;---------------------------------------------------------------------------------------------------
[Statedef 1001]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim =1010
sprpriority = 6

;=======================================;
;PROJECTILE REFLECTION COMPATIBILITY    ;
;?????????????                   ;
;by Vans                                ;
;GUIDE:                                 ;
;FOR PROJECTILE / ?????              	;
;sysvar(0) = 131072                     ;
;sysvar(1) = REFLECTED_BEHAVIOR_STATE   ;
;=======================================;
[State 1005, COMPATIBILITY]
type = VarSet
trigger1 = !time 
sysvar(0) = 131072
[State 1005, REFLECTED STATE]
type = VarSet
trigger1 = !time
sysvar(1) = 10011

;ignorehitpause = 
;persistent = 

;=======================================;
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = root,var(14)=0 && root,var(5)=1 && p2statetype=A 
movetype = I 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = root,var(5)=0 
movetype =A
[State 3000]
type = Explod
triggerall = anim=1010
trigger1 = Vel X = 4
trigger1 = (GameTime%6) = 0
trigger2 = Vel X = 8
trigger2 = (GameTime%4) = 0
anim = 1015
pos = 0,0
postype = p1
sprpriority = 15
ownpal = 1



;damage
[State 0, VarSet]
type = VarSet
triggerall = var(0)=0 && !var(25)
trigger1 = time=0
v = 0    ;fv = 10
value = ifelse((root,stateno=1000||root,stateno=1050),70,ifelse((root,stateno=1025 || root,stateno=1080|| root,stateno=1075),90,35))
;id
[State 0, VarSet]
type = VarSet
triggerall = var(3)=0&& !var(25)
trigger1 = time=0
v =3    ;fv = 10
value = ifelse((root,stateno=1000),1000,ifelse((root,stateno=1050),1050,ifelse(root,stateno=1075,1003,1001)))
[State 0, VarSet]
type = Varadd
trigger1 =time=0 
v = 4    ;fv = 10
value =1
;ignorehitpause = 
;persistent = 

;vel
[State 0, VarSet]
type = VarSet
triggerall = fvar(10)=0&& !var(25)
trigger1 = time=0
fv = 10   ;fv = 10
value = ifelse((root,stateno=1000||root,stateno=1050),4,ifelse((root,stateno=1025 || root,stateno=1075),8,ifelse(root,stateno=1030,13,7.5)))
;hitvel y
[State 0, VarSet]
type = VarSet
triggerall = fvar(11)=0&& !var(25)
trigger1 = time=0
fv = 12    ;fv = 10
value = ifelse(root,stateno!=1080,0,5)
;hit vel x
[State 0, VarSet]
type = VarSet
triggerall = fvar(11)=0&& !var(25)
trigger1 = time=0
fv = 11    ;fv = 10
value = ifelse(root,stateno!=1080,9,5)



;hit vel y a 
[State 0, VarSet]
type = VarSet
triggerall = fvar(13)=0&& !var(25)
trigger1 = time=0
fv = 13    ;fv = 10
value = ifelse((root,stateno=1000||root,stateno=1050),5.5,ifelse((root,stateno=1025),7,ifelse((root,stateno=1030),6.25,8.5)))


[State 0, VelSet]
type = VelSet
trigger1 =time=0
trigger2= root,numprojid(var(3))=0
x = fvar(10)
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 1    ;fv = 10
value = vel x
ignorehitpause = 1
;persistent = 


[State 3005, hitoverride]
type=hitoverride
trigger1= 1
time=-1
attr=SCA,AA,AP,AT
stateno=ifelse(var(9)=2&&var(2)<2,1001,1002)

[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

[State 0, VarSet]
type = VarSet
triggerall = var(9)=0&& !var(25)
trigger1 =time=0 && root,stateno=1030
v =9   ;fv = 10
value = root,var(9)
;ignorehitpause = 
;persistent = 


[State 1005, This is for fossils]
type = Projectile
trigger1 = !time
trigger2= root,numprojid(var(3))=0&&time%2=0&&var(9)=2
ProjID = var(3)
projanim = 1010
projhitanim = -1
projremanim = -1
projscale = 0,0
offset=0,0
projpriority = 1
projremovetime = -1
postype = p1         ;p2,front,back,left,right
velocity = fvar(1),0

[State 0, VarSet]
type = parentVarSet
trigger1 =time=0 
v = 25    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = movecontact
v = 12    ;fv = 10
value = 1
ignorehitpause = 1
;persistent = 


;1020

[State 210, 2]
type = HitDef
triggerall = ishelper(1000)||ishelper(1025)||ishelper(1030)
triggerall = root,var(5)=0 && root,numtarget(440)=0
trigger1 =  time > 0 && !movecontact
trigger2= time%2=0&&var(9)=2
attr = S, SP
animtype  = Medium
damage =ceil(var(0)*root,fvar(2)),5
guardflag = MA
hitflag=MAF
pausetime = 1,9
sparkno = s4020
guard.sparkno = s4120
hitsound = s1,9
guardsound = s2,2
sparkxy = 0,-10
ground.type = High
getpower=0,0
ground.hittime = ifelse(var(9),22,16)
guard.ctrltime=16
ground.slidetime = 21
ground.velocity = -fvar(11),-fvar(12)
air.velocity = -3.5,-fvar(13)
fall =0
air.juggle = ifelse(root,var(5)=1,16,0)
air.fall=1
guard.velocity = -6
airguard.velocity = -6,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.42
fall.recover=0
id= var(3)
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
[State 210, 2]
type = HitDef
triggerall = ishelper(1050)||ishelper(1075)||ishelper(1080)
triggerall = root,var(5)=0 && root,numtarget(440)=0
trigger1 =  time > 0 && !movecontact
attr = C, SP
animtype  = Medium
damage =ceil(var(0)*root,fvar(2)),5
guardflag = MA
hitflag=MAF
pausetime = 1,8
sparkno = s4020
guard.sparkno = s4120
hitsound = s1,9
guardsound = s2,2
sparkxy = 0,-10
ground.type = High
getpower=0,0
ground.hittime = 16
guard.ctrltime=16
ground.slidetime = 21
ground.velocity = -fvar(11),-fvar(12)
air.velocity = -3.5,-fvar(13)
fall = ifelse(ishelper(1080),1,0)
air.juggle = ifelse(root,var(5)=1,16,0)
air.fall=1
guard.velocity = -6
airguard.velocity = -6,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.42
fall.recover=0
id= var(3)
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

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

[State 0, VarSet]
type = Varadd
trigger1 = movecontact=1 || root,numprojid(var(3))=0 || var(4)=2 && time=0 
v = 2   ;fv = 10
value = 1
ignorehitpause =0 
;ignorehitpause = 
;persistent = 

[State 1, VarSet]
type =parentVaradd
triggerall=parent,var(10)=0
trigger1 =movecontact=1 
v = 18    ;v = 570
value = 1
ignorehitpause=1
[State 0, PowerAdd]
type = PowerAdd
trigger1 = movecontact=1 ||(root,numprojid(var(3))=0)
value = ifelse(root,var(9)=2,0,60)
ignorehitpause=1
;persistent = 

;[State 0, VarSet]
;type = parentVaradd
;triggerall=parent,var(10)=0
;trigger1 =movecontact=1 ||(root,numprojid(1000)=0)
;v = 57    ;v = 570
;value = ifelse((movehit=1||(root,numprojid(1000)=0)),ifelse(root,var(9)=2,35,67),ifelse(root,var(9)=2,15,23))
;ignorehitpause=1
[State 0, VarSet]
type = parentVaradd
triggerall=root,var(10)=0
triggerall =ishelper(1000)||ishelper(1050)||ishelper(1075)||ishelper(1025)
trigger1 = movecontact=1 ||(root,numprojid(var(3))=0)
v = 57    ;v = 570
value = ifelse(moveguarded,23,67)
ignorehitpause=1

[State 0, VarSet]
type = parentVaradd
triggerall=root,var(10)=0
triggerall =ishelper(1030)
trigger1 = movecontact=1 ||(root,numprojid(var(3))=0)||var(4)=2 && time=0
v = 57    ;v = 570
value = ifelse(moveguarded,12,35)
ignorehitpause=1
[State 0, VarSet]
type = parentVaradd
triggerall=root,var(10)=0
triggerall =ishelper(1080)
trigger1 = movecontact=1 ||(root,numprojid(var(3))=0)
v = 57    ;v = 570
value = ifelse(moveguarded,29,80)
ignorehitpause=1


[State 0, DestroySelf]
type = DestroySelf
trigger1 = (frontedgedist <= -20 || backedgedist <= -20) && time > 5

[State 210, 5]
type = ChangeState
trigger1 = (movecontact&&var(9)!=2)||(var(2)=2&&var(9)=2)
trigger2= root,numprojid(var(3))=0 
value = 1002
ignorehitpause=1
;---------------------------------------------------------------------------------------------------
[Statedef 10011]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim =1010
sprpriority = 6

;=======================================;
;PROJECTILE REFLECTION COMPATIBILITY    ;
;?????????????                   ;
;by Vans                                ;
;GUIDE:                                 ;
;FOR PROJECTILE / ?????              	;
;sysvar(0) = 131072                     ;
;sysvar(1) = REFLECTED_BEHAVIOR_STATE   ;
;=======================================;
[State 1005, COMPATIBILITY]
type = VarSet
trigger1 = !time 
sysvar(0) = 131072
[State 1005, REFLECTED STATE]
type = VarSet
trigger1 = !time
sysvar(1) = 1001

;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 25   ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

;=======================================;
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = root,var(14)=0 && root,var(5)=1 && p2statetype=A 
movetype = I 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = root,var(5)=0 
movetype =A
[State 3000]
type = Explod
triggerall = anim=1010
trigger1 = Vel X = 4
trigger1 = (GameTime%6) = 0
trigger2 = Vel X = 8
trigger2 = (GameTime%4) = 0
anim = 1015
pos = 0,0
postype = p1
sprpriority = 15
ownpal = 1




[State 0, VarSet]
type = Varadd
trigger1 =time=0 
v = 4    ;fv = 10
value =1
;ignorehitpause = 
;persistent = 






[State 0, VelSet]
type = VelSet
trigger1= root,numprojid(var(3)+1)=0
x = fvar(10)
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 1    ;fv = 10
value = vel x
ignorehitpause = 1
;persistent = 


[State 3005, hitoverride]
type=hitoverride
trigger1= 1
time=-1
attr=SCA,AA,AP,AT
stateno=ifelse(var(9)=2&&var(2)<2,1001,1002)

[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



[State 1005, This is for fossils]
type = Projectile
trigger1 = !time
trigger2= root,numprojid(var(3)+1)=0&&time%2=0&&var(9)=2
ProjID = var(3)+1
affectteam=f
projanim = 1010
projhitanim = -1
projremanim = -1
projscale = 0,0
offset=0,0
projpriority = 1
projremovetime = -1
postype = p1         ;p2,front,back,left,right
velocity = fvar(1),0

[State 0, VarSet]
type = parentVarSet
trigger1 =time=0 
v = 25    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = movecontact
v = 12    ;fv = 10
value = 1
ignorehitpause = 1
;persistent = 


;1020

[State 210, 2]
type = HitDef
triggerall = ishelper(1000)||ishelper(1025)||ishelper(1030)
triggerall = root,var(5)=0 && root,numtarget(440)=0
trigger1 =  time > 0 && !movecontact
trigger2= time%2=0&&var(9)=2
attr = S, SP
animtype  = Medium
affectteam=f
damage =ceil(var(0)*root,fvar(2)),5
guardflag = MA
hitflag=MAF
pausetime = 1,9
sparkno = s4020
guard.sparkno = s4120
hitsound = s1,9
guardsound = s2,2
sparkxy = 0,-10
ground.type = High
getpower=0,0
ground.hittime = ifelse(var(9),22,16)
guard.ctrltime=16
ground.slidetime = 21
ground.velocity = -fvar(11),-fvar(12)
air.velocity = -3.5,-fvar(13)
fall =0
air.juggle = ifelse(root,var(5)=1,16,0)
air.fall=1
guard.velocity = -6
airguard.velocity = -6,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.42
fall.recover=0
id= var(3)
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
[State 210, 2]
type = HitDef
triggerall = ishelper(1050)||ishelper(1075)||ishelper(1080)
triggerall = root,var(5)=0 && root,numtarget(440)=0
trigger1 =  time > 0 && !movecontact
attr = C, SP
affectteam=f
animtype  = Medium
damage =ceil(var(0)*root,fvar(2)),5
guardflag = MA
hitflag=MAF
pausetime = 1,8
sparkno = s4020
guard.sparkno = s4120
hitsound = s1,9
guardsound = s2,2
sparkxy = 0,-10
ground.type = High
getpower=0,0
ground.hittime = 16
guard.ctrltime=16
ground.slidetime = 21
ground.velocity = -fvar(11),-fvar(12)
air.velocity = -3.5,-fvar(13)
fall = ifelse(ishelper(1080),1,0)
air.juggle = ifelse(root,var(5)=1,16,0)
air.fall=1
guard.velocity = -6
airguard.velocity = -6,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.42
fall.recover=0
id= var(3)
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

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

[State 0, VarSet]
type = Varadd
trigger1 = movecontact=1 || root,numprojid(var(3))=0 || var(4)=2 && time=0 
v = 2   ;fv = 10
value = 1
ignorehitpause =0 
;ignorehitpause = 
;persistent = 

[State 1, VarSet]
type =parentVaradd
triggerall=parent,var(10)=0
trigger1 =movecontact=1 
v = 18    ;v = 570
value = 1
ignorehitpause=1


[State 0, DestroySelf]
type = DestroySelf
trigger1 = (frontedgedist <= -20 || backedgedist <= -20) && time > 5

[State 210, 5]
type = ChangeState
trigger1 = (movecontact&&var(9)!=2)||(var(2)=2&&var(9)=2)
trigger2= root,numprojid(var(3)+1)=0 
value = 1002
ignorehitpause=1
;--------------------------------------------------------------------------------------------
[Statedef 1002]
type    = S
movetype= I
physics = N
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim =1015
sprpriority = 2



[State 0, PowerAdd]
type = PowerAdd
trigger1 = !var(12)
value = ifelse(root,var(9)=2,0,60)
ignorehitpause=1
persistent = 0

[State 0, VarSet]
type = parentVaradd
triggerall=root,var(10)=0
triggerall =ishelper(1000)||ishelper(1050)||ishelper(1075)||ishelper(1025)
trigger1 = !var(12)
v = 57    ;v = 570
value = ifelse(moveguarded,23,67)
ignorehitpause=1
persistent = 0
[State 0, VarSet]
type = parentVaradd
triggerall=root,var(10)=0
triggerall =ishelper(1030)
trigger1 = !var(12)
v = 57    ;v = 570
value = ifelse(moveguarded,12,35)
ignorehitpause=1
persistent = 0
[State 0, VarSet]
type = parentVaradd
triggerall=root,var(10)=0
triggerall =ishelper(1080)
trigger1 = !var(12)
v = 57    ;v = 570
value = ifelse(moveguarded,29,80)
ignorehitpause=1
persistent = 0
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2=invisible
ignorehitpause=1
[State 0, VarSet]
type = parentVarSet
trigger1 =time=0 
v = 25    ;fv = 10
value = 0
[State 0, Explod]
type = Explod
trigger1 =time=0
anim =1015
ID =1001
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 210, 5]
type = destroyself
trigger1 =time=1
;---------------------------------------------------------------------------------------------------
[Statedef 2001]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim =2001
sprpriority = 6

;=======================================;
;PROJECTILE REFLECTION COMPATIBILITY    ;
;?????????????                   ;
;by Vans                                ;
;GUIDE:                                 ;
;FOR PROJECTILE / ?????              	;
;sysvar(0) = 131072                     ;
;sysvar(1) = REFLECTED_BEHAVIOR_STATE   ;
;=======================================;
[State 1005, COMPATIBILITY]
type = VarSet
trigger1 = !time 
sysvar(0) = 131072
[State 1005, REFLECTED STATE]
type = VarSet
trigger1 = !time
sysvar(1) = 20011

;ignorehitpause = 
;persistent = 

;=======================================;

[State 0, VelSet]
type = VelSet
trigger1 =time=0
x =5.55


;ignorehitpause = 
;persistent = 




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


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


[State 3005, hitoverride]
type=hitoverride
trigger1= 1
time=-1
attr=SCA,AA,AP,AT
stateno=1102

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




[State 1005, This is for fossils]
type = Projectile
trigger1 = !time
trigger2= numprojid(1104)=0&&time%2=0
ProjID = 1104
projanim = 1107
projhitanim = -1
projremanim = -1
projscale = 0,0
offset=0,0
projpriority = 1
projremovetime = -1
postype = p1         ;p2,front,back,left,right
velocity = fvar(1),0
[State 0, VelSet]
type = VelSet
trigger1 =movecontact 
x =2
[State 210, 2]
type = HitDef
trigger1 =  time > 0 && hitcount=0
trigger2= time%5=0
attr = S, SP
animtype  = up
damage =44,5
guardflag = MA
hitflag=MAF
pausetime =0,5
sparkno = s4020
guard.sparkno = s4120
hitsound = s400,5
guardsound = s2,2
sparkxy = 0,-0
ground.type = High
getpower=0,0
ground.hittime = 10
guard.ctrltime=7
ground.slidetime = 21
ground.velocity = -4.75,-8.25
air.velocity = -4.25,-8.25
fall.xvelocity = -4.05
fall.yvelocity = -3.75
fall = 1
fall.recover=0
air.juggle = ifelse(root,var(5)=1,16,0)
guard.velocity = -6
airguard.velocity = -6,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel= .62
[State 0, VarSet]
type = Varadd
trigger1 = movecontact=1 || root,numprojid(1104)=0
v = 2   ;fv = 10
value = 1
ignorehitpause =0 
;persistent = 
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "var(10) = %d  vel x = %f"
params = var(2),vel x

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





;[State 0, VarSet]
;type = parentVaradd
;triggerall=parent,var(10)=0
;trigger1 =projcontact1002=1 
;v = 57    ;v = 570
;value = ifelse((movehit),25,12)
;ignorehitpause=1
;[State 0, VarSet]
;type = parentVaradd
;triggerall=parent,var(10)=0
;trigger1 =projcontact1003=1 
;v = 57    ;v = 570
;value = ifelse((movehit),10,5)
;ignorehitpause=1

;persistent = 


[State 0, DestroySelf]
type = DestroySelf
trigger1 = (frontedgedist <= -40 || backedgedist <= -40) && time > 5


[State 210, 5]
type = ChangeState
trigger1 = (var(2)=5)
value = 1102
;---------------------------------------------------------------------------------------------------
[Statedef 20011]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim =2001
sprpriority = 6

;=======================================;
;PROJECTILE REFLECTION COMPATIBILITY    ;
;?????????????                   ;
;by Vans                                ;
;GUIDE:                                 ;
;FOR PROJECTILE / ?????              	;
;sysvar(0) = 131072                     ;
;sysvar(1) = REFLECTED_BEHAVIOR_STATE   ;
;=======================================;
[State 1005, COMPATIBILITY]
type = VarSet
trigger1 = !time 
sysvar(0) = 131072
[State 1005, REFLECTED STATE]
type = VarSet
trigger1 = !time
sysvar(1) = 2001

;ignorehitpause = 
;persistent = 

;=======================================;



;ignorehitpause = 
;persistent = 




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


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


[State 3005, hitoverride]
type=hitoverride
trigger1= 1
time=-1
attr=SCA,AA,AP,AT
stateno=1102

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




[State 1005, This is for fossils]
type = Projectile
trigger1 = !time
trigger2= numprojid(1105)=0&&time%2=0
ProjID = 1105
affectteam=f
projanim = 1107
projhitanim = -1
projremanim = -1
projscale = 0,0
offset=0,0
projpriority = 1
projremovetime = -1
postype = p1         ;p2,front,back,left,right
velocity = fvar(1),0
[State 0, VelSet]
type = VelSet
trigger1 =movecontact 
x =2
[State 210, 2]
type = HitDef
trigger1 =  time > 0 && hitcount=0
trigger2= time%5=0
affectteam=f
attr = S, SP
animtype  = up
damage =44,5
guardflag = MA
hitflag=MAF
pausetime =0,5
sparkno = s4020
guard.sparkno = s4120
hitsound = s400,5
guardsound = s2,2
sparkxy = 0,-0
ground.type = High
getpower=0,0
ground.hittime = 10
guard.ctrltime=7
ground.slidetime = 21
ground.velocity = -4.75,-8.25
air.velocity = -4.25,-8.25
fall.xvelocity = -4.05
fall.yvelocity = -3.75
fall = 1
fall.recover=0
air.juggle = ifelse(root,var(5)=1,16,0)
guard.velocity = -6
airguard.velocity = -6,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel= .62
[State 0, VarSet]
type = Varadd
trigger1 = movecontact=1 || root,numprojid(1105)=0
v = 2   ;fv = 10
value = 1
ignorehitpause =0 
;persistent = 
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "var(10) = %d  vel x = %f"
params = var(2),vel x

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





;[State 0, VarSet]
;type = parentVaradd
;triggerall=parent,var(10)=0
;trigger1 =projcontact1002=1 
;v = 57    ;v = 570
;value = ifelse((movehit),25,12)
;ignorehitpause=1
;[State 0, VarSet]
;type = parentVaradd
;triggerall=parent,var(10)=0
;trigger1 =projcontact1003=1 
;v = 57    ;v = 570
;value = ifelse((movehit),10,5)
;ignorehitpause=1

;persistent = 


[State 0, DestroySelf]
type = DestroySelf
trigger1 = (frontedgedist <= -40 || backedgedist <= -40) && time > 5


[State 210, 5]
type = ChangeState
trigger1 = (var(2)=5)
value = 1102
;-----------------------------------------------
[Statedef 1102]
type    = A
movetype= I
physics = N
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim =1105
sprpriority = 9

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

[State 0, Explod]
type = Explod
trigger1 =time=0
anim =2002
ID =1001
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1


[State 210, 5]
type = destroyself
trigger1 = time = 1
;=========================================================================
[StateDef 7000]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =10000
poweradd = 20


[State 0, Explod]
type = Explod
triggerall = roundstate=2
trigger1 =time=0
anim =10001
ID = 11011
pos = ifelse(teamside=1,15,178),231
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 = 1
removeongethit = 0
ignorehitpause =1
;----------
[State 0, Explod]
type = Explod
triggerall = roundstate=2
triggerall =(root,var(57) =[1,499]) && root,var(10)=0
trigger1= numexplod(11000)<1
anim =10002
ID = 11000
pos = ifelse(teamside=1,22,296),232
postype = left  ;p2,front,back,left,right
facing = ifelse(teamside=1,1,-1)
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
scale = 1,1
sprpriority = 7
ontop =1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1
[State 0, Explod]
type = Explod
triggerall = roundstate=2
triggerall =root,var(57) >=500 || root,var(10)=1
trigger1= numexplod(11003)<1
anim =10003
ID = 11003
pos = ifelse(teamside=1,22,296),232
postype = left  ;p2,front,back,left,right
facing = ifelse(teamside=1,1,-1)
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
scale = 1,1
sprpriority =7
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = root,var(57)<=500
ID =11000
scale = .00201*(root,var(57)),1
ignorehitpause =1
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = root,var(57)<=500
ID =11003
scale = .00201*(root,var(57)),1
ignorehitpause =1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =(root,var(10)=0&&root,var(57)<500)
id = 11003
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =(root,var(57)>499)
id = 11000
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =roundstate!=2 
id =11003 
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =roundstate!=2 
id =11000 
ignorehitpause = 1
[State 0, Explod]
type = Explod
triggerall = roundstate=2
triggerall =root,var(57) >500
trigger1= numexplod(11001)<1
anim =10003
ID = 11001
pos = ifelse(teamside=1,78,240),232
postype = left  ;p2,front,back,left,right
facing = ifelse(teamside=1,1,-1)
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
scale = 1,1
sprpriority = 7
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID =11001
scale = .002004*(root,var(57)-500),1
ignorehitpause =1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =root,var(57)<500 
id = 11001
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =roundstate!=2 
id =11001 
ignorehitpause = 1
;trans = 
;persistent =
;supermove = 0
;pausemove = 0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =roundstate!=2 
id =11011 
ignorehitpause = 1
;persistent = 

[State 0, VarSet]
type = parentVaradd
trigger1 =root,var(10)=1 
v = 57    ;v = 570
value = -1
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = roundstate=2
trigger1 =time=0
anim =9999
ID = 11011
pos = ifelse(teamside=1,15,178),231
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 = 6
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, VarSet]
type =Varset
triggerall=var(23)=0&&var(24)=0
trigger1 = root,movetype=H && root,statetype=A && root,time=1
v = 23   ;fv = 10
value = 1
ignorehitpause =1
persistent=1
[State 0, VarSet]
type = VarSet
trigger1 =var(23)=1 && gametime%2=1
v = 24    ;fv = 10
value = 1
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 =root,statetype=A && root,movetype!=H
v = 24    ;fv = 10
value = 0
ignorehitpause = 1
;persistent = 


[State 0, VarSet]
type = parentVaradd
trigger1 =var(23)=1 && time%2=0
v = 23   ;fv = 10
value = 1
ignorehitpause =1 
[State 0, VarSet]
type = VarSet
trigger1 = var(23)=1 
v =23   ;fv = 10
value = 0
ignorehitpause =1 
[State 0, VarSet]
type = parentVarSet
trigger1 =root,var(23)>=3 
v = 24   ;fv = 10
value = 1
ignorehitpause =1 
;ignorehitpause =
;persistent =

[State 192, end]
type = destroyself
trigger1 =roundstate!=2
;---------------------------------------------------------------------------------------------------
[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

;---adjust for p2's position
[State 0, VarSet]
type = Varadd
triggerall = var(20)=0
trigger1 = p2statetype=L 
v = 0    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype!=L
v = 0    ;fv = 10
value = -1
[State 0, VarSet]
type = VarSet
triggerall = var(8)=0 && (  enemy,gethitvar(hitshaketime)=1||p2stateno=2011 &&p2movetype=H ||p2stateno=1292 &&p2movetype=H)
trigger1=  enemy,hitfall
v = 35  ;fv = 10
value = 40
[State 0, VarSet]
type = Varadd
trigger1 = var(35)>0 
v = 35  ;fv = 10
value = -1
[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 falltime=%d"
params = var(21),var(20),var(10),(var(11)),var(0)
ignorehitpause = 1
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 =1 
v = 59    ;fv = 10
value = root,AILevel
[State 2, VarSet]
type = Varset
trigger1 =var(10)>=0
trigger2 =var(11)>=0
trigger3 =var(12)>=0
trigger4 =var(13)>=0
trigger10 =var(20)>=0
trigger11 =var(21)>=0
v = 2   ;fv = 10
value = 1
ignorehitpause = 1

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

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

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



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

[State 7, VarSet]
type = VarSet
trigger1 =  p2stateno=var(6)
v =7   ;fv = 10
value = 1
ignorehitpause = 1
[State 8, VarSet]
type = VarSet
trigger1 = root,stateno=5120 
v = 8    ;fv = 10
value = 6
[State 8, VarSet]
type = Varadd
trigger1 = root,stateno!=5120 && var(8)>0
v = 8    ;fv = 10
value = -1
[State 8, VarSet]
type = VarSet
triggerall = var(13) || root,p2bodydist x= [15,45]
trigger1 = p2stateno=5201 && enemy,time >10 
trigger2 = p2stateno=5210 && enemy,time >10 
trigger3 = p2stateno=5120 && enemy,time >13
v = 9    ;fv = 10
value = 1
;enough for lights
[State 10, Explod]
type = varset
triggerall = var(10)=0
triggerall = p2statetype!=A
trigger1 = root,movehit=1 && ((root,stateno=600||root,stateno=630||root,stateno=610||root,stateno=645)) && root,pos y <=-30 && root,var(3)=2
v=10
value=1
ignorehitpause = 1
;enough for heavys
[State 0, Explod]
type = varset
triggerall = var(11)=0
triggerall = p2statetype!=A
trigger1 = root,movehit=1 && ((root,stateno=600||root,stateno=630||root,stateno=615||root,stateno=610||root,stateno=640||root,stateno=645)) && root,var(3)!=2
trigger2 = root,movehit=1 && ((root,stateno=600||root,stateno=630||root,stateno=610||root,stateno=645)) && root,pos y >-30 && root,var(3)=2
v=11
value=1

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


;persistent = 


;ignorehitpause = 
;persistent = 

;persistent = 

;------can air dash
[State 0, Explod]
type = varset
trigger1= enemy,const(size.head.pos.y)<=-90
v=14
value=1
ignorehitpause =1


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

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

;persistent = 


;persistent = 


;bait
;[State 16, VarSet]
;type = Varadd
;triggerall = var(17)=0
;triggerall = root,numprojID(1000)
;triggerall = enemy,hitshakeover
;trigger1=helper(1001),moveguarded=1
;v =16  ;fv = 10
;value = 1
;ignorehitpause =0
;persistent = 

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


;persistent = 

;1000

;1001

;ignorehitpause = 
;persistent = 


;1000
[State 0, Explod]
type = varset
triggerall = var(20)=0
triggerall = root,var(25)=0
triggerall = root,stateno!=[1000,3300]
triggerall = root,p2bodydist x >50|| root,movecontact 
triggerall = root,movetype!=H&& root,stateno!=[120,155]
triggerall = root,ctrl ||root,stateno=20||root,movecontact||root,stateno=[101,102] 
triggerall = (root,var(19)=0||root,var(17)<=10)
trigger1= root,p2bodydist x+20>= var(0) && enemy,pos y >=0 && var(0)>-1
trigger2= (random<25*var(59))&&( enemy,numproj>0||root,p2bodydist x =[50,120])
trigger3= root,moveguarded && root,stateno=[200,499]
v=20
value=1
ignorehitpause =1
;1001
[State 0, Explod]
type = varset
triggerall = var(20)=0
triggerall = root,stateno!=[1000,3300]
triggerall = root,var(25)=0
triggerall = root,p2bodydist x >110
triggerall = root,movetype!=H && root,stateno!=[120,155]
triggerall = root,ctrl ||root,stateno=20||root,stateno=[101,102]
triggerall = (root,var(19)=0||root,var(17)<=10)
trigger1= root,p2bodydist x+35>= var(0) && enemy,pos y >=0 && var(0)>-1
trigger2= (random<15*var(59))&& root,p2bodydist x >120 &&enemy,numproj=0
trigger3= (random<25*var(59))&&( enemy,numproj>0||root,p2bodydist x >160)
v=21
value=1
ignorehitpause =1
;walking
[State 25, VarSet]
type = VarSet
triggerall = random <249|| root,var(41)>0
triggerall = p2statetype!=A|| p2movetype=H 
trigger1 = ((enemy,movetype !=A)|| root,p2bodydist x >5)&& p2statetype!=L && root,var(41)=0
trigger2 = root,backedgebodydist <30 && p2movetype=A&& root,var(41)=0
trigger3 = root,p2bodydist x <0 && p2statetype=A  && root,var(41)=0
trigger4 = root,var(41)>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 || root,movehit&&root,statetype!=A
v =10
value=0
ignorehitpause = 1
[State 11, RemoveExplod]
type = varset
trigger1 = p2movetype!=H|| root,movehit&&root,statetype!=A
v = 11
value=0
ignorehitpause = 1

[State 12, RemoveExplod]
type = varset
trigger1 =root,var(11)=1
v = 12
value=0
ignorehitpause = 1

[State 13, RemoveExplod]
type = varset
trigger1 =root,var(11)=0
trigger2 = var(12)=1
trigger3= !root,var(17)
v = 13
value=0
ignorehitpause = 1
;persistent = 

;200
[State 0, RemoveExplod]
type = varset
trigger1 = (root,var(25)=1)|| root,movetype=H
trigger2= root,p2bodydist x <60 && !root,moveguarded
trigger3= (root,var(19)=1||root,var(17)>10)
trigger4 = root,stateno=[1000,3300]
trigger5 = root,stateno=[700,799]
trigger6=root,stateno=200
trigger7=root,stateno=210 
trigger8=root,stateno=230
trigger9=root,stateno=240 
v = 20
value=0
ignorehitpause = 1
;230
[State 0, RemoveExplod]
type = varset
trigger1 = root,var(25)=1|| root,movetype=H
trigger2= root,p2bodydist x <120&& !root,moveguarded
trigger3= (root,var(19)=1||root,var(17)>10)
trigger4 = root,stateno=[1000,3300]
trigger5 = root,stateno=[700,799]
trigger6=root,stateno=200
trigger7=root,stateno=210 
trigger8=root,stateno=230
trigger9=root,stateno=240 
v=21
value=0
ignorehitpause = 1


[State 25, VarSet]
type = VarSet
triggerall = root,var(41)=0
triggerall = root,backedgebodydist >30
trigger1 =  enemy,movetype =A && enemy,numproj =0
trigger2 = root,p2bodydist x <5 && p2statetype=L && root,var(41)=0
trigger3 = p2statetype=A && p2movetype!=H&& root,p2bodydist x <5 && p2statetype!=L && root,var(41)=0
v = 25   ;fv = 10
value = 0

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

 [State 0, DestroySelf]
type = DestroySelf
trigger1 =roundstate!=2
;---------------------------------------------------------------------------
[Statedef 11009]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 10000
ctrl = 0
sprpriority = -2

[State 11009, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = S400,13

[State 0, AssertSpecial]
type = AssertSpecial
Triggerall = time = [0,60]
trigger1 =1
ignorehitpause = 1
persistent = 1
flag = noBG
flag2 = noFG
flag3 = noshadow

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [0,60]
flag=nomusic


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

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


[State 0, Explod]
type = Explod
trigger1 =time=0
anim =8100
ID = 9999
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0 
scale = .667,ifelse(GameHeight=180,0.5980066445182724,0.7973421926910299)
sprpriority = -8
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 =time=0
anim =8101
ID = 9999
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0 
scale = .667,ifelse(GameHeight=180,0.5980066445182724,0.7973421926910299)
sprpriority = -9
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1



[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time >60
flag = invisible


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 669