; MvC2 Ryu By Kamekaze Helper states

;--------------------------------------------------------------------------------------------
[Statedef 185]
type    = S
movetype= I
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim =185
sprpriority = 2



[State 0, VelSet]
type = VelSet
trigger1 = time>18
y = -sin(time*.08)
;ignorehitpause = 
;persistent = 

;--------------------------------------------------------------------------------------------
[Statedef 1007]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim =1007
sprpriority = 2




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

[State 1, Shadow Effect]
type = AfterImage
triggerall = 1
trigger1 = time = 0 ;frame shadow should start
FrameGap = 1 ;adjust these to your liking
length = 8
timegap = 3
PalBright = 1,1,1
PalContrast = 60,60,60
PalAdd = 2,2,2
PalMul = 1,1,1
Trans = Add
time = 2;lengh in occurance


[State 3050, Super C]
type = AfterImageTime
triggerall = parent,palno =[7,12]
trigger1 = AnimElemTime(1) >= 0
time = 2

;[State 0, VelSet]
;type = VelSet
;trigger1 = var(2) != 1
;triggerall = var(3) = 3
;x = 6

;[State 0, VelSet]
;type = VelSet
;trigger1 = var(2) != 1
;triggerall = var(3) = 2
;x = 4

;[State 0, VelSet]
;type = VelSet
;trigger1 = var(2) != 1
;triggerall = var(3) = 1
;x = 2
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 210, 5]
type = destroyself
trigger1 = animtime = 0
ctrl = 1


;--------------------------------------------------------------------------------------------
[Statedef 1009]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim =1202
sprpriority = 2

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


[State 210, 5]
type = destroyself
trigger1 = time = 10
;--------------------------------------------------------------------------------------------
[Statedef 1010]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,-5
anim =1202
sprpriority = 2

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


[State 330, 5]
type = VelAdd
trigger1 =1
y = .45

[State 210, 5]
type = destroyself
trigger1 = time = 35||pos y > 0

;--------------------------------------------------------------------------------------------
[Statedef 1051]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim =1052
sprpriority = 2

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 0, PosSet]
type = PosSet
trigger1 =time=0
x=parent,pos x+(20*parent,facing)

[State 0, PosSet]
type = PosSet
trigger1 =1
y = 0

[State 0, Explod]
type = Explod
trigger1 = time=6
anim =1053
ID =1052
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 = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =parent,pos y >-14 && root,vel y >0 || parent,stateno!=1050
id = 1052
ignorehitpause=1

[State 210, 5]
type = destroyself
trigger1 = parent,pos y >-14 && root,vel y >0 || parent,stateno!=1050
;---------------------------------------------------------------------------------
[Statedef 1101]
type    = S
movetype= I
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
anim =1101
sprpriority = 2
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =animtime=0&&anim=1101
value = 1102
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S3,4

[State 0, PlaySnd]
type = PlaySnd
trigger1 =(anim=1102||anim=1103||anim=1104||anim=1105)&&animelem=3
value = S3,5

[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem=5&&anim=1103
value = S2,8
channel=2
[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem=6&&anim=1104
value = S2,7
channel=2


[State 0, ChangeAnim]
type = ChangeAnim
triggerall = p2bodydist x <=65
triggerall = var(16)=[5,6]
triggerall = anim!=[1103,1109]
triggerall = statetype!=A&&(time=[41,46])
trigger1 =animtime=0&&anim=1102
value = 1103

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = p2bodydist x <=80
triggerall = var(16)=4
triggerall = anim!=[1103,1109]
triggerall = statetype!=A&&(time=[41,46])
trigger1 =animtime=0&&anim=1102
value = 1104

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = p2bodydist x <=80
triggerall = var(16)=[1,3]
triggerall = anim!=[1103,1109]
triggerall = statetype!=A&&(time=[41,46])
trigger1 =animtime=0&&anim=1102
value = 1105
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 =time=10
v =21     ;fv =
value = 1




[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 16    ;fv = 10
value = parent,var(9)
ignorehitpause = 1
persistent = 1


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =anim=1102&&animelemtime(3)>=0
statetype = A       ;S,A,C,L
movetype =I        ;I,A,H
physics = N

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =(anim=1103||anim=1103||anim=1104||anim=1105)&&animelemtime(3)>=0
statetype = A       ;S,A,C,L
movetype =A        ;I,A,H
physics = N

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =anim=1102&&animelemtime(3)<0
statetype = S       ;S,A,C,L
movetype =I        ;I,A,H
physics = N       ;A,C,S,N

[State 0, VarSet]
type = parentVaradd
trigger1 =anim=1102&&animelem=2
v = 7  ;fv = 10
value = 1

[State 0, VarSet]
type = parentVarset
trigger1 =time=0
v = 7  ;fv = 10
value = 0

[State 0, VelSet]
type = VelSet
trigger1 = (anim=1102||anim=1103||anim=1104||anim=1105)&&animelem=3
x = 2.4
y= -6.5

[State 0, VelAdd]
type = VelAdd
trigger1 = (anim=1102||anim=1103||anim=1104||anim=1105)&&animelemtime(3)>=0
y = .77
[State 0, PosSet]
type = PosSet
trigger1 =(anim=1102||anim=1103||anim=1104||anim=1105) &&animelemtime(3)<0
y = 0

[State 0, PosSet]
type = PosSet
trigger1 =anim=1108
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = (anim=1102||anim=1103||anim=1104||anim=1105||anim=1108) &&animelemtime(3)<0
x = 0
y= 0


[State 0, ChangeAnim]
type = ChangeAnim
triggerall= parent,var(7)<1||(p2bodydist x >65||(p2bodydist x>50 &&(var(16)=[1,3])))
trigger1 =pos y >0&&anim=1102 &&animelemtime(3)>0 && parent,var(7)<8
value = 1102
;----------------------------------------------
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = var(16)=4
triggerall= p2bodydist x <=80
trigger1 =pos y >0&&anim=1102 &&animelemtime(3)>0
value = 1104

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 6 &&anim=1104
attr = S, SA
animtype  = Medium
damage    =85,12
guardflag = MA
pausetime = 8,8
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-29
hitsound   = S1,2
guardsound = S3,1
guard.ctrltime = 10
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
air.hittime=18
ground.velocity = -4
air.velocity = -2.5,-4
id=200

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
;----------------------------------------------
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = var(16)=[5,6]
triggerall= p2bodydist x <=65
trigger1 =pos y >0&&anim=1102 &&animelemtime(3)>0
value = 1103

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 5 &&anim=1103
attr = S, SA
animtype  = Medium
damage    =85,12
guardflag = MA
pausetime = 8,8
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-29
hitsound   = S1,2
guardsound = S3,1
guard.ctrltime = 10
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
air.hittime=18
ground.velocity = -4
air.velocity = -2.5,-4
id=200

;----------------------------------------------
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = var(16)=[1,3]
triggerall= p2bodydist x <=50
trigger1 =pos y >0&&anim=1102 &&animelemtime(3)>0
value = 1105

[State 210, 2]
type = HitDef
trigger1 = AnimElemtime(3)>=0&&animelemtime(5)<0 &&anim=1105
attr = S, ST
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 1104
p2stateno = 1105
hitsound = S800,0
fall = 1

[State 0, VarSet]
type = parentVarSet
trigger1 =movehit
v = 15    ;fv = 10
value = 1
;ignorehitpause =
;persistent =
[State 0, HitOverride]
type = HitOverride
trigger1 =1
attr = SCA,AA,AP       ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 1103
time = 1
forceair = 0
[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AA,AP
;value2 = S,NA
time = 1
;---------------------------------------------
[State 0, ChangeAnim]
type = ChangeAnim
triggerall= pos y >0
trigger1 =(anim=1102||anim=1103||anim=1104||anim=1105) &&animelemtime(4)>0&& ((parent,var(7)=8&&anim=1102)||anim!=1102)
value = 1108

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = anim=1108 &&animtime=0
v =21     ;fv =
value = 0
[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime=0&&anim=1108
;---------------------------------------------------------------------------------
[Statedef 1102]
type    = S
movetype= I
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
anim =1101
sprpriority = 2
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v =21     ;fv =
value = 0
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =animtime=0&&anim=1101
value = 1102
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S3,4

[State 0, PlaySnd]
type = PlaySnd
trigger1 =(anim=1102||anim=1103||anim=1104||anim=1105)&&animelem=3
value = S3,5

[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem=5&&anim=1103
value = S2,8
channel=2
[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem=6&&anim=1104
value = S2,7
channel=2


[State 0, ChangeAnim]
type = ChangeAnim
triggerall = p2bodydist x <=65
triggerall = var(16)=[5,6]
triggerall = anim!=[1103,1109]
triggerall = statetype!=A&&(time=[41,46])
trigger1 =animtime=0&&anim=1102
value = 1103

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = p2bodydist x <=80
triggerall = var(16)=4
triggerall = anim!=[1103,1109]
triggerall = statetype!=A&&(time=[41,46])
trigger1 =animtime=0&&anim=1102
value = 1104

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = p2bodydist x <=80
triggerall = var(16)=[1,3]
triggerall = anim!=[1103,1109]
triggerall = statetype!=A&&(time=[41,46])
trigger1 =animtime=0&&anim=1102
value = 1105


[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 17    ;fv = 10
value = parent,var(9)
;ignorehitpause =
;persistent =


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =anim=1102&&animelemtime(3)>=0
statetype = A       ;S,A,C,L
movetype =I        ;I,A,H
physics = N

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =(anim=1103||anim=1103||anim=1104||anim=1105)&&animelemtime(3)>=0
statetype = A       ;S,A,C,L
movetype =A        ;I,A,H
physics = N

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =anim=1102&&animelemtime(3)<0
statetype = S       ;S,A,C,L
movetype =I        ;I,A,H
physics = N       ;A,C,S,N

[State 0, VarSet]
type = parentVaradd
trigger1 =anim=1102&&animelem=2
v = 18  ;fv = 10
value = 1

[State 0, VarSet]
type = parentVarset
trigger1 =time=0
v = 18 ;fv = 10
value = 0

[State 0, VelSet]
type = VelSet
trigger1 = (anim=1102||anim=1103||anim=1104||anim=1105)&&animelem=3
x = 2.4
y= -6.6

[State 0, VelAdd]
type = VelAdd
trigger1 = (anim=1102||anim=1103||anim=1104||anim=1105)&&animelemtime(3)>=0
y = .77
[State 0, PosSet]
type = PosSet
trigger1 =(anim=1102||anim=1103||anim=1104||anim=1105) &&animelemtime(3)<0
y = 0

[State 0, PosSet]
type = PosSet
trigger1 =anim=1108
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = (anim=1102||anim=1103||anim=1104||anim=1105||anim=1108) &&animelemtime(3)<0
x = 0
y= 0


[State 0, ChangeAnim]
type = ChangeAnim
triggerall= parent,var(18)<1||(p2bodydist x >80||(p2bodydist x>50 &&(var(17)=[1,3])))
trigger1 =pos y >0&&anim=1102 &&animelemtime(3)>0 && parent,var(18)<8
value = 1102
;----------------------------------------------
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = var(17)=4
triggerall= p2bodydist x <=80
trigger1 =pos y >0&&anim=1102 &&animelemtime(3)>0
value = 1104

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 6 &&anim=1104
attr = S, SA
animtype  = Medium
damage    =85,12
guardflag = MA
pausetime = 8,8
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-29
hitsound   = S1,2
guardsound = S3,1
guard.ctrltime = 10
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
air.hittime=18
ground.velocity = -4
air.velocity = -2.5,-4
id=200


;----------------------------------------------
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = var(17)=[5,6]
triggerall= p2bodydist x <=80
trigger1 =pos y >0&&anim=1102 &&animelemtime(3)>0
value = 1103

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 5 &&anim=1103
attr = S, SA
animtype  = Medium
damage    =85,12
guardflag = MA
pausetime = 8,8
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-29
hitsound   = S1,2
guardsound = S3,1
guard.ctrltime = 10
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
air.hittime=18
ground.velocity = -4
air.velocity = -2.5,-4
id=200


;----------------------------------------------
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = var(17)=[1,3]
triggerall= p2bodydist x <=50
trigger1 =pos y >0&&anim=1102 &&animelemtime(3)>0
value = 1105

[State 210, 2]
type = HitDef
trigger1 = AnimElemtime(3)>=0&&animelemtime(5)<0 &&anim=1105
attr = S, ST
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 1104
p2stateno = 1105
hitsound = S800,0
fall = 1

[State 0, VarSet]
type = parentVarSet
trigger1 =movehit
v = 15    ;fv = 10
value = 1
;ignorehitpause =
;persistent =
[State 0, HitOverride]
type = HitOverride
trigger1 =1
attr = SCA,AA,AP       ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 1103
time = 1
forceair = 0
[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AA,AP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

;---------------------------------------------
[State 0, ChangeAnim]
type = ChangeAnim
triggerall= pos y >0
trigger1 =(anim=1102||anim=1103||anim=1104||anim=1105) &&animelemtime(4)>0&& ((parent,var(18)=8&&anim=1102)||anim!=1102)
value = 1108


[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime=0&&anim=1108
;---------------------------------------------------------------------------------
[Statedef 1103]
type    = U
movetype= H
physics = N
poweradd= 0
ctrl = 0
velset = -4,0
anim =ifelse(statetype=A,1107,1108)
sprpriority = 0

[State 0, PosSet]
type = PosSet
trigger1 =anim=1108
y = 0
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = time=0
v =21     ;fv =
value = 0

[State 0, VelAdd]
type = VelAdd
trigger1 =anim=1107
y = .55

[State 0, PosAdd]
type = PosAdd
trigger1 = pos y >0&&anim=1107
x = -10

[State 0, VelSet]
type = VelSet
trigger1 = anim=1108&&animelemtime(3)<0
x = 0
y= 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =pos y >0&&anim=1107
value = 1108
[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime=0&&anim=1108
;----------------------------------------------------------------------
[Statedef 1104]
type = A
movetype= A
physics = N
anim = 1106
poweradd = 60

;[State 810, Width 2-11]
;type = Width
;trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(3) < 0
;edge = 0,25
;player = 0,25
;value = 0,25

[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S2,5
channel=2
[State 0, BindToTarget]
type = BindToTarget
trigger1 =animelemtime(1)>=0&animelemtime(9)<0&&anim=1106
pos = 40,-30;,"Foot";"Mid","Head"

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = time=0
v =21     ;fv =
value = 0
[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 1&&anim=1106
value = -85
kill=0

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 9&&anim=1106
value = -43

[State 810, Throw]
type = TargetState
trigger1 = AnimElem =9&&anim=1106
value =1106

[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(9)<0&&anim=1106
x = 0
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = animelem=9&&anim=1106
x = -2

[State 0, PosSet]
type = PosSet
trigger1 =anim=1108
y = 0

[State 0, VelAdd]
type = VelAdd
trigger1 =anim=1106 &&animelemtime(9)>=0
y = .65

[State 0, PosAdd]
type = PosAdd
trigger1 = pos y >0&&anim=1106 &&animelemtime(9)>=0
x = -10

[State 0, VelSet]
type = VelSet
trigger1 = anim=1108 &&animelemtime(3)<0
x = 0
y= 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =pos y >0&&anim=1106 &&animelemtime(9)>=0
trigger2= pos y >0&&enemynear,stateno!=1105 && anim=1106
value = 1108

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime=0&&anim=1108

;----------------------------------------------------------------------
[Statedef 1105]
type = A
movetype = H
physics = N
velset = 0,0

[State 3545, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 1109

[State 0, SelfState]
type = SelfState
trigger1 = !enemy,alive
value = 5050



[State 210, 3]
type = sprpriority
trigger1 = time = 0
value = -1
;----------------------------------------------------------------------
[Statedef 1106]
type =A
movetype = H
physics =N
velset = -2,-8
poweradd = 40

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .6

[State 3545, 1]
type = ChangeAnim
triggerall = life>0
trigger1 = time = 0
value = 5040


[State 3545, 1]
type = ChangeAnim
triggerall = life=0
trigger1 = selfanimexist(5061) && time = 0
value = 5061

[State 3545, 1]
type = ChangeAnim2
triggerall = life=0
trigger1 =!selfanimexist(5061) && time = 0
value = 1110

[State 821, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = pos y >0 && time>15
trigger1 = life>0
value = 52;HITFALL_AIRRECOVER

[State 821, 4] ;Hit ground
type = SelfState
triggerall = anim=5061||anim=1110
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5050 ;Hit ground

;---------------------------------------------------------------------------------
[Statedef 3001]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
anim =3005
sprpriority = 2

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
persistent = 1
[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP
;value2 = S,NA
time = 1
ignorehitpause = 1
persistent = 1
[State 3005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AP
forceair = 1
stateno=3002
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 =1 
text = "var(14) = %d  var(13) = %d"
params = var(14),(root,var(19))
[State 0, VelSet]
type = VelSet
trigger1 =anim=3005 &&animelemtime(4)>0
x = 4.5

[State 0, TargetBind]
type = TargetBind
triggerall = anim=3006 && p2stateno=3003
trigger1 =animelemtime(1)>=0&&animelemtime(3)<0
pos = 50,0
id=3000

[State 0, TargetBind]
type = TargetBind
triggerall = anim=3006 && p2stateno=3003
trigger1 =animelemtime(3)>=0&&animelemtime(4)<0
pos = 46,-72
id=3000

[State 0, TargetBind]
type = TargetBind
triggerall = anim=3006 && p2stateno=3003
trigger1 =animelemtime(3)>=0&&animelemtime(4)<0
pos = 46,-72
id=3000

[State 0, TargetBind]
type = TargetBind
triggerall = anim=3006 && p2stateno=3003
trigger1 =animelemtime(4)>=0&&animelemtime(5)<0
pos = 48,-70
id=3000

[State 0, TargetBind]
type = TargetBind
triggerall = anim=3006 && p2stateno=3003
trigger1 =animelemtime(5)>=0&&animelemtime(6)<0
pos = 42,-136
id=3000

[State 0, TargetBind]
type = TargetBind
triggerall = anim=3006 && p2stateno=3003
trigger1 =animelemtime(5)>=0&&animelemtime(6)<0
pos = 3,-177
id=3000

[State 0, TargetBind]
type = TargetBind
triggerall = anim=3006 && p2stateno=3003
trigger1 =animelem=6
pos = 2,-175
id=3000

[State 210, 2]
type = HitDef
trigger1 = animelemtime(4)>=0
attr = S, HP
animtype  = Medium
damage    = 28,5
guardflag = MA
pausetime = 2,2
sparkxy = 0,-20
getpower = 0
sparkno = S7005+(random%3)
guard.sparkno = S7009
hitsound   = S2,2
guardsound = S3,1
ground.type = High
ground.slidetime = 13
ground.hittime  = 13
ground.velocity = 1
air.velocity = -4,-1.5
fall.recover = 0
p2facing=1

kill=0
id=3000
[State 0, TargetState]
type = TargetState
triggerall = anim!=3007
triggerall = NumTarget(3000)
trigger1 =movehit && p2stateno!=3003
value =3003
ID = 3000
;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = parentVarset
trigger1 = movehit && numtarget(3000)
v = 19   ;fv = 10
value = 1
persistent = 1

[State 0, VarSet]
type = parentVarset
trigger1 = moveguarded||movehit && !numtarget(3000)
v = 19   ;fv = 10
value = 2
persistent = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 =anim=3005 &&animelem=4
value = S3,7


[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim!=3007
trigger1 = movehit&&anim!=3006 && p2stateno=3003
value = 3006
[State 0, PlaySnd]
type = PlaySnd
trigger1 =anim=3006 &&animelemtime(1)=1
value = S3,8

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

[State 0, TargetLifeAdd]
type = targetLifeAdd
triggerall = root,anim=3004
trigger1 =root,animelem= 4
trigger2 =root,animelem= 9
trigger3 =root,animelem= 12
trigger4 =root,animelem= 15
trigger5 =root,animelem= 24
trigger6 =root,animelem= 27
value = -28
id=3000
kill = 0
[State 0, TargetLifeAdd]
type =targetLifeAdd
triggerall = root,anim=3004
trigger1 =root,animelem= 29
value = -75
id=3000
kill = 1

[State 210, 5]
type = Changeanim
triggerall = anim!=3007
trigger1 = moveguarded||root,anim=3004||root,stateno!=3000
value = 3007
ignorehitpause=1

[State 0, VarSet]
type = parentVarset
trigger1 = anim=3007||((frontedgedist <= -85 || backedgedist <= -85) && time > 5)
v = 19   ;fv = 10
value = 2
persistent = 1
ignorehitpause=1
[State 210, 5]
type = destroyself
trigger1 = root,animelem=30 ||((frontedgedist <= -90 || backedgedist <= -90) && time > 5) || moveguarded && animelemtime(3)>=0 || root,stateno!=3000 ||movehit&&!numtarget(3000)
;-----------------------------
[Statedef 3002]
type=S
movetype=I
physics = S
anim=3007
sprpriority=2

[State 0, VarSet]
type = parentVarset
trigger1 = 1
v = 19   ;fv = 10
value = 2
persistent = 1
ignorehitpause=1
[State 210, 5]
type = destroyself
trigger1 = animtime=0
;===============================
[Statedef 4000]
type = S
movetype = I
physics = S
anim = 6000
sprpriority = -2

[State 9999, Floor]
type = PosSet
trigger1 = 1
X = 0
Y = 0

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




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


[State 9999,Destory self]
type = DestroySelf
trigger1 = parent,stateno!=3000
trigger1 = parent,stateno!=3004
trigger1 = parent,stateno !=3100
trigger1 = parent,stateno !=3101
trigger1 = parent,stateno !=3500
trigger1 = parent,stateno !=3501
trigger1 = parent,stateno !=3800
trigger1 = parent,stateno !=3801
trigger1 = parent,stateno !=4004
trigger1 = parent,stateno !=4005
trigger2 = Winko

;===============================
[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
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 = 99999
scale = .5, ifelse(GameHeight=180,.4,.5)
vel = -0.15,0
ownpal = 1




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



;--------------------------------------------------------------------------------------------
[Statedef 3009]
type    = S
movetype= I
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,-21
anim =3011
sprpriority = 9


[State 0, VelAdd]
type = VelAdd
triggerall = parent,animelemtime(25)<0&&parent,animelemtime(63)>0
trigger1 =1
y = .7

[State 0, VelSet]
type = VelSet
trigger1 = parent,animelem=53
y = 28


[State 0, PosFreeze]
type = PosFreeze
trigger1 =parent,animelemtime(25)>0&&parent,animelemtime(63)<0
value = 1



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

[State 210, 5]
type = destroyself
trigger1 = pos y>0 &&time>=20
trigger2=parent,stateno!=3100
;--------------------------------------------------------------------------------------------
[Statedef 3010]
type    = S
movetype=I
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 = parent,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 = parent,var(10) = 0
triggerall = teamside = 2
trigger1 = time = 0
anim =8302
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



;--------------------------------------------------------------------------------------------
[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||p2stateno=821||p2stateno=843||p2stateno=1001) || p2movetype =H   || (p2stateno != [120,150])
v = 14    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = p2movetype!=H || (p2stateno!=441&&p2stateno!=821&&p2stateno!=843&&p2stateno!=1001)&& p2statetype=L &&!root,movehit
trigger2= p2stateno=10613 && enemy,anim=612
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
movetype=I
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 =8311
postype = left
sprpriority =2
pos = 340,60
facing = 1
bindtime = -1
removeongethit = 1
supermovetime = 99999
scale = .5, .5
vel =0,0
ownpal = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent,var(14) = 0



;--------------------------------------------------------------------------
[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, VelSet]
type = VelSet
trigger1 = 1
x = -4.5

[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 911, Destroy]
type = destroyself
trigger1 = time >= 30
;--------------------------------------------------------------------------
[Statedef 163]
physics = N
velset = 0,0
anim = 5333
ctrl = 0


[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 4.5

[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 911, Destroy]
type = destroyself
trigger1 = time >= 30
;---------------------------------------------------------------------------
[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 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 = 7012
ctrl = 0
sprpriority = 5

;ignorehitpause = 
;persistent = 


[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 = 7011
ctrl = 0
sprpriority = 5


[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(2) - StateDef 1001, 1006, 1008, -2
; Var(3) - StateDef 1001, 1006, 1008
; Var(4) - StateDef -2
; Var(5) - StateDef 3002, -2
; Var(6) - StateDef -2
; Var(7) - StateDef -2
; Var(8) - StateDef 1050, 1060, 1062, 3800, -2
; Var(10) - StateDef 1001, 1006, -2
; Var(11) - StateDef -2
; Var(12) - StateDef 3001, 840, -2
; Var(13) - StateDef 3011
; Var(14) - StateDef -2
; Var(15) - StateDef -3
; Var(17) - StateDef 4005
; Var(18) - StateDef 1006, -2
; Var(19) - StateDef 3001
; Var(30) - StateDef -2
; Var(32) - StateDef 3001, -2
; Var(50) - StateDef -2

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

; fVar(2) - StateDef -2
