;---------------------------------------------------------------------------------------------------
[Statedef 1001]
type    = S
movetype= A
physics = N
juggle  = 5
poweradd= 0
ctrl = 0
velset = 0,0
anim =1001
sprpriority = 6
[State 0, VarSet]
type = parentVarSet
trigger1 = movecontact && (!moveguarded)
v = 10   ;fv = 10
value = 0

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 0
value = S800,1

[State 0, VelSet]
type = VelSet
trigger1 = time = 0 && root,var(58)=1
x = ifelse(root,var(2) = 1,3.3,ifelse(root,var(2) = 2,4.75,ifelse(root,var(2) = 3,6,4.25)))
[State 0, VelSet]
type = VelSet
trigger1 = time = 0 && root,var(58)=0
x = ifelse(root,var(2) = 1,2.9,ifelse(root,var(2) = 2,4.75,ifelse(root,var(2) = 3,4.9,4.05)))
[State 0, VelSet]
type = VelSet
trigger1 = time = 0 && root,var(58)=2
x = ifelse(root,var(2) = 1,3.1,ifelse(root,var(2) = 2,4.75,ifelse(root,var(2) = 3,5.7,4.05)))
[State 3005, hitoverride]
type=hitoverride
trigger1= root,var(2)=4
time=-1
attr=SCA,AA,AP,AT
stateno=ifelse(var(23)<=2,1001,1002)

[State 3005, hitoverride]
type=hitoverride
trigger1=root,var(2)<4
time=-1
attr=SCA,AA,AP,AT
stateno=1002

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

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 1    ;fv = 10
value = vel x
ignorehitpause = 1
;persistent = 


[State 3005, hitoverride]
type=hitoverride
trigger1= root,var(2)<4
time=-1
attr=SCA,AA,AP,AT
stateno=1002

[State 0, HitBy]
type = HitBy
trigger1 = enemy,numproj=0
value = SCA,NP,SP,HP
;value2 = S,NA
time = 1
[State 0, HitBy]
type = notHitBy
trigger1 = enemy,numproj>0
value = SCA
;value2 = S,NA
time = 1

;[State 0, AfterImage]
;type = AfterImage
;trigger1 =1
;time = 99
;length = 2
;palcolor = 256
;palbright = 0,0,0
;palcontrast = 255,255,255
;palpostbright = -15,-15,-15
;paladd = 255,255,255
;palmul = .5,1,1
;timegap = 1
;framegap = 1
;trans = sub
;ignorehitpause=1
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
persistent = 1



;ignorehitpause = 
;persistent = 
[State 1005, This is for fossils]
type = Projectile
trigger1 = !time
ProjID = 1000
projanim =anim
projhitanim = 1002
projremanim = -1
projscale = 0,0
offset=0,0
projpriority = 1
projremovetime = -1
postype = p1         ;p2,front,back,left,right
velocity = fvar(1),0

[State 210, 2]
type = HitDef
triggerall = prevstateno !=1001
trigger1 =  time > 0
attr = S, SP
animtype  = Medium
damage    =ifelse(root,var(58)=1,97,ifelse(root,var(2) = 1,39,46)),4
guardflag = MA
pausetime = 4,4
priority = 5, Hit
hitsound = Sifelse(root,var(58)=0,800,ifelse(root,var(58)=1,10,12)),ifelse(root,var(58)=0,0,ifelse(root,var(58)=1,6,7))
sparkno =Sroot,var(42)
guard.sparkno= Sroot,var(43)
guardsound = Sifelse(root,var(58)=0,5, ifelse(root,var(58)=1,10,12)),ifelse(root,var(58)=0,0,ifelse(root,var(58)=1,4,0))
sparkxy = 0,0
ground.type = High
ground.slidetime =12
getpower = ifelse(root,var(2)=4,0,35)
guard.ctrltime = 14
ground.hittime  = 18
ground.velocity = ifelse(root,var(2)=4,3,-8)
air.velocity = ifelse(root,var(2)=4,-2,-6),-4
guard.velocity = -8
airguard.velocity = -6,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
envshake.freq=60
forcenofall=ifelse(root,var(58)=1,1,0)
fall.recover=ifelse(root,var(58)!=1,0,1)
air.fall=ifelse(root,var(58)!=1,0,1)
id=200
[State 0, TargetState]
type = TargetState
triggerall=root,var(58)=1
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

[State 210, 2]
type = HitDef
triggerall = prevstateno =1001
trigger1 =  time > 0
attr = S, SP
animtype  = Medium
damage    =30,4
guardflag = MA
pausetime = 4,4
priority = 5, Hit
getpower = ifelse(root,var(2)=4,0,35)
hitsound = S12,7
sparkno =Sroot,var(42)
guard.sparkno= Sroot,var(43)
guardsound = Sifelse(root,var(58)=0,5, ifelse(root,var(58)=1,10,12)),ifelse(root,var(58)=0,0,ifelse(root,var(58)=1,4,0))
sparkxy = 0,0
ground.type = High
ground.slidetime =7
ground.hittime  = 10
ground.velocity = -4
air.velocity = -2.5,-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
envshake.freq=60
air.fall=1
fall.recover=0
forcenofall=ifelse(root,var(58)=1,1,0)
fall.recover=ifelse(root,var(58)!=1,0,1)
air.fall=ifelse(root,var(58)!=1,0,1)
[State 0, VarAdd]
type =VarAdd
trigger1 = prevstateno=1001 && time = 0
v = 23   ;fv =
value = 1

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


[State 0, ParentVarSet]
type = ParentVarSet
trigger1 =movehit
v = 17   ;fv =
value = 1
ignorehitpause=1



[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact && root,var(2)=4 &&var(23) <2
trigger2= root,numprojid(1000)=0 &&var(23) <2
value = 1001


[State 210, 5]
type = ChangeState
trigger1 = (movecontact && var(2)!=4)||(var(23)>=2) || (frontedgedist <= -90 || backedgedist <= -90) && time > 5
value = 1002
;--------------------------------------------------------------------------------------------
[Statedef 1002]
type    = S
movetype= I
physics = N
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim =1002
sprpriority = 2

[State 0, VarSet]
type = parentVarset
trigger1 = time = 8
v = 17;fv = 10
value = 0

[State 0, VarSet]
type = Varset
trigger1 = time =0
v = 23;fv = 10
value = 0
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 210, 5]
type = destroyself
trigger1 = animtime = 0
;---------------------------------------------------------------------------------------------------
[Statedef 1003]
type    = A
movetype= A
physics = N
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim =1054
sprpriority = 6
[State 0, VarSet]
type = parentVarSet
trigger1 = movecontact && (!moveguarded)
v = 10   ;fv = 10
value = 0

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

[State 0, VarSet]
type = parentVaradd
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = 5
ignorehitpause = 1
persistent = 0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
persistent = 1

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

[State 0, HitBy]
type = notHitBy
trigger1 = 1
value = SCA
;value2 = S,NA
time = 1
ignorehitpause = 1
persistent = 1
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 0    ;fv = 10
value = root,stateno
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 1    ;fv = 10
value = root,var(9)
[State 210, 2]
type = HitDef
trigger1 =  !movecontact
attr = S, SP
animtype  = hard
damage    =28
guardflag = MA
pausetime = 8,8
hitsound = S10,5
priority = 5, Hit
sparkno =S7010+(random%4)
guard.sparkno= S7004
guardsound = S5,0
sparkxy = 0,0
getpower = ifelse(root,stateno=3005,0,30)
ground.type = High
ground.slidetime = 14
ground.hittime  = 22
ground.velocity = -5,-ifelse(var(0)=1051,ifelse(var(1)=1,15,ifelse(var(1)=2,16,17)),13)
air.velocity = -6,-ifelse(var(0)=1051,ifelse(var(1)=1,15,ifelse(var(1)=2,16,17)),13)
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
envshake.freq=60
air.hittime =30
forcenofall=ifelse(root,stateno=3005,0,1)
air.fall=ifelse(root,stateno=3005,1,0)
fall.recover=ifelse(root,stateno=3005,0,1)
yaccel =.62
id=200
      ;I,A,H
;ignorehitpause = 
;persistent = 

[State 0, TargetState]
type = TargetState
triggerall=root,var(58)=1
trigger1 =p2statetype= A && movecontact=1  && (p2stateno!=1006&&p2stateno!=[201,203])
value =ifelse(root,stateno=3005,1006,201)
ID =200
ignorehitpause =1 




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

[State 0, VarSet]
type = VarSet
trigger1 = movecontact
v = 2   ;fv = 10
value = 1

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 =movecontact
v = 17   ;fv =
value = 1

[State 210, 5]
type =destroyself
trigger1 =  (frontedgedist <= -90 || backedgedist <= -90) && time > 5

;---------------------------------------------------------------------------------------------------
[Statedef 1004]
type    = A
movetype= A
physics = N
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim =1054
sprpriority = 6
[State 0, VarSet]
type = parentVarSet
trigger1 = movecontact && (!moveguarded)
v = 10   ;fv = 10
value = 0

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



[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
persistent = 1

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

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

[State 210, 2]
type = HitDef
trigger1 =  !movecontact
attr = S, SP
animtype  = Medium
damage    =28
guardflag = MA
priority = 7, Hit
pausetime = 4,4
hitsound = S10,5
sparkno =S7010+(random%4)
guard.sparkno= S7004
guardsound = S5,0
sparkxy = 0,0
ground.type = High
getpower = ifelse(root,stateno=3005,0,30)
ground.slidetime = 14
ground.hittime  = 22
ground.velocity = -2.5
air.velocity = -6,-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.hittime=22
envshake.time = 12
envshake.ampl = 3
envshake.freq=60
id=200

[State 0, TargetState]
type = TargetState
triggerall=root,var(58)=1
trigger1 =p2statetype= A && movecontact=1  && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 


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

[State 0, VarSet]
type = VarSet
trigger1 = movecontact
v = 2   ;fv = 10
value = 1

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 =movecontact
v = 17   ;fv =
value = 1


[State 210, 5]
type =destroyself
trigger1 =  (frontedgedist <= -90 || backedgedist <= -90) && time > 5
;---------------------------------------------------------------------------------------------------
[Statedef 1005]
type    = A
movetype= A
physics = N
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim =1054
sprpriority = 6
[State 0, VarSet]
type = parentVarSet
trigger1 = movecontact && (!moveguarded)
v = 10   ;fv = 10
value = 0

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

[State 0, VarSet]
type = parentVaradd
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = 5
ignorehitpause = 1
persistent = 0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
persistent = 1

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

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

[State 210, 2]
type = HitDef
trigger1 =  !movecontact
attr = S, HP
animtype  = up
damage    =28
guardflag = MA
pausetime = 4,4
hitsound = S10,5
priority = 5, Hit
sparkno =S7010+(random%4)
guard.sparkno= S7004
guardsound = S5,0
sparkxy = 0,0
getpower = ifelse(root,stateno=3005,0,30)
ground.type = High
ground.slidetime = 14
ground.hittime  = 22
ground.velocity = -5,-15
air.velocity = -6,-15
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
envshake.freq=60
air.hittime = 63
forcenofall=1
yaccel =.55
id=200

[State 0, TargetState]
type = TargetState
triggerall=root,var(58)=1
trigger1 =p2statetype= A && movecontact=1 && (p2stateno!=1006)
value =1006
ID =200
ignorehitpause =1 



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

[State 0, VarSet]
type = VarSet
trigger1 = movecontact
v = 2   ;fv = 10
value = 1

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 =movecontact
v = 17   ;fv =
value = 1

[State 210, 5]
type =destroyself
trigger1 =  (frontedgedist <= -90 || backedgedist <= -90) && time > 5


;---------------------------------------------------------------------------------------------------
[Statedef 3001]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim =3001
sprpriority = 6
[State 0, VarSet]
type = parentVarSet
trigger1 = movecontact && (!moveguarded)
v = 10   ;fv = 10
value = 0
[State 0, VarSet]
type = parentVarSet
triggerall = root,var(58)=1
triggerall = enemy,movetype = H
trigger1 =stateno !=[3000,4007]
fv =2 ;fv = 10
value = 1-((enemy,gethitvar(hitcount)) * .03)

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 0
value = S800,2

[State -2, Helper]
type = Helper
triggerall=winko
trigger1 = NumHelper(6000) < 1 &&movecontact
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
supermove =999
pausemove = 999
ignorehitpause = 1
[State 3005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AP
forceair = 1
stateno=3001

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
persistent = 1

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
facing = 1
pos = 60,-62
ignorehitpause =1
persistent =1

[State 0, SprPriority]
type = SprPriority
trigger1 = animelem=6
trigger2 = animelem=12
trigger3 = animelem=19
trigger7 = animelem=28
trigger8 = animelem=33
trigger9 = animelem=38
trigger10 = animelem=43
trigger11 = animelem=48
trigger12 = animelem=53
trigger13 = animelem=58
trigger14 = animelem=63
trigger15 = animelem=68
trigger16 = animelem=73
trigger17 = animelem=78
trigger18 = animelem=83
trigger19 = animelem=88
trigger20 = animelem=93
trigger21 = animelem=98
trigger22 = animelem=103
value = 1
;ignorehitpause = 
;persistent = 

[State 0, SprPriority]
type = SprPriority
trigger1 = animelem=9
trigger2 = animelem=14
trigger3 = animelem=23
trigger4 = animelem=28
trigger5 = animelem=30
trigger6 = animelem=35
trigger7 = animelem=40
trigger8 = animelem=45
trigger9 = animelem=50
trigger10 = animelem=55
trigger11 = animelem=60
trigger12 = animelem=65
trigger13 = animelem=70
trigger14 = animelem=75
trigger15= animelem=80
trigger16= animelem=85
trigger17= animelem=90
trigger18= animelem=95
trigger19= animelem=100
trigger20= animelem=105
value = 3
[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP
;value2 = S,NA
time = 1
ignorehitpause = 1
persistent = 1

[State 210, 2]
type = HitDef
trigger1 =  animelem =5 ||animelem =17|| animelem=27|| animelem=37|| animelem=47|| animelem=57|| animelem=67|| animelem=77|| animelem=87|| animelem=97
attr = S, HP
animtype  = Medium
damage    =13,4
guardflag = MA
priority = 7, Hit
pausetime = 1,1
hitsound = S10,5
sparkno =S7010+(random%4)
guard.sparkno= S7004
guardsound = S10,4
sparkxy = 0,0
getpower = 0
ground.type = High
ground.slidetime = 14
ground.hittime  = 30
ground.velocity = 17
air.velocity = 17,-2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover=0

[State 210, 2]
type = HitDef
trigger1 =  animelem =11 ||animelem =22|| animelem=32|| animelem=42|| animelem=52|| animelem=62|| animelem=72|| animelem=82|| animelem=92
attr = S, HP
animtype  = Medium
damage    =13,4
guardflag = MA
priority = 7, Hit
pausetime = 1,1
hitsound = S10,5
sparkno =S7010+(random%4)
guard.sparkno= S7004
guardsound = S10,4
sparkxy = 0,0
getpower = 0
ground.type = High
ground.slidetime = 14
ground.hittime  = 30
ground.velocity = -17
air.velocity = -17,2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover=0

[State 210, 2]
type = HitDef
trigger1 =  animelem=102
attr = S, HP
animtype  = Medium
damage    =27,4
guardflag = MA
pausetime = 4,4
hitsound = S10,5
sparkno =S7010+(random%4)
guard.sparkno= S7004
guardsound = S10,4
priority = 7, Hit
sparkxy =0,0
getpower = 0
ground.type = High
ground.slidetime = 14
ground.hittime  = 40
air.hittime=40
ground.velocity = -6,-10
air.velocity = -6,-10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
forcenofall=1
fall.recover=0
id=200
[State 0, TargetState]
type = TargetState
triggerall=animelemtime(102)>0 
trigger1 =p2statetype= A && movecontact  && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 


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

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 =movecontact
v = 17   ;fv =
value = 1

[State 210, 5]
type =destroyself
trigger1 =animtime =0 || root,stateno!=3000


;--------------------------------------------------------------------------------------------
[Statedef 3010]
type    = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim =5334
sprpriority = 2


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5100,0

[State 9999, Explod]
type = explod
triggerall = root,var(10) = 0
triggerall = teamside = 1
trigger1 = time = 0
anim =8202
postype =left
sprpriority =2
pos = 160,60
facing = 1
bindtime = -1
removeongethit = 1
supermovetime = 99999
scale = .5, .5
vel =0,0
ownpal = 1

[State 9999, Explod]
type = explod
triggerall = root,var(10) = 0
triggerall = teamside = 2
trigger1 = time = 0
anim =8202
postype =left
sprpriority =2
pos = 300,60
facing = 1
bindtime = -1
removeongethit = 1
supermovetime = 99999
scale = .5, .5
vel =0,0
ownpal = 1

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



;--------------------------------------------------------------------------------------------
[Statedef 3011]
type    = S
movetype=I
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim =5334
sprpriority = 2

[State 0, VelAdd]
type = Varset
triggerall= var(14)=1 && p2stateno!=10613
trigger1 =1
v = 13
value= parent,var(12)
ignorehitpause=1
persistent=1


[State 0, VelAdd]
type = Varset
trigger1 = numexplod(9000) =1
trigger2 =var(14)=0
v = 13
value= 0

[State 0, VarSet]
type = VarSet
trigger1 = p2statetype = L && p2stateno=441 || p2movetype =H   || (p2stateno != [120,150])
v = 14    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = p2movetype!=H || p2stateno!=441&& p2statetype=L &&!root,movehit
v = 14    ;fv = 10
value = 0
ignorehitpause = 1

[State 0, VarSet]
type = Varadd
trigger1 = var(14)=0
v = 15   ;fv = 10
value =1

;persistent = 
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 =1 
text = "var(14) = %d  var(13) = %d"
params = var(14),var(13)
;ignorehitpause = 
;persistent = 




[State 0, PlaySnd]
type = PlaySnd
triggerall =var(13) = 3
trigger1 =var(14)=0
value = S5100,1
[State 0, PlaySnd]
type = PlaySnd
triggerall =var(13)= 3
trigger1 =var(14)=0
value = S5100,1


[State 0, PlaySnd]
type = PlaySnd
triggerall =var(13) = [4,5]
trigger1 = var(14)=0
value = S5100,2
[State 0, PlaySnd]
type = PlaySnd
triggerall =var(13) = [4,5]
trigger1 = var(14)=0
value = S5100,2

[State 0, PlaySnd]
type = PlaySnd
triggerall =var(13)= [6,7]
trigger1 = var(14)=0
value = S5100,3
[State 0, PlaySnd]
type = PlaySnd
triggerall =var(13)= [6,7]
trigger1 = var(14)=0
value = S5100,3


[State 0, PlaySnd]
type = PlaySnd
triggerall =var(13) = [8,9]
trigger1 = var(14)=0
value = S5100,4
[State 0, PlaySnd]
type = PlaySnd
triggerall =var(13) = [8,9]
trigger1 = var(14)=0
value = S5100,4

[State 0, PlaySnd]
type = PlaySnd
triggerall =var(13) = [10,29]
trigger1 = var(14)=0
value = S5100,5
[State 0, PlaySnd]
type = PlaySnd
triggerall =var(13) = [10,29]
trigger1 = var(14)=0
value = S5100,5


[State 0, PlaySnd]
type = PlaySnd
triggerall =var(13) = [30,39]
trigger1 = var(14)=0
value = S5100,6
[State 0, PlaySnd]
type = PlaySnd
triggerall =var(13) = [30,39]
trigger1 = var(14)=0
value = S5100,6

[State 0, PlaySnd]
type = PlaySnd
triggerall =var(13) = [40,79]
trigger1 = var(14)=0
value = S5100,8
[State 0, PlaySnd]
type = PlaySnd
triggerall =var(13) = [40,79]
trigger1 = var(14)=0
value = S5100,8

[State 0, PlaySnd]
type = PlaySnd
triggerall =var(13)= [80,998]
trigger1 = var(14)=0
value = S5100,7
[State 0, PlaySnd]
type = PlaySnd
triggerall =var(13) = [80,998]
trigger1 = var(14)=0
value = S5100,7


[State 0, PlaySnd]
type = PlaySnd
triggerall =var(13) = 999
trigger1 = var(14)=0
value = S5100,11
[State 0, PlaySnd]
type = PlaySnd
triggerall =var(13)= 999
trigger1 = var(14)=0
value = S5100,11





[State 9999, Explod]
type = explod
triggerall =var(13) = 3
triggerall = teamside = 1
trigger1 = var(14)=0
anim =8203
id = 9000
postype =left
sprpriority =2
pos = 160,60
facing = 1
bindtime = -1
removeongethit = 1
supermovetime = 99999
scale = .5, .5
vel =0,0
ownpal = 1
[State 9999, Explod]
type = explod
triggerall =var(13) = 3
triggerall = teamside = 2
trigger1 =var(14)=0
anim =8303
postype = left
id = 9000
sprpriority =2
pos = 340,60
facing = 1
bindtime = -1
removeongethit = 1
supermovetime = 99999
scale = .5, .5
vel =0,0
ownpal = 1

[State 9999, Explod]
type = explod
triggerall =var(13) = [4,5]
triggerall = teamside = 1
trigger1 = var(14)=0
anim =8204
postype =left
id = 9000
sprpriority =2
pos = 160,60
facing = 1
bindtime = -1
removeongethit = 1
supermovetime = 99999
scale = .5, .5
vel =0,0
ownpal = 1
[State 9999, Explod]
type = explod
triggerall =var(13) = [4,5]
triggerall = teamside = 2
trigger1 = var(14)=0
anim =8304
postype = left
id = 9000
sprpriority =2
pos = 340,60
facing = 1
bindtime = -1
removeongethit = 1
supermovetime = 99999
scale = .5, .5
vel =0,0
ownpal = 1

[State 9999, Explod]
type = explod
triggerall =var(13) = [6,7]
triggerall = teamside = 1
trigger1 = var(14)=0
anim =8205
id = 9000
postype =left
sprpriority =2
pos = 160,60
facing = 1
bindtime = -1
removeongethit = 1
supermovetime = 99999
scale = .5, .5
vel =0,0
ownpal = 1
[State 9999, Explod]
type = explod
triggerall =var(13) = [6,7]
triggerall = teamside = 2
trigger1 = var(14)=0
anim =8305
postype = left
sprpriority =2
pos = 330,60
id = 9000
facing = 1
bindtime = -1
removeongethit = 1
supermovetime = 99999
scale = .5, .5
vel =0,0
ownpal = 1

[State 9999, Explod]
type = explod
triggerall =var(13) = [8,9]
triggerall = teamside = 1
trigger1 = var(14)=0
anim =8206
postype =left
sprpriority =2
pos = 160,60
id = 9000
facing = 1
bindtime = -1
removeongethit = 1
supermovetime = 99999
scale = .5, .5
vel =0,0
ownpal = 1
[State 9999, Explod]
type = explod
triggerall =var(13) = [8,9]
triggerall = teamside = 2
trigger1 = var(14)=0
anim =8306
id = 9000
postype = left
sprpriority =2
pos = 330,60
facing = 1
bindtime = -1
removeongethit = 1
supermovetime = 99999
scale = .5, .5
vel =0,0
ownpal = 1


[State 9999, Explod]
type = explod
triggerall =var(13) = [10,29]
triggerall = teamside = 1
trigger1 = var(14)=0
anim =8207
postype =left
sprpriority =2
pos = 160,60
facing = 1
id = 9000
bindtime = -1
removeongethit = 1
supermovetime = 99999
scale = .5, .5
vel =0,0
ownpal = 1
[State 9999, Explod]
type = explod
triggerall =var(13) = [10,29]
triggerall = teamside = 2
trigger1 = var(14)=0
anim =8307
postype = left
sprpriority =2
pos = 320,60
facing = 1
id = 9000
bindtime = -1
removeongethit = 1
supermovetime = 99999
scale = .5, .5
vel =0,0
ownpal = 1

[State 9999, Explod]
type = explod
triggerall =var(13) = [30,39]
triggerall = teamside = 1
trigger1 = var(14)=0
anim =8208
postype =left
sprpriority =2
pos = 160,60
facing = 1
id = 9000
bindtime = -1
removeongethit = 1
supermovetime = 99999
scale = .5, .5
vel =0,0
ownpal = 1
[State 9999, Explod]
type = explod
triggerall =var(13) = [30,39]
triggerall = teamside = 2
trigger1 = var(14)=0
anim =8308
postype = left
sprpriority =2
pos = 320,60
facing = 1
id = 9000
bindtime = -1
removeongethit = 1
supermovetime = 99999
scale = .5, .5
vel =0,0
ownpal = 1

[State 9999, Explod]
type = explod
triggerall =var(13) = [40,79]
triggerall = teamside = 1
trigger1 = var(14)=0
anim =8210
postype =left
sprpriority =2
pos = 160,60
facing = 1
id = 9000
bindtime = -1
removeongethit = 1
supermovetime = 99999
scale = .5, .5
vel =0,0
ownpal = 1
[State 9999, Explod]
type = explod
triggerall =var(13) = [40,79]
triggerall = teamside = 2
trigger1 = var(14)=0
anim =8310
postype = left
sprpriority =2
pos = 320,60
facing = 1
id = 9000
bindtime = -1
removeongethit = 1
supermovetime = 99999
scale = .5, .5
vel =0,0
ownpal = 1


[State 9999, Explod]
type = explod
triggerall =var(13) = [80,998]
triggerall = teamside = 1
trigger1 = var(14)=0
anim =8209
postype =left
sprpriority =2
pos = 160,60
facing = 1
id = 9000
bindtime = -1
removeongethit = 1
supermovetime = 99999
scale = .5, .5
vel =0,0
ownpal = 1
[State 9999, Explod]
type = explod
triggerall =var(13) = [80,998]
triggerall = teamside = 2
trigger1 = var(14)=0
anim =8309
postype = left
sprpriority =2
pos = 320,60
facing = 1
id = 9000
bindtime = -1
removeongethit = 1
supermovetime = 99999
scale = .5, .5
vel =0,0
ownpal = 1

[State 9999, Explod]
type = explod
triggerall =var(13) = 999
triggerall = teamside = 1
trigger1 = var(14)=0
anim =8212
id = 9000
postype =left
sprpriority =2
pos = 160,60
facing = 1
bindtime = -1
removeongethit = 1
supermovetime = 99999
scale = .5, .5
vel =0,0
ownpal = 1
[State 9999, Explod]
type = explod
triggerall =var(13) = 999
triggerall = teamside = 2
trigger1 = var(14)=0
anim =8312
id = 9000
postype = left
sprpriority =2
pos = 320,60
facing = 1
bindtime = -1
removeongethit = 1
supermovetime = 99999
scale = .5, .5
vel =0,0
ownpal = 1



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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = var(15)>2
trigger2 = lose || winko
ignorehitpause=1
persistent=1


;--------------------------------------------------------------------------------------------
[Statedef 3012]
type    = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim =5334
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 =time = 0
value = S5100,9
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time = 0
value = S5100,9


[State 9999, Explod]
type = explod
triggerall = teamside = 1
trigger1 =time = 0
anim =8211
postype =left
sprpriority =2
pos = 160,60
facing = 1
bindtime = -1
removeongethit = 1
supermovetime = 99999
scale = .5, .5
vel =0,0
ownpal = 1
[State 9999, Explod]
type = explod
triggerall = teamside = 2
trigger1 =time = 0
anim =8211
postype = left
sprpriority =2
pos = 320,60
facing = 1
bindtime = -1
removeongethit = 1
supermovetime = 99999
scale = .5, .5
vel =0,0
ownpal = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = root,var(14) = 0
;---------------------------------------------------------------------------------------------------
[Statedef 3015]
type    = A
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
anim =3053
sprpriority = 6

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 0
value = S800,2
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = anim!=3050
flag = unguardable




[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
facing = 1
pos = 100,-62
ignorehitpause =1
persistent =1


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

[State 210, 2]
type = HitDef
trigger1 = !movecontact
attr = S, HP
animtype  = Medium
damage    =13,4
guardflag = MA
pausetime = 2,2
hitsound = S12,7
sparkno =S7060+(random%4)
guard.sparkno= S7004
guardsound = S12,0
sparkxy = 0,0
getpower = 0
ground.type = High
ground.slidetime = 14
ground.hittime  = 22
ground.velocity = 17
air.velocity = 17,5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
kill=0
fall.recover=0
yaccel=.45
id=200
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movecontact=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 210, 2]
type = HitDef
triggerall = hitcount<15
triggerall = movecontact
trigger1 = animelem=1||animelem=8
attr = S, HP
animtype  = Medium
damage    =13,4
guardflag = MA
pausetime = 2,2
hitsound = S12,7
sparkno =S7060+(random%4)
guard.sparkno= S7004
guardsound = S12,0
sparkxy = 0,0
getpower = 0
ground.type = High
ground.slidetime = 14
ground.hittime  = 22
ground.velocity = 17
air.velocity = 17,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
kill=0
fall.recover=0
id=200
[State 210, 2]
type = HitDef
triggerall = hitcount<15
triggerall = movecontact
trigger1 =  animelem=4
attr = S, HP
animtype  = Medium
damage    =13,4
guardflag = MA
pausetime = 2,2
hitsound = S12,7
sparkno =S7060+(random%4)
guard.sparkno= S7004
guardsound = S12,0
sparkxy = 0,0
getpower = 0
ground.type = High
ground.slidetime = 14
ground.hittime  = 22
ground.velocity = -17
air.velocity = -17,1.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
kill=0
fall.recover=0
yaccel=.45
id=200
[State 210, 2]
type = HitDef
trigger1 =  hitcount = 15
triggerall = movecontact
attr = S, HP
animtype  = Medium
damage    =27,4
guardflag = MA
pausetime = 4,4
hitsound = S12,7
sparkno =S7060+(random%4)
guard.sparkno= S7004
guardsound = S12,7
sparkxy = 0,0
getpower = 0
ground.type = High
ground.slidetime = 14
ground.hittime  = 22
ground.velocity = -1,-15
air.velocity = -1,-15
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall=1
fall.recover=0
kill=0
p2stateno=3020
yaccel=.45

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

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 =movecontact
v = 17   ;fv =
value = 1

[State 210, 5]
type =destroyself
trigger1 =hitcount=16 || root,stateno!=3014

;===============================
[Statedef 4001]
type = S
movetype = I
physics = S
anim = 5334
;velset =15,0
velset =0,0
sprpriority = 2

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

[State 9999, Explod]
type = Explod
trigger1 = Time = [0,6]
anim = 6002
postype = back
ID = 9009
pos = 0,0
sprpriority = -2
removeongethit = 1
removetime = 1
supermovetime = 9999999999
pausemovetime = 9999999999
scale = 1.5 -((time) * 0.15), ifelse(GameHeight=180,1.00,1.5) -((time) * 0.15)
ownpal = 1

[State 9999, Explod]
type = explod
trigger1 = time = 7
anim =6002
postype = back
sprpriority = -2
removeongethit = 1
removetime = 43
supermovetime = 9999999999
pausemovetime = 9999999999
scale = .5,ifelse(GameHeight=180,.4,.5)
vel = -0.15,0
ownpal = 1

[State 9999,Destory self]
type = DestroySelf
trigger1 = time = 45

;-----------------------------------------------------------------------
[Statedef 6002]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 6000
ctrl = 0
sprpriority = 5

[State 831, Shake]
type  = envshake
trigger1 = time%2
freq  = 120
time  = 2
ampl  = 2

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = -1
facing = 1
pos = -4,0
ignorehitpause = 1
persistent = 1

[State 911, Trans]
type = trans
trigger1 = 1
trans = add

[State 0, AngleDraw]
type = AngleDraw
trigger1 =1
scale =  1.4,1



[State 911, NoShadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 911, Destroy]
type = destroyself
trigger1 = root,Stateno !=900
trigger2 = root, power = 3000
;-----------------------------------------------------------------------------
[Statedef 6001]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 6001
ctrl = 0
sprpriority = 5

[State 831, Shake]
type  = envshake
trigger1 = time%2
freq  = 120
time  = 2
ampl  = 2

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = -1
facing = 1
pos = -4,0
ignorehitpause = 1
persistent = 1

[State 911, Grow]
type = angledraw
trigger1 = power = [0,2999]
value = 0
scale = 1.4, power * .0003

[State 911, Grow]
type = angledraw
trigger1 = power = 3000
scale = 1.4,1

[State 911, NoShadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 911, Trans]
type = trans
trigger1 = 1
trans = add

[State 911, Destroy]
type = destroyself
trigger1 = root,Stateno !=900
trigger2 = root, power = 3000

;-----------------------------------------------------------------------
[Statedef 6003]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 6002
ctrl = 0
sprpriority = 5



[State 0, BindToParent]
type = BindToParent
triggerall = root,stateno =[900,901]
trigger1 = time = [0,32]
time = -1
facing = 1
pos = 8,-61
ignorehitpause = 1
persistent = 1

[State 0, BindToParent]
type = BindToParent
triggerall = root,stateno =[900,901]
trigger1 = time > 32
time = -1
facing = 1
pos = -20,-64
ignorehitpause = 1
persistent = 1

[State 0, BindToParent]
type = BindToParent
triggerall = root,stateno =702
trigger1 = 1
time = -1
facing = 1
pos = 0,-76
ignorehitpause = 1
persistent = 1

[State 911, Trans]
type = trans
trigger1 = 1
trans = add

[State 911, NoShadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State 911, Grow]
type = angledraw
trigger1 = power = [0,2999]
value = 0
scale = power * .0004, power * .0004

[State 911, Grow]
type = angledraw
trigger1 = power = 3000
scale = 1,1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value =  15-time

[State 911, Destroy]
type = changestate
trigger1 = root,stateno !=900
trigger2 = root, power = 3000
value = 6004
;---------------------------------------------------------------------------
[Statedef 6004]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 191
ctrl = 0
sprpriority = 5


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 1020, Blink Yellow]
type = PalFX
trigger1 = time =0
time = 1
add = 0,0,0
sinadd = 0,0,0,0
[State 0, AngleDraw]
type = AngleDraw
triggerall = root,stateno =[900,901]
trigger1 = 1
scale =   .4-(time * .08), .4-(time * .08)



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

[State 8050, 5]
type = DestroySelf
trigger1 =time  =  7

;-------------------------------------------------------------------------------
[Statedef 8050]
type    = S
juggle  = 4
velset = 0,0
anim = 8050
ctrl = 0
sprpriority = 5

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 1020, Blink Yellow]
type = PalFX
trigger1 = time =0
time = 1
add = 0,0,0
sinadd = 0,0,0,0
[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale =  .75

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


[State 8050, 5]
type = changestate
trigger1 = AnimTime = 0
value = 8051
;---------------------------------------------------------------------------
[Statedef 8051]
type    = S
juggle  = 4
velset = 0,0
anim = 8051
ctrl = 0
sprpriority = 5


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 1020, Blink Yellow]
type = PalFX
trigger1 = time =0
time = 1
add = 0,0,0
sinadd = 0,0,0,0
[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale =   .75-(time * .06), .75-(time * .06)

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

[State 8050, 5]
type = DestroySelf
trigger1 =time  = 15
;-------------------------------------------------------------------------------
[Statedef 8052]
type    = A
juggle  = 4
velset =0
anim =7006
ctrl = 0
sprpriority = -2


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 1020, Blink Yellow]
type = PalFX
trigger1 = time =0
time = 1
add = 0,0,0
sinadd = 0,0,0,0

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale =  .91,.5


[State 0, AngleMul]
type = Angleadd
trigger1 = 1
value = -15

[State 9999, Explod]
type = explod
trigger1 = time=12
anim =7008
postype = p1
sprpriority = 5
removeongethit = 1
supermovetime = 99999
pausemovetime=99999
scale = .91, .5
pos = 0,0
ownpal = 1

[State 0, BindToParent]
type = BindToParent
trigger1 = root,stateno=3014 && root,anim!= 3050
time = 1
facing = 0
pos =15,-55
;ignorehitpause =
;persistent =

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

[State 8050, 5]
type = DestroySelf
trigger1 =animtime = 0

;-------------------------------------------------------------------------------
[Statedef 8056]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 11010
ctrl = 0
sprpriority = 5

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

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale =  .01+(time*.06),.01+(time*.06)

[State 0, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 20



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


[State 8050, 5]
type = destroyself
trigger1 = Time = 20
;---------------------------------------------------------------------------
[Statedef 8051]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 8051
ctrl = 0
sprpriority = 5


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 1020, Blink Yellow]
type = PalFX
trigger1 = time =0
time = 1
add = 0,0,0
sinadd = 0,0,0,0
[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale =   .75-(time * .06), .75-(time * .06)

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

[State 8050, 5]
type = DestroySelf
trigger1 =time  = 15
;-------------------------------------------------------------------------------------------
[Statedef 8055]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
ctrl = 0
velset = 7,0
anim =191
sprpriority =2

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

[State 210, 5]
type = destroyself
trigger1 = (frontedgedist <= -200|| backedgedist <= -200) && time > 15
;---------------------------------------------------------------------------
[Statedef 11009]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 12999
ctrl = 0
sprpriority = -2

[State 11009, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = S999,12

[State 0, AssertSpecial]
type = AssertSpecial
Triggerall = time = [0,66]
trigger1 =1
ignorehitpause = 1
persistent = 1
flag = noBG
flag2 = noFG
flag3 = noshadow

[State 911, Trans]
type = trans
trigger1 = 1
trans = add

[State 1211, ]
type = bgPalFX
trigger1 = Time = 66
time =20
add = -256,-256,-256
sinadd = 256,256,256,60

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = 5
y = -100


[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale =  1.45-(time *.08),ifelse(GameHeight=180,.75-(time *.08),1-(time *.08))

[State 11009, PlaySnd]
type = PlaySnd
trigger1 = time =15
value = S999,13

[State 0, Helper]
type = Helper
trigger1 = time = 15
helpertype = normal ;player
name = "FINISHU"
ID = 11010
stateno = 11010
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time >66
flag = invisible


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 669 && root,stateno!=[3000,3999]


;-------------------------------------------------------------------------------------------
[Statedef 11010]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim =13000
sprpriority =-5

[State 911, Trans]
type = trans
trigger1 = 1
trans = add


[State 0, PosSet]
type = PosSet
trigger1 = 1
x = 5
y = -100


[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale =  .55+(time *.06),ifelse(GameHeight=180,.075-(time *.06),.1-(time *.06))

[State 0, AngleMul]
type = Angledraw
trigger1 = 1

[State 0, AngleMul]
type = Angleadd
trigger1 = 1
value = -30



[State 1060, 1]
type = AssertSpecial
trigger1 =  time > 20
flag = Invisible

[State 1002, 1]
type = AfterImage
trigger1 = time > 20
time = 5
framegap = 1
length = 2
PalAdd = 0, 0, 0
PalMul = 1, 1, 1
PalContrast = 255-((Time -36)*12), 255-((Time-36)*12), 255-((Time-36)*12)
trans = Add


[State 210, 5]
type = destroyself
trigger1 = time > 30
;-------------------------------------------------------------------------------------------
[Statedef 11011]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim =3011
sprpriority =-1

[State 0, AssertSpecial]
type = AssertSpecial
Triggerall = time = [0,30]
trigger1 =1
ignorehitpause = 1
persistent = 1
flag = noBG
flag2 = noFG

[State 911, Grow]
type = angledraw
trigger1 =time=[5,30]
scale =  .95, .5; .76,.5;

[State 911, Grow]
type = angledraw
trigger1 =time=[0,4]
scale = 1.75-(time* .25), 1.3-(time* .25)

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

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

[State 1010, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = -10
y = -100


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

[State 1010, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1060, 1]
type = AssertSpecial
trigger1 =  time > 10
flag = Invisible

[State 1002, 1]
type = AfterImage
trigger1 = time > 10
time = 5
framegap = 1
length = 2
PalAdd = 0, 0, 0
PalMul = 1, 1, 1
PalContrast = 225-((Time -36)*12), 225-((Time-36)*12), 225-((Time-36)*12)
trans = Add


[State 210, 5]
type = destroyself
trigger1 = time > 30
;------------------------------------------------------------------------------
[Statedef 11015]
physics = N
velset= 0,0
anim = 4001
sprpriority = 4

[State 7180, assert]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 7180, flames]
type = explod
trigger1 = numexplod(11014) < 4
anim = 11015
ID = 11014
sprpriority = 3
postype = p2
scale = .5,.5
random=40,40
pos = (enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+10

[State 0, PalFXWiz]
type = PalFX
trigger1 = (Time%6)=0
time = 2
add = 0,25,12
mul = 20,120,24
sinadd = 85,110,55,5
invertall = 0
color = 0
ignorehitpause = 1
persistent = 1


[State 7180, end]
type = destroyself
trigger1 = time >= 25
trigger2=enemynear,ctrl||(enemynear,movetype!=H)||(enemynear,statetype=L)
;------------------------------------------------------------------------------
[Statedef 11016]
physics = N
velset= 0,0
anim = 4001
sprpriority = 4

[State 7180, assert]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 7180, flames]
type = explod
trigger1 = numexplod(11014) < 4
anim = 11015
ID = 11014
sprpriority = 3
postype = p2
scale = .5,.5
random=40,40
pos = (enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+10

[State 0, PalFXWiz]
type = PalFX
trigger1 = timemod = 5,4
time = 3
add = 0,50,25
mul = 20,120,24
sinadd = 85,110,55,2
invertall = 0
color = 0
ignorehitpause = 1
persistent = 1


[State 7180, end]
type = destroyself
trigger1 = time >= 25
trigger2=enemynear,ctrl||(enemynear,movetype!=H)||(enemynear,statetype=L)
;------------------------------------------------------------------------------
[Statedef 11013]
ctrl = 1
anim = ifelse(roundno >1,4001,13001+(random%3))
velset = 0,0
sprpriority = 9

[State 0, VarSet]
type = parentVarSet
trigger1 = anim = 13002
v = 58
value = 0

[State 0, VarSet]
type = parentVarSet
trigger1 = anim = 13001
v = 58
value = 1

[State 0, VarSet]
type = parentVarSet
trigger1 = anim = 13003
v = 58
value = 2

[State 0, VarRandom]
type = VarRandom
triggerall = root,var(59)>0
triggerall =root,var(57)=1
trigger1 = time =[0,3]
v =56
range = 0,2

[State 0, VarSet]
type = parentVarSet
triggerall = root,var(59)>0
trigger1 =root,var(57)=1
v = 58    ;fv = 10
value = var(56)

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =roundno >1
value = ifelse(root,var(58)=0,13002,ifelse(root,var(58)=1,13001,13003))

[State 6000, PlaySnd]
type = Playsnd
trigger1 =root,command = "down"  || root,command = "up"
value = 90,12

[State 6000, ChangeState]
type = Changeanim
trigger1 = root,command = "down" && root,var(58) =0
trigger1 = time > 7
value = 13001

[State 6000, ChangeState]
type = Changeanim
trigger1 = root,command = "down" && root,var(58) = 1
trigger1 = time > 7
value = 13003

[State 6000, ChangeState]
type = Changeanim
trigger1 = root,command = "down" && root,var(58) = 2
trigger1 = time > 7
value = 13002


[State 6000, ChangeState]
type = Changeanim
trigger1 = root,command = "up" && root,var(58) =0
trigger1 = time > 7
value = 13003

[State 6000, ChangeState]
type = Changeanim
trigger1 = root,command = "up" && root,var(58)=1
trigger1 = time > 7
value = 13002

[State 6000, ChangeState]
type = Changeanim
trigger1 = root,command = "up" && root,var(58) =2
trigger1 = time > 7
value = 13001


[State 0, Turn]
type = Turn
trigger1 = facing = -1

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





[State 6000, PlaySnd]
type = Playsnd
triggerall = root,var(58)=0
trigger1 = root,command = "a" || root,command = "b" || root,command = "c" || root,command = "x" || root,command = "y" || root,command = "z"
trigger2 = roundstate > 1
value = 90,10
[State 6000, PlaySnd]
type = Playsnd
triggerall = root,var(58)=0
trigger1 = root,command = "a" || root,command = "b" || root,command = "c" || root,command = "x" || root,command = "y" || root,command = "z"
trigger2 = roundstate > 1
value = 90,10

[State 6000, PlaySnd]
type = Playsnd
triggerall = root,var(58)=1
trigger1 = root,command = "a" || root,command = "b" || root,command = "c" || root,command = "x" || root,command = "y" || root,command = "z"
trigger2 = roundstate > 1
value = 90,11


[State 6000, PlaySnd]
type = Playsnd
triggerall = root,var(58)=2
trigger1 = root,command = "a" || root,command = "b" || root,command = "c" || root,command = "x" || root,command = "y" || root,command = "z"
trigger2 = roundstate > 1
value = 90,13


[State 6000, DestroySelf]
type = destroyself
trigger1 = root,command = "a" || root,command = "b" || root,command = "c" || root,command = "x" || root,command = "y" || root,command = "z"
trigger2 = roundstate > 1
;------------------------------------------------------------------------------
[Statedef 11014]
physics = N
velset = 0,0
anim = 4001
sprpriority = 4

[State 7180, assert]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 7180, flames]
type = explod
trigger1 = numexplod(11014) < 4
anim = 11014
ID = 11014
sprpriority = 3
postype = p2
pos = (enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+10

[State 7180, end]
type = destroyself
trigger1 = time >= 90
trigger1 = enemynear,pos y <= 0

;-------------------------------------------------------------------------------------------
[Statedef 11017]
type    = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim =5334
sprpriority =-5

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =time= [0,40]
flag = NoBG
flag2 = NoFG
[State 11009, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = S999,13
[State 0, EnvColor]
type = EnvColor
trigger1 = time < 8
value = (time*2)**2,(time*2)**2,(time*2)**2
time = 1
ignorehitpause = 1
under = 1

[State 0, EnvColor]
type = EnvColor
trigger1 = time = [8,31]
value = ceil(255-((time-8)**1.5)),ceil(255-((time-8)**1.5)),ceil(255-((time-8)**1.5))
time = 1
ignorehitpause = 1
under = 1

[State 0, EnvColor]
type = BGPalFX
trigger1 = time = [32,40]
mul = 170+((time-31)*16),170+((time-31)*16),170+((time-31)*16)
time = 1
ignorehitpause = 1


[State 210, 5]
type = destroyself
trigger1 = time >80
;--------------------------------------------------------------------------
[Statedef 161]
physics = N
velset = 0,0
anim = 5333
ctrl = 0

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 18

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 161

[State 0, VelMul]
type = VelMul
trigger1 = time > 20
x = .85

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5,1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4003, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1
ignorehitpause = 1
persistent = 1

[State 911, Destroy]
type = destroyself
trigger1 = time >= 25
;--------------------------------------------------------------------------
[Statedef 162]
physics = N
velset = 0,0
anim = 5333
ctrl = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AP
time = -1

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 4003

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4003, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1
ignorehitpause = 1
persistent = 1


[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
facing = 0
pos = 40,-80


[State 911, Destroy]
type = destroyself
trigger1 = root,anim !=3054
;--------------------------------------------------------------------------
[Statedef 163]
physics = N
velset = 0,0
anim = 5333
ctrl = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AP
time = -1

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 4003

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4003, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1
ignorehitpause = 1
persistent = 1


[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
facing = 0
pos = 150,-80


[State 911, Destroy]
type = destroyself
trigger1 = root,anim !=3054
;---------------------------------------------------------------------------
[Statedef 6000]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 5334
ctrl = 0
sprpriority = 5

[State 11009, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = S4000,1
volume = 200

[State 11009, PlaySnd]
type = PlaySnd
trigger1 = time =10
value = S4000,0
volume = 255
[State -2, RemoveExplod]    ;remove hyper bg
type = RemoveExplod
trigger1 =1
id = 6001
ignorehitpause=1
[State 11009, PlaySnd]
type = PlaySnd
trigger1 = time =10
value = S4000,0
volume = 255

[State 11009, PlaySnd]
type = PlaySnd
trigger1 = time =10
value = S4000,0
volume = 255

[State 11009, PlaySnd]
type = PlaySnd
trigger1 = time =10
value = S4000,0
volume = 255


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
flag2 = nomusic
flag3 = nokosnd
flag3=nofg
ignorehitpause = 1
persistent = 1

[State 11009, dust]
type = Explod
trigger1 = time = 0
anim = 8201
ID = 11009
postype =left
pos = 0,0
bindtime = -1
facing = ifelse(facing = -1, -1,1)
sprpriority = -5
scale = 1,ifelse(GameHeight=180,.75,1)
ownpal = 0
ignorehitpause =1
ontop =0
pausetime = 999
supermovetime = 9999


[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent,statetype !=A  && time > 128 && root,movetype=I
;---------------------------------------------------------------------------
[Statedef 7011]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 7014
ctrl = 0
sprpriority = 5
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 7014
elem = 2
ignorehitpause=1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale =.025*(time*4),.025*(time*4)
ignorehitpause =1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1 
flag = noshadow
ignorehitpause = 1
[State 0, Trans]
type = Trans
trigger1 = 1
trans = add ;none, add, addalpha, add1, sub
;alpha = 256,256
ignorehitpause = 1
;persistent = 

 [State 0, Helper]
type = Helper
trigger1 = time=7;movehit
helpertype = normal ;player
name = "launch"
ID = 7011
stateno =7012
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 40
pausemovetime = 40
ignorehitpause=1
persistent=0
;persistent = 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >9

;---------------------------------------------------------------------------
[Statedef 7012]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 7014
ctrl = 0
sprpriority = 5

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 7014
elem = 1
ignorehitpause=1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale =.05*(time*2),.05*(time*2)
ignorehitpause =1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1 
flag = noshadow
ignorehitpause = 1
[State 0, Trans]
type = Trans
trigger1 = 1
trans = add ;none, add, addalpha, add1, sub
;alpha = 256,256
ignorehitpause = 1
;persistent = 

 
;persistent = 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >9



;-------------- Generated by Fighter Factory -------------

;--------------------- Variable List ----------------------

; Var(0) - StateDef -3
; Var(1) - StateDef -2
; Var(2) - StateDef 1001, 1006
; Var(3) - StateDef 3006, 3000, 3001, 3050, 3053, 3057, 3061, 3075, 3077, 3078, -2, -3
; Var(4) - StateDef 1001
; Var(5) - StateDef 1006
; Var(9) - StateDef 5005
; Var(10) - StateDef 3004, 3006, -2
; Var(12) - StateDef -2, -3
; Var(13) - StateDef -3
; Var(14) - StateDef 733, -3
; Var(17) - StateDef -2
; Var(30) - StateDef -2
; Var(50) - StateDef -2

;--------------------- Float Variable List ----------------------

