;---------------------------------------------------------------------
[StateDef 53]
type = A
movetype= I
physics = N
juggle  =0; 1
velset = -(root,vel x)
ctrl = 0
anim =cond(root,anim=110,111,110)
poweradd =0
sprpriority=5


[State 0, VarSet]
type = VarSet
trigger1 = animelem=7
v = 2   ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

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

[State 0, VarSet]
type = Varadd
trigger1 = var(2)
v = 1    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=4
x = cond(root,anim=111,-60,60)
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=5 
x = cond(root,anim=111,14,-14)
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=6 
x =cond(root,anim=111,-15, 15)
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=7
x = cond(root,anim=111,-22,22)

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=8
x = cond(root,anim=111,-31,31)

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

[State 0, Trans]
type = Trans
trigger1 =var(1)=1
trans = addalpha;, sub
alpha = 155,250
[State 0, Trans]
type = Trans
trigger1 = var(1)=2
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = var(1)=3
trans = addalpha;, sub
alpha = 25,250


[State 0, DestroySelf]
type = DestroySelf
trigger1 = var(1)=3
trigger2= root,movetype=H
;---------------------------------------------------------------------
[StateDef 101]
type = A
movetype= I
physics = N
juggle  =0; 1
velset = 0,0
ctrl = 0
anim =cond(root,anim=100 || (root,stateno=194),105,100)
poweradd =0
sprpriority=5
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim=100 && time=0
value = anim
elem = 4

[State 0, VelSet]
type = VelSet
trigger1 = anim=100 && time=0
x = 10
y =  -16 
;ignorehitpause = 
;persistent = 
[State 0, VelSet]
type = VelSet
trigger1 = anim=105 && time=0
x = -8.5
y =  -15.4

[State 0, VarSet]
type = VarSet
trigger1 = animelemtime(7)>=0 && anim=105
trigger2 =  animelemtime(9)>=0  && anim=100
v = 2   ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

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

[State 0, VarSet]
type = Varadd
trigger1 = var(2)
v = 1    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=6 && anim=100
x = 60
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=7 && anim=100
x = -14
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=8 && anim=100
x = 15
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=9&& anim=100
x = 22

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=10&& anim=100
x = 31


[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=2&& anim=105
x = -22

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=2&& anim=105
x = -22

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=2&& anim=105
x = -46
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=3&& anim=105
x = -22
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=4&& anim=105
x = 33

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=5&& anim=105
x = -35
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=6&& anim=105
x = 37

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=7&& anim=105
x = -11
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=8&& anim=105
x = 19
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=9&& anim=105
x = -22
[State 0, VelSet]
type = Veladd
trigger1 = animelemtime(1)>0&& animelemtime(9)<0&& anim=105
trigger2= animelemtime(4)>0 && animelemtime(11)<0&& anim=100
y = .45*root,var(20)
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
;value2 = S,NA
time = 1
ignorehitpause =1 
;persistent = 
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
;persistent = 

[State 0, Trans]
type = Trans
trigger1 = var(1)=3
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 = var(1)=4
trans = addalpha;, sub
alpha = 150,250
[State 0, Trans]
type = Trans
trigger1 =var(1)=5
trans = addalpha;, sub
alpha = 125,250
[State 0, Trans]
type = Trans
trigger1 = var(1)=6
trans = addalpha;, sub
alpha = 100,250
[State 0, Trans]
type = Trans
trigger1 = var(1)=7
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = var(1)=8
trans = addalpha;, sub
alpha = 50,250
[State 0, Trans]
type = Trans
trigger1 = var(1)=9
trans = addalpha;, sub
alpha = 25,250
[State 0, Trans]
type = Trans
trigger1 = var(1)=10
trans = addalpha;, sub
alpha = 10,250
[State 0, Trans]
type = Trans
trigger1 = var(1)=11
trans = addalpha;, sub
alpha = 5,250


[State 0, DestroySelf]
type = DestroySelf
trigger1 = animelem=9 && anim=105
trigger2 = animelem=11 && anim=100
trigger3= root,movetype=H
;----------------------------------------------------------------------
[StateDef 183]
type = A
movetype= I
physics = N
juggle  =0; 1
velset = 0,1
ctrl = 0
anim =1112
poweradd =0

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = (6.5)*(sin(0.095*time))
;ignorehitpause = 
;persistent = 


[State 0, VarAdd]
type = VarAdd
trigger1 = time >75
v = 1    ;fv = 
value = 1
;ignorehitpause = 
;persistent = 

[State 0, Trans]
type = Trans
trigger1 =var(1)=1
trans = addalpha;, sub
alpha = 205,250
[State 0, Trans]
type = Trans
trigger1 =var(1)=2
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 =var(1)=3
trans = addalpha;, sub
alpha = 155,250
[State 0, Trans]
type = Trans
trigger1 =var(1)=4
trans = addalpha;, sub
alpha = 135,250
[State 0, Trans]
type = Trans
trigger1 =var(1)=5
trans = addalpha;, sub
alpha = 105,250
[State 0, Trans]
type = Trans
trigger1 = var(1)=6
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = var(1)=7
trans = addalpha;, sub
alpha = 35,250
[State 0, Trans]
type = Trans
trigger1 = var(1)=8
trans = addalpha;, sub
alpha = 15,250


[State 0, DestroySelf]
type = DestroySelf
trigger1 = var(1)=9
;ignorehitpause = 
;persistent = 

;--------------------------------------------------------------------------
;THE STATUE
[StateDef 1921]
type = A
movetype= A
physics = N
juggle  =0; 1
velset = 0,0
ctrl = 0
anim =1115
poweradd =0
sprpriority=-5

[State 0, BindToRoot]
type = BindToRoot
triggerall = root,anim=191
trigger1 =root,animelemtime(5)>0&& root,animelemtime(10)<0
time = 1
facing = 1
pos = 136,154
;ignorehitpause = 
;persistent = 
[State 0, VelSet]
type = Veladd
triggerall = root,anim=191
trigger1 = root,animelemtime(10)>0 && pos y <0
y = 1.5
;ignorehitpause = 
;persistent = 
[State 0, Turn]
type = Turn
triggerall = root,anim=191
trigger1 = facing =root,facing && root,animelemtime(10)<0
;ignorehitpause = 
;persistent = 

[State 0, PosSet]
type = PosSet
triggerall = root,anim=191
trigger1 =  root,animelemtime(10)>0 && pos y >=0
y = 0
;ignorehitpause = 
;persistent = 
;persistent = 
[State 0, VarAdd]
type = VarAdd
trigger1 = roundstate=2
v = 1    ;fv = 
value = 1
;ignorehitpause = 
;persistent = 

[State 0, Trans]
type = Trans
trigger1 =var(1)=1
trans = addalpha;, sub
alpha = 205,250
[State 0, Trans]
type = Trans
trigger1 =var(1)=2
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 =var(1)=3
trans = addalpha;, sub
alpha = 155,250
[State 0, Trans]
type = Trans
trigger1 =var(1)=4
trans = addalpha;, sub
alpha = 135,250
[State 0, Trans]
type = Trans
trigger1 =var(1)=5
trans = addalpha;, sub
alpha = 105,250
[State 0, Trans]
type = Trans
trigger1 = var(1)=6
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = var(1)=7
trans = addalpha;, sub
alpha = 35,250
[State 0, Trans]
type = Trans
trigger1 = var(1)=8
trans = addalpha;, sub
alpha = 15,250
[State 0, VarSet]
type = VarSet
trigger1 = parentdist x < 135  && root,animelemtime(15)>0 && pos y >=0
v = 10    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
;value2 = S,NA
time = 1
ignorehitpause = 1
;persistent = 


[State 0, DestroySelf]
type = DestroySelf
trigger1 = var(1)=9
;--------------------------------------------------------------------------
;THE BAIT
[StateDef 1931]
type = A
movetype= I
physics = N
juggle  =0; 1
velset = 0,0
ctrl = 0
anim =193
poweradd =0
sprpriority=2
[State 0, VarSet]
type = VarSet
trigger1 = time =0 && root,var(59)>=120
v = 10    ;fv = 10
value = root,var(59)-120
;ignorehitpause = 
;persistent = 


[State 0, ChangeAnim]
type = ChangeAnim 
trigger1 = root,var(59)>=120
value = anim
elem = var(10)
;ignorehitpause = 
;persistent = 
[State 0, AngleDraw]
type = AngleDraw
trigger1 =var(10)>1 
value = 0
scale = 3,3
ignorehitpause = 1
;persistent = 


[State 0, VarAdd]
type = VarAdd
trigger1 = p2stateno=[202,203]
v = 1    ;fv = 
value = 1
;ignorehitpause = 
;persistent = 

[State 0, Trans]
type = Trans
trigger1 =var(1)=1
trans = addalpha;, sub
alpha = 205,250
[State 0, Trans]
type = Trans
trigger1 =var(1)=2
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 =var(1)=3
trans = addalpha;, sub
alpha = 155,250
[State 0, Trans]
type = Trans
trigger1 =var(1)=4
trans = addalpha;, sub
alpha = 135,250
[State 0, Trans]
type = Trans
trigger1 =var(1)=5
trans = addalpha;, sub
alpha = 105,250
[State 0, Trans]
type = Trans
trigger1 = var(1)=6
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = var(1)=7
trans = addalpha;, sub
alpha = 35,250
[State 0, Trans]
type = Trans
trigger1 = var(1)=8
trans = addalpha;, sub
alpha = 15,250

[State 0, DestroySelf]
type = DestroySelf
trigger1 = var(1)=9
;----------------------------------------------------------------------
[StateDef 1941]
type = A
movetype= A
physics = N
juggle  =0; 1
velset = 0,0
ctrl = 0
anim =212
poweradd =0
sprpriority=5

[State 0, AngleDraw]
type = AngleDraw
trigger1 =1
value = 65*time
ignorehitpause =1 

[State 0, BindToRoot]
type = BindToRoot
trigger1 = root,animelemtime(4)>=0 && root,animelemtime(5)<=0 
time = 1
facing = 1
pos = -170,-255
ignorehitpause = 1
[State 0, BindToRoot]
type = BindToRoot
trigger1 = root,animelemtime(5)>=0 && root,animelemtime(6)<=0 
time = 1
facing = 1
pos = -125,-150
ignorehitpause = 1
[State 0, BindToRoot]
type = BindToRoot
trigger1 = root,animelemtime(6)>=0 && root,animelemtime(7)<=0 
time = 1
facing = 1
pos = 25,-122
ignorehitpause = 1
[State 0, BindToRoot]
type = BindToRoot
trigger1 = root,animelemtime(7)>=0 && root,animelemtime(8)<=0 
time = 1
facing = 1
pos =155,-190
ignorehitpause = 1

[State 0, BindToRoot]
type = BindToRoot
trigger1 = root,animelemtime(8)>=0 && root,animelemtime(9)<=0 
time = 1
facing = 1
pos = 141,-296
ignorehitpause = 1

[State 0, BindToRoot]
type = BindToRoot
trigger1 = root,animelemtime(9)>=0 && root,animelemtime(10)<=0 
time = 1
facing = 1
pos = 34,-377
ignorehitpause = 1


[State 192, end]
type = destroyself
trigger1 =root,animelemtime(11)>0 
trigger2 = root,stateno!=194
;----------------------------------------------------------------------
[StateDef 212]
type = A
movetype= A
physics = N
juggle  =0; 1
velset = 0,0
ctrl = 0
anim =212
poweradd =0

[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 20   ;fv = 10
value = root,var(20)
[State 0, VelSet]
type = VelSet
trigger1 = time=0
x = 6*var(20)
y = -13*var(20)
;ignorehitpause = 
;persistent = 
[State 0, VelAdd]
type = VelAdd
trigger1 =1 
x = -.4*var(20)
y = .75*var(20)
;ignorehitpause = 
;persistent = 
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
;value2 = S,NA
time = 1
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = !ishelper(212)
movetype = I        ;I,A,H

;persistent = 

;ignorehitpause = 
;persistent = 
[State 0, AngleDraw]
type = AngleDraw
trigger1 = ishelper(212)
value = 65*time
;scale = 
ignorehitpause =1 
[State 0, AngleDraw]
type = AngleDraw
trigger1 = ishelper(213)
value = 64*time
;scale = 
ignorehitpause =1 
[State 0, AngleDraw]
type = AngleDraw
trigger1 = ishelper(214)
value = 63*time
;scale = 
ignorehitpause =1 
;persistent = 

[State 210, 1]
type = PlaySnd
trigger1 = time%10=0
value =1, 1
channel=3
[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = time%9=0
;ignorehitpause = 
;persistent = 
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = root,var(21)=1
triggerall = root,var(23)=0
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,12000,12001)
ID = 7611
pos = ifelse(teamside=1,60,540),360
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = 1.5,1.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, VarSet]
type = VarSet
trigger1 = movehit
v = 0    ;fv = 10
value = 1
persistent = 0
[State 0, VarSet]
type = VarSet
trigger1 = movehit=2
v = 0    ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 
[State 1005, This is for fossils]
type = Projectile
trigger1 = !time
ProjID = 999
projanim = anim
projhitanim = -1
projremanim = -1
projscale = 0,0
offset=0,0
projpriority = 1
projremovetime = 15
postype = p1         ;p2,front,back,left,right
velocity = 0,0

[State 210, 2]
type = HitDef
trigger1 =!movecontact
attr = S, NA
animtype  = Medium
damage    =ceil(20*root,fvar(2))
hitflag=MAF
guardflag = MA
pausetime = 3,4
sparkno = -1;S7020+(random%4)
sparkxy = -60,-30
hitsound = S4, 0
guardsound = S6, 0
guard.sparkno= S7510
priority=4
getpower=10
ground.type = High
guard.ctrltime=15
ground.slidetime =19
ground.hittime  = 26
ground.velocity = 1.5*var(20),-7*var(20)
guard.velocity=-4*var(20)
air.velocity = 1.25*var(20),-7*var(20)
air.hittime=ifelse(root,var(21)>0,85,57) - (root,numexplod(212)*7)
down.velocity=-5*var(20) ,-4.5*var(20)      ;Time before opponent regains control in air 
fall=1
fall.recovertime=ifelse(root,var(21)>0,85,57)- (root,numexplod(212)*7)
id=201
envshake.time = 5
envshake.ampl = 5
envshake.freq=100
yaccel=.52*var(20)
[State 0, TargetState]
type = TargetState
trigger1 =(p2statetype= A) && movehit=1 && (p2stateno!=[201,203]) 
value =201
ID =201
ignorehitpause =1 

[State 0, VarSet]
type = parentVaradd

trigger1 = movehit=1 && p2stateno!=[120,155]
v = 59   ;fv = 10
value = 1
ignorehitpause = 0


[State 0, VarSet]
type = parentVarSet
triggerall = p2movetype = H&&(p2stateno!=[120,155])
triggerall =  root,var(59)>0
trigger1= movehit=1
fv =2 ;fv = 10
value = root,fvar(2)*.96
ignorehitpause=0

[State 0, Helper]
type = Helper
trigger1 = movehit=1 && numhelper(1002+(enemy,gethitvar(hitcount)))=0
helpertype = normal ;player
name = "heavyspark"
ID = 1002 +(enemy,gethitvar(hitcount))
stateno = 1003
pos = -10,-65*var(20)
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 25
ignorehitpause=1

[State 192, end]
type = destroyself
trigger1 =root,animelem=8
trigger2= root,stateno!=211
;----------------------------------------------------------------------
[StateDef 411]
type = A
movetype= A
physics = N
juggle  =0; 0
velset = 0,0
ctrl = 0
anim =411
poweradd =0
sprpriority=4
[State 0, SprPriority]
type = SprPriority
trigger1 =1 
value = 4
ignorehitpause = 1
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 20   ;fv = 10
value = root,var(20)
[State 0, VarSet]
type = VarSet
trigger1 = root,stateno=410 && time=0
v = 0    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 


[State 0, PosAdd]
type = PosAdd
trigger1 = time=0
x = 135*var(20)
;ignorehitpause = 
;persistent = 

[State 0, PosSet]
type = PosSet
triggerall=time=0
trigger1 = pos x *var(20)> 150*var(20)
x = 150*var(20)
y = 0
;ignorehitpause = 
;persistent = 
[State 0, PosSet]
type = PosSet
triggerall=time=0
trigger1 = root,time>25 || root,stateno=610
x = enemy,pos x
y = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = root,var(21)=1
triggerall = root,var(23)=0
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,12000,12001)
ID = 7611
pos = ifelse(teamside=1,60,540),360
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = 1.5,1.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 1005, This is for fossils]
type = Projectile
trigger1 = !time
ProjID = 999
projanim = anim
projhitanim = -1
projremanim = -1
projscale = 0,0
offset=0,0
projpriority = 1
projremovetime = 15
postype = p1         ;p2,front,back,left,right
velocity = 0,0

[State 210, 2]
type = HitDef
trigger1 =!movecontact
attr = S, NA
animtype  = Medium
damage    =ceil(70*root,fvar(2))
hitflag=MAFD
guardflag = MA
pausetime = 3,4
sparkno = -1;S7020+(random%4)
sparkxy = -60,-30
hitsound = S4,0
guardsound = S6, 0
guard.sparkno= S7510
priority=4
getpower=15
ground.type = High
guard.ctrltime=22
ground.slidetime =19
ground.hittime  = 26
ground.velocity = 2*var(20),-10*var(20)
guard.velocity= 5*var(20)
guard.velocity=-19
air.velocity = 2*var(20),-10*var(20) 
down.velocity= 2*var(20),-10*var(20) 
airguard.velocity =  4*var(20),-5*var(20) 
fall=1
fall.recovertime=ifelse(root,var(21)>0,60,38+(var(0)*20));-(root,numexplod(411)*7)
down.hittime=ifelse(root,var(21)>0,60,36)
id=200
envshake.time = 5
envshake.ampl = 5
envshake.freq=100
yaccel=.4*var(20)
[State 0, VarSet]
type = parentVaradd

trigger1 = movehit=1 && p2stateno!=[120,155]
v = 59   ;fv = 10
value = 1
ignorehitpause = 0

[State 0, VarSet]
type = parentVarSet
triggerall = p2movetype = H&&(p2stateno!=[120,155])
triggerall =  root,var(59)>0
trigger1= movehit=1
fv =2 ;fv = 10
value = root,fvar(2)*.955
ignorehitpause=0

[State 0, VarSet]
type = Varadd
trigger1 = movehit
v = 3   ;fv = 10
value = 1
ignorehitpause = 1

[State 0, Helper]
type = Helper
trigger1 = movehit=1 && numhelper(1002+(enemy,gethitvar(hitcount)))=0
helpertype = normal ;player
name = "heavyspark"
ID = 1002 +(enemy,gethitvar(hitcount))
stateno = 1003
pos = -10,-65*var(20)
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 25
ignorehitpause=1
[State 0, TargetState]
type = TargetState
trigger1 =(p2statetype= A ||p2statetype= L) && movehit=1 && (p2stateno!=[201,203]) 
value =201
ID =200
ignorehitpause =1 

[State 192, end]
type = destroyself
trigger1 =animtime=0
;----------------------------------------------------------------------
[StateDef 801]
type = A
movetype= A
physics = N
juggle  =0; 1
velset = 0,0
ctrl = 0
anim =212
poweradd =0
sprpriority=5

[State 0, AngleDraw]
type = AngleDraw
trigger1 =1
value = 65*time
ignorehitpause =1 

[State 0, BindToRoot]
type = BindToRoot
trigger1 = root,animelemtime(5)>=0 && root,animelemtime(6)<=0 
time = 1
facing = 1
pos = -170,-255
ignorehitpause = 1
[State 0, BindToRoot]
type = BindToRoot
trigger1 = root,animelemtime(6)>=0 && root,animelemtime(7)<=0 
time = 1
facing = 1
pos = -125,-150
ignorehitpause = 1
[State 0, BindToRoot]
type = BindToRoot
trigger1 = root,animelemtime(7)>=0 && root,animelemtime(8)<=0 
time = 1
facing = 1
pos = 25,-122
ignorehitpause = 1
[State 0, BindToRoot]
type = BindToRoot
trigger1 = root,animelemtime(8)>=0 && root,animelemtime(9)<=0 
time = 1
facing = 1
pos =155,-190
ignorehitpause = 1

[State 0, BindToRoot]
type = BindToRoot
trigger1 = root,animelemtime(9)>=0 && root,animelemtime(10)<=0 
time = 1
facing = 1
pos = 141,-296
ignorehitpause = 1

[State 0, BindToRoot]
type = BindToRoot
trigger1 = root,animelemtime(10)>=0 && root,animelemtime(12)<=0 
time = 1
facing = 1
pos = 34,-377
ignorehitpause = 1


[State 192, end]
type = destroyself
trigger1 =root,animelemtime(12)>0 
trigger2 = root,stateno!=810
;---------------------------------------------------------------------
[StateDef 7000]
type = A
movetype= I
physics = N
juggle  =0; 1
velset = 0,0
ctrl = 0
anim =10000
poweradd = 20


[State 0, Explod]
type = Explod
trigger1 =time=0
anim =11011
ID = 11011
pos = ifelse(teamside=1,2,266),50
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
scale = 1,1
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause =1


;----------
[State 0, Explod]
type = Explod
trigger1 =(var(57)/10)=(root,var(57)/10) && numexplod(11001)=0
anim =11000+(var(57)/10)
ID = 11000
pos = ifelse(teamside=1,19,281),45
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
scale = 1,1
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause =1

;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 =var(57)=root,var(57) && numexplod(11001)=0
anim =11000+(var(57)%10)
ID = 11001
pos = ifelse(teamside=1,27,288),45
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
scale = 1,1
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause =1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =(var(57)/10)!=(root,var(57)/10)
id =  11000
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(57)!=root,var(57)
id =  11001
[State 0, VarSet]
type = VarSet
trigger1= var(57)!=root,var(57)
v = 57   ;fv = 10
value = root,var(57)
;ignorehitpause =
;persistent =
;-------------
[State 0, Explod]
type = Explod
trigger1 =time=0
anim =11010
ID = 11005
pos = ifelse(teamside=1,34,295),45
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
scale = 1,1
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause =1
[State 0, Explod]
type = Explod
trigger1 =time=0
anim =11009
ID = 11005
pos = ifelse(teamside=1,42,302),45
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
scale = 1,1
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause =1

;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 =time=0
anim =11000
ID = 11005
pos = ifelse(teamside=1,51,310),45
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
scale = 1,1
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause =1
[State 192, end]
type = destroyself
trigger1 =roundstate!=2


;--------------------------------------------------------------------------
;-skele
[StateDef 1001]
type = A
movetype= I
physics = N
juggle  =0; 0
velset = 0,0
ctrl = 0
anim =1015
poweradd =0
sprpriority=4

[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 20   ;fv = 10
value = root,var(20)

[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 2   ;fv = 10
value =root,var(2)
[State 0, PosAdd]
type = Posset
trigger1 = var(2)=0 && time=0
x = root,pos x
;ignorehitpause = 
;persistent = 



[State 0, PosAdd]
type = Posset
trigger1 = var(2)=1 && time=0
x = root,pos x +(440*root,facing)


[State 0, PosAdd]
type = Posadd
trigger1 = var(2)=2 && p2bodydist x>-45
x = 4*var(20)

;ignorehitpause = 
;persistent = 

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = ( p2bodydist y >-120 &&p2bodydist x =[-140,60]) || root,animelem=8 && time >10   && root,stateno=1010 && var(2)=root,var(2)
value = 411
persistent=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=411
movetype = A
;ignorehitpause = 
;persistent = 


[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(21)=1
triggerall = var(23)=0
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,12000,12001)
ID = 7611
pos = ifelse(teamside=1,60,540),360
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = 1.5,1.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 210, 2]
type = HitDef
trigger1 =!movecontact
attr = S, NA
animtype  = Medium
damage    =ceil(50*root,fvar(2)),10
hitflag=MAFD
guardflag = MA
pausetime = 3,4
sparkno = -1;S7020+(random%4)
sparkxy = -60,-30
hitsound = S4,0
guardsound = S6, 0
guard.sparkno= S7510
priority=4
guard.dist =75
getpower=ifelse(var(2)=2,0,35)
ground.type = High
guard.ctrltime=22
ground.slidetime =19
ground.hittime  = 26
ground.velocity = 0,-10*var(20)
guard.velocity= 5*var(20)
guard.velocity=-19
air.velocity = 0,-10*var(20) 
down.velocity= 0,-13*var(20) 
airguard.velocity =  4*var(20),-5*var(20) 
fall=1
fall.recovertime=ifelse(var(21)>0,80,60)-ceil((root,numexplod(1001)*15))
down.hittime=ifelse(var(21)>0,80,60)
id=200
envshake.time = 5
envshake.ampl = 5
envshake.freq=100
yaccel=.4*var(20)
[State 0, VarSet]
type = parentVaradd

trigger1 = movehit=1 && p2stateno!=[120,155]
v = 59   ;fv = 10
value = 1
ignorehitpause = 0

[State 0, VarSet]
type = parentVarSet
triggerall = p2movetype = H&&(p2stateno!=[120,155])
triggerall =  root,var(59)>0
trigger1= movehit=1
fv =2 ;fv = 10
value = root,fvar(2)*.925
ignorehitpause=0
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = var(2)=2&& movehit && var(3) =[1,25]
value = anim
elem = 4

[State 0, TargetBind]
type = TargetBind
trigger1 = var(2)=2 && movehit&& var(3) =[1,25]
time = 1
id = 200
pos = 0,-30
;ignorehitpause = 
;persistent =
[State 0, VelSet]
type = VelSet
trigger1 = var(3)>0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
 [State 0, VarSet]
type = VarSet
trigger1 = !movecontact
fv = 0    ;fv = 10
value = pos x
ignorehitpause = 1
;persistent = 

[State 0, PosSet]
type = PosSet
trigger1 = movecontact
x = fvar(0)
ignorehitpause = 1
;persistent = 

[State 0, VarSet]
type = Varadd
trigger1 = movehit
v = 3   ;fv = 10
value = 1
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
triggerall = NumTarget(200) && p2stateno!=2000 && var(3)<10 && !moveguarded
trigger1 =var(2)=2 
value =2000
ID = 200
;ignorehitpause = 
;persistent = 

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

[State 0, Helper]
type = Helper
trigger1 = movehit=1 && numhelper(1005+(enemy,gethitvar(hitcount)))=0
helpertype = normal ;player
name = "heavyspark"
ID = 1005+(enemy,gethitvar(hitcount))
stateno = 1003
pos = -10,-65*var(20)
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 25
ignorehitpause=1
[State 0, TargetState]
type = TargetState
triggerall = var(2)<2 && !moveguarded
trigger1 =(p2statetype= A||p2statetype= L) && movehit=1 && (p2stateno!=[201,203]) 
value =201
ID =200
ignorehitpause =1 



[State 192, end]
type = destroyself
trigger1 =animtime=0 && anim=411 
trigger2=anim!=411&&((root,stateno=[150,155])|| root,movetype=H && root,stateno!=[120,155])
trigger3= root,stateno=3061 || p2stateno=3061 && root,movetype=H
trigger4 = animelemtime(2)<0 && time >230
;------------------
; Standing pinned
[Statedef 2000]
type    = A
movetype= H
physics = N
velset=0,0
facep2=1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = statetype=L
statetype = C      ;S,A,C,L
;ignorehitpause = 
;persistent = 
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
;ignorehitpause = 
;persistent = 


[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = enemynear,var(18)=[-70,0]
value = 1020
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 =  enemynear,var(18)=[-99,-71]
value = 1021
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 =  enemynear,var(18)=[-125,-100]
value = 1022
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 =  enemynear,var(18)<=-126
value = 1023

;ignorehitpause = 
;persistent = 


[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause =1 
;persistent = 

;ignorehitpause = 
;persistent = 

;value = 0,0
;ignorehitpause = 
;persistent = 

 [State 0, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0
;ignorehitpause = 
;persistent = 

[State 1025, State]
type = changestate
trigger1 =time =30 && alive
value =202
[State 1025, State]
type = selfstate
trigger1 =time =30 && !alive
value = 5050
;--------------------------------------------------------------------------
;mid blade
[StateDef 1002]
type = A
movetype= I
physics = N
juggle  =0; 0
velset = 0,0
ctrl = 0
anim =7020
poweradd =0
sprpriority=9

[State 0, VarRandom]
type = VarRandom
trigger1 = time=0
v =0
range = 1,4
;ignorehitpause = 
;persistent = 


[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value =30*var(0)
scale=1-(time*.06),.15*(time*2.25)
ignorehitpause=1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1


[State 0, Trans]
type = Trans
trigger1 =1
trans = add;, addalpha, add1, sub
ignorehitpause=1
;alpha = 256,256
;ignorehitpause = 
;persistent = 


[State 192, end]
type = destroyself
trigger1 = time>=14
trigger2= root,stateno=3061 || p2stateno=3061 && root,movetype=H

;--------------------------------------------------------------------------
;heavy blade
[StateDef 1003]
type = A
movetype= I
physics = N
juggle  =0; 0
velset = 0,0
ctrl = 0
anim =7020
poweradd =0
sprpriority=9

[State 0, VarRandom]
type = VarRandom
trigger1 = time=0
v =0
range = 1,4
;ignorehitpause = 
;persistent = 


[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value =30*var(0)
scale=1.5-(time*.08),.15*(time*1.8)
ignorehitpause=1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1


[State 0, Trans]
type = Trans
trigger1 =1
trans = add;, addalpha, add1, sub
ignorehitpause=1
;alpha = 256,256
;ignorehitpause = 
;persistent = 


[State 192, end]
type = destroyself
trigger1 = time>=16
;--------------------------------------------------------------------------
;BEES
[StateDef 1005]
type = A
movetype= A
physics = N
juggle  =0; 0
velset = 0,0
ctrl = 0
anim =1002
poweradd =0
sprpriority=9
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 20   ;fv = 10
value = root,var(20)
[State 0, VarSet]
type = VarSet
trigger1 = time =0 
v = 8   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 =  p2bodydist x <-90
v = 8 ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 
[State 1005, This is for fossils]
type = Projectile
trigger1 = !time
ProjID = 999
projanim = anim
projhitanim = -1
projremanim = -1
projscale = 0,0
offset=0,0
projpriority = 1
projremovetime = 5
postype = p1         ;p2,front,back,left,right
velocity = 0,0

[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 2   ;fv = 10
value =root,var(2)

[State 0, VarSet]
type = VarSet
trigger1 = root,animelem=4 && root,stateno=1000
v = 0    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = root,var(21)=1
triggerall = root,var(23)=0
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,12000,12001)
ID = 7611
pos = ifelse(teamside=1,60,540),360
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = 1.5,1.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0
[State 113, VarSet]
type = parentVarSet
trigger1 = p2movetype=A 
v =21   ;v = 570
value = 1
[State 113, VarSet]
type = parentVarSet
trigger1 =root,var(21)>0 &&movehit 
v =23   ;v = 570
value = 1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 0, VelSet]
type = VelSet
trigger1 = time=0 && var(2)=0
x = 3*var(20)
y = 5*var(20)

[State 0, VelSet]
type = VelSet
trigger1 = time=0 && var(2)=1
x = 3*var(20)
y = -2*var(20)
[State 0, VelSet]
type = VelSet
trigger1 = time=0 && var(2)=2
x = 4.5*var(20)
y = 2*var(20)
[State 0, VelSet]
type = VelSet
trigger1 = time=15 && var(2)<2
x = 3
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = time>=15 && var(2)=2
x = 0
y = 2.75*(sin(0.095*time))
[State 0, VarSet]
type = parentVarSet
trigger1 = 1
v = 58    ;fv = 10
value = ifelse((root,var(21)>0),39,15+((var(2)=2)*10))
[State 210, 2]
type = HitDef
trigger1 =!movecontact && var(2)!=2
attr = A, SP
animtype  = Medium
damage    =ceil(35*root,fvar(2))
hitflag=MAF
guardflag = MA
pausetime = 4,4
sparkno = S7000+(random%4)  
sparkxy = -60,-30
hitsound = S2,1
guardsound = S6, 0
guard.sparkno= S7510
priority=4
getpower=ifelse(var(2)=2,0,35)
ground.type = High
guard.ctrltime=22
ground.slidetime =19
ground.hittime  = 26
ground.velocity = -4*var(20)
guard.velocity= -5*var(20)
guard.velocity=-19
air.velocity = -3,-6.5*var(20) 
down.velocity= 0,-6.5*var(20) 
airguard.velocity =  -4*var(20),-5*var(20) 
air.fall=1
fall.recovertime=ifelse(var(21)>0,60,30)
down.hittime=ifelse(var(21)>0,60,35)
id=200
yaccel=.47*var(20)
[State 210, 2]
type = HitDef
trigger1 =!movecontact && var(2)=2
attr = A, SP
animtype  = Medium
damage    =ceil(35*root,fvar(2))
hitflag=MAF
guardflag = MA
pausetime = 4,4
sparkno = S7000+(random%4)  
sparkxy = -60,-30
hitsound = S2,1
guardsound = S6, 0
guard.sparkno= S7510
priority=4,miss
getpower=ifelse(var(2)=2,0,35)
ground.type = High
guard.ctrltime=22
ground.slidetime =19
ground.hittime  = 26
ground.velocity = -4*var(20)
guard.velocity= -5*var(20)
guard.velocity=-19
air.velocity = -3,-6.5*var(20) 
down.velocity= 0,-6.5*var(20) 
airguard.velocity =  -4*var(20),-5*var(20) 
air.fall=1
fall.recovertime=ifelse(var(21)>0,70,45)
down.hittime=ifelse(var(21)>0,70,45)
id=200
yaccel=.47*var(20)

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

[State 3005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
forceair = 1
stateno=1006
[State 0, VarSet]
type = parentVaradd

trigger1 = movehit=1 && p2stateno!=[120,155]
v = 59   ;fv = 10
value = 1
ignorehitpause = 0

[State 0, VarSet]
type = parentVarSet
triggerall = p2movetype = H&&(p2stateno!=[120,155])
triggerall =  root,var(59)>0
trigger1= movehit=1
fv =2 ;fv = 10
value = root,fvar(2)*.955
ignorehitpause=0

[State 0, TargetState]
type = TargetState
trigger1 =(p2statetype= S||p2statetype=C) && movehit=1 && (p2stateno!=1035)
value =1035
ID =200
ignorehitpause =0 
[State 0, TargetState]
type = TargetState
trigger1 =(p2statetype= A) && movehit=1 && (p2stateno!=[201,204])
value =201
ID =200
ignorehitpause =1

[State 0, ChangeState]
type = ChangeState
trigger1 = time >30 && root,stateno=1000 && root,var(2)=var(2)
value =1007
ctrl = 0
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = movecontact
flag = invisible
ignorehitpause=1


[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact && enemy,hitshakeover
value =1006
ctrl = 0
[State 192, end]
type = destroyself
trigger1 = frontedgebodydist < -20*var(20)
trigger2 = pos y < -400*var(20)
trigger3= root,stateno=3061 || p2stateno=3061 && root,movetype=H

;--------------------------------------------------------------------------
;Fira 
[StateDef 1007]
type = A
movetype= I
physics = N
juggle  =0; 0
velset = 0,0
ctrl = 0
anim =1002
poweradd =0
sprpriority=9

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1
[State 0, VelSet]
type = VelSet
trigger1 = time=0
x = 7*var(20)
y = -2*var(20)
;ignorehitpause = 
;persistent = 
[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = -.65*var(20)
;ignorehitpause = 
;persistent = 
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
;value2 = S,NA
time = 1
;ignorehitpause = 
;persistent = 


[State 192, end]
type = destroyself
trigger1 = frontedgebodydist < -20*var(20)
trigger2 = pos y < -400*var(20)

;--------------------------------------------------------------------------
;Fira 
[StateDef 1006]
type = A
movetype= I
physics = N
juggle  =0; 0
velset = 0,0
ctrl = 0
anim =1002
poweradd =0
sprpriority=9


[State 192, end]
type = destroyself
trigger1 =time=0
;--------------------------------------------------------------------------
; Ice lvl 1
[StateDef 1020]
type = A
movetype= A
physics = N
juggle  =0; 1
velset = 8,0
ctrl = 0
anim =1315
poweradd =0
sprpriority=9


[State 7180, flames]
type = explod
trigger1 =anim=1315
anim = 8201
ID = 11014
sprpriority = 5
postype = p1
random=0,10
scale=.25,.25
pos = 0,0
bindtime = 4


[State 0, VelSet]
type = VelSet
trigger1 =time=0
x = ifelse((root,command="holdfwd"&&root,command="holdup"),6.5,ifelse((root,command!="holdfwd"&&root,command="holdup"),0,11))
y =ifelse((root,command="holdfwd"&&root,command="holdup"),-6.5,ifelse((root,command!="holdfwd"&&root,command="holdup"),-11,0))
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = root,var(21)=1
triggerall = root,var(23)=0
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,12000,12001)
ID = 7611
pos = ifelse(teamside=1,20,180),120
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = parentVarSet
trigger1 = time=0 && root,var(21)=1
v = 21   ;v = 570
value = 0
ignorehitpause =1
[State 113, VarSet]
type = parentVarSet
trigger1 = p2movetype=A 
v =21   ;v = 570
value = 1
[State 113, VarSet]
type = parentVarSet
trigger1 =root,var(21)>0 &&movehit 
v =23   ;v = 570
value = 1

[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  !movecontact
attr = S, SP
animtype  = Hard
damage    = 35, 5
priority  = 5
guardflag = MA
pausetime = 0,5
getpower=15
sparkxy = -8,-0
sparkno = S7020+(random%4)
guard.sparkno= S7510
hitsound = S45, 12
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 17
guard.ctrltime=10
ground.velocity = -8
air.velocity = -4,-6
guard.velocity=-4
air.fall=1
fall.recovertime=ifelse(root,var(21)>0,99,17)
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
id=2000
[State 0, TargetState]
type = TargetState
trigger1 =(root,var(21)=2)&& movehit && ((p2stateno!=[201,203])&&(p2stateno!=[1031,1033]))
value =1031
ID =2000
ignorehitpause=1
[State -2, Helper]
type = Helper
trigger1 = time=0
helpertype = normal ;player
name = "shield"
ID = 11002
stateno = 1040
pos = -30,-10
postype =p1   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove =999
pausemove = 999
ignorehitpause = 1
[State 0, Helper]
type = Helper
trigger1 = numhelper(1033)<1 && p2stateno=[1031,1032]
helpertype = normal ;player
name = "Ice block"
ID = 1033
stateno = 1033
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = movecontact&& anim!=1316
trigger2=numhelper(11002)=0   && anim!=1316
value = 1316
ignorehitpause=1
persistent=1
[State 0, VelSet]
type = VelSet
trigger1 = anim=1316
x = 0
y = 0
;ignorehitpause =
;persistent =

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

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

[State 192, end]
type = destroyself
trigger1 = (animtime=0 && anim=1316) ||((frontedgedist <= -90 || backedgedist <= -90) && time > 5)

;--------------------------------------------------------------------------
;Ice level 2
[StateDef 1021]
type = A
movetype= A
physics = N
juggle  =0; 1
velset = 0,0
ctrl = 0
anim =1318
poweradd =0
sprpriority=9
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =  1
flag = noshadow
;
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = root,var(21)=1
triggerall = root,var(23)=0
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,12000,12001)
ID = 7611
pos = ifelse(teamside=1,20,180),120
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0
[State 7180, flames]
type = explod
triggerall = numexplod(11014)<20
trigger1 =animelemtime(1)>=0 && animelemtime(3)<0
anim = 8201
ID = 11014
sprpriority = 5
postype = p1
random=70,0
scale=.3,.3
pos = 0,0
bindtime = -1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =root,command="a" && time >25 && animelemtime(2)<0&&root,movetype!=H
value = 1318
elem = 2
;ignorehitpause =
;persistent =
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem=2
time = 10
freq = 70
ampl = 2
phase = 90
;ignorehitpause =
;persistent =
[State 113, VarSet]
type = parentVarSet
trigger1 = p2movetype=A 
v =21   ;v = 570
value = 1
[State 113, VarSet]
type = parentVarSet
trigger1 =root,var(21)>0 &&movehit 
v =23   ;v = 570
value = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S45,15
channel=2
[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  !movecontact
attr = S, SP
animtype  = Hard
hitflag=MAFD
damage    = 65, 5
priority  = 5
guardflag = MA
pausetime = 0,5
getpower=15
sparkxy = -8,-0
sparkno = S7020+(random%4)
guard.sparkno= S7510
hitsound = S45, 12
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 51
guard.ctrltime=10
ground.velocity = -1,-12
air.velocity = -1,-12
down.velocity=-1,-12
guard.velocity=-4
fall=1
yaccel=.47
fall.recovertime=ifelse(root,var(21)>0,99,47)
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
id=1002
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit && (p2stateno!=[201,203])
value =201
ID =1002
ignorehitpause=1
persistent=0
[State 0, PosSet]
type = PosSet
trigger1 =animelemtime(2)<0
y = 0
x=enemy,pos x
;ignorehitpause =
;persistent =


[State 0, NotHitBy]
type = NotHitBy
trigger1 =1
value = SCA
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =
;----
[State 7180, flames]
type = explod
trigger1 =animelem=9
anim = 1316
ID = 11014
sprpriority = 5
postype = p1
random=0,0
scale=1,1
pos = 0,0
bindtime = -1
[State 7180, flames]
type = explod
trigger1 =animelem=9
anim = 1316
ID = 11014
sprpriority = 5
postype = p1
random=0,0
scale=1,1
pos = -18,0
bindtime = -1
[State 7180, flames]
type = explod
trigger1 =animelem=9
anim = 1316
ID = 11014
sprpriority = 5
postype = p1
random=0,0
scale=1,1
pos = 18,0
bindtime = -1

[State 7180, flames]
type = explod
trigger1 =animelem=9
anim = 1316
ID = 11014
sprpriority = 5
postype = p1
random=0,0
scale=1,1
pos = 12,-35
bindtime = -1

[State 7180, flames]
type = explod
trigger1 =animelem=9
anim = 1316
ID = 11014
sprpriority = 5
postype = p1
random=0,0
scale=1,1
pos = 0,-35
bindtime = -1

[State 7180, flames]
type = explod
trigger1 =animelem=9
anim = 1316
ID = 11014
sprpriority = 5
postype = p1
random=0,0
scale=1,1
pos = -12,-35
bindtime = -1

[State 7180, flames]
type = explod
trigger1 =animelem=9
anim = 1316
ID = 11014
sprpriority = 5
postype = p1
random=0,0
scale=1,1
pos = -7,-62
bindtime = -1
[State 7180, flames]
type = explod
trigger1 =animelem=9
anim = 1316
ID = 11014
sprpriority = 5
postype = p1
random=0,0
scale=1,1
pos = 7,-62
bindtime = -1
[State 7180, flames]
type = explod
trigger1 =animelem=9
anim = 1316
ID = 11014
sprpriority = 5
postype = p1
random=0,0
scale=1,1
pos = 0,-85
bindtime = -1
;----


[State 192, end]
type = destroyself
trigger1 = (animtime=0)
;--------------------------------------------------------------------------
; Ice level 3
[StateDef 1022]
type = A
movetype= A
physics = N
juggle  =0;0
velset = 0,0
ctrl = 0
anim =1328
poweradd =0
sprpriority=9
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =  1
flag = noshadow
;
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = root,var(21)=2
triggerall = root,var(23)=0
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,12002,12003)
ID = 7611
pos = ifelse(teamside=1,20,180),120
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0
[State 7180, flames]
type = explod
trigger1 =animelemtime(1)>=0 && animelemtime(3)<0
anim = 8201
ID = 11014
sprpriority = 5
postype = p1
random=70,60
scale=.3,.3
pos = 0,-20
bindtime = 1

;ignorehitpause =
;persistent =

;persistent =
[State 0, PosSet]
type = PosSet
trigger1 =1
y =enemy,pos y
x=enemy,pos x
;ignorehitpause = 
;persistent =
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S45,15
channel=2
[State 113, VarSet]
type = parentVarSet
trigger1 = p2movetype=A 
v =21   ;v = 570
value = 2
[State 113, VarSet]
type = parentVarSet
trigger1 =root,var(21)>0 &&movehit 
v =23   ;v = 570
value = 1
[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  time<4 && !movecontact
attr = S, SP
animtype  = Hard
damage    = 5, 5
priority  = 5
guardflag = MA
pausetime = 0,5
getpower=15
sparkxy = -8,-0
sparkno = S7020+(random%4)
guard.sparkno= S7510
hitsound = S45, 12
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 5
guard.ctrltime=10
ground.velocity = -1,-12
air.velocity = -1,-12
guard.velocity=-4
fall=0
air.fall=1
yaccel=.47
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
id=1002
[State 0, TargetState]
type = TargetState
trigger1 = movehit && (p2stateno!=[1031,1032])
value = 1031
ID =1002
ignorehitpause =0

;ignorehitpause =
;persistent =
[State 0, Helper]
type = Helper
trigger1 = numhelper(1033)<1 && p2stateno=[1031,1032]
helpertype = normal ;player
name = "Ice block"
ID = 1033
stateno = 1033
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0




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


[State 7180, flames]
type = explod
trigger1 =time=0
anim = 8201
ID = 11014
sprpriority = 3
postype = p2
scale=.5,.5
pos = (enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))-10
bindtime = 4

[State 7180, flames]
type = explod
trigger1 =time=0
anim = 8201
ID = 11014
sprpriority = 3
postype = p2
scale=.5,.5
pos = (enemynear,const(size.mid.pos.x))+10,(enemynear,const(size.mid.pos.y))-20
bindtime = 4
[State 7180, flames]
type = explod
trigger1 =time=0
anim = 8201
ID = 11014
sprpriority = 3
postype = p1
scale=.5,.5
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-20
bindtime = 4
[State 7180, flames]
type = explod
trigger1 =time=0
anim = 8201
ID = 11014
sprpriority = 3
postype = p1
scale=.5,.5
pos = (enemynear,const(size.mid.pos.x))+10,(enemynear,const(size.mid.pos.y))+20
bindtime = 4
;ignorehitpause =
;persistent =
;----
;[State 7180, flames]
;type = explod
;trigger1 =animelem=4
;anim = 1316
;ID = 11014
;sprpriority = 5
;postype = p1
;random=0,0
;scale=1,1
;pos = 70,0
;bindtime = -1
;[State 7180, flames]
;type = explod
;trigger1 =animelem=4
;anim = 1316
;ID = 11014
;sprpriority = 5
;postype = p1
;random=0,0
;scale=1,1
;pos =  40,0
;bindtime = -1
;[State 7180, flames]
;type = explod
;trigger1 =animelem=4
;anim = 1316
;ID = 11014
;sprpriority = 5
;postype = p1
;random=0,0
;scale=1,1
;pos = 65,0
;bindtime = -1

;[State 7180, flames]
;type = explod
;trigger1 =animelem=4
;anim = 1316
;ID = 11014
;sprpriority = 5
;postype = p1
;random=0,0
;scale=1,1
;pos = 45,-35
;bindtime = -1

;[State 7180, flames]
;type = explod
;trigger1 =animelem=4
;anim = 1316
;ID = 11014
;sprpriority = 5
;postype = p1
;random=0,0
;scale=1,1
;pos =65,-35
;bindtime = -1;

;[State 7180, flames]
;type = explod
;trigger1 =animelem=4
;anim = 1316
;ID = 11014
;sprpriority = 5
;postype = p1
;random=0,0
;scale=1,1
;pos = 55,-35
;bindtime = -1

;[State 7180, flames]
;type = explod
;trigger1 =animelem=4
;anim = 1316
;ID = 11014
;sprpriority = 5
;postype = p1
;random=0,0
;scale=1,1
;pos = 35,-62
;bindtime = -1
;[State 7180, flames]
;type = explod
;trigger1 =animelem=4
;anim = 1316
;ID = 11014
;sprpriority = 5
;postype = p1
;random=0,0
;scale=1,1
;pos = 70,-62
;bindtime = -1
;[State 7180, flames]
;type = explod
;trigger1 =animelem=4
;anim = 1316
;ID = 11014
;sprpriority = 5
;postype = p1
;random=0,0
;scale=1,1
;pos =85,-85
;bindtime = -1
;;----


[State 192, end]
type = destroyself
trigger1 = (animtime=0)
;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 1031]
type    = A
movetype= H
physics = N
poweradd= 0
ctrl = 0
sprpriority =-1
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = enemynear,var(20)=[-70,0]
value = 1321
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 =  enemynear,var(20)=[-99,-71]
value = 1320
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 =  enemynear,var(20)=[-125,-100]
value = 1322
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 =  enemynear,var(20)<=-126
value = 1323

[State 0, VelSet]
type = VelSet
trigger1 = time=0
y=-7
x=-5

[State 0, VelAdd]
type = VelAdd
trigger1 =1
y = .77

;persistent =

[State 0, SelfState]
type = changeState
trigger1 = pos y>=0 && time >10
value =1032
;--------------------------------------------------------------------------
[StateDef 1032]
type = S
movetype= H
physics = N
juggle  =0; 1
velset = 0,0
ctrl = 0
poweradd =0
sprpriority=-5

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
;ignorehitpause = 
;persistent = 




[State 0, SelfState]
type = SelfState
trigger1 =time=180
value =0
ctrl=1
;--------------------------------------------------------------------------
;Ice helper
[StateDef 1033]
type = A
movetype= I
physics = N
juggle  =0; 1
ctrl = 0
anim =1350
poweradd =0
sprpriority=9

[State 0, VarSet]
type = VarSet
trigger1 =root,var(20)= [-69,0]
v = 1   ;fv = 10
value = 0
ignorehitpause =1

[State 0, VarSet]
type = VarSet
trigger1 =root,var(20)=[-99,-70]
v = 1   ;fv = 10
value = 1
ignorehitpause =1

[State 0, VarSet]
type = VarSet
trigger1 =root,var(20)= [-125,-100]
v = 1   ;fv = 10
value = 2
ignorehitpause =1

[State 0, VarSet]
type = VarSet
trigger1 =root,var(20)<= -126
v = 1   ;fv = 10
value = 3
ignorehitpause =1 
;persistent = 




[State 0, AngleDraw]
type = AngleDraw
trigger1 =1 
value = 1
scale =ifelse(var(1)=0,.55,ifelse(var(1)=1,.85,ifelse(var(1)=2,1.05,1.35))),ifelse(var(1)=0,.52,ifelse(var(1)=1,.85,ifelse(var(1)=2,1.05,1.5))) 
ignorehitpause = 1
;persistent = 
[State 0, Trans]
type = Trans
trigger1 = 1
trans =  add;, addalpha, add1, sub
;alpha = 256,256
;ignorehitpause = 
;persistent = 

[State 0, PosSet]
type = PosSet
trigger1 =p2movetype=H
y =enemy,pos y
x=enemy,pos x

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim!=1351 && enemynear,pos y >=0 &&time >3
value = 1351
;elem = 1
;ignorehitpause = 
;persistent = 
[State 0, PlaySnd]
type = PlaySnd
trigger1 = numhelper(1034)<1 && p2stateno!=[1031,1032] 
value = S45,17
channel = 2
;lowpriority = -1
;abspan = 
;ignorehitpause = 
;persistent = 
[State 0, Helper]
type = Helper
trigger1 = numhelper(1034)<1 && p2stateno!=[1031,1032] 
helpertype = normal ;player
name = "Ice block"
ID = 1034
stateno = 1034
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))-20
postype = p2    ;p2,front,back,left,right
facing = -1
keyctrl = 0
ownpal = 0
size.xscale=ifelse(var(1)=0,.55,ifelse(var(1)=1,.85,ifelse(var(1)=2,1.05,1.35)))/2
size.yscale=ifelse(var(1)=0,.52,ifelse(var(1)=1,.85,ifelse(var(1)=2,1.05,1.5)))/2
[State 0, Helper]
type = Helper
trigger1 = numhelper(1035)<1 && p2stateno!=[1031,1032] 
helpertype = normal ;player
name = "Ice block"
ID = 1035
stateno = 1034
pos = (enemynear,const(size.mid.pos.x))+10,(enemynear,const(size.mid.pos.y))-20
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale=ifelse(var(1)=0,.55,ifelse(var(1)=1,.85,ifelse(var(1)=2,1.05,1.35)))/2
size.yscale=ifelse(var(1)=0,.52,ifelse(var(1)=1,.85,ifelse(var(1)=2,1.05,1.5)))/2
[State 0, Helper]
type = Helper
trigger1 = numhelper(1036)<1 && p2stateno!=[1031,1032] 
helpertype = normal ;player
name = "Ice block"
ID = 1036
stateno = 1034
pos = (enemynear,const(size.mid.pos.x))-10,(enemynear,const(size.mid.pos.y))+30
postype = p2    ;p2,front,back,left,right
facing = -1
keyctrl = 0
ownpal = 0
size.xscale=ifelse(var(1)=0,.55,ifelse(var(1)=1,.85,ifelse(var(1)=2,1.05,1.35)))/2
size.yscale=ifelse(var(1)=0,.52,ifelse(var(1)=1,.85,ifelse(var(1)=2,1.05,1.5)))/2
[State 0, Helper]
type = Helper
trigger1 = numhelper(1037)<1 && p2stateno!=[1031,1032] 
helpertype = normal ;player
name = "Ice block"
ID = 1037
stateno = 1034
pos = (enemynear,const(size.mid.pos.x))+10,(enemynear,const(size.mid.pos.y))+30
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale=ifelse(var(1)=0,.55,ifelse(var(1)=1,.85,ifelse(var(1)=2,1.05,1.35)))/2
size.yscale=ifelse(var(1)=0,.52,ifelse(var(1)=1,.85,ifelse(var(1)=2,1.05,1.5)))/2
[State 0, DestroySelf]
type = DestroySelf
trigger1 = p2stateno!=[1031,1032] 

;--------------------------------------------------------------------------
;Ice helper
[StateDef 1034]
type = A
movetype= I
physics = N
juggle  =0; 1
ctrl = 0
anim =1350
velset =3,-3
poweradd =0
sprpriority=9
[State 0, AngleDraw]
type = AngleDraw
trigger1 =1 
value = 1


[State 0, AngleDraw]
type = Angleadd
trigger1 =1 
value = 25+(time*2)
[State 0, Trans]
type = Trans
trigger1 = 1
trans =  add
[State 0, VelAdd]
type = VelAdd
trigger1 =1 
y = .7
;ignorehitpause = 
;persistent = 
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1
;flag = globalnoshadow
;flag = nomusic
;flag = nowalk
;flag = timerfreeze
;flag = unguardable

[State 0, DestroySelf]
type = DestroySelf
trigger1 = pos y >20
ignorehitpause =1 

;--------------------------------------------------------------------------
[StateDef 1040]
type = A
movetype= A
physics = N
juggle  =0; 1
velset = 0,0
ctrl = 0
anim =1317
poweradd =0
sprpriority=9

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

;ignorehitpause =
;persistent =
[State 0, HitBy]
type = HitBy
trigger1 =parent,anim!=1316
value = SCA,AP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 0, HitBy]
type = notHitBy
trigger1 =parent,anim=1316
value = SCA
;value2 = S,NA
time = 1
[State 0, HitOverride]
type = HitOverride
trigger1 =1
attr = SCA,AA,AP      ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 1041
time = 1
forceair = 0
;ignorehitpause =
;persistent =
[State 0, DestroySelf]
type = DestroySelf
trigger1 = ((frontedgedist <= -90 || backedgedist <= -90) && time > 5)||numhelper(11010)=0||(parent,anim=1316&&animtime=0)
;ignorehitpause =
;persistent =
;--------------------------------------------------------------------------
[StateDef 1041]
type = A
movetype= A
physics = N
juggle  =0; 1
velset = 0,0
ctrl = 0
anim =10000
poweradd =0
sprpriority=9
[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
;-----------------------------
[StateDef 3100]
type = A
movetype= A
physics = N
juggle  =0; 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

;--------------------------------------------------------------------------
;Ice helper
[StateDef 1056]
type = A
movetype= I
physics = N
juggle  =0; 0
velset = 0,0
ctrl = 0
anim =root,anim
poweradd =0
sprpriority=-5

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = root,anim
elem = root,animelemno(0)

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
;value2 = S,NA
time = 1
;ignorehitpause = 
;persistent = 
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S3,2
channel = 5

[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
;--------------------------------------------------------------------------
;Ice helper
[StateDef 1057]
type = A
movetype= I
physics = N
juggle  =0; 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
;--------------------------------------------------------------------------
;THE FRIDGE
[StateDef 1110]
type = A
movetype= A
physics = N
juggle  =0; 1
velset = 0,0
ctrl = 0
anim =1110
poweradd =0
sprpriority=-5
[State 0, NotHitBy]
type = NotHitBy
trigger1 =1
value = SCA
;value2 = S,NA
time = 1
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 20   ;fv = 10
value = root,var(20)

[State 0, VelSet]
type = VelSet
trigger1 =time=0 
x = 1.5*var(20)
y = -10*var(20)
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 = frontedgebodydist <110 
x = 0
;ignorehitpause = 
;persistent = 

[State 0, VelAdd]
type = VelAdd
trigger1 = pos y <0
y = .85*var(20)
;ignorehitpause = 
;persistent = 
[State 0, VelSet]
type = VelSet
trigger1 = pos y >=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, PosSet]
type = PosSet
trigger1 = pos y >=0
y = 0
[State 0, EnvShake]
type = EnvShake
trigger1 =pos y =0 
time = 8
freq = 70
ampl = 4
phase = 90
persistent=0
 [State 200, 1]
type = PlaySnd
trigger1 =pos y =0 
value = S46,0
channel=2
persistent=0
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = pos y <0 || var(0)<45
value = anim
elem = 1
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = root,var(21)=1
triggerall = root,var(23)=0
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,12000,12001)
ID = 7611
pos = ifelse(teamside=1,60,540),360
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = 1.5,1.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0
[State 113, VarSet]
type = parentVarSet
trigger1 = p2movetype=A 
v =21   ;v = 570
value = 1
[State 113, VarSet]
type = parentVarSet
trigger1 =root,var(21)>0 &&movehit 
v =23   ;v = 570
value = 1
[State 0, VarSet]
type = parentVarSet
trigger1 = 1
v = 58    ;fv = 10
value = ifelse((root,var(21)>0),46,20)
[State 113, VarSet]
type = parentVarSet
trigger1 = 1
v =25   ;v = 570
value = 0
[State 0, VarSet]
type = parentVarSet
trigger1 = !root,var(21)
trigger1 = !movecontact
v = 19    ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 

[State 1000, 5] ;Opponent near
type = HitDef
triggerall = var(2)=0
trigger1 =  !movecontact && pos y =0 && animelemtime(2)<0
attr = S, SP
animtype  = Hard
hitflag=MAFD
damage    = ceil(70*root,fvar(2)), 5
priority  = 5
guardflag = MA
pausetime = 7,7
getpower=0
sparkxy = 0,0
sparkno = S7010
guard.sparkno= S7510
hitsound = S2, 4
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 17
guard.ctrltime=10
ground.velocity = -5
air.velocity = -2,-3
guard.velocity=-4
air.fall=1
fall.recovertime=10
air.hittime=30
down.velocity=-10,0
down.hittime=ifelse((var(19)>0),46,20)
yaccel=.33*var(20)
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
id=1100

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = var(0)=5
movetype = I        ;I,A,H

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = var(3)>5
movetype = I  
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = var(0)=45
value = anim
elem = 2
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = var(3)=1
movetype = A 
[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = var(3)=2
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  var(0)>=5
movetype = I  
[State 1000, 5] ;Opponent near
type = HitDef
triggerall = var(2)=0
trigger1 =  animelem=2 && !movecontact
attr = S, SP
animtype  = Hard
hitflag=MAFD
damage    = ceil(50*root,fvar(2)), 5
priority  = 5
guardflag = MA
pausetime = 7,7
getpower=0
sparkxy = 0,-120
sparkno = S7010
guard.sparkno= S7510
hitsound = S2, 4
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 20
guard.ctrltime=20
ground.velocity = -8*var(20),-6*var(20)
air.velocity = -8*var(20),-6*var(20)
guard.velocity=-8*var(20)
fall=1
fall.recovertime=10
down.velocity=-8*var(20),-6*var(20)
down.hittime=10
yaccel=.55*var(20)
air.hittime=30
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
id=1101
nochainid=1101
      ;I,A,H
;ignorehitpause = 
;persistent = 

[State -2, Helper]
type = Helper
trigger1 = var(3)<6 && var(0)>=45
helpertype = normal ;player
name = "Food"
ID = 1111
stateno = 11110
pos =116,-132
postype =p1   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal =1
ignorehitpause = 1
[State 0, VarSet]
type = parentVaradd

trigger1 = movehit=1 && p2stateno!=[120,155]
v = 59   ;fv = 10
value = 1
ignorehitpause = 0

[State 0, VarSet]
type = parentVarSet
triggerall = p2movetype = H&&(p2stateno!=[120,155])
triggerall =  root,var(59)>0 &&numtarget(1100)
trigger1= movehit=1
fv =2 ;fv = 10
value = root,fvar(2)*.925
ignorehitpause=0
[State 0, VarSet]
type = parentVarSet
triggerall = p2movetype = H&&(p2stateno!=[120,155])
triggerall =  root,var(59)>0 &&numtarget(1101)
trigger1= movehit=1
fv =2 ;fv = 10
value = root,fvar(2)*.935
ignorehitpause=0
[State 0, TargetState]
type = TargetState
trigger1 =(p2statetype= A||p2statetype=L) && movehit=1 && (p2stateno!=[3003,3005])
value =3003
ID =1101
ignorehitpause =0

[State 0, TargetState]
type = TargetState
trigger1 =(p2statetype= S||p2statetype=C) && movehit=1 && (p2stateno!=1035)
value =1035
ID =1100
ignorehitpause =0 

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[1031,1034])
value =1034
ID =1100
ignorehitpause =1 
[State 0, VarSet]
type = Varadd
trigger1 = pos y=0 && var(0)<45
v = 0    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, VarAdd]
type = VarAdd
trigger1 = animelem=2 || var(3)>0
v = 3     ;fv = 
value = 1
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  animelem=2
movetype = A   
persistent=0
      ;I,A,H
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 =  var(3)>25
v =2    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, VarAdd]
type = VarAdd
trigger1 = var(2)
v = 1    ;fv = 
value = 1
;ignorehitpause = 
;persistent = 

[State 0, Trans]
type = Trans
trigger1 =var(1)=1
trans = addalpha;, sub
alpha = 205,250
[State 0, Trans]
type = Trans
trigger1 =var(1)=2
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 =var(1)=3
trans = addalpha;, sub
alpha = 155,250
[State 0, Trans]
type = Trans
trigger1 =var(1)=4
trans = addalpha;, sub
alpha = 135,250
[State 0, Trans]
type = Trans
trigger1 =var(1)=5
trans = addalpha;, sub
alpha = 105,250
[State 0, Trans]
type = Trans
trigger1 = var(1)=6
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = var(1)=7
trans = addalpha;, sub
alpha = 35,250
[State 0, Trans]
type = Trans
trigger1 = var(1)=8
trans = addalpha;, sub
alpha = 15,250


[State 0, DestroySelf]
type = DestroySelf
trigger1 = var(1)=9
trigger2= root,stateno=3061 || p2stateno=3061 && root,movetype=H
;--------------------------------------------------------------------------
;THE FRIDGE
[StateDef 11110]
type = A
movetype= I
physics = N
juggle  =0; 0
velset = 0,0
ctrl = 0
poweradd =0
sprpriority=-3
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 10    ;fv = 10
value = 3+(random%10)
;ignorehitpause = 
;persistent = 

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =1
value = 1110
elem = var(10)


[State 0, VarSet]
type = VarSet
trigger1 =time=0 
v = 20    ;fv = 10
value = parent,var(20)
;ignorehitpause = 
;persistent = 

[State 0, LifeAdd]
type = powerAdd
triggerall = var(2)=0
trigger1 = pos x = [(root,pos x -90) ,(root,pos x +90)] 
value = 25
persistent=0


;ignorehitpause = 
;persistent = 
[State 0, VelSet]
type = VelSet
trigger1 = time=0
x = (1+(random%4))*var(20)
y = -5*var(20)
;ignorehitpause = 
;persistent = 
[State 0, VelAdd]
type = VelAdd
trigger1 = pos  y <0
y = .55*var(20)
[State 0, PosSet]
type = PosSet
trigger1 = pos y >0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, VelSet]
type = VelSet
trigger1 =  pos y >=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 =  time >180 || (root,pos y >-120) &&pos x = [(root,pos x -90) ,(root,pos x +90)] 
v =2    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, VarAdd]
type = VarAdd
trigger1 = var(2)
v = 1    ;fv = 
value = 1
;ignorehitpause = 
;persistent = 

[State 0, Trans]
type = Trans
trigger1 =var(1)=1
trans = addalpha;, sub
alpha = 205,250
[State 0, Trans]
type = Trans
trigger1 =var(1)=2
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 =var(1)=3
trans = addalpha;, sub
alpha = 155,250
[State 0, Trans]
type = Trans
trigger1 =var(1)=4
trans = addalpha;, sub
alpha = 135,250
[State 0, Trans]
type = Trans
trigger1 =var(1)=5
trans = addalpha;, sub
alpha = 105,250
[State 0, Trans]
type = Trans
trigger1 = var(1)=6
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = var(1)=7
trans = addalpha;, sub
alpha = 35,250
[State 0, Trans]
type = Trans
trigger1 = var(1)=8
trans = addalpha;, sub
alpha = 15,250
[State 0, DestroySelf]
type = DestroySelf
trigger1 = var(1)=9
trigger2= root,stateno=3061 || p2stateno=3061 && root,movetype=H
;--------------------------------------------------------------------------
;THE STATUE
[StateDef 1114]
type = A
movetype= I
physics = N
juggle  =0; 1
velset = 0,0
ctrl = 0
anim =1111
poweradd =0
sprpriority=-5
[State 0, NotHitBy]
type = NotHitBy
trigger1 =1
value = SCA
;value2 = S,NA
time = 1
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 20   ;fv = 10
value = root,var(20)

[State 0, VelSet]
type = VelSet
trigger1 =time=0 
x = 2.5*var(20)
y = -10*var(20)
;ignorehitpause = 
;persistent = 
[State 0, VelAdd]
type = VelAdd
trigger1 = pos y <0
y = .85*var(20)
;ignorehitpause = 
;persistent = 
[State 0, VelSet]
type = VelSet
trigger1 = frontedgebodydist <90
x = 0
[State 0, VelSet]
type = VelSet
trigger1 = pos y >=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, PosSet]
type = PosSet
trigger1 = pos y >=0
y = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = pos y <0 || var(0)<390
value = anim
elem = 1
;ignorehitpause = 
;persistent = 
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =  var(0)>=390
value = anim
elem = 8

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = root,var(21)=1
triggerall = root,var(23)=0
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,12000,12001)
ID = 7611
pos = ifelse(teamside=1,60,540),360
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = 1.5,1.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0


[State 113, VarSet]
type = parentVarSet
trigger1 = p2movetype=A 
v =21   ;v = 570
value = 1
;[State 113, VarSet]
;type = parentVarSet
;trigger1 =root,var(21)>0 &&movehit 
;v =23   ;v = 570
;value = 1


[State 0, EnvShake]
type = EnvShake
trigger1 =pos y =0 
time = 8
freq = 70
ampl = 4
phase = 90
persistent=0
 [State 200, 1]
type = PlaySnd
trigger1 =pos y =0 
value = S46,0
channel=2
persistent=0
 [State 200, 1]
type = PlaySnd
trigger1 =pos y =0 
value = S201,(random%3)
channel=3
persistent=0
[State 0, Explod]
type = Explod
trigger1 =var(0)=390
anim =1120
ID = 11000
pos = 8,-151
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 = 5
ontop =0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause =1
[State 0, EnvShake]
type = EnvShake
trigger1 =var(0)=390
time = 8
freq = 140
ampl = 5
phase = 90
persistent=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = var(0)=390
value = S4,3
channel = 3

;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = var(0)=389
movetype = A
;persistent = 

[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  !movecontact 
attr = S, SP
animtype  = Hard
hitflag=MAFD
damage    = ceil(130*root,fvar(2)), 5
priority  = 5
pausetime = 2,2
getpower=ifelse(root,var(21)>0,100,0),0
sparkxy = 0,-210
sparkno = S7010
guard.sparkno= S7510
hitsound = S2, 4
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 17
guard.ctrltime=10
ground.velocity = -8*var(20),-8*var(20)
air.velocity = -8*var(20),-8*var(20)
guard.velocity=-4
fall=1
fall.recovertime=ifelse(root,var(21)>0,60,10)
down.velocity=-8*var(20),-8*var(20)
down.hittime=10
yaccel=.33*var(20)
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
id=1100
[State 0, TargetState]
type = TargetState
trigger1 =(p2statetype= A) && movehit=1 && (p2stateno!=[20010,20012])
value =20010
ID =1100
ignorehitpause =0 
[State 0, VarSet]
type = parentVaradd

trigger1 = movehit=1 && p2stateno!=[120,155]
v = 59   ;fv = 10
value = 1
ignorehitpause = 0

[State 0, VarSet]
type = parentVarSet
triggerall = p2movetype = H&&(p2stateno!=[120,155])
triggerall =  root,var(59)>0 
trigger1= movehit=1
fv =2 ;fv = 10
value = root,fvar(2)*.975
ignorehitpause=0
[State -2, Helper]
type = Helper
trigger1 =  var(0)=390
helpertype = normal ;player
name = "body parts"
ID = 1113
stateno = 11111
pos =116,-132
postype =p1   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal =1
ignorehitpause = 1
[State -2, Helper]
type = Helper
trigger1 =  var(0)=390
helpertype = normal ;player
name = "body parts"
ID = 1114
stateno = 11111
pos =116,-132
postype =p1   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal =1
ignorehitpause = 1
[State -2, Helper]
type = Helper
trigger1 =  var(0)=390
helpertype = normal ;player
name = "body parts"
ID = 1115
stateno = 11111
pos =116,-132
postype =p1   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal =1
ignorehitpause = 1
[State -2, Helper]
type = Helper
trigger1 =  var(0)=390
helpertype = normal ;player
name = "body parts"
ID = 1116
stateno = 11111
pos =116,-132
postype =p1   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal =1
ignorehitpause = 1
[State -2, Helper]
type = Helper
trigger1 =  var(0)=390
helpertype = normal ;player
name = "body parts"
ID = 1117
stateno = 11111
pos =116,-132
postype =p1   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal =1
ignorehitpause = 1
[State -2, Helper]
type = Helper
trigger1 =  var(0)=390
helpertype = normal ;player
name = "body parts"
ID = 1118
stateno = 11111
pos =116,-132
postype =p1   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal =1
ignorehitpause = 1


[State 0, VarSet]
type = Varadd
trigger1 = pos y=0 
v = 0    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = var(0)=393
trigger2= root,stateno=3061 || p2stateno=3061 && root,movetype=H
;--------------------------------------------------------------------------
;-kaboom
[StateDef 11111]
type = A
movetype= A
physics = N
juggle  =0; 1
velset = 0,0
ctrl = 0
anim =1111
poweradd =0
sprpriority=9

[State 0, BindToParent]
type = BindToParent
trigger1 = ishelper(1113) && time=0
time = 1
facing = 1
pos = -62,-279

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = ishelper(1113)
value = anim
elem = 2

[State 0, VelSet]
type = VelSet
trigger1 = ishelper(1113) && time=0
x = 0
y = -14
;ignorehitpause = 
;persistent = 



[State 0, BindToParent]
type = BindToParent
trigger1 = ishelper(1114) && time=0
time = 1
facing = 1
pos = -16,-281
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = ishelper(1114)
value = anim
elem = 3
[State 0, VelSet]
type = VelSet
trigger1 = ishelper(1114) && time=0
x = -3
y = -11
[State 0, BindToParent]
type = BindToParent
trigger1 = ishelper(1115) && time=0
time = 1
facing = 1
pos = 4,-184
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = ishelper(1115)
value = anim
elem = 4
[State 0, VelSet]
type = VelSet
trigger1 = ishelper(1115) && time=0
x = -1.5
y = -10
[State 0, BindToParent]
type = BindToParent
trigger1 = ishelper(1116) && time=0
time = 1
facing = 1
pos =4,-112
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = ishelper(1116)
value = anim
elem = 5
[State 0, VelSet]
type = VelSet
trigger1 = ishelper(1116) && time=0
x = 1
y = -11
[State 0, BindToParent]
type = BindToParent
trigger1 = ishelper(1117) && time=0
time = 1
facing = 1
pos =-6,-43
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = ishelper(1117)
value = anim
elem = 6
[State 0, VelSet]
type = VelSet
trigger1 = ishelper(1117) && time=0
x = 1
y = -7.5
[State 0, BindToParent]
type = BindToParent
trigger1 = ishelper(1118) && time=0
time = 1
facing = 1
pos =-101,-147
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = ishelper(1118)
value = anim
elem =7
[State 0, VelSet]
type = VelSet
trigger1 = ishelper(1118) && time=0
x = 2
y = -9.5
[State 0, VarAdd]
type = VarAdd
trigger1 =time >8
v = 1    ;fv = 
value = 1
;ignorehitpause = 
;persistent = 
[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = 1.35
;ignorehitpause = 
;persistent = 

[State 0, Trans]
type = Trans
trigger1 =var(1)=1
trans = addalpha;, sub
alpha = 205,250
[State 0, Trans]
type = Trans
trigger1 =var(1)=2
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 =var(1)=3
trans = addalpha;, sub
alpha = 155,250
[State 0, Trans]
type = Trans
trigger1 =var(1)=4
trans = addalpha;, sub
alpha = 135,250
[State 0, Trans]
type = Trans
trigger1 =var(1)=5
trans = addalpha;, sub
alpha = 105,250
[State 0, Trans]
type = Trans
trigger1 = var(1)=6
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = var(1)=7
trans = addalpha;, sub
alpha = 35,250
[State 0, Trans]
type = Trans
trigger1 = var(1)=8
trans = addalpha;, sub
alpha = 15,250


[State 0, DestroySelf]
type = DestroySelf
trigger1 = var(1)=9
trigger2= root,stateno=3061 || p2stateno=3061 && root,movetype=H
;--------------------------------------------------------------------------
;THE PANTSU
[StateDef 1113]
type = A
movetype= A
physics = N
juggle  =0; 1
velset = 0,0
ctrl = 0
anim =1112
poweradd =0
sprpriority=2
[State -2, Helper]
type = Helper
trigger1 = time=0 && ishelper(1110)
helpertype = normal ;player
name = "body parts"
ID = 1112
stateno = 1113
pos =0,0
postype =p1   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal =1
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 20   ;fv = 10
value = root,var(20)

[State 0, VelSet]
type = VelSet
trigger1 =time=0 
x = -3*var(20)
y = -13*var(20)
;ignorehitpause = 
;persistent = 
[State 0, VelAdd]
type = VelAdd
trigger1 = pos y <0
y = cond(ishelper(1112),.98,.68)*var(20)
x= .65*var(20)
;ignorehitpause = 
;persistent = 


[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = root,var(21)=1
triggerall = root,var(23)=0
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,12000,12001)
ID = 7611
pos = ifelse(teamside=1,60,540),360
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = 1.5,1.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0


[State 113, VarSet]
type = parentVarSet
trigger1 = p2movetype=A 
v =21   ;v = 570
value = 1
[State 113, VarSet]
type = parentVarSet
trigger1 =root,var(21)>0 &&movehit 
v =23   ;v = 570
value = 1

[State 0, VarSet]
type = parentVarSet
trigger1 = 1
v = 58    ;fv = 10
value = ifelse((root,var(21)>0),36,18)

;ignorehitpause = 
;persistent = 

[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  !movecontact 
attr = S, SP
animtype  = Hard
hitflag=MAF
damage    = ceil(35*root,fvar(2)), 5
priority  = 3
pausetime = 3,3
getpower=25,10
sparkxy = 0,0
sparkno = S7000+(random%4)
guard.sparkno= S7510
hitsound = S2, 2
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 17
guard.ctrltime=17
ground.velocity = -6*var(20)
air.velocity = -3*var(20),-3*var(20)
guard.velocity=-4*var(20)
air.fall=1
fall.recovertime=25
yaccel=.48*var(20)
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
id=1100
[State 0, TargetState]
type = TargetState
trigger1 =(p2statetype= A) && movehit=1 && (p2stateno!=[201,203])
value =201
ID =1100
ignorehitpause =1

[State 0, TargetState]
type = TargetState
trigger1 =(p2statetype!= A) && movehit=1 && (p2stateno!=1035)
value =1035
ID =1100
ignorehitpause =0
[State 0, VarSet]
type = parentVaradd

trigger1 = movehit=1 && p2stateno!=[120,155]
v = 59   ;fv = 10
value = 1
ignorehitpause = 0

[State 0, VarSet]
type = parentVarSet
triggerall = p2movetype = H&&(p2stateno!=[120,155])
triggerall =  root,var(59)>0 
trigger1= movehit=1
fv =2 ;fv = 10
value = root,fvar(2)*.99
ignorehitpause=0
[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP
;value2 = S,NA
time = 1
ignorehitpause = 1
;persistent = 

[State 3005, hitoverride]
type=hitoverride
trigger1= 1
time=-1
attr=SCA,AA,AP,AT
stateno=11112


[State 0, DestroySelf]
type = DestroySelf
trigger1 = frontedgebodydist <-90
trigger2= root,stateno=3061 || p2stateno=3061 && root,movetype=H
;--------------------------------------------------------------------------
;-Bolt3
[StateDef 11112]
type = A
movetype= I
physics = N
juggle  =0; 1
velset = 0,0
ctrl = 0
poweradd =0
sprpriority=9

[State 0, VarAdd]
type = VarAdd
trigger1 =time >3
v = 1    ;fv = 
value = 1
;ignorehitpause = 
;persistent = 
[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = 3.35
x=-9
;ignorehitpause = 
;persistent = 

[State 0, Trans]
type = Trans
trigger1 =var(1)=1
trans = addalpha;, sub
alpha = 205,250
[State 0, Trans]
type = Trans
trigger1 =var(1)=2
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 =var(1)=3
trans = addalpha;, sub
alpha = 155,250
[State 0, Trans]
type = Trans
trigger1 =var(1)=4
trans = addalpha;, sub
alpha = 135,250
[State 0, Trans]
type = Trans
trigger1 =var(1)=5
trans = addalpha;, sub
alpha = 105,250
[State 0, Trans]
type = Trans
trigger1 = var(1)=6
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = var(1)=7
trans = addalpha;, sub
alpha = 35,250
[State 0, Trans]
type = Trans
trigger1 = var(1)=8
trans = addalpha;, sub
alpha = 15,250


[State 0, DestroySelf]
type = DestroySelf
trigger1 = var(1)=9
trigger2= root,movetype=H
;--------------------------------------------------------------------------
;THE FUCK EVEN AM I
[StateDef 1112]
type = A
movetype= I
physics = N
juggle  =0; 1
velset = 0,0
ctrl = 0
anim =1113
poweradd =0
sprpriority=-5
[State 0, NotHitBy]
type = NotHitBy
trigger1 =1
value = SCA
;value2 = S,NA
time = 1
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 20   ;fv = 10
value = root,var(20)

[State 0, VelSet]
type = VelSet
trigger1 =time=0 
x = 1.5*var(20)
y = -10*var(20)
;ignorehitpause = 
;persistent = 
[State 0, VelAdd]
type = VelAdd
trigger1 = pos y <0
y = .85*var(20)
;ignorehitpause = 
;persistent = 
[State 0, VelSet]
type = VelSet
trigger1 = pos y >=0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, PosSet]
type = PosSet
trigger1 = pos y >=0
y = 0

;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 = time=0 
v = 15    ;fv = 10
value = root,var(15)
;ignorehitpause = 
;persistent = 


[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = root,var(21)=1
triggerall = root,var(23)=0
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,12000,12001)
ID = 7611
pos = ifelse(teamside=1,60,540),360
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = 1.5,1.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0
[State 113, VarSet]
type = parentVarSet
trigger1 = p2movetype=A 
v =21   ;v = 570
value = 1
[State 113, VarSet]
type = parentVarSet
trigger1 =root,var(21)>0 &&movehit 
v =23   ;v = 570
value = 1
[State 0, VarSet]
type = parentVarSet
trigger1 = 1
v = 58    ;fv = 10
value = ifelse((root,var(21)>0),46,20)


[State 0, VelSet]
type = VelSet
triggerall =  !var(8)
trigger1 = pos x  < root,pos x +134 && pos y =0 && var(0)<600 && root,facing=1
trigger2 = pos x  > root,pos x -134 && pos y =0 && var(0)<600 && root,facing=-1
x = 1.5*var(20)
[State 0, VelSet]
type = VelSet
triggerall =  !var(8)
trigger1 =pos x  =[ root,pos x +128,root,pos x +133]
x = 0
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
triggerall =  !var(8)
trigger1 = pos x > root,pos x +134 && pos y =0&& var(0)<420&& root,facing=1
trigger2 = pos x < root,pos x -134 && pos y =0&& var(0)<420 && root,facing=-1
x = -1.5*var(20)

[State 0, VelSet]
type = VelSet
triggerall = !var(8)
trigger1 =  var(0)>=420
x = 3*var(20)

[State 0, VelSet]
type = VelSet
trigger1 =  var(8) && pos y=0
x = 12*var(20)
[State 0, VarSet]
type = VarSet
triggerall = root,numhelper(1113)
trigger1 = ishelper(1114) &&helper(1113),var(10)
v = 8    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = var(8)
movetype = A      ;I,A,H
;ignorehitpause = 
;persistent = 

[State 0, Turn]
type = Turn
trigger1 = facing!=root,facing
;ignorehitpause = 
;persistent = 
[State 0, AngleDraw]
type = AngleDraw
trigger1 = var(8)
value = 0
scale = 1.4,1.4
ignorehitpause =1 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  var(8)
movetype = I        ;I,A,H

[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  !movecontact && var(8)
attr = S, SP
animtype  = Hard
hitflag=MAFD
damage    = ceil(325*root,fvar(2)), 45
priority  = 7
guardflag = MA
pausetime = 12,12
getpower=55
sparkxy = 0,0
sparkno = S7010
guard.sparkno= S7510
hitsound = S2, 6
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 17
guard.ctrltime=10
ground.velocity = -5*var(20),-11*var(20)
air.velocity = -5*var(20),-11*var(20)
guard.velocity=-4
fall=1
fall.recovertime=99
down.velocity= -5*var(20),-11*var(20)
down.hittime=99
yaccel=.33*var(20)
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
envshake.time = 12
envshake.ampl = 12
envshake.freq=100
id=1100



[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[3003,3005])
value =3003
ID =1100
ignorehitpause =0


[State 0, VarSet]
type = Varadd
trigger1 = pos y=0
v = 0    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
triggerall = root,numhelper(1114)=1
triggerall =ishelper(1113)
trigger1 = helper(1114),pos y=0 &&helper(1114),pos x =[pos x-60,pos x+60]
v = 10    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = Varadd
trigger1 = var(10)
v = 11   ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  !var(8)
movetype = I  

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = var(10)
flag = invisible



[State 0, DestroySelf]
type = DestroySelf
trigger1 = frontedgebodydist < -120 || var(11)>3
trigger2= root,stateno=3061 || p2stateno=3061 && root,movetype=H
;--------------------------------------------------------------------------
;Mini mi
[StateDef 1116]
type = A
movetype= A
physics = N
juggle  =0; 0
velset = 0,0
ctrl = 0
anim =1114
poweradd =0
sprpriority=9
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 20   ;fv = 10
value = root,var(20)

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 0
scale = .25,.25
ignorehitpause =1 
;persistent = 

 [State 200, 1]
type = PlaySnd
trigger1 =time=15
value = S201,5+(random%2)
channel=3
persistent=0
[State 0, VarSet]
type = VarSet
trigger1 = time >30
v = 0    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 113, VarSet]
type = parentVarSet
trigger1 = movehit
v =21   ;v = 570
value = 2
ignorehitpause=1
[State 113, VarSet]
type = parentVarSet
trigger1 =movehit 
v =23   ;v = 570
value = 1
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = root,var(21)=2
triggerall = root,var(23)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,12002,12003)
ID = 7611
pos = ifelse(teamside=1,60,540),360
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = 1.5,1.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0

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

[State 0, VelSet]
type = VelSet
trigger1 = time=0 
x = 4.5*var(20)
y = -2*var(20)
[State 0, VelSet]
type = VelSet
trigger1 = frontedgebodydist <80 
x = 0
[State 0, VelSet]
type = VelSet
trigger1 = time=15
x = 0
y = 0
;ignorehitpause = 
;persistent = 


[State 210, 2]
type = HitDef
trigger1 =!movecontact
attr = A, SA
animtype  = Medium
damage    =ceil(15*root,fvar(2))
hitflag=MAF
guardflag = MA
pausetime = 4,4
sparkno = S7000+(random%4)  
sparkxy = -60,-30
hitsound = S2,1
guardsound = S6, 0
guard.sparkno= S7510
priority=4
getpower=50,0
ground.type = High
guard.ctrltime=22
ground.slidetime =19
ground.hittime  = 26
ground.velocity = -0,-16*var(20)
guard.velocity= -5*var(20)
air.velocity = -0,-16*var(20)
airguard.velocity =  -3*var(20),-7*var(20) 
fall=1
fall.recovertime=100
down.hittime=100
id=200
yaccel=.47*var(20)

[State 0, VarSet]
type = parentVarSet
triggerall = p2movetype = H&&(p2stateno!=[120,155])
triggerall =  root,var(59)>0 
trigger1= movehit=1
fv =2 ;fv = 10
value = root,fvar(2)*.975
ignorehitpause=0
[State 0, NotHitBy]
type = HitBy
trigger1 = 1
value = SCA,AP
;value2 = S,NA
time = 1

[State 3005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
forceair = 1
stateno=11114

[State 0, VarSet]
type = parentVarSet
triggerall = p2movetype = H&&(p2stateno!=[120,155])
triggerall =  root,var(59)>0
trigger1= movehit=1
fv =2 ;fv = 10
value = root,fvar(2)*.955
ignorehitpause=0

[State 0, TargetState]
type = TargetState
trigger1 =(p2statetype= A) && movehit=1 && (p2stateno!=[201,204])
value =201
ID =200
ignorehitpause =1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact || time >255
value =11114
ctrl = 0


[State 192, end]
type = destroyself
trigger1 = pos y < -400*var(20)
trigger2= root,stateno=3061 || p2stateno=3061 && root,movetype=H
;--------------------------------------------------------------------------
;-Bolt3
[StateDef 11114]
type = A
movetype= I
physics = N
juggle  =0; 1
velset = 0,0
ctrl = 0
poweradd =0
sprpriority=9

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 0
scale = .25,.25
ignorehitpause =1 
;persistent = 
[State 0, VarAdd]
type = VelAdd
trigger1 =time >3
y=-.45*var(20)
;ignorehitpause = 
;persistent = 
[State 0, VelAdd]
type = Velset
trigger1 = time=0
y=-9*var(20)
;ignorehitpause = 
;persistent = 

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


[State 192, end]
type = destroyself
trigger1 = pos y < -400*var(20)
;--------------------------------------------------------------------------
;THE MANEFRESH
[StateDef 1115]
type = A
movetype= I
physics = N
juggle  =0; 1
velset = 0,0
ctrl = 0
anim =1115
poweradd =0
sprpriority=-3

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

[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 20   ;fv = 10
value = root,var(20)

[State 0, VelSet]
type = VelSet
trigger1 = frontedgebodydist <90
x = 0
[State 0, VelSet]
type = VelSet
trigger1 =time=0 
x = 5.5*var(20)
y = -10*var(20)
;ignorehitpause = 
;persistent = 
[State 0, VelAdd]
type = VelAdd
trigger1 = pos y <0
y = .85*var(20)
;ignorehitpause = 
;persistent = 
[State 0, VelSet]
type = VelSet
trigger1 = pos y >=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, PosSet]
type = PosSet
trigger1 = pos y >=0
y = 0
[State 0, ParentVarSet]
type = VarSet
trigger1 = pos y =0 
fv =15     ;fv = 
value = pos x 
persistent=0

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = var(0)<600
fv =15     ;fv = 
value = pos x 
ignorehitpause = 1
[State 0, PosSet]
type = PosSet
trigger1 = pos y=0 &&enemy,vel x!=0 && fvar(15)!=0
x =fvar(15);*facing
;ignorehitpause = 1
;persistent = 

;persistent = 
;ignorehitpause = 
;persistent = 
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = var(0)>=600
fv = 15    ;fv = 
value = .133545
[State 200, 1]
type = PlaySnd
trigger1 =pos y =0 
value = S46,0
channel=2
persistent=0

 [State 200, 1]
type = PlaySnd
trigger1 =pos y =0 
value = S201,3+(random%2)
channel=3
persistent=0
[State 0, VarSet]
type = Varadd
trigger1 = pos y=0 
v = 0    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 4003, PlayerPush]
type = PlayerPush
trigger1 = pos y !=0
value = 0
ignorehitpause = 1
persistent = 1
[State 4003, PlayerPush]
type = PlayerPush
trigger1 = pos y =0
value = 1
ignorehitpause = 1
persistent = 1
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
;value2 = S,NA
time = 1

;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 =  var(0)>600
v =2    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, VarAdd]
type = VarAdd
trigger1 = var(2)
v = 1    ;fv = 
value = 1
;ignorehitpause = 
;persistent = 

[State 0, Trans]
type = Trans
trigger1 =var(1)=1
trans = addalpha;, sub
alpha = 205,250
[State 0, Trans]
type = Trans
trigger1 =var(1)=2
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 =var(1)=3
trans = addalpha;, sub
alpha = 155,250
[State 0, Trans]
type = Trans
trigger1 =var(1)=4
trans = addalpha;, sub
alpha = 135,250
[State 0, Trans]
type = Trans
trigger1 =var(1)=5
trans = addalpha;, sub
alpha = 105,250
[State 0, Trans]
type = Trans
trigger1 = var(1)=6
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = var(1)=7
trans = addalpha;, sub
alpha = 35,250
[State 0, Trans]
type = Trans
trigger1 = var(1)=8
trans = addalpha;, sub
alpha = 15,250


[State 0, DestroySelf]
type = DestroySelf
trigger1 = var(1)=9
trigger2= root,stateno=3061 || p2stateno=3061 && root,movetype=H
;--------------------------------------------------------------------------
;Mini sickle
[StateDef 1111]
type = A
movetype= A
physics = N
juggle  =0; 0
velset = 0,0
ctrl = 0
anim =1116
poweradd =0
sprpriority=9
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 20   ;fv = 10
value = root,var(20)

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value =  65*time
scale = .5,.5
ignorehitpause =1 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 = frontedgebodydist <75 && pos y <-45
x = 0
;ignorehitpause = 
;persistent = 
[State 113, VarSet]
type = parentVarSet
trigger1 = p2movetype=A
v =21   ;v = 570
value =1
ignorehitpause=1

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = root,var(21)=2
triggerall = root,var(23)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,12000,12001)
ID = 7611
pos = ifelse(teamside=1,60,540),360
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = 1.5,1.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0

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

[State 0, VelSet]
type = VelSet
trigger1 = time=0 
x = 2.5*var(20)
y = -13*var(20)
[State 0, VelAdd]
type = VelAdd
trigger1 = pos y <-45
y = .6*var(20)
[State 0, PosSet]
type = PosSet
trigger1 = pos y >-44
y = -44
ignorehitpause =1 
;persistent = 


[State 0, VelSet]
type = VelSet
trigger1 = pos y >-45
y = 0
x= 11*var(20)
ignorehitpause =1 
;persistent = 

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
;persistent = 
[State 1005, This is for fossils]
type = Projectile
trigger1 = !time
ProjID = 999
projanim = anim
projhitanim = -1
projremanim = -1
projscale = 0,0
offset=0,0
projpriority = 1
projremovetime = 5
postype = p1         ;p2,front,back,left,right
velocity = 0,0
[State 210, 2]
type = HitDef
triggerall = time >2
trigger1 =time%6=0 && pos y <-45
attr = A, SP
animtype  = Medium
damage    =ceil(25*root,fvar(2)),7
hitflag=MAF
guardflag = MA
pausetime = 3,3
sparkno = -1
sparkxy = -60,-30
hitsound = S4,1
guardsound = S6, 0
guard.sparkno= S7510
priority=4
getpower=4,1
ground.type = High
guard.ctrltime=20
ground.slidetime =19
ground.hittime  = 23
ground.velocity = -5*var(20)
guard.velocity= -5*var(20)
air.velocity = -3,-5*var(20)
airguard.velocity =  -3*var(20),-4*var(20) 
air.fall=1
fall.recovertime=30
down.hittime=30
id=200
yaccel=.47*var(20)

[State 210, 2]
type = HitDef
trigger1 =  pos y >=-45
attr = S,SP
animtype  = Medium
damage    =ceil(25*root,fvar(2)),7
hitflag=MAF
guardflag = LA
pausetime = 4,4
sparkno = -1
sparkxy = -60,-30
hitsound = S4,1
guardsound = S6, 0
guard.sparkno= S7510
priority=4
getpower=15
hitonce=1
ground.type = High
guard.ctrltime=20
ground.slidetime =19
ground.hittime  = 23
ground.velocity = -5*var(20)
guard.velocity= -5*var(20)
air.velocity = -3,-5*var(20)
airguard.velocity =  -3*var(20),-4*var(20) 
air.fall=1
fall.recovertime=30
down.hittime=30
id=202
nochainid=202
yaccel=.47*var(20)


[State 0, Helper]
type = Helper
trigger1 = movehit=1 && numhelper(1002+(enemy,gethitvar(hitcount)))=0
helpertype = normal ;player
name = "midspark"
ID = 1002 +(enemy,gethitvar(hitcount))
stateno = 1002
pos = -15,-20
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 25
ignorehitpause=1
[State 0, VarSet]
type = parentVaradd

trigger1 = movehit=1 && p2stateno!=[120,155]
v = 59   ;fv = 10
value = 1
ignorehitpause = 0

[State 0, VarSet]
type = parentVarSet
triggerall = p2movetype = H&&(p2stateno!=[120,155])
triggerall =  root,var(59)>0 
trigger1= movehit=1
fv =2 ;fv = 10
value = root,fvar(2)*.965
ignorehitpause=0

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

[State 0, TargetState]
type = TargetState
trigger1 =(p2statetype= A) && movehit=1 && (p2stateno!=[201,204])
value =201
ID =200
ignorehitpause =1
[State 0, TargetState]
type = TargetState
trigger1 =(p2statetype= A) && movehit=1 && (p2stateno!=[201,204])
value =201
ID =202
ignorehitpause =1

[State 192, end]
type = destroyself
trigger1 = frontedgebodydist <-40*var(20)
trigger2= root,stateno=3061 || p2stateno=3061 && root,movetype=H
;--------------------------------------------------------------------------
;Mini sickle
[StateDef 1117]
type = A
movetype= A
physics = N
juggle  =0; 0
velset = 0,0
ctrl = 0
anim =1117
poweradd =0
sprpriority=9
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 20   ;fv = 10
value = root,var(20)

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value =  -65*time
scale = .75,.75
ignorehitpause =1 
;persistent = 


;ignorehitpause = 
;persistent = 
[State 113, VarSet]
type = parentVarSet
trigger1 = p2movetype=A
v =21   ;v = 570
value =1
ignorehitpause=1

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = root,var(21)=2
triggerall = root,var(23)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,12000,12001)
ID = 7611
pos = ifelse(teamside=1,60,540),360
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = 1.5,1.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0

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


;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 = time=0
x= 6*var(20)

[State 0, VelSet]
type = VelSet
trigger1 = 1
y = -(26.5)*(sin(0.20*time))

;ignorehitpause = 
;persistent = 

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
x = .25*var(20)
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 
[State 1005, This is for fossils]
type = Projectile
trigger1 = !time
ProjID = 999
projanim = anim
projhitanim = -1
projremanim = -1
projscale = 0,0
offset=0,0
projpriority = 1
projremovetime = 5
postype = p1         ;p2,front,back,left,right
velocity = 0,0
[State 210, 2]
type = HitDef
triggerall = time >2
trigger1 =time%7=0 
attr = A, SP
animtype  = Medium
damage    =ceil(30*root,fvar(2)),7
hitflag=MAF
guardflag = MA
pausetime = 4,4
sparkno = -1
sparkxy = -60,-30
hitsound = S4,1
guardsound = S6, 0
guard.sparkno= S7510
priority=4
getpower=10,5
ground.type = High
guard.ctrltime=20
ground.slidetime =19
ground.hittime  = 18
ground.velocity = -5*var(20)
guard.velocity= -5*var(20)
air.velocity = -3,-5*var(20)
airguard.velocity =  -3*var(20),-4*var(20) 
air.fall=1
fall.recovertime=30
down.hittime=30
id=200
yaccel=.47*var(20)



[State 0, Helper]
type = Helper
trigger1 = movehit=1 && numhelper(1002+(enemy,gethitvar(hitcount)))=0
helpertype = normal ;player
name = "midspark"
ID = 1002 +(enemy,gethitvar(hitcount))
stateno = 1002
pos = -15,-20
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 25
ignorehitpause=1
[State 0, VarSet]
type = parentVaradd

trigger1 = movehit=1 && p2stateno!=[120,155]
v = 59   ;fv = 10
value = 1
ignorehitpause = 0

[State 0, VarSet]
type = parentVarSet
triggerall = p2movetype = H&&(p2stateno!=[120,155])
triggerall =  root,var(59)>0 
trigger1= movehit=1
fv =2 ;fv = 10
value = root,fvar(2)*.975
ignorehitpause=0

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

[State 0, TargetState]
type = TargetState
trigger1 =(p2statetype= A) && movehit=1 && (p2stateno!=[201,204])
value =201
ID =200
ignorehitpause =1


[State 192, end]
type = destroyself
trigger1 = frontedgebodydist <-40*var(20)
trigger2= root,stateno=3061 || p2stateno=3061 && root,movetype=H
;------------------------------------------------------------------------------
[Statedef 1150]
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim =10000
sprpriority = 2
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =time=0
id =16010
;[State 0, RemoveExplod]
;type = RemoveExplod
;trigger1 =time=0
;id =16011
[State 0, ParentVarSet]
type = VarSet
trigger1 = time=0
v = 7    ;fv = 
value =root,var(13)
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 20   ;fv = 10
value = root,var(20)
;ignorehitpause = 
;persistent = 

;persistent = 

[State 0, VarAdd]
type = parentVarAdd
trigger1 = root,var(13)>0 && root,stateno!=1100 
v =  13   ;fv = 
value = -1
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 0    ;fv = 10
value = root,var(13)
ignorehitpause = 1
;ignorehitpause = 
;persistent =


[State 0, Explod]
type = Explod
triggerall = teamside = 1
trigger1 =  numexplod(16010) < 1
anim = 16007
ID = 16010
pos = 35*var(20),210*var(20)
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = .5*var(20),.5*var(20)
ontop = 1
sprpriority = 9
shadow = 0,0,0
ownpal = 1
persistent = 0
ignorehitpause = 1
[State 0, Explod]
type = Explod
triggerall = teamside = 2
trigger1 =  numexplod(16010) < 1
anim = 16007
ID = 16010
pos = 220*var(20),210*var(20)
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = .5*var(20),.5*var(20)
ontop = 1
sprpriority = 9
shadow = 0,0,0
ownpal = 1
persistent = 0
ignorehitpause = 1
[State 0, Explod]
type = Explod
triggerall = teamside = 2
trigger1 =  numexplod(16011) < 1
anim = 16008
ID = 16011
pos = 237*var(20),211*var(20)
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = .5*var(20),.5*var(20)
ontop = 0
sprpriority = 9
shadow = 0,0,0
ownpal = 1
persistent = 0
ignorehitpause = 1
[State 0, Explod]
type = Explod
triggerall = teamside = 1
trigger1 =  numexplod(16011) < 1
anim = 16008
ID = 16011
pos = 52*var(20),211*var(20)
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = .5*var(20),.5*var(20)
ontop = 0
sprpriority = 9
shadow = 0,0,0
ownpal = 1
persistent = 0
ignorehitpause = 1
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 =1
ID = 16011
removetime = -1
shadow = 0,0,0
ownpal = 1
scale =  (fvar(0)/var(7))*1.5,1.5
ignorehitpause=1

[State 0, VarSet]
type = VarSet
trigger1 = root,var(13)=0
v = 1   ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 



[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(1)=1
id =16010
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(1)=1
id =16011
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = var(1)=1
;--------------------------------------------------------------------------
;-Bolt3
[StateDef 1062]
type = A
movetype= A
physics = N
juggle  =0; 1
velset = 0,0
ctrl = 0
anim =1325
poweradd =0
sprpriority=9
[State 0, NotHitBy]
type = NotHitBy
trigger1 =1
value = SCA
;value2 = S,NA
time = 1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = root,var(21)=2
triggerall = root,var(23)=0
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,12002,12003)
ID = 7611
pos = ifelse(teamside=1,20,180),120
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0
[State 0, Trans]
type = Trans
trigger1 =1
trans =add
ignorehitpause=1
[State 0, AngleDraw]
type = AngleDraw
trigger1 =1
value = 30
;scale = 
ignorehitpause = 1
;persistent = 
[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 7180, flames]
type = explod
trigger1 =time=0
anim = 1313
ID = 11014
sprpriority = 5
postype = p1
random=0,0
scale=1,1
pos = 0,0
bindtime = -1
removetime=50
ignorehitpause=1
[State 7180, flames]
type = explod
trigger1 =time=0
anim = 1313
ID = 11014
sprpriority = 5
postype = p1
random=0,0
scale=1,1
pos = -95,-180
bindtime = -1
removetime=50
ignorehitpause=1
[State 113, VarSet]
type = parentVarSet
trigger1 = p2movetype=A 
v =21   ;v = 570
value = 2
[State 113, VarSet]
type = parentVarSet
trigger1 =root,var(21)>0 &&movehit 
v =23   ;v = 570
value = 1
[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  time%15=0
attr = S, SP
animtype  = Hard
hitflag=MAFD
damage    = 15, 5
priority  = 5
guardflag = MA
pausetime = 0,5
getpower=15
sparkxy = 0,-45
sparkno = S7020+(random%4)
guard.sparkno= S7510
hitsound = S45, 1
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 20
guard.ctrltime=10
ground.velocity = -0
air.velocity = -0,2
guard.velocity=-4
air.fall=1
forcestand=1
fall.recovertime=15
down.velocity=0,0
down.hittime=20
yaccel=.33
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
id=1006

;persistent = 
[State 0, PosAdd]
type = PosAdd
trigger1 =time=0 
x = 30

[State -2, Helper]
type = Helper
trigger1 =time=50 
helpertype = normal ;player
name = "BOLT"
ID = 1060
stateno = 1063
pos = 0,0
postype =p1   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove =999
pausemove = 999
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S45,2
channel = 1


[State 192, end]
type = destroyself
trigger1 = time>=50
ignorehitpause=1
;-----------------------------
;-Bolt3
[StateDef 1063]
type = A
movetype= A
physics = N
juggle  =0; 1
velset = 0,0
ctrl = 0
anim =1326
poweradd =0
sprpriority=9
[State 0, NotHitBy]
type = NotHitBy
trigger1 =1
value = SCA
;value2 = S,NA
time = 1

[State 0, Trans]
type = Trans
trigger1 =1
trans =add
ignorehitpause=1
[State 0, AngleDraw]
type = AngleDraw
trigger1 =1
value = 90
;scale = 
ignorehitpause = 1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = root,var(21)=2
triggerall = root,var(23)=0
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,12002,12003)
ID = 7611
pos = ifelse(teamside=1,20,180),120
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=0
;persistent = 
[State 1000, 5] ;Opponent near
type = HitDef
triggerall = time <40
trigger1 =  time%15=0
attr = S, SP
animtype  = Hard
hitflag=MAFD
damage    = 20, 5
priority  = 5
guardflag = MA
pausetime = 0,5
getpower=15
sparkxy = 0,-45
sparkno = S7020+(random%4)
guard.sparkno= S7510
hitsound = S45, 1
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 20
guard.ctrltime=10
ground.velocity = 3
air.velocity = -3,2
guard.velocity=-4
down.velocity=3,0
down.hittime=20
yaccel=.45
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
id=1006

[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  time=40
attr = S, SP
animtype  = Hard
hitflag=MAFD
damage    = 15, 5
priority  = 5
guardflag = MA
pausetime = 0,5
getpower=15
sparkxy = 0,-45
sparkno = S7020+(random%4)
guard.sparkno= S7510
hitsound = S45, 1
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = ifelse(root,var(21)=2,40,20)
guard.ctrltime=10
ground.velocity = 3
air.velocity = -3,2
guard.velocity=-4
air.fall=1
down.velocity=2,-7
down.hittime=ifelse(root,var(21)=2,40,1)
yaccel=.45
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
id=1006
;[State 0, TargetState]
;type = TargetState
;trigger1 =movehit&& p2stateno!=1067
;value =1067
;ID = 1006
;ignorehitpause =1 
;ignorehitpause = 
;persistent = 

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

[State 7180, flames]
type = explod
trigger1 =time=0
anim = 1313
ID = 11014
sprpriority = 5
postype = p1
random=0,0
scale=1,1
pos = 0,0
bindtime = -1
removetime=50

[State 7180, flames]
type = explod
trigger1 =time=0
anim = 1313
ID = 11014
sprpriority = 5
postype = p1
random=0,0
scale=1,1
pos = -180,0
bindtime = -1
removetime=50
[State 192, end]
type = destroyself
trigger1 = time>=50
;--------------------------------------------------------------------------
;-SOOOOOOO SHOCKING
[StateDef 1067]
type = A
movetype= H
physics = N
juggle  =0; 1
velset = 0,0
ctrl = 0
poweradd =0
sprpriority=-5

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = -35
;ignorehitpause = 
;persistent = 

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = 1
value = 5030
;elem = 1
;ignorehitpause = 
;persistent = 

[State 0, PalFXWiz]
type = PalFX
trigger1 =time=0 
time =ifelse(enemy,var(21)=2,100,50)
add = 100,100,180
mul = 256,256,256
sinadd = -80,-80,-80,10
invertall = 0
color = 0
[State 0, PalFXWiz]
type = PalFX
trigger1 =!enemy,numhelper(11010) && enemy,var(21)!=2
trigger2 = time=ifelse(enemy,var(21)=2,100,50)
time =1
add = 100,100,180
mul = 256,256,256
sinadd = -80,-80,-80,10
invertall = 0
color = 0
[State 0, VelSet]
type = VelSet
trigger1 = time=ifelse(enemy,var(21)=2,100,50) || !enemy,numhelper(11010)
x = -3
y = -4
;ignorehitpause = 
;persistent = 


[State 0, SelfState]
type = SelfState
trigger1 =time=ifelse(enemy,var(21)=2,100,50)|| (!enemy,numhelper(11010) && enemy,var(21)!=2)
value =5050
;-----------------------------
[StateDef 3051]
type = A
movetype= A
physics = N
juggle  =0; 0
velset = 0,0
ctrl = 0
anim = 3003
sprpriority=3
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 20    ;fv = 10
value = root,var(20)
[State 0, VarSet]
type = VarSet
trigger1 = root,statetype!=A && time=0
v = 0    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 3
ignorehitpause =1 
;persistent = 

;scale = 
;ignorehitpause = 
;persistent = 
[State -2, Helper]
type = Helper
trigger1 = winko && movehit

triggerall = root,NumHelper(6000) < 1
helpertype = normal ;player
name = "winko"
ID = 6000
stateno = 6000
pos = 0,0
postype = left   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime =999
pausemovetime = 999
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 =time=0 && var(0)
x = (2+(random%6))*var(20)
y = -10*var(20)
[State 0, VelSet]
type = VelSet
trigger1 =time=0 && !var(0)
x = (7)*var(20)
y = (2+(random%4))*var(20)
[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = ifelse(var(0),-30,-120)
ignorehitpause=1
[State 0, SprPriority]
type = SprPriority
trigger1 =!var(0) 
value =-2
;ignorehitpause = 
;persistent = 




[State 210, 2] ;206
type = HitDef
trigger1 =!movecontact
attr = S, HP
animtype  = Medium
damage =ceil(13*root,fvar(2)),3
guardflag = MA
pausetime = 1, cond(var(0),1,4)
sparkno = S7000+(random%4)
guard.sparkno= S7005
sparkxy = -15,-60
hitsound   = S2,4
guardsound = S6, 0
guard.sparkno= S7510
getpower =0
ground.type = High
ground.slidetime = 99
guard.ctrltime=15
ground.hittime  = 99
ground.velocity = -2.5*var(20),cond(!var(0),-5,-3)*var(20)
air.velocity = -2.5*var(20),cond(!var(0),-5,-3)*var(20)
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall=1
fall.recovertime=65


[State 0, VarSet]
type = parentVarSet
triggerall = p2movetype = H&&(p2stateno!=[120,155])
triggerall =  root,var(59)>0
trigger1= movehit=1
fv =2 ;fv = 10
value = root,fvar(2)*.93
ignorehitpause=0

[State 0, DestroySelf]
type = DestroySelf
trigger1 =frontedgebodydist < -90
trigger2= root,stateno=3061 || p2stateno=3061 && root,movetype=H
;----------------------------------------------------------------------
; finishing scythe
[StateDef 3056]
type = A
movetype= A
physics = N
juggle  =0; 1
velset = 0,0
ctrl = 0
anim =3052
poweradd =0
sprpriority=5
[State 0, VarSet]
type = Varset
trigger1 = 1
v = 0   ;fv = 10
value = cond(var(0)=5,0,var(0)+1)
[State 0, AngleDraw]
type = AngleDraw
trigger1 =1
value = -60*var(0)
ignorehitpause =1 


;ignorehitpause = 
;persistent = 

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time%9=0
value = S1,0
channel = 2
ignorehitpause=1
[State 0, BindToRoot]
type = BindToRoot
trigger1 = root,animelemtime(19)>=0 && root,animelemtime(20)<=0 
time = 1
facing = 1
pos = -170,-255
ignorehitpause = 1
[State 0, BindToRoot]
type = BindToRoot
trigger1 = root,animelemtime(20)>=0 && root,animelemtime(21)<=0 
time = 1
facing = 1
pos = -125,-150
ignorehitpause = 1
[State 0, BindToRoot]
type = BindToRoot
trigger1 = root,animelemtime(21)>=0 && root,animelemtime(22)<=0 
time = 1
facing = 1
pos = 25,-122
ignorehitpause = 1
[State 0, BindToRoot]
type = BindToRoot
trigger1 = root,animelemtime(22)>=0 && root,animelemtime(23)<=0 
time = 1
facing = 1
pos =155,-190
ignorehitpause = 1

[State 0, BindToRoot]
type = BindToRoot
trigger1 = root,animelemtime(23)>=0 && root,animelemtime(24)<=0 
time = 1
facing = 1
pos = 141,-296
ignorehitpause = 1

[State 0, BindToRoot]
type = BindToRoot
trigger1 = root,animelem=24
time = 1
facing = 1
pos = 34,-377
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 =root,animelem=25 
x = 15
y = -9

[State 0, VelSet]
type = VelSet
trigger1 = time=30
x = 0
y = 0
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 
[State 1000, 5] ;Opponent near
type = HitDef
trigger1 = !movecontact
attr = S, HT
animtype  = Hard
damage    = 0, 0
priority  = 5
guardflag = M
pausetime = 0,0
numhits=0
sparkno = -1
guard.sparkno= S7510
sparkxy = -18,-80*var(20)
hitsound =-1
guardsound = S6, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 25
ground.velocity = -9,-7
air.velocity = -9,-7
p2stateno=3053
id=3060
[State 0, TargetBind]
type = TargetBind
trigger1 = var(0)=0
pos = -69,84
id=3060
[State 0, TargetBind]
type = TargetBind
trigger1 = var(0)=1
pos = -128,-108
id=3060
[State 0, TargetBind]
type = TargetBind
trigger1 = var(0)=2
pos = 75,-180
id=3060
[State 0, TargetBind]
type = TargetBind
trigger1 = var(0)=3
pos = 199,-30
id=3060
[State 0, TargetBind]
type = TargetBind
trigger1 = var(0)=4
pos = 125,141
id=3060
[State 0, TargetBind]
type = TargetBind
trigger1 = var(0)=5
pos = -56,181
id=3060


[State 192, end]
type = destroyself
trigger1 =root,var(40)=2
;----------------------------------------------------------------------
; finishing scythe 2
[StateDef 3057]
type = A
movetype= A
physics = N
juggle  =0; 1
velset = 0,0
ctrl = 0
anim =212
poweradd =0
[State 0, VarSet]
type = VarSet
trigger1 =time=0 
fv = 0    ;fv = 10
value = pos x
[State 0, VarSet]
type = VarSet
trigger1 =time=0 
fv = 1    ;fv = 10
value = pos y

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 65*time
;scale = 
ignorehitpause =1 
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 20   ;fv = 10
value = root,var(20)
[State 0, VelSet]
type = VelSet
trigger1 = time=0
x = 8*var(20)
y = -14*var(20)
;ignorehitpause = 
;persistent = 
;[State 0, VelAdd]
;type = VelAdd
;trigger1 =1 
;x = -.4*var(20)
;y = .75*var(20)
[State 0, VelSet]
type = VelSet
trigger1 = time =5
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, VelSet]
type = VelSet
trigger1 = time =75
x = -8*var(20)
y = 14*var(20)
[State 192, end]
type = destroyself
triggerall = time >40
trigger1 =pos x < fvar(0)+20 && facing=1
trigger2 =pos x > fvar(0)-20 && facing=-1
;-----------------------------
[StateDef 3063]
type = A
movetype= A
physics = N
juggle  =0; 0
velset = 0,0
ctrl = 0
anim = 3053
sprpriority=1

[State 0, AngleDraw]
type = AngleDraw
triggerall=time<90
trigger1 =time%2=0 
value = 0
scale = .85,.85
;ignorehitpause = 
;persistent = 
[State 0, Trans]
type = Trans
trigger1 = 1
trans =add ;none, add, addalpha, add1, sub
ignorehitpause = 1


[State 0, AngleDraw]
type = AngleDraw
trigger1=time>90 
value = 0
scale = 1+((time-140)*.17),1+((time-140)*.17)
[State 0, Trans]
type = Trans
trigger1 =time=82
trans = addalpha;, sub
alpha = 235,250
[State 0, Trans]
type = Trans
trigger1 =time=83
trans = addalpha;, sub
alpha = 205,250
[State 0, Trans]
type = Trans
trigger1 =time=84
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 =time=85
trans = addalpha;, sub
alpha = 155,250
[State 0, Trans]
type = Trans
trigger1 =time=86
trans = addalpha;, sub
alpha = 135,250
[State 0, Trans]
type = Trans
trigger1 =time=87
trans = addalpha;, sub
alpha = 105,250
[State 0, Trans]
type = Trans
trigger1 =time=88
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = time=89
trans = addalpha;, sub
alpha = 35,250
[State 0, Trans]
type = Trans
trigger1 = time=90
trans = addalpha;, sub
alpha = 15,250

;abspan = 
;ignorehitpause = 
;persistent = 
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=40
value = S3,5
volumescale=75
[State -2, Helper]
type = Helper
trigger1 = time=85 && ishelper(3065)
helpertype = normal ;player
name = "winko"
ID = 3064
stateno = 3064
pos = 15,120
postype = p1  ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime  =999
pausemovetime = 999
ignorehitpause = 1
size.xscale=1
size.yscale=1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time=90
;ignorehitpause = 
;persistent = 

;-----------------------------
;final statue
[StateDef 3064]
type = A
movetype= A
physics = N
juggle  =0; 0
velset = 0,0
ctrl = 0
anim = 1111
sprpriority=-2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S3,4

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 1111
elem = 1
;ignorehitpause = 
;persistent = 


[State 0, VelAdd]
type = VelAdd
trigger1 = pos y <0
y = 1.5
;ignorehitpause = 
;persistent = 
[State 0, Trans]
type = Trans
trigger1 =time=7
trans = addalpha;, sub
alpha = 205,250
[State 0, Trans]
type = Trans
trigger1 =time=6
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 =time=5
trans = addalpha;, sub
alpha = 155,250
[State 0, Trans]
type = Trans
trigger1 =time=4
trans = addalpha;, sub
alpha = 135,250
[State 0, Trans]
type = Trans
trigger1 =time=3
trans = addalpha;, sub
alpha = 105,250
[State 0, Trans]
type = Trans
trigger1 =time=2
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = time=1
trans = addalpha;, sub
alpha = 35,250
[State 0, Trans]
type = Trans
trigger1 = time=0
trans = addalpha;, sub
alpha = 15,250
[State 0, VelSet]
type = VelSet
trigger1 = pos y >=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, VarAdd]
type = VarAdd
trigger1 = pos y >=0 
v = 0    ;fv = 
value = 1
;ignorehitpause = 
;persistent = 
[State 0, PlaySnd]
type = PlaySnd
trigger1 = var(0)=80
value = S3,2
channel = 3


[State -2, Helper]
type = Helper
trigger1 = var(0)=80
helpertype = normal ;player
name = "winko"
ID = 3067
stateno = 3067
pos = 15,120
postype = p1  ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1
size.xscale=1
size.yscale=1

[State -2, Helper]
type = Helper
trigger1 = var(0)=80
helpertype = normal ;player
name = "winko"
ID = 30672
stateno = 3067
pos = 15,120
postype = p1  ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1
size.xscale=1
size.yscale=1
[State 0, PosSet]
type = PosSet
trigger1 = pos y >=0
y = 0
[State 0, EnvShake]
type = EnvShake
trigger1 =pos y =0 
time = 8
freq = 70
ampl = 4
phase = 90
persistent=0
 [State 200, 1]
type = PlaySnd
trigger1 =pos y =0 
value = S46,0
channel=2
persistent=0


;-----------------------------
[StateDef 3065]
type = A
movetype= A
physics = N
juggle  =0; 0
velset = -4,12
ctrl = 0
anim = 1011
sprpriority=2

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 90

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = 1.15


[State 0, Trans]
type = Trans
trigger1 = time=30
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 = time=31
trans = addalpha;, sub
alpha = 150,250
[State 0, Trans]
type = Trans
trigger1 = time=32
trans = addalpha;, sub
alpha = 125,250
[State 0, Trans]
type = Trans
trigger1 = time=33
trans = addalpha;, sub
alpha = 100,250
[State 0, Trans]
type = Trans
trigger1 = time=34
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = time=35
trans = addalpha;, sub
alpha = 50,250
[State 0, Trans]
type = Trans
trigger1 = time=36
trans = addalpha;, sub
alpha = 25,250
[State 0, Trans]
type = Trans
trigger1 = time=37
trans = addalpha;, sub
alpha = 10,250

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

;flag = unguardable

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time=38
;-----------------------------
[StateDef 3066]
type = A
movetype= A
physics = N
juggle  =0; 0
velset = -4,-12
ctrl = 0
anim = 1011
sprpriority=2
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 90

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = 1.15

[State 0, Trans]
type = Trans
trigger1 = time=30
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 = time=31
trans = addalpha;, sub
alpha = 150,250
[State 0, Trans]
type = Trans
trigger1 = time=32
trans = addalpha;, sub
alpha = 125,250
[State 0, Trans]
type = Trans
trigger1 = time=33
trans = addalpha;, sub
alpha = 100,250
[State 0, Trans]
type = Trans
trigger1 = time=34
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = time=35
trans = addalpha;, sub
alpha = 50,250
[State 0, Trans]
type = Trans
trigger1 = time=36
trans = addalpha;, sub
alpha = 25,250
[State 0, Trans]
type = Trans
trigger1 = time=37
trans = addalpha;, sub
alpha = 10,250
[State 0, DestroySelf]
type = DestroySelf
trigger1 = time=38
;--------------------------------------------------------------------------
;-eyes
[StateDef 3067]
type = A
movetype= A
physics = N
juggle  =0; 0
velset = -9,6
ctrl = 0
anim =3053
poweradd =0
sprpriority=9
[State 0, BindToParent]
type = BindToParent
trigger1 = ishelper(3067)
time = 1
facing = 1
pos = -29,-297
;ignorehitpause = 
;persistent = 

[State 0, BindToParent]
type = BindToParent
trigger1 = ishelper(30672)
time = 1
facing = 1
pos = 15,-312

[State 0, AngleDraw]
type = AngleDraw
trigger1=1
value = 0
scale = 1+((time)*.17),1+((time)*.17)
[State 0, Trans]
type = Trans
trigger1 =time=1
trans = addalpha;, sub
alpha = 235,250
[State 0, Trans]
type = Trans
trigger1 =time=2
trans = addalpha;, sub
alpha = 205,250
[State 0, Trans]
type = Trans
trigger1 =time=3
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 =time=4
trans = addalpha;, sub
alpha = 155,250
[State 0, Trans]
type = Trans
trigger1 =time=5
trans = addalpha;, sub
alpha = 135,250
[State 0, Trans]
type = Trans
trigger1 =time=6
trans = addalpha;, sub
alpha = 105,250
[State 0, Trans]
type = Trans
trigger1 =time=7
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = time=8
trans = addalpha;, sub
alpha = 35,250
[State 0, Trans]
type = Trans
trigger1 = time=9
trans = addalpha;, sub
alpha = 15,250

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time=10
;--------------------------------------------------------------------------
;windstuff
[StateDef 3068]
type = A
movetype= A
physics = N
juggle  =0; 0
velset = 0,0
ctrl = 0
anim =10000
poweradd =0
sprpriority=9
[State 0, VarSet]
type = VarSet
trigger1 = numhelper(3056)
v = 0    ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 = !numhelper(3056)
v = 0    ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
trigger1 =var(0) 
fv = 0    ;fv = 10
value = helper(3056),pos x-120
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 =var(0) 
fv = 1   ;fv = 10
value = helper(3056),pos y+120
[State 0, VarSet]
type = VarSet
trigger1 =!var(0) 
fv = 0    ;fv = 10
value = root,pos x-120
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 =!var(0) 
fv = 1   ;fv = 10
value = root,pos y+120
[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 40    ;fv = 10
value = 15*(random%15)
;ignorehitpause = 
;persistent = 
 [State 0, VarSet]
type = VarSet
trigger1 = 1
v = 41   ;fv = 10
value = -40*(random%11)

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = fvar(0)
y = fvar(1)
;ignorehitpause = 
;persistent = 

[State 0, Helper]
type = Helper
trigger1 =  time%16=0
helpertype = normal ;player
name ="Wind"
ID = 10009
stateno =3067
pos = var(40),60+var(41)
postype =p1
facing = 1
keyctrl = 0
ownpal = 1
pausemovetime=300
supermovetime=300

[State 192, end]
type = destroyself
trigger1 = time>=200
;-----------------------------
[StateDef 4000]
type = A
movetype= A
physics = N
juggle  =0; 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]
statetype=I
physics =N
ctrl = 0
anim =11999
velset = 0,0
sprpriority=4
[State 0, VarSet]
type = VarSet
trigger1 = var(1)=[0,1]
v = 3    ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = var(1)=2
v = 3    ;fv = 10
value =28 
[State 0, VarSet]
type = VarSet
trigger1 = var(1)=3
v = 3    ;fv = 10
value =56 
[State 0, VarSet]
type = VarSet
trigger1 = var(1)=4
v = 3    ;fv = 10
value =81
[State 0, VarSet]
type = VarSet
trigger1 = var(1)=5
v = 3    ;fv = 10
value =108
[State 0, VarSet]
type = VarSet
trigger1 = var(1)=6
v = 3    ;fv = 10
value =137 
[State 0, VarSet]
type = VarSet
trigger1 = var(1)=7
v = 3    ;fv = 10
value =162 
[State 0, VarSet]
type = VarSet
trigger1 = var(1)=8
v = 3    ;fv = 10
value =189
;-Pal Number, 10's
[State 0, Explod]
type = Explod
triggerall = roundstate!=2
trigger1 =numexplod(12000)=0
trigger1= time <=400
anim =12010
ID =12000
pos = ifelse((var(0)=[0,1]),0,50*(var(0)-1)),var(3)
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
pausemovetime=999
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
scale = 1.5,1.5
sprpriority = 1
ontop = 1
shadow = 0,0,0
pausemovetime=999
ownpal = 1
removeongethit = 0



[State 0, RemoveExplod]
type = RemoveExplod
triggerall = time <=400
trigger1 = parent,command = "back" || parent,command = "fwd" || parent,command = "dwn" || parent,command ="up1"
id =12000



[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = intro
flag2=noshadow

;------used so you cant select another pal after the first time
[State 0, VarSet]
type = parentVarSet
trigger1 =1
v = 53   ;fv = 10
value =1
;ignorehitpause =
;persistent =


[State 0, ParentVarSet]
type = ParentVarSet
trigger1 =time=0
v =54     ;fv =
value = palno
[State 0, ParentVarSet]
type = VarSet
trigger1 =time=0
v =0    ;fv =
value = 1
[State 0, ParentVarSet]
type = VarSet
trigger1 =time=0
v =1     ;fv =
value = 1

;-----move up 10
[State 0, ParentVarSet]
type = ParentVarset
trigger1 =1
v =54     ;fv =
value = ifelse(var(0)=1,var(1),ifelse(var(0)=2,8+var(1),ifelse(var(0)=3,16+var(1),24+var(1))))


;-----move down 10
[State 0, ParentVarSet]
type =Varadd
triggerall = var(0)>1
trigger1 =root,command="back"
v =0     ;fv =
value = -1
;---move up 1
[State 0, ParentVarSet]
type = Varadd
triggerall = var(0)<4
trigger1 =root,command="fwd"
v =0     ;fv =
value = 1


;---move down 1
[State 0, ParentVarSet]
type = Varadd
triggerall = var(1)<8
trigger1 =root,command="dwn"
v =1     ;fv =
value = 1

;--reset back to one incase of error
[State 0, ParentVarSet]
type = Varadd
triggerall = var(1)>1
trigger1 =root,command="up1"
v =1     ;fv =
value = -1


;ignorehitpause =
;persistent =
;---remove everything
[State 0, RemoveExplod]
type = RemoveExplod
triggerall = time >5
trigger1 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z" || root,command="start"
trigger2 = roundstate > 1
trigger3= time >400
id =12000
;---remove everything

;ignorehitpause =
;persistent =
;---remove everything
[State 6000, DestroySelf]
type = destroyself
triggerall = time >5
trigger1 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z" || root,command="start"
trigger2 = roundstate > 1
trigger3= time >400
;---------------------------------------------------------------------------
[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 = 1.5,ifelse(GameHeight=180,1.05,1.5)
ownpal = 0
ignorehitpause =1
removetime=35
ontop =1
pausemovetime = 999
supermovetime = 9999

[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 = 1.5,ifelse(GameHeight=180,1.17,1.62)
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 0, AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = nomusic
ignorehitpause = 1
persistent = 1

;channel=6
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------\
;Airdash FX
;---------------------------------------------------------------------------/
[Statedef 6003]
type = U                                         
physics = N                                                               
anim =8104
[State 6090, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S3,1
volume = 255
channel = 0
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 0, Trans]
type = Trans
trigger1 =1
trans =add
[State 0, AngleDraw]
type = Angledraw
trigger1 = 1
scale=1.35+(time*.02),1.35+(time*.02)

[State 1002, 1]
type = AfterImage
trigger1 = 1
time = 5
framegap = 1
length = 2
PalAdd = 0, 0, 0
PalMul = 1, 1, 1
PalContrast = 255-((Time)*12), 255-((Time)*12), 255-((Time)*12)
trans = Add
[State 7180, end]
type = destroyself
trigger1 = time = 20
;-------------------------------------------------------------------------------
[Statedef 7001]
type    = S
movetype= A
physics = N
juggle  =0; 4
velset = 0,0
anim =10000
ctrl = 0
sprpriority = 6

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


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


[State 7180, flames]
type = explod
trigger1 =1
anim = 8200
ID = 11019
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 || p2stateno=1054
;---------------------------------------------------------------------------------------------------
[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 1, VarSet]
type = parentVarSet
trigger1 =root,movetype=H 
v = 1    ;fv = 10
value = 0

[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(6),var(7),(var(19))
ignorehitpause = 1
;persistent = 

[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 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,fvar(6)= [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 >=-120
trigger2 = root,movehit=1 &&( root,stateno=605) && root,pos y =[-255,-210]
v=10
value=1
ignorehitpause = 1
;enough for heavys
[State 0, Explod]
type = varset
triggerall = var(11)=0
trigger1 = root,movecontact=1 && (root,anim=605)&& root,pos y >-210
trigger2= p2stateno=1035 && p2movetype=H
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=611 && 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

;------can air dash
[State 0, Explod]
type = varset
triggerall = root,movetype!=H
triggerall = root,var(31)=0
triggerall = p2statetype=L ||p2stateno!=[3003,3005]
triggerall = root,fvar(7) >30 || p2movetype!=A || root,statetype=A
trigger1= p2movetype=A  && root,fvar(6) !=[1,30]
trigger2 = var(16) 
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,fvar(6) =[-10,40]) && p2statetype=A
trigger2 = (root,fvar(6) =[-30,0]) && p2statetype!=A && root,frontedgebodydist <60
trigger3= fvar(6)<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 = 


;good item check
[State 16, VarSet]
type = Varset
triggerall = root,numhelper(1110) && root,stateno=1100
trigger1=root,var(12)!=5
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 = 

[State 20, Explod]
type = varset
triggerall = var(20)=0
triggerall = var(17)=0
triggerall = root,numhelper(1001)=0
triggerall = root,p2bodydist x >55  || root,movehit
triggerall = p2stateno!=4999
triggerall = root,movetype!=H
triggerall = root,ctrl || root,movehit
trigger1= root,p2bodydist x+20>= var(0) && enemy,pos y >=0 && var(0)>-1
trigger2= root,p2bodydist y >-15&&root,p2bodydist x =[0,75]
trigger3 = root,movecontact && (root,stateno=435||root,stateno=405 || root,stateno=440||root,anim=206)
v=20
value=1
ignorehitpause =1
;1001

;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

;1001
[State 25, VarSet]
type = VarSet
triggerall = random <249|| root,var(31)=164 || root,var(19)
triggerall = p2statetype!=A|| p2movetype=H 
trigger1 = ((p2movetype !=A)|| root,fvar(6) >25)&& p2statetype!=L && root,var(31)=0
trigger2 = root,fvar(6) >=40 && p2stateno=4999&& p2statetype!=L && root,var(31)=0
trigger3 = root,backedgebodydist <60 && p2movetype=A
trigger4 = root,fvar(6) <10 && p2statetype=A  && root,var(31)=0
trigger5= numhelper(1111)>0
trigger6= (root,fvar(6) >125)&& p2statetype=L && 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 = 
[State 0, Explod]
type = varset
trigger1= root,statetype!=A
trigger2 = root,var(31)!=0 
v=14
value=0
ignorehitpause =1
[State 0, Explod]
type = varset
trigger1= root,statetype!=A
trigger2 = root,var(31)!=0
v=15
value=0
ignorehitpause =1
[State 16, VarSet]
type = Varset
trigger1 = !root,numhelper(1110)
trigger1=root,var(12)=5 && root,stateno=1100
v =16  ;fv = 10
value = 0
ignorehitpause =0
[State 17, VarSet]
type = Varset
trigger1 = var(17)<0 
v = 17   ;fv = 10
value = 0

;230
[State 20, RemoveExplod]
type = varset
trigger1 = root,numhelper(1001)>0|| p2stateno=4999 || root,movetype=H
trigger2= root,p2bodydist x >75
trigger3= root,p2bodydist x <25 && !root,movecontact
trigger4 = root,stateno=240 || root,anim=205 || root,anim=210 || root,stateno=200 || root,stateno=400 || root,stateno=430    
v = 20
value=0
ignorehitpause = 1

;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,backedgebodydist >20
triggerall = root,var(31)!=164
triggerall = root,var(31)!=180
trigger1 =  p2movetype =A
trigger2 = root,p2bodydist x <25 && p2stateno!=4999 && p2statetype!=L && root,var(31)=0
trigger3 = root,p2bodydist x <55 && p2stateno!=4999 && p2statetype=L && root,var(31)=0
trigger4 = p2statetype=A && p2movetype!=H&& root,p2bodydist x <35 && p2statetype!=L && root,var(31)=0
trigger5= root,var(31)=21 && (root,p2bodydist x <0 ) && root,ctrl
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


;-----------------------------------------
;---------------------------------------------------------------------------------------------------
[Statedef 10000]
type    = A
movetype= H
physics = N
juggle  = 8
velset=0,0
poweradd= 0
ctrl = 0
anim =10000
sprpriority = 9
[State 0, VarSet]
type = VarSet
trigger1 = root,command="lockitem"&& var(10)=0 
v = 10    ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 = root,command="unlockitem"&& var(10)=1
v = 10    ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 = !var(10)
v = 12    ;fv = 10
value = root,var(12)
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = parentVarSet
trigger1 = var(10)
v = 12    ;fv = 10
value = cond(var(12)=8,1,var(12)+1)
;ignorehitpause = 

[State 0, VarSet]
type = VarSet
trigger1 = root,command="start" && root,command!="lockitem"
v = 12   ;fv = 10
value = cond(var(12)=8,1,var(12)+1)
;ignorehitpause = 
;persistent = 

;persistent = 


[State 0, Explod]
type = Explod
trigger1=1
anim =7206
ID = 7003
pos = ifelse(teamside=1,190,700),600
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
pausemovetime =99
removetime=1
scale = 1,1
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause=1

[State 0, Explod]
type = Explod
trigger1=1
anim =7205
ID = 7002
pos = ifelse(teamside=1,150,660),600
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime=1
pausemovetime =99
scale = 1,1
sprpriority =6
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause=1

[State 0, Explod]
type = Explod
trigger1=1
anim =7204
ID = 7001
pos = ifelse(teamside=1,110,620),600
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
pausemovetime =99
removetime=1
scale = 1,1
sprpriority = 7
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause=1

[State 0, Explod]
type = Explod
trigger1=1
anim =7203
ID = 7000
pos = ifelse(teamside=1,60,580),600
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
pausemovetime =99
removetime=1
scale = 1,1
sprpriority =8
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause=1

[State 0, VarSet]
type = VarSet
trigger1 =root,var(12)=1 
v = 38   ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
trigger1 =root,var(12)=2
v = 38   ;fv = 10
value = 6

[State 0, VarSet]
type = VarSet
trigger1 =root,var(12)=3
v = 38   ;fv = 10
value = 3

[State 0, VarSet]
type = VarSet
trigger1 =root,var(12)=4
v = 38   ;fv = 10
value =2

[State 0, VarSet]
type = VarSet
trigger1 =root,var(12)=5
v = 38   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 =root,var(12)=6
v = 38   ;fv = 10
value = 5

[State 0, VarSet]
type = VarSet
trigger1 =root,var(12)=7
v = 38   ;fv = 10
value = 4

[State 0, VarSet]
type = VarSet
trigger1 =root,var(12)=8
v = 38   ;fv = 10
value = 7

[State 0, Explod]
type = Explod
trigger1=1
anim =1110+var(38)
ID = 7010
pos = ifelse(teamside=1,280,790),ifelse((var(38)=[6,7]),600,ifelse(var(38)=2,630,665))
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
pausemovetime =99
removetime=1
scale = ifelse(var(38)=2,.75,.25),ifelse(var(38)=2,.75,.25)
sprpriority =8
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1

[State 0, PalFX]
type = PalFX
trigger1 = var(10)
time = 1
add = 200,0,200
mul = 256,256,256
;sinadd = 0,0,0,10
invertall = 0
color = 256
ignorehitpause = 1
;persistent = 



