[StateDef 192]
type = A
movetype= A
physics = N
juggle  = 1
velset = 14,0
ctrl = 0
anim = 191

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S300,3
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S300,3


[State 192, end]
type = destroyself
trigger1 = time=35
;-----------------------------
[StateDef 194]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4002
sprpriority=6
[State 0, Explod]
type = Explod
trigger1 = time=0
anim = 4004
ID =194
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = -2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =time>145
id = 194
;ignorehitpause =
;persistent =

[State 0, BindToParent]
type = BindToParent
trigger1 =time<20
time = 1
facing = 0
pos = 0,0
[State 0, SprPriority]
type = SprPriority
trigger1 = time>100
value = -1

[State 0, VelSet]
type = VelSet
trigger1 =time=100
x = 10
[State 0, VelMul]
type = VelMul
trigger1 =time>100
x = 1.08

[State 0, Helper]
type = Helper
trigger1 = time=0
helpertype = normal ;player
name = "Blue Falcon2"
ID =196
stateno =196
pos = -39,-88
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=110
value = S0,4


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time>150


;-----------------------------
[StateDef 196]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4003
sprpriority=9

[State 0, BindToParent]
type = BindToParent
trigger1 =1
time = 1
facing = 0
pos = -40,-89
[State 0, SprPriority]
type = SprPriority
trigger1 = time>100
value = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=20
value = S0,5
volume=100


[State 0, AngleDraw]
type = AngleDraw
trigger1 =time>20
value =  ((time-20)*3)
[State 0, AngleDraw]
type = AngleDraw
trigger1 =time=[45,60]
value =  90
;scale =  (winmugen only)
;ignorehitpause =
;persistent =
[State 0, AngleDraw]
type = AngleDraw
trigger1 =time>60
value =  90-((time-56)*3)
[State 0, AngleDraw]
type = AngleDraw
trigger1 =time>85
value =  0
[State 0, Trans]
type = Trans
trigger1 =1
trans =add
[State 0, DestroySelf]
type = DestroySelf
trigger1 = time>200 || !root,numhelper(194)

;--------------------------------------------------------------------------
[StateDef 1001]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = ifelse(parent,stateno=1050,1002,1001)
poweradd =0
sprpriority=9
[State 0, Pause]
type = Pause
triggerall = (parent,stateno=[1000,1005])
trigger1 =p2stateno=1025&&enemy,time=1
time = 9
[State 0, VarSet]
type = Varadd
trigger1 =time>7 && (parent,stateno=[1000,1005])
trigger2=parent,anim!=1010 && parent,stateno=1050
v = 1   ;fv = 10
value = 1
ignorehitpause=0
[State 0, BindToParent]
type = BindToParent
triggerall = parent,stateno=1050
triggerall = parent,anim=1010
trigger1 =parent,anim!=1011
time = 1
facing = 1
pos = 23,-19

[State 0, BindToParent]
type = BindToParent
triggerall = parent,anim=1000|| parent,anim=1004
trigger1 =1
time = 1
facing = 1
pos = 72,-68
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = noshadow


[State 0, AngleDraw]
type = AngleDraw
trigger1 =time>7 && (parent,stateno=[1000,1005])
trigger2=parent,anim!=1010 && parent,stateno=1050
;value =  (winmugen only)
scale =  1,1-(var(1)*.14)
ignorehitpause=0
[State 0, Trans]
type = Trans
trigger1 =1
trans =add
;ignorehitpause =
;persistent =

[State 192, end]
type = destroyself
trigger1 = var(1)=10 || parent,movetype=H ||parent,stateno!=[1000,1050]
;--------------------------------------------------------------------------
[StateDef 1002]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1002
poweradd =0
sprpriority=9

[State 0, VarSet]
type = Varadd
trigger1 =parent,pos y >-20
v = 1   ;fv = 10
value = 1
ignorehitpause=0
[State 0, BindToParent]
type = BindToParent
trigger1 =parent,anim=1050
time = 1
facing = 1
pos = 42,-42
[State 0, AngleDraw]
type = AngleDraw
trigger1 =1
value =  -45

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


[State 0, AngleDraw]
type = AngleDraw
trigger1 =parent,pos y >-20
;value =  (winmugen only)
scale =  1,1-(var(1)*.14)
ignorehitpause=0
[State 0, Trans]
type = Trans
trigger1 =1
trans =add
;ignorehitpause =
;persistent =

[State 192, end]
type = destroyself
trigger1 = var(1)=10 || parent,movetype=H || parent,stateno!=1050
;--------------------------------------------------------------------------
[StateDef 1003]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1001
poweradd =0
sprpriority=9

[State 0, VarSet]
type = Varadd
trigger1 =time>5
v = 1   ;fv = 10
value = 1
ignorehitpause=0
[State 0, BindToParent]
type = BindToParent
trigger1 =parent,anim=[1030,1031]
time = 1
facing = 1
pos = 40,-71
[State 0, AngleDraw]
type = AngleDraw
trigger1 =1
value =  -45

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


[State 0, AngleDraw]
type = AngleDraw
trigger1 =time>5
;value =  (winmugen only)
scale =  1,1-(var(1)*.14)
ignorehitpause=0
[State 0, Trans]
type = Trans
trigger1 =1
trans =add
;ignorehitpause =
;persistent =

[State 192, end]
type = destroyself
trigger1 = var(1)=10 || parent,movetype=H ||( parent,stateno!=1000&&parent,stateno!=1005)
;--------------------------------------------------------------------------
;Ice helper
[StateDef 1056]
type = A
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim =root,anim
poweradd =0
sprpriority=-5

;[State 0, ChangeAnim]
;type = ChangeAnim
;trigger1 = 1
;value = root,anim
;elem = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S3,2
channel = 5

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


[State 0, AngleDraw]
type = AngleDraw
trigger1 = time>0
scale=1+(time*.02),1+(time*.04)

[State 0, Trans]
type = Trans
trigger1 =  time<7
trans = add ;none, add, addalpha, add1, sub

[State 0, Trans]
type = Trans
trigger1 = time=7
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 = time=8
trans = addalpha;, sub
alpha = 150,250
[State 0, Trans]
type = Trans
trigger1 = time=9
trans = addalpha;, sub
alpha = 125,250
[State 0, Trans]
type = Trans
trigger1 = time=10
trans = addalpha;, sub
alpha = 100,250
[State 0, Trans]
type = Trans
trigger1 = time=11
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = time=12
trans = addalpha;, sub
alpha = 50,250
[State 0, Trans]
type = Trans
trigger1 = time=13
trans = addalpha;, sub
alpha = 25,250
[State 0, Trans]
type = Trans
trigger1 = time=14
trans = addalpha;, sub
alpha = 10,250


[State 192, end]
type = destroyself
trigger1 = time>=15
;-----------------------------
[StateDef 3100]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 8103
sprpriority=-1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = nobardisplay
flag2 = noBG
flag3 = noFG
[State 0, Trans]
type = Trans
trigger1 =1
trans =add
[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
;value =  (winmugen only)
scale = .8+(time*.04),.8+(time*.04)
;ignorehitpause =
;persistent =

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

[State 1002, 1]
type = AfterImage
trigger1 = 1
time = 5
framegap = 1
length = 2
PalAdd = 0, 0, 0
PalMul = 1, 1, 1
PalContrast = 255-((Time)*6), 255-((Time)*6), 255-((Time)*6)
trans = Add

[State 0, DestroySelf]
type = DestroySelf
trigger1 =time=45


;-----------------------------
[StateDef 4000]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4002
sprpriority=6
[State 0, Explod]
type = Explod
trigger1 = time=0
anim = 4004
ID =194
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = -2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

;[State 0, RemoveExplod]
;type = RemoveExplod
;trigger1 =time>145
;id = 194
;ignorehitpause =
;persistent =
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 =enemy,time=[230,350]
ID =194
scale =.3,.3
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 =enemy,time=[350,420]
ID =194
scale =.3+((enemy,time-350)*.01),.3+((enemy,time-350)*.01)
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 =enemy,time>=420
ID =194
scale =  1,1

[State 0, BindToParent]
type = BindToParent
trigger1 =parent,anim=3081&&parent,animelemtime(9)>0
time = 1
facing = 0
pos = 0,0
[State 0, SprPriority]
type = SprPriority
trigger1 = parent,anim=3081&&parent,animelemtime(9)<0
value = -1
[State 0, SprPriority]
type = SprPriority
trigger1 = parent,anim=3081&&parent,animelemtime(9)>0
value = 7
[State 0, SprPriority]
type = SprPriority
trigger1 = parent,anim=3084
value = -2
[State 0, VelSet]
type = VelSet
trigger1 =time=0
x = 10.5

[State 0, VelSet]
type = VelSet
trigger1 = time>50
x = 0


[State 0, AngleDraw]
type = AngleDraw
trigger1 =enemy,time=[230,350]
scale =.3,.3
[State 0, AngleDraw]
type = AngleDraw
trigger1 =enemy,time=[350,420]
scale =   .3+((enemy,time-350)*.01),.3+((enemy,time-350)*.01)

[State 0, AngleDraw]
type = AngleDraw
trigger1 =enemy,time>=420
scale =  1,1
[State 0, Helper]
type = Helper
trigger1 = time=0
helpertype = normal ;player
name = "Blue Falcon2"
ID =196
stateno =4001
pos = -39,-88
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S0,4
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 3    ;fv = 10
value = parent,fvar(3)
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =parent,animelemtime(15)>55
id =194
;ignorehitpause =
;persistent =
[State 0, VarSet]
type = VarSet
trigger1 =parent,anim=3081&&parent,animelemtime(9)<0
v = 10    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1=parent,anim=3081&&parent,animelemtime(9)>0
v = 10    ;fv = 10
value = 2

[State 0, VarSet]
type = VarSet
trigger1 =parent,anim=3084
v = 10    ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = parent,anim=3081 &&parent,animelemtime(9)<0
v = 11    ;fv = 10
value =1

[State 0, VarSet]
type = VarSet
trigger1 = parent,anim=3081 &&parent,animelemtime(9)>0
v = 11    ;fv = 10
value =0
[State 0, VarSet]
type = Varadd
trigger1 =parent,anim=3081 &&parent,animelemtime(9)>0
v = 6    ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 = parent,animelemtime(15)>55
v = 11    ;fv = 10
value =2
[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent,animelemtime(15)>55


;-----------------------------
[StateDef 4001]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4003
sprpriority=9
[State 0, AngleDraw]
type = AngleDraw
trigger1 =enemy,time=[230,350]
scale =.3,.3
[State 0, AngleDraw]
type = AngleDraw
trigger1 =enemy,time=[350,420]
scale =   .3+((enemy,time-350)*.01),.3+((enemy,time-350)*.01)

[State 0, AngleDraw]
type = AngleDraw
trigger1 =enemy,time>=420
scale =  1,1

[State 0, BindToParent]
type = BindToParent
trigger1 =1
time = 1
facing = 0
pos = ceil(-40*parent,fvar(3)),ceil(-89*parent,fvar(3))
[State 0, SprPriority]
type = SprPriority
trigger1 = parent,var(10)=1
value = 0
[State 0, SprPriority]
type = SprPriority
trigger1 = parent,var(10)=2
value = 9
[State 0, SprPriority]
type = SprPriority
trigger1 =parent,var(10)=0
value = -1
[State 0, PlaySnd]
type = PlaySnd
trigger1 =parent,animelemtime(9)=1
value = S0,5
volume=100


;[State 0, AngleDraw]
;type = AngleDraw
;trigger1 =time>20
;value =  ((time-20)*3)
[State 0, AngleDraw]
type = AngleDraw
trigger1 =parent,var(11)=1
value =  90
;scale =  (winmugen only)
;ignorehitpause =
;persistent =


[State 0, AngleDraw]
type = AngleDraw
trigger1 =parent,var(6)>0
value =  90-((parent,var(6))*4.5)
[State 0, AngleDraw]
type = AngleDraw
trigger1 =parent,var(6)>17
value =  0
[State 0, Trans]
type = Trans
trigger1 =1
trans =add
[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent,var(11)=2
;---------------------------------------------------------------------------
[Statedef 6000]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 3333
ctrl = 0
sprpriority = 5




[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag2=noFG
flag=nokosnd
ignorehitpause = 1
persistent = 1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2=nokosnd
flag3=noBG
ignorehitpause = 1
persistent = 1
[State 11009, dust]
type = Explod
trigger1 = time = 0
anim = 8001
ID = 11009
postype =left
pos = 0,0
bindtime = -1
facing = ifelse(facing = -1, -1,1)
sprpriority = 9
scale = .5,ifelse(GameHeight=180,.35,.5)
ownpal = 0
ignorehitpause =1
removetime=35
ontop =1
pausemovetime = 999
supermovetime = 9999
[State 11009, PlaySnd]
type = PlaySnd
trigger1 = time =2
value = S999,1
[State 0, Pause]
type = Pause
trigger1 =time=4
time = 35
movetime = 35
ignorehitpause = 1

[State 11009, dust]
type = Explod
trigger1 = time = 0
anim = 8000
ID = 11009
postype =left
pos = 0,-10
bindtime = -1
facing = ifelse(facing = -1, -1,1)
sprpriority = -2
scale = .5,ifelse(GameHeight=180,.39,.54)
ownpal = 0
ignorehitpause =1
ontop =0
pausemovetime = 999
supermovetime = 9999


[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent,statetype !=A  && time > 120
;---------------------------------------------------------------------------
[Statedef 6001]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 3333
ctrl = 0
sprpriority = 5


[State 11009, dust]
type = Explod
trigger1 = parent,animelemtime(15)=240 && parent,anim=3084
anim = 8001
ID = 11009
postype =left
pos = 0,0
bindtime = -1
facing = ifelse(facing = -1, -1,1)
sprpriority = 9
scale = .5,ifelse(GameHeight=180,.35,.5)
ownpal = 0
ignorehitpause =1
removetime=60
ontop =1
pausemovetime = 999
supermovetime = 9999
[State 0, Pause]
type = Pause
trigger1 =parent,animelemtime(15)=240 && parent,anim=3084
time =100
movetime=100
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = nomusic
[State 11009, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S200,28
[State 11009, PlaySnd]
type = PlaySnd
trigger1 =parent,animelemtime(15)=240 && parent,anim=3084
value = S999,1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2=noFG
flag3=nokoslow
flag3=nokosnd
flag3=noBG
ignorehitpause = 1
persistent = 1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2=nokosnd
flag3=noBG
ignorehitpause = 1
persistent = 1

;-------------------------------------------------------------------------------
[Statedef 7000]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 3333
ctrl = 0
sprpriority = 6

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


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

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 9
y = 9
[State 7180, flames]
type = explod
trigger1 =1
anim = 8200
ID = 11014
sprpriority = 3
postype = p2
random=30,60
scale=.3,.3
pos = (enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y));+90
bindtime = 4

[State 8050, 5]
type = destroyself
trigger1 =p2movetype!=H||p2statetype=L||time>120||root,stateno=5150
;---------------------------------------------------------------------------------------------------
[Statedef 9999]
type    = A
movetype= H
physics = N
juggle  = 8
velset=0,0
poweradd= 0
ctrl = 0
anim =10000
sprpriority = 9
;[State 0, VarSet]
;type = parentVaradd
;trigger1 = root,var(6)>0 && (p2movetype!=H|| p2stateno=[120,132]) && gametime%2=0
;v =6    ;fv = 10
;value = -1
[State -3, Hit0]
type = PlaySnd
triggerall = root,Alive
triggerall = root,Time = 0
triggerall = random%3 =0
triggerall = root,movetype=H
trigger1 = root,Stateno = 1025
trigger2 =root, Stateno = 1045
trigger3 =root, Stateno = 1033
trigger4 =root, Stateno = 1034
trigger5 = root,Stateno = 1035
trigger6 = root,Stateno = 1036
value = 5000, random%4
channel=0
[State 1, VarSet]
type = parentVarSet
trigger1 =root,movetype=H 
v = 1    ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 36    ;fv = 10
value = root,animelemno(0)
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = var(35) < var(36)
v = 35   ;fv = 10
value = root,animelemno(0)
[State 0, VarSet]
type = VarSet
trigger1 = root,anim !=var(34)
trigger2 = root,time<=1
v = 35   ;fv = 10
value = 0
;sadclaps detection
[State 0, VarSet]
type = VarSet
triggerall = root,movetype!=H
triggerall = root,stateno!=[800,899]
triggerall =root,stateno=[200,2030]
trigger1 = root,animelemno(0)<var(35)
v = 37    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = VarSet

trigger1 =1
v = 34   ;fv = 10
value = root,anim
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "var(2) = %d var(3) = %d  vel x = %d movehit= %d"
params = var(21),var(16),var(15),(var(14))
ignorehitpause = 1
;persistent = 

[State 2, VarSet]
type = Varset
trigger1 =var(10)>=0
trigger2 =var(11)>=0
trigger3 =var(12)>=0
trigger4 =var(13)>=0
trigger10 =var(20)>=0
trigger11 =var(21)>=0
v = 2   ;fv = 10
value = 1
ignorehitpause = 1

[State 3, VarSet]
type = Varset
trigger1 =var(10)>=0
trigger2 =var(11)>=0
v = 3   ;fv = 10
value = 1
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = root,prevstateno=[190,199]
v = 19   ;fv = 10
value = 49
;ignorehitpause = 
;persistent = 
[State 0, VarAdd]
type = VarAdd
trigger1 = var(19)>0 && roundstate=2
v = 19    ;fv = 
value = -1
;ignorehitpause = 
;persistent = 

[State 4, VarSet]
type = Varset
trigger1 =root,statetype=A&& root,movetype!=H
v = 4   ;fv = 10
value = 1
ignorehitpause = 1

[State 5, VarSet]
type = Varadd
trigger1 =var(4)=2
v = 5   ;fv = 10
value = 1
ignorehitpause = 1



;ignorehitpause = 
;persistent = 
[State 6, VarSet]
type = Varset
trigger1 = roundstate=2 && var(6)<200
v = 6   ;fv = 10
value =1
ignorehitpause = 1
[State 6, VarSet]
type = Varset
trigger1 = (root,stateno=[5000,5200])&&root,prevstateno=[120,155]
v = 6   ;fv = 10
value = p2stateno
ignorehitpause = 1
;persistent = 

[State 7, VarSet]
type = VarSet
trigger1 =  p2stateno=var(6)
v =7   ;fv = 10
value = 1
ignorehitpause = 1
[State 8, VarSet]
type = VarSet
trigger1 = root,stateno=5120 
v = 8    ;fv = 10
value = 6
[State 8, VarSet]
type = Varadd
trigger1 = root,stateno!=5120 && var(8)>0
v = 8    ;fv = 10
value = -1
[State 8, VarSet]
type = VarSet
triggerall = var(13) || root,p2bodydist x= [15,45]
trigger1 = p2stateno=5201 && enemy,time >10 
trigger2 = p2stateno=5210 && enemy,time >10 
trigger3 = p2stateno=5120 && enemy,time >13
v = 9    ;fv = 10
value = 1
;enough for lights
[State 10, Explod]
type = varset
triggerall = var(10)=0
trigger1 = root,movehit=1 && ((root,stateno=600)) && root,pos y >=-40
trigger2 = root,movehit=1 &&( root,stateno=605) && root,pos y =[-75,-60]
trigger3= root,movehit=1 && (root,anim=610)&& root,pos y =[-85,-70]
v=10
value=1
ignorehitpause = 1
;enough for heavys
[State 0, Explod]
type = varset
triggerall = var(11)=0
trigger1 = root,movecontact=1 && (root,anim=610)&& root,pos y >-70
trigger2 = root,movehit=1 && root,stateno=605&& root,pos y >-60
v=11
value=1

;blocked so inch slowly
[State 12, Explod]
type = varset
triggerall = var(12)=0
triggerall = var(13)=0
triggerall = root,numhelper(1001)=0
trigger1= root,p2bodydist x >175 && root,ctrl
trigger2= root,stateno=410 && root,movehit
trigger3= root,stateno=610 && p2statetype=A && root,var(21)=0
v=12
value=1
;[State 13, Explod]
;type = varset
;triggerall = var(12)=0
;triggerall = var(13)=0
;triggerall = root,numhelper(1001)=1
;trigger1= p2movetype=A &&root,var(17)&& (p2stateno!=5201||enemy,time>12)
;trigger2= p2statetype=L &&root,var(17) 
;v=13
;value=1

;ignorehitpause = 
;persistent = 


;ignorehitpause = 
;persistent = 

;persistent = 

;------can air dash
;[State 0, Explod]
;type = varset
;triggerall = root,movetype!=H
;triggerall = root,statetype=A
;triggerall = root,ctrl
;triggerall = root,var(31)=0
;triggerall = root,p2bodydist y >30 || p2movetype!=A || root,statetype=A
;trigger1= p2movetype=A  && p2bodydist x !=[1,30]
;trigger2 = p2stateno=5120 || enemy,prevstateno=5120
;trigger3 = root,p2bodydist x <80 && p2statetype=A
;trigger4 = (p2bodydist x>120 && (p2movetype!=A || p2statetype!=A))||backedgebodydist <117
;trigger5 = (root,p2bodydist x =[-30,0]) && p2statetype!=A && root,frontedgebodydist >60
;v=14
;value=1
;ignorehitpause =1


;------can air dash back
;[State 15, Explod]
;type = varset
;triggerall = root,movetype!=H
;triggerall = root,statetype=A
;triggerall = root,ctrl
;triggerall = root,var(31)=0 
;triggerall = p2bodydist x <120
;trigger1 = (root,p2bodydist x =[-10,40]) && p2statetype=A
;trigger2 = (root,p2bodydist x =[-30,0]) && p2statetype!=A && root,frontedgebodydist <60
;trigger3= p2bodydist x<90 && (p2movetype=A && p2statetype!=A&&backedgebodydist >117)
;v=15
;value=1
;ignorehitpause =1

;[State 0, VarSet]
;type = Varadd
;triggerall = enemy,hitshakeover
;trigger1 =root,moveguarded=1 
;v = 1   ;fv = 10
;value = 1
;ignorehitpause = 0
;[State 0, VarSet]
;type = VarSet
;trigger1 = root,movehit
;v = 1    ;fv = 10
;value = 0
;ignorehitpause = 
;persistent = 

;persistent = 


;persistent = 


;bait
;[State 16, VarSet]
;type = Varadd
;triggerall = var(17)=0
;triggerall = root,numhelper(1001)
;triggerall = enemy,hitshakeover
;trigger1=helper(1001),moveguarded=1
;v =16  ;fv = 10
;value = 1
;ignorehitpause =0
;persistent = 

;[State 17, VarSet]
;type = VarSet
;trigger1 = var(16)=3 && var(17)=0
;v = 17   ;fv = 10
;value = 12
;ignorehitpause = 
;persistent = 
;[State 17, VarSet]
;type = Varadd
;trigger1 = var(17)>0  && root,stateno!=1000
;v = 17   ;fv = 10
;value = -1
;ignorehitpause = 1


;persistent = 

;1000

;1001

;ignorehitpause = 
;persistent = 


;230
;[State 20, RemoveExplod]
;type = varset
;triggerall = p2stateno!=[833,834]
;trigger1 = root,stateno=1001 && p2statetype=S ||  root,stateno=1001 &&root,p2bodydist y <-25 && var(31)=0 && p2statetype=A
;v = 20
;value=0
;ignorehitpause = 1
;rolling elbow strike
;[State 20, Explod]
;type = varset
;triggerall =root,var(31)!=[40,59]
;triggerall = root,p2bodydist x >-5
;triggerall = root,stateno=1001 || root,stateno=1002 && (root,var(6)>0 || root,var(21)=2) || root,stateno=1003
;trigger1= p2statetype=C && p2movetype!=A || p2statetype=L ||p2stateno=[833,834]
;v=20
;value=1
;ignorehitpause =1
;ex tristan kick
;[State 20, Explod]
;type = varset
;triggerall =root,var(31)!=[40,59]
;triggerall = p2stateno!=[833,834]
;triggerall = root,stateno=1001 || root,stateno=1003
;trigger1= p2statetype=A && root,p2bodydist y >-25
;trigger2 = p2statetype=A &&p2bodydist x <5
;trigger3= p2statetype=C && p2movetype=A
;v=20
;value=2
;ignorehitpause =1
;
;ex tristan fist
;[State 20, Explod]
;type = varset
;triggerall =root,var(31)!=[40,59]
;triggerall = p2stateno!=[833,834]
;triggerall = root,stateno=1001 || root,stateno=1003
;trigger1 = p2statetype!=A &&p2bodydist x <15
;trigger2 = p2movetype=A && root,var(10)=0 
;trigger3 = p2statetype=A && root,stateno=1003 && (p2bodydist y >-35 || p2bodydist x =[-35,120])
;v=20
;value=3
;ignorehitpause =1
;1001
;[State 20, Explod]
;type = varset
;trigger1 = root,stateno!=[1001,1003] 
;v=20
;value=-1
;ignorehitpause =1
;do the knock up
;[State 20, Explod]
;type = varset
;triggerall = var(21)=0
;trigger1= (p2stateno=[1051,1052])  
;trigger2=(root,var(19)=1 && p2stateno=[833,834]) 
;trigger3= root,var(19)=1 && p2stateno=[1031,1032]
;v=21
;value=1
;ignorehitpause =1

;walking
[State 25, VarSet]
type = VarSet
triggerall = random <249|| root,var(31)>0
triggerall = p2statetype!=A|| p2movetype=H 
trigger1 = ((enemy,movetype !=A)|| root,p2bodydist x >5)&& p2statetype!=L && root,var(31)=0
trigger2 = root,backedgebodydist <20 && p2movetype=A&& root,var(31)=0
trigger3 = root,p2bodydist x <0 && p2statetype=A  && root,var(31)=0
trigger4 = root,var(31)>0
v = 25   ;fv = 10
value = 1

;---adjust for p2's position
[State 0, VarSet]
type = Varadd
;triggerall = var(20)=0
trigger1 = p2statetype=L  && p2stateno!=5101
v = 0    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = var(20)=0
trigger1 = var(21)=0
trigger1 = var(22)=0
v = 0    ;fv = 10
value = -1
;ignorehitpause = 
;persistent = 
[State 2, VarSet]
type = Varset
trigger1 =var(10)=0
trigger1 =var(11)=0
trigger1 =var(12)=0
trigger1 =var(13)=0
trigger1 =var(20)=0
trigger1 =var(21)=0
v = 2   ;fv = 10
value = 0
ignorehitpause = 1
[State 2, VarSet]
type = Varset
trigger1 =var(10)=0
trigger1 =var(11)=0
v = 3   ;fv = 10
value = 0
ignorehitpause = 1


[State 4, VarSet]
type = Varset
trigger1 =var(6)=1
v = 4   ;fv = 10
value = 0
ignorehitpause = 1
[State 5, VarSet]
type = Varset
trigger1 =root,movehit
trigger2 = root,var(15)
v = 5   ;fv = 10
value =0
ignorehitpause = 1
[State 7, VarSet]
type = VarSet
trigger1 =  p2stateno!=var(6)
v =7   ;fv = 10
value = 0
ignorehitpause = 1


[State 8, VarSet]
type = VarSet
trigger1 = var(8)<0
v = 8    ;fv = 10
value = 0
;0----------removeexplods---
[State 8, VarSet]
type = VarSet
trigger1 = p2stateno=5201 && enemy,time <10 
trigger2 = p2stateno=5210 && enemy,time <10 
trigger3 =p2statetype!=A
v = 9    ;fv = 10
value = 0
[State 10, RemoveExplod]
type = varset
trigger1 = p2movetype!=H || p2stateno=4999
v =10
value=0
ignorehitpause = 1
[State 11, RemoveExplod]
type = varset
trigger1 = p2movetype!=H|| p2stateno=4999
v = 11
value=0
ignorehitpause = 1

[State 12, RemoveExplod]
type = varset
trigger1 =root,numhelper(1001)=1
v = 12
value=0
ignorehitpause = 1

[State 13, RemoveExplod]
type = varset
trigger1 =root,numhelper(1001)=0
trigger2 = var(12)=1
trigger3= !root,var(17)
v = 13
value=0
ignorehitpause = 1
;persistent = 



;do the knock up
[State 20, Explod]
type = varset
triggerall = var(21)=1
trigger2= (p2stateno!=[1051,1052])  && p2statetype!=L
trigger1=root,var(19)=0 
v=21
value=0
ignorehitpause =1

[State 25, VarSet]
type = VarSet
triggerall = root,var(31)=0
triggerall = root,backedgebodydist >20
trigger1 =  enemy,movetype =A
trigger2 = root,p2bodydist x <15 && p2statetype=L && root,var(31)=0
trigger3 = p2statetype=A && p2movetype!=H&& root,p2bodydist x <15 && p2statetype!=L && root,var(31)=0
v = 25   ;fv = 10
value = 0

[State 42, ParentVarSet]
type = ParentVarSet
trigger1 = var(5)=0
v =42   ;fv = 
value = 0
;-----------

 [State 0, DestroySelf]
type = DestroySelf
trigger1 =roundstate!=2

