0
sprpriority = 4

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40229
;----------------------------------------------------------------------
[Statedef 40229]
type = S
movetype= A
physics = N
poweradd= 0
sprpriority = 2
velset = 0, 7

[State 1031, BeginMovement]
type = ChangeState
trigger1 = Pos Y >= 0
value = 40329
;----------------------------------------------------------------------
[Statedef 40329]
type = S
movetype= A
physics = N
poweradd= 0
sprpriority = 2
velset = 0, 0
anim = 41129

[State 1031, BeginMovement]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1031, BeginMovement]
type = ChangeAnim
trigger1 = Time = 30
value = 42129

[State 40301, Charge!]
type = VelSet
trigger1 = Time = 30
x = 6

[State 40301, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr = S, SA
damage = 0, 0
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 -2, Unthrowable]
type = ChangeState
trigger1 = MoveContact
value = 40429

[State 40301, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
[Statedef 40429]
type = S
movetype= A
physics = N
poweradd= 0
sprpriority = 2
velset = 0, 0
anim = 43129

[State 21000, Angle Draw]
type = AngleDraw
trigger1 = 1
value = Time*-20

[State 40301, HitDef]
type = HitDef
trigger1 = Time%4 = 0
attr = S, SA
damage = 10, 0
hitflag = MAF
guardflag = MA
priority = 3
pausetime = 0,3
sparkno = S999999999999
sparkxy = 0,0
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
guard.sparkno = S999999999999999999

[State 21000, Angle Draw]
type = ChangeState
trigger1 = Time = 60
value = 40529
;----------------------------------------------------------------------
[Statedef 40529]
type = S
movetype= A
physics = N
poweradd= 0
sprpriority = 2
velset = 8, 0
anim = 42129

[State 40301, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
;Kloak: Wild Coil
[Statedef 40030]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 30

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 30

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 30

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0 

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40130)
helpertype = normal
name = "Wild Coil"
postype = p1
pos = -20, -20
stateno = 40130
ownpal = 1
shadowoffset = 100000000000000000

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time > 65
trigger1 = NumHelper(40130) = 0
value = 40000
;----------------------------------------------------------------------
;Wild Coil
[Statedef 40130]
type = S
ctrl = 0
anim = 40130
velset = 0,0
sprpriority = 4

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

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

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40230
;----------------------------------------------------------------------
[Statedef 40230]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 0
x = 1
y = -4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 6
x = 2
y = -4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 12
x = 5
y = -4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 18
x = 5
y = 4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 24
x = 2
y = 4

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 30
x = 1
y = 4

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time > 36
x = 0.5
y = 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 = Time > 0
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 30, 10                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
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 = ChangeState
trigger1 = Pos Y >= 0
value = 40330
;----------------------------------------------------------------------
[Statedef 40330]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
anim = 41130
velset = 0, 0

[State 40001, SOW SOW SOW]
type = PlaySnd
trigger1 = time = 20
value = 40030, 0 

[State 1031, BeginMovement]
type = ChangeState
trigger1 = Time = 20
value = 40430

[State 40330, BeginMovement]
type = ChangeAnim
trigger1 = Time = 10
value = 42130
;----------------------------------------------------------------------
[Statedef 40430]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
anim = 40130
velset = 0, 0

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 0
x = 2
y = -14

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 2
x = 4
y = -14

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 4
x = 8
y = -14

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 6
x = 8
y = 14

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 8
x = 4
y = 14

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 10
x = 2
y = 14

[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 = 30, 10                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
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, HitGround]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time > 10
value = 40330

[State 7012, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
;Kloak: Bomberman Bomb
[Statedef 40031]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 31

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 31

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 31

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0 

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40131)
helpertype = normal
name = "Bomberman Bomb"
postype = p1
pos = -20, -20
stateno = 40131
ownpal = 1
shadowoffset = 100000000000000000

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time > 65
value = ifelse((Parent, Var(4)=1), 39998, 40000)
;----------------------------------------------------------------------
;Bomberman Bomb
[Statedef 40131]
type = S
ctrl = 0
anim = 40131
velset = 0,0
sprpriority = 4

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

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

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40231
;----------------------------------------------------------------------
[Statedef 40231]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 0
x = 1
y = -4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 6
x = 2
y = -4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 12
x = 5
y = -4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 18
x = 5
y = 4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 24
x = 2
y = 4

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 30
x = 1
y = 4

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time > 36
x = 0.5
y = 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 = Time > 0
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 30, 10                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
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 = ChangeState
trigger1 = Pos Y >= 0
value = 40331
;----------------------------------------------------------------------
[Statedef 40331]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
velset = 0, 0

[State 1031, BeginMovement]
type = PlaySnd
trigger1 = Time = 0
value = 40031, 0

[State 1031, BeginMovement]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1031, BeginMovement]
type = VarSet
trigger1 = Time = 0
v = 59
value = ifelse(root, Var(4)=0, (random%20)*60, 40)

[State 1031, BeginMovement]
type = ChangeState
trigger1 = Time > Var(59)
trigger1 = Time > 1
value = 40431
;----------------------------------------------------------------------
[Statedef 40431]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
anim = 40231

[State 1031, BeginMovement]
type = PlaySnd
trigger1 = Time = 0
value = 40031, 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 = 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 = 50, 10                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
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 40014, Repetition Check]
type = DestroySelf
trigger1 = Time = 21
;----------------------------------------------------------------------
;Kloak: Cane of Somaria Block
[Statedef 40032]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 32

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 32

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 32

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0 

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40132)
helpertype = normal
name = "Cane of Somaria Block"
postype = p1
pos = -20, -20
stateno = 40132
ownpal = 1

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time > 65
value = 40000
;----------------------------------------------------------------------
;Cane of Somaria Block
[Statedef 40132]
type = S
ctrl = 0
anim = 40132
velset = 0,0
sprpriority = 4

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

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

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40232
;----------------------------------------------------------------------
[Statedef 40232]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 0
x = 1
y = -4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 6
x = 2
y = -4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 12
x = 5
y = -4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 18
x = 5
y = 4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 24
x = 2
y = 4

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 30
x = 1
y = 4

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time > 36
x = 0.5
y = 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 = Time > 0
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 30, 10                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
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 = ChangeState
trigger1 = Pos Y >= 0
value = 40332
;----------------------------------------------------------------------
[Statedef 40332]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
velset = 0, 0

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 40032, 0

[State 1031, BeginMovement]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1031, BeginMovement]
type = ChangeAnim
trigger1 = Time = 60
value = 41132

[State 1031, BeginMovement]
type = AssertSpecial
trigger1 = Time > 66
flag = invisible

[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 198, Done]
type = PlaySnd
trigger1 = time = 66
value = 40032, 1

[State 19060, Fire]
type = Projectile
trigger1 = Time = 66
ProjID = 43132
projanim = 43132
projhitanim = 43132
projremove = 0
projremovetime = -1 
velocity = 0,5
attr =S, SA 
damage = 40,4 
getpower = 45 
givepower = 75 
hitflag = MAFD
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 7
projedgebound = 200
projstagebound = 320
offset = 0, 0
postype = P1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 19060, Fire]
type = Projectile
trigger1 = Time = 66
ProjID = 42132
projanim = 42132
projhitanim = 42132
projremove = 0
projremovetime = -1 
velocity = 0,-5
attr =S, SA 
damage = 40,4 
getpower = 45 
givepower = 75 
hitflag = MAFD
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 7
projedgebound = 200
projstagebound = 40
offset = 0, 0
postype = P1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 500
ignorehitpause = 0
persistent = 1

[State 7013, Kloak]
type = Helper
trigger1 = Time = 66
ID = (40431)
helpertype = normal
name = "Fire 1"
postype = p1
pos = 0, -10
stateno = 40432
ownpal = 1

[State 7013, Kloak]
type = Helper
trigger1 = Time = 66
ID = (40431)
helpertype = normal
name = "Fire 2"
postype = p1
pos = 0, -10
stateno = 40532
ownpal = 1

[State 19026, Rotate]
type = DestroySelf
trigger1 = Time > 66
trigger1 = NumHelper(40431) = 0
trigger1 = NumProjID(42132) = 0
;----------------------------------------------------------------------
[Statedef 40432]
type = S
movetype= A
physics = N
poweradd= 0
sprpriority = 2
velset = 5, 0
anim = 44132

[State 19026, Rotate]
type = AngleDraw
trigger1 = 1
value = -90

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr =S, SA 
damage = 40,4 
hitflag = MAFD
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
priority = 3
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 19026, Rotate]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
[Statedef 40532]
type = S
movetype= A
physics = N
poweradd= 0
sprpriority = 2
velset = -5, 0
anim = 45132

[State 19026, Rotate]
type = AngleDraw
trigger1 = 1
value = 90

[State 9012, HitDef]
type = HitDef
trigger1 = Time > 0
persistent = 0
attr =S, SA 
damage = 40,4 
hitflag = MAFD
guardflag = MA 
pausetime = 0,12 
remvelocity = 0,0
priority = 3
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 19026, Rotate]
type = DestroySelf
trigger1 = BackEdgeBodyDist <= -60
;----------------------------------------------------------------------
;Kloak: Scrooge McDuck
[Statedef 40033]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 33

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 33

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 33

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0 

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40133)
helpertype = normal
name = "Scrooge McDuck"
postype = p1
pos = -20, -20
stateno = 40133
ownpal = 1

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time > 65
value = 40000
;----------------------------------------------------------------------
;Scrooge McDuck
[Statedef 40133]
type = S
ctrl = 0
anim = 40133
velset = 0,0
sprpriority = 4

[State 0, I DARE you to hit me!]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 40533

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

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

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40233
;----------------------------------------------------------------------
[Statedef 40233]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
anim = 41133

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 0
x = 0.75
y = -4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 6
x = 2.25
y = -4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 12
x = 3.75
y = -4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 18
x = 3.75
y = 4

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 24
x = 1.5
y = 4

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 30
x = 0.75
y = 4

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time > 36
x = 0.375
y = 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 = Time > 0
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 30, 10                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
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 = ChangeState
trigger1 = Pos Y >= 0
trigger2 = MoveContact
value = 40333

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT
;----------------------------------------------------------------------
[Statedef 40333]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
anim = 42133
velset = 0, 0

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 40033, 0 
volume = 255 

[State 1031, BeginMovement]
type = ChangeState
trigger1 = Time = 6
value = 40433

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT
;----------------------------------------------------------------------
[Statedef 40433]
type = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
sprpriority = 2
anim = 41133
velset = 0, 0

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 0
y = -10
x = 1.5

[State 1031, BeginMovement]
type = VelAdd
trigger1 = Time > 5
trigger1 = Time%2 = 0
y = 2

[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 = 30, 10                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
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, HitGround]
type = ChangeState
triggerall = Time > 10
trigger1 = Pos Y >= 0
trigger2 = MoveContact
value = 40333

[State 7012, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -60

[State -2, Unthrowable]
type = NotHitBy
trigger1 = 1
value = , AT
;----------------------------------------------------------------------
[Statedef 40533]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
anim = 43133
velset = 0, 7

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 40033, 1
volume = 255 

[State 1031, BeginMovement]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 7012, DestroySelf]
type = DestroySelf
trigger1 = Pos Y >= 100
;----------------------------------------------------------------------
;Kloak: Bugzzy
[Statedef 40034]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 34

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 34

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 34

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0 

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40134)
helpertype = normal
name = "Buggzy"
postype = p1
pos = -20, -20
stateno = 40134
ownpal = 1

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time > 65
trigger1 = NumHelper(40134) = 0
value = 40000
;----------------------------------------------------------------------
;Bugzzy
[Statedef 40134]
type = S
ctrl = 0
anim = 40134
velset = 0,0
sprpriority = 4

[State 0, I DARE you to hit me!]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA, AA, AP
time = -1
stateno = 40533

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

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

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40234
;----------------------------------------------------------------------
;Kloak: Bugzzy
[Statedef 40234]
type = S
ctrl = 0
velset = 0,0
sprpriority = 5

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 0
y = 7

[State 1031, BeginMovement]
type = ChangeState
trigger1 = Pos Y >= 0
value = 40334
;----------------------------------------------------------------------
[Statedef 40334]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 1
anim = 41134
velset = 0, 0

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

[State 40301, Charge!]
type = VelSet
trigger1 = Time > 20
x = 12

[State 8003, PosSet]
type = ChangeAnim
trigger1 = time = 20
value = 42134

[State 3014, Super Pause]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 800, 1]
type = HitDef
Trigger1 = 1
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 40434    
p2stateno = 40534
guard.dist = 0
fall = 1

[State 40301, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
[Statedef 40434]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 1
sprpriority = 4
anim = 43134
velset = 0, 0

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

[State 198, Done]
type = PlaySnd
trigger1 = Time%3 = 0
value = F5, 3

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = Time%3 = 0
value = -3

[State 40301, ChangeState]
type = ChangeState
trigger1 = Time = 120
value = 40634
;----------------------------------------------------------------------
[Statedef 40534]
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 = 45134

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Time = 120
value = 5100 ;Hit ground
;----------------------------------------------------------------------
[Statedef 40634]
type = S
movetype= A
physics = S
poweradd= 25
ctrl = 1
sprpriority = 4
anim = 42134
velset = 0, 0

[State 40301, Charge!]
type = VelSet
trigger1 = 1
x = 12

[State 40301, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -60
;----------------------------------------------------------------------
;Kloak: Chen
[Statedef 40035]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 35

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 35

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 35

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0 

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40141)
helpertype = normal
name = "Chen"
postype = p1
pos = -20, -20
stateno = 40135
ownpal = 1
shadowoffset = 100000000000000000

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time > 65
value = 40000
;----------------------------------------------------------------------
;Chen
[Statedef 40135]
type = S
ctrl = 0
anim = 19270
velset = 0,0
sprpriority = 4

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

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

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40235
;----------------------------------------------------------------------
[Statedef 40235]
type = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
sprpriority = 2
anim = 19271

[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 = 100, 20                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4            ;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 = 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, MovementCont.]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1031, BeginMovement]
type = DestroySelf
trigger1 = Pos Y >= 50
;----------------------------------------------------------------------
;Kloak: Red Zinger
[Statedef 40050]
type = S
ctrl = 0
anim = 10021
velset = 0,0
sprpriority = 5

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
trigger1 = Var(57) != 0
v = 58
value = 41

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) != 0
v = 57
value = 41

[State 40014, Repetition Check]
type = VarSet
trigger1 = Time = 0
trigger1 = Var(56) = 0
v = 56
value = 41

[State 198, Done]
type = PlaySnd
trigger1 = time = 0
value = 7009, 0 

[State 7013, Kloak]
type = Helper
trigger1 = Time = 15
ID = (40141)
helpertype = normal
name = "Red Zinger"
postype = p1
pos = -20, -20
stateno = 40141
ownpal = 1
shadowoffset = 100000000000000000

[State 40001, Dust cloud]
type = Explod
trigger1 = Time = 20
postype = P1
pos = 0, 0
anim = 10022
ontop = 1
removetime = 40

[State 198, Done]
type = ChangeAnim
trigger1 = time = 65
value = 10020 

[State 198, Done]
type = ChangeState
trigger1 = time > 65
value = 39998
;----------------------------------------------------------------------
;Red Zinger
[Statedef 40141]
type = S
ctrl = 0
anim = 41131
velset = 0,0
sprpriority = 4

[State 198, Done]
type = PosSet
trigger1 = time = 5
x = (Parent, Pos X) - 22*(Parent, Facing)
y = (Parent, Pos Y) - 18

[State 198, Done]
type = PosSet
trigger1 = time = 10
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 16

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 24*(Parent, Facing)
y = (Parent, Pos Y) - 22

[State 198, Done]
type = PosSet
trigger1 = time = 15
x = (Parent, Pos X) - 18*(Parent, Facing)
y = (Parent, Pos Y) - 24

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

[State 198, Done]
type = ChangeState
trigger1 = time = 15
value = 40241
;----------------------------------------------------------------------
[Statedef 40241]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2

[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 = 100, 20                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
pausetime = 0,8
sparkno = S999999999999
sparkxy = 0,0
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
guard.sparkno = S999999999999999999 

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 0
x = 2
y = -3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 6
x = 4
y = -3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 12
x = 10
y = -3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 18
x = 10
y = 3

[State 1031, MovementCont.]
type = VelSet
trigger1 = Time = 24
x = 4
y = 3

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time = 30
x = 2
y = 3

[State 1031, BeginMovement]
type = VelSet
trigger1 = Time > 36
x = 1
y = 3

[State 1031, BeginMovement]
type = ChangeState
trigger1 = Time = 55
value = 40341
;----------------------------------------------------------------------
[Statedef 40341]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
velset = 0, 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 = Time > 0
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 100, 20                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
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 = ChangeState
trigger1 = MoveContact
value = 40441
;----------------------------------------------------------------------
[Statedef 40441]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
sprpriority = 2
vel = 0, 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 = Time > 30
persistent = 0
attr = A, SA                    ;Attribute: Standing, Normal Attack
damage = 100, 20                   ;Damage that move inflicts, guard damage
hitflag = MAF
guardflag = HAL
priority = 3
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 = ChangeState
trigger1 = MoveContact
value = 40402
;----------------------------------------------------------------------
