; MvC2 Ryu By Kamekaze Helper states
;--------------------------------------------------------------------------------------------
[Statedef 9996]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim =56
sprpriority = -4

[State 0, Gravity]
type = Gravity
trigger1 =anim=56
[State 0, VelSet]
type = VelSet
trigger1 =anim!=56
x = 0
y = 0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim!=182
trigger1 = pos y >= 0
value = 182

[State 0, PosSet]
type = PosSet
trigger1 =pos y > 0
y = 0



;--------------------------------------------------------------------------------------------
[Statedef 9997]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim =56
sprpriority = -5
[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim!=183
trigger1 = pos y >= 0
value = 183
[State 0, Gravity]
type = Gravity
trigger1 =anim=56
[State 0, VelSet]
type = VelSet
trigger1 =anim!=56
x = 0
y = 0
[State 0, PosSet]
type = PosSet
trigger1 =pos y > 0
y = 0


;--------------------------------------------------------------------------------------------
[Statedef 9998]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim =56
sprpriority = -3
[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim!=181
trigger1 = pos y >= 0
value = 181
[State 0, Gravity]
type = Gravity
trigger1 =anim=56
[State 0, VelSet]
type = VelSet
trigger1 =anim!=56
x = 0
y = 0


[State 0, PosSet]
type = PosSet
trigger1 =pos y > 0
y = 0

;--------------------------------------------------------------------------------------------
[Statedef 611]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim =611
sprpriority = 2


[State 0, VarSet]
type = Varadd
trigger1 =parent,stateno=610&&parent,animelemtime(11)<0
v = 22    ;fv = 10
value = 1
ignorehitpause=0

[State 0, BindToParent]
type = BindToParent
trigger1 = parent,stateno=610&&parent,animelemtime(11)<0
time = 1
facing = 0
pos = 100,-95
ignorehitpause =1
;persistent =


[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale =  .25+(var(22)*.25),1
ignorehitpause = 1
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim!=612
trigger1 = parent,stateno!=610||parent,animelemtime(11)>=0
value = 612
;elem = 1
;ignorehitpause =
;persistent =

[State 0, DestroySelf]
type = DestroySelf
trigger1 =animtime=0&&anim=612

;-----------------------------------------------------------------------------
[Statedef 1002]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
anim =1002
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) = 10021
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 0    ;fv = 10
value = root,stateno=3000
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 1    ;fv = 10
value = parentdist x <-50
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

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

[State 0, VarSet]
type = parentVarSet
trigger1 = movehit
v = 10   ;fv = 10
value = 0

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 =movehit
v = 15   ;fv =
value = 1
ignorehitpause = 1
persistent = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = 0 
y=-4.225-((var(0))*1.85)


[State 0, VelSet]
type = VelSet
trigger1 = time = 0 && var(1)
x = 1.4125+((var(0))*1.05)
[State 0, VelSet]
type = VelSet
trigger1 = time = 0 && !var(1)
x = -1.4125-((var(0))*1.05)

[State 0, Turn]
type = Turn
trigger1 = time = 0 && var(1)
;ignorehitpause = 
;persistent = 


[State 3005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
forceair = 1
stateno=1012

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 1    ;fv = 10
value = vel x
ignorehitpause = 1
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 2    ;fv = 10
value = vel y
ignorehitpause = 1
[State 0, VarRandom]
type = VarRandom
trigger1 = time=0
v = 21
range = 1000,2000
;ignorehitpause = 
;persistent = 
[State 0, VarRandom]
type = VarRandom
trigger1 = root,numprojid(var(21))>0 && time=0
v = 21
range = 1000,2000
;ignorehitpause = 
;persistent = 



[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



;ignorehitpause = 
;persistent = 
[State 1005, This is for fossils]
type = Projectile
trigger1 = !time
ProjID = var(21)
projanim =anim
projhitanim = -1
projremanim = -1
projscale = 0,0
offset=0,0
projpriority = 1
projremovetime = -1
postype = p1         ;p2,front,back,left,right
velocity = fvar(1),fvar(2)

;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = movecontact && !var(0)
v = 12    ;fv = 10
value = 1
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 =  !movecontact
attr = S, SP
animtype  = up
damage    = ceil(ifelse(var(0),17,43)*root,fvar(2)),10
guardflag = MA
pausetime =9,9
sparkno = S6001
guard.sparkno = S7009
sparkxy = 0,-4
hitsound   = S3,8
guardsound = S3,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
air.hittime=17
ground.velocity = ifelse(root,p2bodydist x <20,-7,7),-5
air.velocity =ifelse(root,p2bodydist x <20,-7,7),-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.8
forcenofall=1
id=ifelse(var(0),1001,200)
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=1015) && enemy,hitshakeover
value =1015
ID =1001
ignorehitpause =0
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

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

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



[State 210, 5]
type = destroyself
trigger1 = ((frontedgedist <= -90 || backedgedist <= -90) && time > 5) || movehit && p2stateno=1015 || moveguarded || root,numprojid(var(21))=0  || root,numprojid(var(21))=0 
;-----------------------------------------------------------------------------
[Statedef 10021]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
anim =1002
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) = 1002

;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

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

[State 0, VarSet]
type = parentVarSet
trigger1 = movehit
v = 11   ;fv = 10
value = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = 0 
y=-4.225-((var(0))*1.85)


[State 0, VelSet]
type = VelSet
trigger1 = time = 0 && var(1)
x = 1.4125+((var(0))*1.05)
[State 0, VelSet]
type = VelSet
trigger1 = time = 0 && !var(1)
x = -1.4125-((var(0))*1.05)

[State 0, Turn]
type = Turn
trigger1 = time = 0 && var(1)
;ignorehitpause = 
;persistent = 


[State 3005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
forceair = 1
stateno=1012

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 1    ;fv = 10
value = vel x
ignorehitpause = 1
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 2    ;fv = 10
value = vel y
ignorehitpause = 1

;ignorehitpause = 
;persistent = 



[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



;ignorehitpause = 
;persistent = 
[State 1005, This is for fossils]
type = Projectile
trigger1 = !time
ProjID = var(21)
projanim =anim
projhitanim = -1
projremanim = -1
projscale = 0,0
affectteam=f
offset=0,0
projpriority = 1
projremovetime = -1
postype = p1         ;p2,front,back,left,right
velocity = fvar(1),fvar(2)

;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = movecontact && !var(0)
v = 12    ;fv = 10
value = 1
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 =  !movecontact
attr = S, SP
affectteam=f
animtype  = up
damage    = ceil(ifelse(var(0),17,43)*root,fvar(2)),10
guardflag = MA
pausetime =9,9
sparkno = S6001
guard.sparkno = S7009
sparkxy = 0,-4
hitsound   = S3,8
guardsound = S3,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
air.hittime=17
ground.velocity = ifelse(enemy,p2bodydist x <20,-7,7),-5
air.velocity =ifelse(enemy,p2bodydist x <20,-7,7),-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.8
forcenofall=1
id=ifelse(var(0),1001,200)
[State 0, TargetState]
type = TargetState
trigger1 =root,statetype= A && movehit=1 && (root,stateno!=1015) && root,hitshakeover
value =1015
ID =1001
ignorehitpause =0
[State 0, TargetState]
type = TargetState
trigger1 =root,statetype= A && movehit=1 && (root,stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

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

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



[State 210, 5]
type = destroyself
trigger1 = ((frontedgedist <= -90 || backedgedist <= -90) && time > 5) || movehit && root,stateno=1015 || moveguarded || root,numprojid(var(21))=0  || root,numprojid(var(21))=0
;-----------------------------------------------------------------------------
[Statedef 1003]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
anim =1003
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) = 10031
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 0    ;fv = 10
value = root,stateno=3000
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 1    ;fv = 10
value = parentdist x <-50
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

;=======================================;
[State 0, VarSet]
type = parentVarSet
trigger1 = movehit
v = 10   ;fv = 10
value = 0

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 =movehit
v = 15   ;fv =
value = 1
ignorehitpause = 1
persistent = 1

[State 0, VarSet]
type = VarSet
trigger1 =time=0 
v =21   ;fv = 10
value = 1

[State 0, VelSet]
type = VelSet
trigger1 = time >= 0
x = -3.1875-((var(0))*2)
y=-3.825-((var(0))*2)

[State 3005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
forceair = 1
stateno=1012

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 1    ;fv = 10
value = vel x
ignorehitpause = 1
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 2    ;fv = 10
value = vel y
ignorehitpause = 1
[State 0, VarRandom]
type = VarRandom
trigger1 = time=0
v = 21
range = 1000,2000
;ignorehitpause = 
;persistent = 
[State 0, VarRandom]
type = VarRandom
trigger1 = root,numprojid(var(21))>0 && time=0
v = 21
range = 1000,2000
;ignorehitpause = 
;persistent = 



[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



;ignorehitpause = 
;persistent = 
[State 1005, This is for fossils]
type = Projectile
trigger1 = !time
ProjID = var(21)
projanim =anim
projhitanim = -1
projremanim = -1
projscale = 0,0
offset=0,0
projpriority = 1
projremovetime = -1
postype = p1         ;p2,front,back,left,right
velocity = fvar(1),fvar(2)


;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = movecontact && !var(0)
v = 12    ;fv = 10
value = 1
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 =  !movecontact
attr = S, SP
animtype  = up
damage    =ceil(ifelse(var(0),17,43)*root,fvar(2)),10
guardflag = MA
pausetime =9,9
sparkno = S6001
guard.sparkno = S7009
sparkxy = 0,-4
hitsound   = S3,8
guardsound = S3,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
air.hittime=17
ground.velocity =ifelse(root,p2bodydist x <20,7,-7),-5
air.velocity =ifelse(root,p2bodydist x <20,7,-7),-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.8
forcenofall=1
id=ifelse(var(0),1001,200)
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=1015) && enemy,hitshakeover
value =1015
ID =1001
ignorehitpause =0
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = movecontact 
flag = invisible
ignorehitpause=1


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

[State 210, 5]
type = destroyself
trigger1 = ((frontedgedist <= -90 || backedgedist <= -90) && time > 5) || movehit && p2stateno=1015 || moveguarded || root,numprojid(var(21))=0 
;-----------------------------------------------------------------------------
[Statedef 10031]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
anim =1003
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) = 1003

;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

;=======================================;
[State 0, VarSet]
type = parentVarSet
trigger1 = movehit
v = 11   ;fv = 10
value = 0



[State 0, VelSet]
type = VelSet
trigger1 = time >= 0
x = -3.1875-((var(0))*2)
y=-3.825-((var(0))*2)

[State 3005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
forceair = 1
stateno=1012

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 1    ;fv = 10
value = vel x
ignorehitpause = 1
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 2    ;fv = 10
value = vel y
ignorehitpause = 1

;ignorehitpause = 
;persistent = 



[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



;ignorehitpause = 
;persistent = 
[State 1005, This is for fossils]
type = Projectile
trigger1 = !time
ProjID = var(21)
projanim =anim
projhitanim = -1
projremanim = -1
projscale = 0,0
affectteam=f
offset=0,0
projpriority = 1
projremovetime = -1
postype = p1         ;p2,front,back,left,right
velocity = fvar(1),fvar(2)


;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = movecontact && !var(0)
v = 12    ;fv = 10
value = 1
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 =  !movecontact
attr = S, SP
affectteam=f
animtype  = up
damage    =ceil(ifelse(var(0),17,43)*root,fvar(2)),10
guardflag = MA
pausetime =9,9
sparkno = S6001
guard.sparkno = S7009
sparkxy = 0,-4
hitsound   = S3,8
guardsound = S3,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
air.hittime=17
ground.velocity =ifelse(root,p2bodydist x <20,7,-7),-5
air.velocity =ifelse(root,p2bodydist x <20,7,-7),-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.8
forcenofall=1
id=ifelse(var(0),1001,200)
[State 0, TargetState]
type = TargetState
trigger1 =root,statetype= A && movehit=1 && (root,stateno!=1015) && root,hitshakeover
value =1015
ID =1001
ignorehitpause =0
[State 0, TargetState]
type = TargetState
trigger1 =root,statetype= A && movehit=1 && (root,stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = movecontact 
flag = invisible
ignorehitpause=1


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

[State 210, 5]
type = destroyself
trigger1 = ((frontedgedist <= -90 || backedgedist <= -90) && time > 5) || movehit && root,stateno=1015 || moveguarded || root,numprojid(var(21))=0 
;-----------------------------------------------------------------------------
[Statedef 1004]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
anim =1004
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) = 10041
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 0    ;fv = 10
value = root,stateno=3000
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 1    ;fv = 10
value = parentdist x <-50
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

;=======================================;
[State 0, VarSet]
type = parentVarSet
trigger1 = movehit
v = 10   ;fv = 10
value = 0

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 =movehit
v = 15   ;fv =
value = 1
ignorehitpause = 1
persistent = 1


[State 0, VarSet]
type = VarSet
trigger1 =time=0 
v =21   ;fv = 10
value = 1
[State 0, VelSet]
type = VelSet
trigger1 = time >= 0
x = -3.825-((var(0))*2)
y=-3.825-((var(0))*2)

[State 3005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
forceair = 1
stateno=1012

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 1    ;fv = 10
value = vel x
ignorehitpause = 1
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 2    ;fv = 10
value = vel y
ignorehitpause = 1
[State 0, VarRandom]
type = VarRandom
trigger1 = time=0
v = 21
range = 1000,2000
;ignorehitpause = 
;persistent = 
[State 0, VarRandom]
type = VarRandom
trigger1 = root,numprojid(var(21))>0 && time=0
v = 21
range = 1000,2000
;ignorehitpause = 
;persistent = 



[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



;ignorehitpause = 
;persistent = 
[State 1005, This is for fossils]
type = Projectile
trigger1 = !time
ProjID = var(21)
projanim =anim
projhitanim = -1
projremanim = -1
projscale = 0,0
offset=0,0
projpriority = 1
projremovetime = -1
postype = p1         ;p2,front,back,left,right
velocity = fvar(1),fvar(2)


;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = movecontact && !var(0)
v = 12    ;fv = 10
value = 1
ignorehitpause = 1


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = movecontact 
flag = invisible
ignorehitpause=1
[State 210, 1]
type = HitDef
trigger1 =  !movecontact
attr = S, SP
animtype  = up
damage    =ceil(ifelse(var(0),17,43)*root,fvar(2)),10
guardflag = MA
pausetime =9,9
sparkno = S6001
guard.sparkno = S7009
sparkxy = 0,-4
hitsound   = S3,8
guardsound = S3,1
ground.type = High
ground.slidetime = 15
air.hittime=17
ground.hittime  = 17
ground.velocity = ifelse(root,p2bodydist x <20,7,-7),-5
air.velocity =ifelse(root,p2bodydist x <20,7,-7),-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.8
forcenofall=1
id=ifelse(var(0),1001,200)
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=1015) && enemy,hitshakeover
value =1015
ID =1001
ignorehitpause =0
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 210, 5]
type = destroyself
trigger1 = ((frontedgedist <= -90 || backedgedist <= -90) && time > 5) || movehit && p2stateno=1015 || moveguarded || root,numprojid(var(21))=0 
;-----------------------------------------------------------------------------
[Statedef 10041]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
anim =1004
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) = 1004

;persistent = 

;ignorehitpause = 
;persistent = 

;=======================================;
[State 0, VarSet]
type = parentVarSet
trigger1 = movehit
v = 11   ;fv = 10
value = 0



[State 0, VelSet]
type = VelSet
trigger1 = time >= 0
x = -3.825-((var(0))*2)
y=-3.825-((var(0))*2)

[State 3005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
forceair = 1
stateno=1012

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 1    ;fv = 10
value = vel x
ignorehitpause = 1
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 2    ;fv = 10
value = vel y
ignorehitpause = 1

;ignorehitpause = 
;persistent = 



[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



;ignorehitpause = 
;persistent = 
[State 1005, This is for fossils]
type = Projectile
trigger1 = !time
ProjID = var(21)
projanim =anim
affectteam=f
projhitanim = -1
projremanim = -1
projscale = 0,0
offset=0,0
affectteam=f
projpriority = 1
projremovetime = -1
postype = p1         ;p2,front,back,left,right
velocity = fvar(1),fvar(2)




[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = movecontact 
flag = invisible
ignorehitpause=1
[State 210, 1]
type = HitDef
trigger1 =  !movecontact
attr = S, SP
animtype  = up
affectteam=f
damage    =ceil(ifelse(var(0),17,43)*root,fvar(2)),10
guardflag = MA
pausetime =9,9
sparkno = S6001
guard.sparkno = S7009
sparkxy = 0,-4
hitsound   = S3,8
guardsound = S3,1
ground.type = High
ground.slidetime = 15
air.hittime=17
ground.hittime  = 17
ground.velocity = ifelse(enemy,p2bodydist x <20,7,-7),-5
air.velocity =ifelse(enemy,p2bodydist x <20,7,-7),-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.8
forcenofall=1
id=ifelse(var(0),1001,200)
[State 0, TargetState]
type = TargetState
trigger1 =root,statetype= A && movehit=1 && (root,stateno!=1015) && root,hitshakeover
value =1015
ID =1001
ignorehitpause =0
[State 0, TargetState]
type = TargetState
trigger1 =root,statetype= A && movehit=1 && (root,stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 210, 5]
type = destroyself
trigger1 = ((frontedgedist <= -90 || backedgedist <= -90) && time > 5) || movehit && root,stateno=1015 || moveguarded || root,numprojid(var(21))=0 

;-----------------------------------------------------------------------------
[Statedef 1005]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
anim =1005
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) = 10051
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 0    ;fv = 10
value = root,stateno=3000
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 1    ;fv = 10
value = parentdist x <-50
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

;=======================================;
[State 0, VarSet]
type = parentVarSet
trigger1 = movehit
v = 10   ;fv = 10
value = 0

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 =movehit
v = 15   ;fv =
value = 1
ignorehitpause = 1
persistent = 1


[State 0, VarSet]
type = VarSet
trigger1 =time=0 
v =21   ;fv = 10
value = 1
[State 0, VelSet]
type = VelSet
trigger1 = time = 0 && parentdist x <0
y=-2.55-((var(0))*1.75)
x = 5.025+((var(0))*1.75)
[State 0, VelSet]
type = VelSet
trigger1 = time = 0 && parentdist x >=0
y=2.55+((var(0))*1.75)
x = -5.025-((var(0))*1.75)
[State 0, Turn]
type = Turn
trigger1 =  parentdist x <0 &&time=0
;ignorehitpause = 
;persistent = 

[State 3005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
forceair = 1
stateno=1012

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 1    ;fv = 10
value = vel x
ignorehitpause = 1
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 2    ;fv = 10
value = vel y
ignorehitpause = 1
[State 0, VarRandom]
type = VarRandom
trigger1 = time=0
v = 21
range = 1000,2000
;ignorehitpause = 
;persistent = 
[State 0, VarRandom]
type = VarRandom
trigger1 = root,numprojid(var(21))>0 && time=0
v = 21
range = 1000,2000
;ignorehitpause = 
;persistent = 



[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



;ignorehitpause = 
;persistent = 
[State 1005, This is for fossils]
type = Projectile
trigger1 = !time
ProjID = var(21)
projanim =anim
projhitanim = -1
projremanim = -1
projscale = 0,0
offset=0,0
projpriority = 1
projremovetime = -1
postype = p1         ;p2,front,back,left,right
velocity = fvar(1),fvar(2)


;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = movecontact && !var(0)
v = 12    ;fv = 10
value = 1
ignorehitpause = 1


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = movecontact 
flag = invisible
ignorehitpause=1
[State 210, 2]
type = HitDef
trigger1 =  !movecontact
attr = S, SP
animtype  = up
damage    =ceil(ifelse(var(0),17,43)*root,fvar(2)),10
guardflag = MA
pausetime =9,9
sparkno = S6001
guard.sparkno = S7009
sparkxy = 0,-4
hitsound   = S3,8
guardsound = S3,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
air.hittime=17
air.slidetime=6
ground.velocity = ifelse(root,p2bodydist x <20,-7,7),-5
air.velocity =ifelse(root,p2bodydist x <20,-7,7),-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.8
forcenofall=1
id=ifelse(var(0),1001,200)
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=1015) && enemy,hitshakeover
value =1015
ID =1001
ignorehitpause =0
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

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

[State 210, 5]
type = destroyself
trigger1 = ((frontedgedist <= -90 || backedgedist <= -90) && time > 5) || movehit && p2stateno=1015 || moveguarded || root,numprojid(var(21))=0 
;-----------------------------------------------------------------------------
[Statedef 10051]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
anim =1005
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) = 1005

;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

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

[State 0, VarSet]
type = parentVarSet
trigger1 = movehit
v = 11   ;fv = 10
value = 0


[State 0, VelSet]
type = VelSet
trigger1 = time = 0 && parentdist x <0
y=-2.55-((var(0))*1.75)
x = 5.025+((var(0))*1.75)
[State 0, VelSet]
type = VelSet
trigger1 = time = 0 && parentdist x >=0
y=2.55+((var(0))*1.75)
x = -5.025-((var(0))*1.75)
[State 0, Turn]
type = Turn
trigger1 =  parentdist x <0 &&time=0
;ignorehitpause = 
;persistent = 

[State 3005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
forceair = 1
stateno=1012

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 1    ;fv = 10
value = vel x
ignorehitpause = 1
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 2    ;fv = 10
value = vel y
ignorehitpause = 1

;ignorehitpause = 
;persistent = 



[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



;ignorehitpause = 
;persistent = 
[State 1005, This is for fossils]
type = Projectile
trigger1 = !time
ProjID = var(21)
projanim =anim
projhitanim = -1
projremanim = -1
affectteam=f
projscale = 0,0
offset=0,0
projpriority = 1
projremovetime = -1
postype = p1         ;p2,front,back,left,right
velocity = fvar(1),fvar(2)


;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = movecontact && !var(0)
v = 12    ;fv = 10
value = 1
ignorehitpause = 1


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = movecontact 
flag = invisible
ignorehitpause=1
[State 210, 2]
type = HitDef
trigger1 =  !movecontact
attr = S, SP
animtype  = up
affectteam=f
damage    =ceil(ifelse(var(0),17,43)*root,fvar(2)),10
guardflag = MA
pausetime =9,9
sparkno = S6001
guard.sparkno = S7009
sparkxy = 0,-4
hitsound   = S3,8
guardsound = S3,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
air.hittime=17
air.slidetime=6
ground.velocity = ifelse(enemy,p2bodydist x <20,-7,7),-5
air.velocity =ifelse(enemy,p2bodydist x <20,-7,7),-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.8
forcenofall=1
id=ifelse(var(0),1001,200)
[State 0, TargetState]
type = TargetState
trigger1 =root,statetype= A && movehit=1 && (root,stateno!=1015) && root,hitshakeover
value =1015
ID =1001
ignorehitpause =0
[State 0, TargetState]
type = TargetState
trigger1 =root,statetype= A && movehit=1 && (root,stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

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

[State 210, 5]
type = destroyself
trigger1 = ((frontedgedist <= -90 || backedgedist <= -90) && time > 5) || movehit && root,stateno=1015 || moveguarded || root,numprojid(var(21))=0 

;-----------------------------------------------------------------------------
[Statedef 1006]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
anim =1006
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) = 10061
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 0    ;fv = 10
value = root,stateno=3000
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 1    ;fv = 10
value = parentdist x <0
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

;=======================================;
[State 0, VarSet]
type = parentVarSet
trigger1 = movehit
v = 10   ;fv = 10
value = 0

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 =movehit
v = 15   ;fv =
value = 1
ignorehitpause = 1
persistent = 1

[State 0, VarSet]
type = VarSet
trigger1 =time=0 
v =21   ;fv = 10
value = 1
[State 0, VelSet]
type = VelSet
trigger1 = time = 0 && !var(1)
x = -6-((var(0))*1.8)
y=-1.4-((var(0))*1.45)

[State 0, VelSet]
type = VelSet
trigger1 = time = 0&& var(1) 
x = 6+((var(0))*1.8)
y=1.4+((var(0))*1.45)




;ignorehitpause = 
;persistent = 

[State 3005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
forceair = 1
stateno=1012

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 1    ;fv = 10
value = vel x
ignorehitpause = 1
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 2    ;fv = 10
value = vel y
ignorehitpause = 1
[State 0, VarRandom]
type = VarRandom
trigger1 = time=0
v = 21
range = 1000,2000
;ignorehitpause = 
;persistent = 
[State 0, VarRandom]
type = VarRandom
trigger1 = root,numprojid(var(21))>0 && time=0
v = 21
range = 1000,2000
;ignorehitpause = 
;persistent = 



[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



;ignorehitpause = 
;persistent = 
[State 1005, This is for fossils]
type = Projectile
trigger1 = !time
ProjID = var(21)
projanim =anim
projhitanim = -1
projremanim = -1
projscale = 0,0
offset=0,0
projpriority = 1
projremovetime = -1
postype = p1         ;p2,front,back,left,right
velocity = fvar(1),fvar(2)


;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = movecontact && !var(0)
v = 12    ;fv = 10
value = 1
ignorehitpause = 1


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = movecontact 
flag = invisible
ignorehitpause=1
[State 210, 2]
type = HitDef
trigger1 =  !movecontact
attr = S, SP
animtype  = up
damage    =ceil(ifelse(var(0),17,43)*root,fvar(2)),10
guardflag = MA
pausetime =9,9
sparkno = S6001
guard.sparkno = S7009
sparkxy = 0,-4
hitsound   = S3,8
guardsound = S3,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
air.hittime=17
air.slidetime=6
ground.velocity = ifelse(root,p2bodydist x <20,7,-7),-5
air.velocity =ifelse(root,p2bodydist x <20,7,-7),-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.8
forcenofall=1
id=ifelse(var(0),1001,200)
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=1015) && enemy,hitshakeover
value =1015
ID =1001
ignorehitpause =0
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

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

[State 210, 5]
type = destroyself
trigger1 = ((frontedgedist <= -90 || backedgedist <= -90) && time > 5) || movehit && p2stateno=1015 || moveguarded || root,numprojid(var(21))=0 
;-----------------------------------------------------------------------------
[Statedef 10061]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
anim =1006
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) = 1006

;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

;=======================================;
[State 0, VarSet]
type = parentVarSet
trigger1 = movehit
v = 11   ;fv = 10
value = 0



[State 0, VelSet]
type = VelSet
trigger1 = time = 0 && !var(1)
x = -6-((var(0))*1.8)
y=-1.4-((var(0))*1.45)

[State 0, VelSet]
type = VelSet
trigger1 = time = 0&& var(1) 
x = 6+((var(0))*1.8)
y=1.4+((var(0))*1.45)




;ignorehitpause = 
;persistent = 

[State 3005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
forceair = 1
stateno=1012

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 1    ;fv = 10
value = vel x
ignorehitpause = 1
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 2    ;fv = 10
value = vel y
ignorehitpause = 1

;ignorehitpause = 
;persistent = 



[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



;ignorehitpause = 
;persistent = 
[State 1005, This is for fossils]
type = Projectile
trigger1 = !time
ProjID = var(21)
projanim =anim
projhitanim = -1
projremanim = -1
projscale = 0,0
affectteam=f
offset=0,0
projpriority = 1
projremovetime = -1
postype = p1         ;p2,front,back,left,right
velocity = fvar(1),fvar(2)


;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = movecontact && !var(0)
v = 12    ;fv = 10
value = 1
ignorehitpause = 1


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = movecontact 
flag = invisible
ignorehitpause=1
[State 210, 2]
type = HitDef
trigger1 =  !movecontact
attr = S, SP
animtype  = up
damage    =ceil(ifelse(var(0),17,43)*root,fvar(2)),10
guardflag = MA
pausetime =9,9
sparkno = S6001
guard.sparkno = S7009
sparkxy = 0,-4
hitsound   = S3,8
guardsound = S3,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
air.hittime=17
air.slidetime=6
ground.velocity = ifelse(enemy,p2bodydist x <20,7,-7),-5
air.velocity =ifelse(enemy,p2bodydist x <20,7,-7),-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.8
forcenofall=1
id=ifelse(var(0),1001,200)
[State 0, TargetState]
type = TargetState
trigger1 =root,statetype= A && movehit=1 && (root,stateno!=1015) && root,hitshakeover
value =1015
ID =1001
ignorehitpause =0
[State 0, TargetState]
type = TargetState
trigger1 =root,statetype= A && movehit=1 && (root,stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

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

[State 210, 5]
type = destroyself
trigger1 = ((frontedgedist <= -90 || backedgedist <= -90) && time > 5) || movehit && root,stateno=1015 || moveguarded || root,numprojid(var(21))=0 
;-----------------------------------------------------------------------------
[Statedef 1007]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
anim =1007
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) = 10071
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 0    ;fv = 10
value = root,stateno=3000
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 1    ;fv = 10
value = parentdist x <0
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

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

[State 0, VarSet]
type = parentVarSet
trigger1 = movehit
v = 10   ;fv = 10
value = 0

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 =movehit
v = 15   ;fv =
value = 1
ignorehitpause = 1
persistent = 1


[State 0, VarSet]
type = VarSet
trigger1 =time=0 
v =21   ;fv = 10
value = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = 0 ;&& parentdist x >=0
x =6.325+((var(0))*2.15)


[State 3005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
forceair = 1
stateno=1012

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 1    ;fv = 10
value = vel x
ignorehitpause = 1
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 2    ;fv = 10
value = vel y
ignorehitpause = 1
[State 0, VarRandom]
type = VarRandom
trigger1 = time=0
v = 21
range = 1000,2000
;ignorehitpause = 
;persistent = 
[State 0, VarRandom]
type = VarRandom
trigger1 = root,numprojid(var(21))>0 && time=0
v = 21
range = 1000,2000
;ignorehitpause = 
;persistent = 



[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



;ignorehitpause = 
;persistent = 
[State 1005, This is for fossils]
type = Projectile
trigger1 = !time
ProjID = var(21)
projanim =anim
projhitanim = -1
projremanim = -1
projscale = 0,0
offset=0,0
projpriority = 1
projremovetime = -1
postype = p1         ;p2,front,back,left,right
velocity = fvar(1),fvar(2)


;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = movecontact && !var(0)
v = 12    ;fv = 10
value = 1
ignorehitpause = 1

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



[State 210, 2]
type = HitDef
trigger1 =  !movecontact
attr = S, SP
animtype  = up
damage    =ceil(ifelse(var(0),17,43)*root,fvar(2)),10
guardflag = MA
pausetime =9,9
sparkno = S6001
guard.sparkno = S7009
sparkxy = 0,-4
hitsound   = S3,8
guardsound = S3,1
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
air.hittime=8
ground.velocity = ifelse(root,p2bodydist x <20,7,-7),-5
air.velocity =ifelse(root,p2bodydist x <20,7,-7),-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.8
forcenofall=1
id=ifelse(var(0),1001,200)
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=1015) && enemy,hitshakeover
value =1015
ID =1001
ignorehitpause =0
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 


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

[State 210, 5]
type = destroyself
trigger1 = ((frontedgedist <= -90 || backedgedist <= -90) && time > 5) || movehit && p2stateno=1015 || moveguarded || root,numprojid(var(21))=0 

;-----------------------------------------------------------------------------
[Statedef 10071]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
anim =1007
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) = 1007

;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

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

[State 0, VarSet]
type = parentVarSet
trigger1 = movehit
v = 11   ;fv = 10
value = 0




[State 0, VelSet]
type = VelSet
trigger1 = time = 0 ;&& parentdist x >=0
x =6.325+((var(0))*2.15)


[State 3005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
forceair = 1
stateno=1012

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 1    ;fv = 10
value = vel x
ignorehitpause = 1
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 2    ;fv = 10
value = vel y
ignorehitpause = 1

;ignorehitpause = 
;persistent = 



[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



;ignorehitpause = 
;persistent = 
[State 1005, This is for fossils]
type = Projectile
trigger1 = !time
ProjID = var(21)
projanim =anim
projhitanim = -1
projremanim = -1
affectteam=f
projscale = 0,0
offset=0,0
projpriority = 1
projremovetime = -1
postype = p1         ;p2,front,back,left,right
velocity = fvar(1),fvar(2)


;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = movecontact && !var(0)
v = 12    ;fv = 10
value = 1
ignorehitpause = 1

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



[State 210, 2]
type = HitDef
trigger1 =  !movecontact
attr = S, SP
animtype  = up
affectteam=f
damage    =ceil(ifelse(var(0),17,43)*root,fvar(2)),10
guardflag = MA
pausetime =9,9
sparkno = S6001
guard.sparkno = S7009
sparkxy = 0,-4
hitsound   = S3,8
guardsound = S3,1
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
air.hittime=8
ground.velocity = ifelse(enemy,p2bodydist x <20,7,-7),-5
air.velocity =ifelse(enemy,p2bodydist x <20,7,-7),-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.8
forcenofall=1
id=ifelse(var(0),1001,200)
[State 0, TargetState]
type = TargetState
trigger1 =root,statetype= A && movehit=1 && (root,stateno!=1015) && root,hitshakeover
value =1015
ID =1001
ignorehitpause =0
[State 0, TargetState]
type = TargetState
trigger1 =root,statetype= A && movehit=1 && (root,stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 


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

[State 210, 5]
type = destroyself
trigger1 = ((frontedgedist <= -90 || backedgedist <= -90) && time > 5) || movehit && root,stateno=1015 || moveguarded || root,numprojid(var(21))=0 

;-----------------------------------------------------------------------------
[Statedef 1008]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
anim =1004
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) = 10081
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 0    ;fv = 10
value = root,stateno=3000
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 1    ;fv = 10
value = parentdist x <0
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

;=======================================;
[State 0, VarSet]
type = parentVarSet
trigger1 = movehit
v = 10   ;fv = 10
value = 0

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 =movehit
v = 15   ;fv =
value = 1
ignorehitpause = 1
persistent = 1


[State 0, VarSet]
type = VarSet
trigger1 =time=0 
v =21   ;fv = 10
value = 1
[State 0, VelSet]
type = VelSet
trigger1 = time >= 0
x = 3.825+((var(0))*1.5)
y=3.025+((var(0))*1.5)

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

[State 0, VarSet]
type = VarSet
trigger1 = var(0) && time=0
v = 0    ;fv = 10
value = 1

[State 3005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
forceair = 1
stateno=1012

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 1    ;fv = 10
value = vel x
ignorehitpause = 1
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 2    ;fv = 10
value = vel y
ignorehitpause = 1
[State 0, VarRandom]
type = VarRandom
trigger1 = time=0
v = 21
range = 1000,2000
;ignorehitpause = 
;persistent = 
[State 0, VarRandom]
type = VarRandom
trigger1 = root,numprojid(var(21))>0 && time=0
v = 21
range = 1000,2000
;ignorehitpause = 
;persistent = 



[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



;ignorehitpause = 
;persistent = 
[State 1005, This is for fossils]
type = Projectile
trigger1 = !time
ProjID = var(21)
projanim =anim
projhitanim = -1
projremanim = -1
projscale = 0,0
offset=0,0
projpriority = 1
projremovetime = -1
postype = p1         ;p2,front,back,left,right
velocity = fvar(1),fvar(2)

;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = movecontact && !var(0)
v = 12    ;fv = 10
value = 1
ignorehitpause = 1

[State 210, 1]
type = HitDef
trigger1 =  !movecontact
attr = S, SP
animtype  = up
damage    =ceil(ifelse(var(0),17,43)*root,fvar(2)),10
guardflag = MA
pausetime =9,9
sparkno = S6001
guard.sparkno = S7009
sparkxy = 0,-4
hitsound   = S3,8
guardsound = S3,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
air.hittime=17
air.slidetime=6
ground.velocity =ifelse(root,p2bodydist x <20,7,-7),-5
air.velocity =ifelse(root,p2bodydist x <20,7,-7),-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.8
fall=ifelse(var(0),1,0)
fall.recover=0
forcenofall=1
id=ifelse(var(0),1001,200)
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=1015) && enemy,hitshakeover
value =1015
ID =1001
ignorehitpause =0
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 


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

[State 210, 5]
type = destroyself
trigger1 = ((frontedgedist <= -90 || backedgedist <= -90) && time > 5) || movehit && p2stateno=1015 || moveguarded || root,numprojid(var(21))=0 
;-----------------------------------------------------------------------------
[Statedef 10081]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
anim =1004
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) = 1008
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 0    ;fv = 10
value = root,stateno=3000
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 1    ;fv = 10
value = parentdist x <0
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

;=======================================;
[State 0, VarSet]
type = parentVarSet
trigger1 = movehit
v = 11   ;fv = 10
value = 0



[State 0, VelSet]
type = VelSet
trigger1 = time >= 0
x = 3.825+((var(0))*1.5)
y=3.025+((var(0))*1.5)

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

[State 0, VarSet]
type = VarSet
trigger1 = var(0) && time=0
v = 0    ;fv = 10
value = 1

[State 3005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
forceair = 1
stateno=1012

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 1    ;fv = 10
value = vel x
ignorehitpause = 1
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 2    ;fv = 10
value = vel y
ignorehitpause = 1

;ignorehitpause = 
;persistent = 



[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



;ignorehitpause = 
;persistent = 
[State 1005, This is for fossils]
type = Projectile
trigger1 = !time
ProjID = var(21)
projanim =anim
projhitanim = -1
projremanim = -1
affectteam=f
projscale = 0,0
offset=0,0
projpriority = 1
projremovetime = -1
postype = p1         ;p2,front,back,left,right
velocity = fvar(1),fvar(2)

;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = movecontact && !var(0)
v = 12    ;fv = 10
value = 1
ignorehitpause = 1

[State 210, 1]
type = HitDef
trigger1 =  !movecontact
attr = S, SP
affectteam=f
animtype  = up
damage    =ceil(ifelse(var(0),17,43)*root,fvar(2)),10
guardflag = MA
pausetime =9,9
sparkno = S6001
guard.sparkno = S7009
sparkxy = 0,-4
hitsound   = S3,8
guardsound = S3,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
air.hittime=17
air.slidetime=6
ground.velocity =ifelse(enemy,p2bodydist x <20,7,-7),-5
air.velocity =ifelse(enemy,p2bodydist x <20,7,-7),-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.8
fall=ifelse(var(0),1,0)
fall.recover=0
forcenofall=1
id=ifelse(var(0),1001,200)
[State 0, TargetState]
type = TargetState
trigger1 =root,statetype= A && movehit=1 && (p2stateno!=1015) && root,hitshakeover
value =1015
ID =1001
ignorehitpause =0
[State 0, TargetState]
type = TargetState
trigger1 =root,statetype= A && movehit=1 && (root,stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 


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

[State 210, 5]
type = destroyself
trigger1 = ((frontedgedist <= -90 || backedgedist <= -90) && time > 5) || movehit &&root,stateno=1015 || moveguarded || root,numprojid(var(21))=0 
;-----------------------------------------------------------------------------
[Statedef 1009]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
anim =1002
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) = 10091
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 0    ;fv = 10
value = root,stateno=3000
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 1    ;fv = 10
value = parentdist x <0
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

;=======================================;
[State 0, VarSet]
type = parentVarSet
trigger1 = movehit
v = 10   ;fv = 10
value = 0

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 =movehit
v = 15   ;fv =
value = 1
ignorehitpause = 1
persistent = 1

[State 0, VarSet]
type = VarSet
trigger1 =time=0 
v =21   ;fv = 10
value = 1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = movecontact 
flag = invisible
ignorehitpause=1

[State 0, VelSet]
type = VelSet
trigger1 = time = 0 
y=3.825-((var(0))*2)




[State 0, VelSet]
type = VelSet
trigger1 = time = 0 
y=4.225+((var(0))*1.85)


[State 0, VelSet]
type = VelSet
trigger1 = time = 0 &&var(1)
x = 1.4125;+((root,stateno=3000)*1.05)
[State 0, VelSet]
type = VelSet
trigger1 = time = 0 && !var(0)
x = -1.4125;-((root,stateno=3000)*1.05)

[State 3005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
forceair = 1
stateno=1012

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 1    ;fv = 10
value = vel x
ignorehitpause = 1
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 2    ;fv = 10
value = vel y
ignorehitpause = 1
[State 0, VarRandom]
type = VarRandom
trigger1 = time=0
v = 21
range = 1000,2000
;ignorehitpause = 
;persistent = 
[State 0, VarRandom]
type = VarRandom
trigger1 = root,numprojid(var(21))>0 && time=0
v = 21
range = 1000,2000
;ignorehitpause = 
;persistent = 



[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



;ignorehitpause = 
;persistent = 
[State 1005, This is for fossils]
type = Projectile
trigger1 = !time
ProjID = var(21)
projanim =anim
projhitanim = -1
projremanim = -1
projscale = 0,0
offset=0,0
projpriority = 1
projremovetime = -1
postype = p1         ;p2,front,back,left,right
velocity = fvar(1),fvar(2)


;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = movecontact && !var(0)
v = 12    ;fv = 10
value = 1
ignorehitpause = 1


[State 210, 2]
type = HitDef
trigger1 =  !movecontact
attr = S, SP
animtype  = up
damage    =ceil(ifelse(var(0),17,43)*root,fvar(2)),10
guardflag = MA
pausetime =9,9
sparkno = S6001
guard.sparkno = S7009
sparkxy = 0,-4
hitsound   = S3,8
guardsound = S3,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
air.hittime=17
air.slidetime=6
ground.velocity = ifelse(root,p2bodydist x <20,7,-7),-5
air.velocity =ifelse(root,p2bodydist x <20,7,-7),-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.8
fall=ifelse(var(0),1,0)
fall.recover=0
forcenofall=1
id=ifelse(var(0),1001,200)
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=1015) && enemy,hitshakeover
value =1015
ID =1001
ignorehitpause =0
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

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

[State 210, 5]
type = destroyself
trigger1 = ((frontedgedist <= -90 || backedgedist <= -90) && time > 5) || movehit && p2stateno=1015 || moveguarded || root,numprojid(var(21))=0 
;-----------------------------------------------------------------------------
[Statedef 10091]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
anim =1002
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) = 1009

;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

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

[State 0, VarSet]
type = parentVarSet
trigger1 = movehit
v = 11   ;fv = 10
value = 0

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

[State 0, VelSet]
type = VelSet
trigger1 = time = 0 
y=3.825-((var(0))*2)




[State 0, VelSet]
type = VelSet
trigger1 = time = 0 
y=4.225+((var(0))*1.85)


[State 0, VelSet]
type = VelSet
trigger1 = time = 0 &&var(1)
x = 1.4125;+((root,stateno=3000)*1.05)
[State 0, VelSet]
type = VelSet
trigger1 = time = 0 && !var(0)
x = -1.4125;-((root,stateno=3000)*1.05)

[State 3005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
forceair = 1
stateno=1012

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 1    ;fv = 10
value = vel x
ignorehitpause = 1
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 2    ;fv = 10
value = vel y
ignorehitpause = 1

;ignorehitpause = 
;persistent = 



[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



;ignorehitpause = 
;persistent = 
[State 1005, This is for fossils]
type = Projectile
trigger1 = !time
ProjID = var(21)
projanim =anim
projhitanim = -1
projremanim = -1
projscale = 0,0
affectteam=f
offset=0,0
projpriority = 1
projremovetime = -1
postype = p1         ;p2,front,back,left,right
velocity = fvar(1),fvar(2)


;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = movecontact && !var(0)
v = 12    ;fv = 10
value = 1
ignorehitpause = 1


[State 210, 2]
type = HitDef
trigger1 =  !movecontact
attr = S, SP
animtype  = up
affectteam=f
damage    =ceil(ifelse(var(0),17,43)*root,fvar(2)),10
guardflag = MA
pausetime =9,9
sparkno = S6001
guard.sparkno = S7009
sparkxy = 0,-4
hitsound   = S3,8
guardsound = S3,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
air.hittime=17
air.slidetime=6
ground.velocity = ifelse(enemy,p2bodydist x <20,7,-7),-5
air.velocity =ifelse(enemy,p2bodydist x <20,7,-7),-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.8
fall=ifelse(var(0),1,0)
fall.recover=0
forcenofall=1
id=ifelse(var(0),1001,200)
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=1015) && enemy,hitshakeover
value =1015
ID =1001
ignorehitpause =0
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

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

[State 210, 5]
type = destroyself
trigger1 = ((frontedgedist <= -90 || backedgedist <= -90) && time > 5) || movehit && p2stateno=1015 || moveguarded || root,numprojid(var(21))=0 
;-----------------------------------------------------------------------------
[Statedef 1010]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
anim =1003
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) = 10101
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 0    ;fv = 10
value = root,stateno=3000
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 1    ;fv = 10
value = parentdist x <0
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

;=======================================;
[State 0, VarSet]
type = parentVarSet
trigger1 = movehit
v = 10   ;fv = 10
value = 0

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 =movehit
v = 15   ;fv =
value = 1
ignorehitpause = 1
persistent = 1


[State 0, VelSet]
type = VelSet
trigger1 = time >= 0
x = 3.5875;+((root,stateno=3000)*1.2)
y=4.225+((var(0))*1.75)


[State 3005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
forceair = 1
stateno=1012

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 1    ;fv = 10
value = vel x
ignorehitpause = 1
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 2    ;fv = 10
value = vel y
ignorehitpause = 1
[State 0, VarRandom]
type = VarRandom
trigger1 = time=0
v = 21
range = 1000,2000
;ignorehitpause = 
;persistent = 
[State 0, VarRandom]
type = VarRandom
trigger1 = root,numprojid(var(21))>0 && time=0
v = 21
range = 1000,2000
;ignorehitpause = 
;persistent = 



[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



;ignorehitpause = 
;persistent = 
[State 1005, This is for fossils]
type = Projectile
trigger1 = !time
ProjID = var(21)
projanim =anim
projhitanim = -1
projremanim = -1
projscale = 0,0
offset=0,0
projpriority = 1
projremovetime = -1
postype = p1         ;p2,front,back,left,right
velocity = fvar(1),fvar(2)


;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = movecontact && !var(0)
v = 12    ;fv = 10
value = 1
ignorehitpause = 1


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



[State 210, 2]
type = HitDef
trigger1 =  !movecontact
attr = S, SP
animtype  = up
damage    =ceil(ifelse(var(0),17,43)*root,fvar(2)),10
guardflag = MA
pausetime =9,9
sparkno = S6001
guard.sparkno = S7009
sparkxy = 0,-4
hitsound   = S3,8
guardsound = S3,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
air.hittime=17
air.slidetime=6
ground.velocity = ifelse(root,p2bodydist x <20,7,-7),-5
air.velocity =ifelse(root,p2bodydist x <20,7,-7),-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.8
fall=ifelse(var(0),1,0)
fall.recover=0
forcenofall=1
id=ifelse(var(0),1001,200)
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=1015) && enemy,hitshakeover
value =1015
ID =1001
ignorehitpause =0
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 


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

[State 210, 5]
type = destroyself
trigger1 = ((frontedgedist <= -90 || backedgedist <= -90) && time > 5) || movehit && p2stateno=1015 || moveguarded || root,numprojid(var(21))=0 
;-----------------------------------------------------------------------------
[Statedef 10101]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
anim =1003
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) = 1010

;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

;=======================================;
[State 0, VarSet]
type = parentVarSet
trigger1 = movehit
v = 11   ;fv = 10
value = 0



[State 0, VelSet]
type = VelSet
trigger1 = time >= 0
x = 3.5875;+((root,stateno=3000)*1.2)
y=4.225+((var(0))*1.75)


[State 3005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
forceair = 1
stateno=1012

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 1    ;fv = 10
value = vel x
ignorehitpause = 1
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 2    ;fv = 10
value = vel y
ignorehitpause = 1

;ignorehitpause = 
;persistent = 



[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



;ignorehitpause = 
;persistent = 
[State 1005, This is for fossils]
type = Projectile
trigger1 = !time
ProjID = var(21)
projanim =anim
projhitanim = -1
affectteam=f
projremanim = -1
projscale = 0,0
offset=0,0
projpriority = 1
projremovetime = -1
postype = p1         ;p2,front,back,left,right
velocity = fvar(1),fvar(2)


;ignorehitpause = 
;persistent = 


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



[State 210, 2]
type = HitDef
trigger1 =  !movecontact
attr = S, SP
animtype  = up
affectteam=f
damage    =ceil(ifelse(var(0),17,43)*root,fvar(2)),10
guardflag = MA
pausetime =9,9
sparkno = S6001
guard.sparkno = S7009
sparkxy = 0,-4
hitsound   = S3,8
guardsound = S3,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
air.hittime=17
air.slidetime=6
ground.velocity = ifelse(enemy,p2bodydist x <20,7,-7),-5
air.velocity =ifelse(enemy,p2bodydist x <20,7,-7),-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.8
fall=ifelse(var(0),1,0)
fall.recover=0
forcenofall=1
id=ifelse(var(0),1001,200)
[State 0, TargetState]
type = TargetState
trigger1 =root,statetype= A && movehit=1 && (root,stateno!=1015) && root,hitshakeover
value =1015
ID =1001
ignorehitpause =0
[State 0, TargetState]
type = TargetState
trigger1 =root,statetype= A && movehit=1 && (root,stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 


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

[State 210, 5]
type = destroyself
trigger1 = ((frontedgedist <= -90 || backedgedist <= -90) && time > 5) || movehit && root,stateno=1015 || moveguarded || root,numprojid(var(21))=0 
;-----------------------------------------------------------------------------
[Statedef 1011]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
anim =1005
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) = 10111
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 0    ;fv = 10
value = root,stateno=3000
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 1    ;fv = 10
value = parentdist x <0
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

;=======================================;
[State 0, VarSet]
type = parentVarSet
trigger1 = movehit
v = 10   ;fv = 10
value = 0

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 =movehit
v = 15   ;fv =
value = 1
ignorehitpause = 1
persistent = 1

[State 0, VelSet]
type = VelSet
trigger1 = time >= 0
x = 4.825+((var(0))*2)
y=2.55+((var(0))*2)

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

[State 3005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
forceair = 1
stateno=1012

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 1    ;fv = 10
value = vel x
ignorehitpause = 1
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 2    ;fv = 10
value = vel y
ignorehitpause = 1
[State 0, VarRandom]
type = VarRandom
trigger1 = time=0
v = 21
range = 1000,2000
;ignorehitpause = 
;persistent = 
[State 0, VarRandom]
type = VarRandom
trigger1 = root,numprojid(var(21))>0 && time=0
v = 21
range = 1000,2000
;ignorehitpause = 
;persistent = 



[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



;ignorehitpause = 
;persistent = 
[State 1005, This is for fossils]
type = Projectile
trigger1 = !time
ProjID = var(21)
projanim =anim
projhitanim = -1
projremanim = -1
projscale = 0,0
offset=0,0
projpriority = 1
projremovetime = -1
postype = p1         ;p2,front,back,left,right
velocity = fvar(1),fvar(2)


;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = movecontact && !var(0)
v = 12    ;fv = 10
value = 1
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 =  !movecontact
attr = S, SP
damage    =ceil(ifelse(var(0),17,43)*root,fvar(2)),10
guardflag = MA
pausetime =9,9
sparkno = S6001
guard.sparkno = S7009
sparkxy = 0,-4
hitsound   = S3,8
guardsound = S3,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
air.hittime=17
air.slidetime=6
ground.velocity = ifelse(root,p2bodydist x <20,7,-7),-5
air.velocity =ifelse(root,p2bodydist x <20,7,-7),-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.8
forcenofall=1
id=ifelse(var(0),1001,200)
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=1015) && enemy,hitshakeover
value =1015
ID =1001
ignorehitpause =0
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 210, 5]
type = destroyself
trigger1 = ((frontedgedist <= -90 || backedgedist <= -90) && time > 5) || movehit && p2stateno=1015 || moveguarded || root,numprojid(var(21))=0 
;-----------------------------------------------------------------------------
[Statedef 10111]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
anim =1005
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) = 1011

;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

;=======================================;
[State 0, VarSet]
type = parentVarSet
trigger1 = movehit
v = 11  ;fv = 10
value = 0


[State 0, VelSet]
type = VelSet
trigger1 = time >= 0
x = 4.825+((var(0))*2)
y=2.55+((var(0))*2)

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

[State 3005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
forceair = 1
stateno=1012

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 1    ;fv = 10
value = vel x
ignorehitpause = 1
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 2    ;fv = 10
value = vel y
ignorehitpause = 1

;ignorehitpause = 
;persistent = 



[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



;ignorehitpause = 
;persistent = 
[State 1005, This is for fossils]
type = Projectile
trigger1 = !time
ProjID = var(21)
projanim =anim
projhitanim = -1
affectteam=f
projremanim = -1
projscale = 0,0
offset=0,0
projpriority = 1
projremovetime = -1
postype = p1         ;p2,front,back,left,right
velocity = fvar(1),fvar(2)




[State 210, 2]
type = HitDef
trigger1 =  !movecontact
attr = S, SP
damage    =ceil(ifelse(var(0),17,43)*root,fvar(2)),10
guardflag = MA
pausetime =9,9
sparkno = S6001
guard.sparkno = S7009
sparkxy = 0,-4
affectteam=f
hitsound   = S3,8
guardsound = S3,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
air.hittime=17
air.slidetime=6
ground.velocity = ifelse(enemy,p2bodydist x <20,7,-7),-5
air.velocity =ifelse(enemy,p2bodydist x <20,7,-7),-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.8
forcenofall=1
id=ifelse(var(0),1001,200)
[State 0, TargetState]
type = TargetState
trigger1 =root,statetype= A && movehit=1 && (root,stateno!=1015) && enemy,hitshakeover
value =1015
ID =1001
ignorehitpause =0
[State 0, TargetState]
type = TargetState
trigger1 =root,statetype= A && movehit=1 && (root,stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 210, 5]
type = destroyself
trigger1 = ((frontedgedist <= -90 || backedgedist <= -90) && time > 5) || movehit && root,stateno=1015 || moveguarded || root,numprojid(var(21))=0 
;-----------------------------------------------------------------------------
[Statedef 1012]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
anim =6007
sprpriority = 6

[State 0, PowerAdd]
type = PowerAdd
trigger1 = !var(12)
value =60
ignorehitpause=1
persistent = 0
[State 210, 5]
type = destroyself
trigger1 = 1
;---------------------------------------------------------------------------------
[Statedef 1101]
type    = S
movetype= A
physics = N
poweradd= 0
juggle=1
ctrl = 0
velset = 0,0
sprpriority = 2
;=======================================;
;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) = 1101
[State 0, VarSet]
type = VarSet
trigger1 = time=0&& var(1)=0
v = 0    ;fv = 10
value = 1101+(random%19)
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 
value =var(0)

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

;elem = 1
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

;=======================================;
[State 0, VelSet]
type = VelSet
trigger1 =parent,animelemtime(14)<0 && parent,anim=1100
x = 21*-(cos(time/4))
[State 0, VelSet]
type = VelSet
trigger1 =parent,animelemtime(14)<0 &&parent,anim=1100
y = -2.25

[State 0, VelSet]
type = VelSet
triggerall = parent,stateno=1100 && var(1)=1
trigger1 =parent,animelemtime(14)=0
x = 5
y=ifelse(random<499,.5,-.5)
[State 0, VelSet]
type = VelSet
trigger1 = parent,stateno!=1100&& var(1)=1
x = 1

[State 0, VelAdd]
type = VelAdd
trigger1 = parent,stateno!=1100&& var(1)=1
y = .5


[State 0, SprPriority]
type = SprPriority
trigger1 =vel x<=0
value = 0

[State 0, SprPriority]
type = SprPriority
trigger1 =vel x>0
value = 2
;ignorehitpause =
;persistent =
[State 0, VarSet]
type = VarSet

triggerall =  (parent,animelemtime(14)<0&&parent,stateno=1100)   || parent,movetype=H
trigger1 =movecontact || parent,movetype=H
v = 5    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1= parent,animelemtime(14)=0
v = 5    ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
triggerall =  (parent,animelemtime(14)>0&&parent,stateno=1100)   || parent,movetype=H
trigger1 =movecontact || parent,movetype=H
v = 5    ;fv = 10
value = 1
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = parent,stateno!=1100
movetype = I        ;I,A,H

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


[State 210, 2]
type = HitDef
triggerall = hitcount<2
trigger1 =  var(5)=0
attr = S, SP
animtype  = up
damage    = 7,4
hitflag=MAFD
guardflag = MA
pausetime =2,4
guard.sparkno = S7009
sparkno = S7005+(random%4)
sparkxy = 0,0
hitsound   = S1,1
guardsound = S3,1
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = ifelse((parent,animelemtime(14)<0&&parent,stateno=1100),-5,-3),ifelse((parent,animelemtime(14)<0&&parent,stateno=1100),-11,-6)
air.velocity =ifelse((parent,animelemtime(14)<0&&parent,stateno=1100),-5,-3),ifelse((parent,animelemtime(14)<0&&parent,stateno=1100),-11,-6)
air.hittime=21
down.velocity =ifelse((parent,animelemtime(3)<0&&parent,stateno=1100),0,-2),ifelse((parent,animelemtime(3)<0&&parent,stateno=1100),0,-8)
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.8
forcenofall=1
id=200

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 0, DestroySelf]
type = DestroySelf
trigger1 = ((frontedgedist <= -90|| backedgedist <= -90) && time > 5)
trigger2= pos y >10
;---------------------------------------------------------------------------------
[Statedef 1102]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
anim =1101+(random%19)
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 =parent,animelemtime(14)<0 && parent,anim=1100
x = -21*-(cos(time/4))
[State 0, VelSet]
type = VelSet
trigger1 =parent,animelemtime(14)<0 &&parent,anim=1100
y = -2.25

[State 0, VelSet]
type = VelSet
triggerall = parent,stateno=1100
trigger1 =parent,animelemtime(14)=0
x = 5
y=ifelse(random<499,.5,-.5)
[State 0, VelSet]
type = VelSet
trigger1 = parent,stateno!=1100
x = 1

[State 0, VelAdd]
type = VelAdd
trigger1 = parent,stateno!=1100
y = .5


[State 0, SprPriority]
type = SprPriority
trigger1 =vel x<=0
value = 0

[State 0, SprPriority]
type = SprPriority
trigger1 =vel x>0
value = 2
;ignorehitpause =
;persistent =
[State 0, VarSet]
type = VarSet
triggerall =  (parent,animelemtime(14)<0&&parent,stateno=1100)   || parent,movetype=H
trigger1 =movecontact || parent,movetype=H
v = 5    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1= parent,animelemtime(14)=0
v = 5    ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
triggerall =  (parent,animelemtime(14)>0&&parent,stateno=1100)   || parent,movetype=H
trigger1 =movecontact || parent,movetype=H
v = 5    ;fv = 10
value = 1
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = parent,stateno!=1100
movetype = I        ;I,A,H

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


[State 210, 2]
type = HitDef
triggerall = hitcount<2
trigger1 =  var(5)=0
attr = S, SP
animtype  = Medium
damage    = 7,4
hitflag=MAFD
guardflag = MA
pausetime =2,4
guard.sparkno = S7009
sparkno = S7005+(random%4)
sparkxy = 0,0
hitsound   = S1,1
guardsound = S3,1
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = ifelse((parent,animelemtime(14)<0&&parent,stateno=1100),-5,-3),ifelse((parent,animelemtime(14)<0&&parent,stateno=1100),-11,-6)
air.velocity =ifelse((parent,animelemtime(14)<0&&parent,stateno=1100),-5,-3),ifelse((parent,animelemtime(14)<0&&parent,stateno=1100),-11,-6)
air.hittime=25
down.velocity =ifelse((parent,animelemtime(3)<0&&parent,stateno=1100),0,-2),ifelse((parent,animelemtime(3)<0&&parent,stateno=1100),0,-8)
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.8
forcenofall=1
id=200

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 0, DestroySelf]
type = DestroySelf
trigger1 = ((frontedgedist <= -90|| backedgedist <= -90) && time > 5)
trigger2= pos y >10

;---------------------------------------------------------------------------------
[Statedef 3001]
type    = S
movetype= A
physics = N
juggle=0
poweradd= 0
ctrl = 0
velset = 0,0
anim =3003
sprpriority =2
;=======================================;
;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) = 30011

;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

;=======================================;
[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=3001

[State 0, VelSet]
type = VelSet
trigger1 =anim=3003
x =7.5

[State 0, VelSet]
type = VelSet
trigger1 =anim=3004
x = 0

[State 0, VarSet]
type = parentVarSet
trigger1 = movecontact && (!moveguarded)
v = 10   ;fv = 10
value = 0


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

[State 0, PosFreeze]
type = PosFreeze
trigger1 = anim=3004
value = 1
;ignorehitpause =
;persistent =

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim!=3004 && anim!=3005&&anim=3003
trigger1=movecontact
value =3004

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim!=3003 && anim!=3005&&anim=3004
trigger1=animtime=0
value =3005

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP
;value2 = S,NA
time = 1
ignorehitpause = 1
persistent = 1
[State 210, 2]
type = HitDef
triggerall= anim=3003
trigger1 =  !movecontact
attr = S, HP
animtype  = Medium
damage    =0,0
guardflag = MA
hitflag=MAF
pausetime = 0,0
hitsound = -1
sparkno =-1
guard.sparkno= -1
guardsound = -1
sparkxy = 0,0
getpower = 0
ground.type = High
ground.slidetime = 14
ground.hittime  = 22
ground.velocity = 0
air.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover=0
numhits=0
id=200


[State 210, 2]
type = HitDef
triggerall= anim=3004
trigger1 =  animelem =1||animelem=5||animelem=9||animelem=13||animelem=17||animelem=21||animelem=13||animelem=25
attr = S, HP
animtype  = Medium
damage    =ceil(25*root,fvar(2)),4
guardflag = MA
hitflag=MAF
pausetime = 3,3
hitsound = S1,2
sparkno =S7005+(random%4)
guard.sparkno = S7009
guardsound = S3,1
sparkxy = 0,0
getpower = 0
ground.type = High
ground.slidetime = 14
ground.hittime  = 35
guard.ctrltime=22
ground.velocity = 17
air.velocity = 17,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.53
air.fall=1
fall.recover=0
palfx.add = 40,80,255 ;Generated by Fighter Factory PalFX Editor
palfx.mul = 256,256,256
palfx.sinadd = 64,32,5,1
palfx.time = 20
id=200

[State 210, 2]
type = HitDef
triggerall= anim=3004
trigger1 =  animelem =3||animelem=7||animelem=11||animelem=15||animelem=19||animelem=23
attr = S, HP
animtype  = Medium
damage    =ceil(22*root,fvar(2)),4
hitflag=MAF
guardflag = MA
pausetime = 3,3
hitsound = S1,2
sparkno =S7005+(random%4)
guard.sparkno = S7009
guardsound = S3,1
sparkxy = 0,0
getpower = 0
ground.type = High
ground.slidetime = 14
ground.hittime  = 35
guard.ctrltime=22

ground.velocity = -17
air.velocity = -17,1.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel=.53
air.fall=1
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover=0
palfx.add = 40,80,255 ;Generated by Fighter Factory PalFX Editor
palfx.mul = 256,256,256
palfx.sinadd = 64,32,5,1
palfx.time = 20
id=200

[State 210, 2]
type = HitDef
triggerall= anim=3004
trigger1 =  animelem=27
attr = S, HP
animtype  = Medium
damage    =ceil(36*root,fvar(2)),4
guardflag = MA
hitflag=MAF
pausetime = 4,4
hitsound = S1,2
sparkno =S7005+(random%4)
guard.sparkno = S7009
guardsound = S3,1
sparkxy =0,0
getpower = 0
ground.type = High
ground.slidetime = 14
ground.hittime  = 37
guard.ctrltime=20
ground.velocity = -6,-18
air.velocity = -6,-18
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
forcenofall=1
palfx.add = 40,80,255 ;Generated by Fighter Factory PalFX Editor
palfx.mul = 256,256,256
palfx.sinadd = 64,32,5,1
palfx.time = 37
forcenofall=1
air.hittime=37
yaccel=.6
id=200
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (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 && anim=3004
v = 17   ;fv =
value = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 =anim=3005||((frontedgedist <= -90 || backedgedist <= -90) && time > 5)
v = 17   ;fv =
value = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =parent,var(44)=1      ;S,A,C,L
movetype = I        ;I,A,H

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =parent,var(44)=0      ;S,A,C,L
movetype = A

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 =animtime =0 &&anim= 3005 ||((frontedgedist <= -90 || backedgedist <= -90) && time > 5) || parent,movetype=H
v =44     ;fv =
value = 1
;ignorehitpause =
;persistent =

[State 210, 5]
type =destroyself
trigger1 =animtime =0 &&anim= 3005 ||((frontedgedist <= -90 || backedgedist <= -90) && time > 5) || parent,movetype=H
;---------------------------------------------------------------------------------
[Statedef 30011]
type    = S
movetype= A
physics = N
juggle=0
poweradd= 0
ctrl = 0
velset = 0,0
anim =3003
sprpriority =2
;=======================================;
;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) = 3001

;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

;=======================================;
[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=30011

[State 0, VelSet]
type = VelSet
trigger1 =anim=3003
x =7.5

[State 0, VelSet]
type = VelSet
trigger1 =anim=3004
x = 0

[State 0, VarSet]
type = parentVarSet
trigger1 = movecontact && (!moveguarded)
v = 10   ;fv = 10
value = 0


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

[State 0, PosFreeze]
type = PosFreeze
trigger1 = anim=3004
value = 1
;ignorehitpause =
;persistent =

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim!=3004 && anim!=3005&&anim=3003
trigger1=movecontact
value =3004

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim!=3003 && anim!=3005&&anim=3004
trigger1=animtime=0
value =3005

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP
;value2 = S,NA
time = 1
ignorehitpause = 1
persistent = 1
[State 210, 2]
type = HitDef
triggerall= anim=3003
trigger1 =  !movecontact
attr = S, HP
animtype  = Medium
affectteam=f
damage    =0,0
guardflag = MA
hitflag=MAF
pausetime = 0,0
hitsound = -1
sparkno =-1
guard.sparkno= -1
guardsound = -1
sparkxy = 0,0
getpower = 0
ground.type = High
ground.slidetime = 14
ground.hittime  = 22
ground.velocity = 0
air.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover=0
numhits=0
id=200


[State 210, 2]
type = HitDef
triggerall= anim=3004
trigger1 =  animelem =1||animelem=5||animelem=9||animelem=13||animelem=17||animelem=21||animelem=13||animelem=25
attr = S, HP
animtype  = Medium
damage    =ceil(25*root,fvar(2)),4
guardflag = MA
hitflag=MAF
affectteam=f
pausetime = 3,3
hitsound = S1,2
sparkno =S7005+(random%4)
guard.sparkno = S7009
guardsound = S3,1
sparkxy = 0,0
getpower = 0
ground.type = High
ground.slidetime = 14
ground.hittime  = 35
guard.ctrltime=22
ground.velocity = 17
air.velocity = 17,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.53
air.fall=1
fall.recover=0
palfx.add = 40,80,255 ;Generated by Fighter Factory PalFX Editor
palfx.mul = 256,256,256
palfx.sinadd = 64,32,5,1
palfx.time = 20
id=200

[State 210, 2]
type = HitDef
triggerall= anim=3004
trigger1 =  animelem =3||animelem=7||animelem=11||animelem=15||animelem=19||animelem=23
attr = S, HP
animtype  = Medium
damage    =ceil(22*root,fvar(2)),4
hitflag=MAF
affectteam=f
guardflag = MA
pausetime = 3,3
hitsound = S1,2
sparkno =S7005+(random%4)
guard.sparkno = S7009
guardsound = S3,1
sparkxy = 0,0
getpower = 0
ground.type = High
ground.slidetime = 14
ground.hittime  = 35
guard.ctrltime=22

ground.velocity = -17
air.velocity = -17,1.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel=.53
air.fall=1
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover=0
palfx.add = 40,80,255 ;Generated by Fighter Factory PalFX Editor
palfx.mul = 256,256,256
palfx.sinadd = 64,32,5,1
palfx.time = 20
id=200

[State 210, 2]
type = HitDef
triggerall= anim=3004
trigger1 =  animelem=27
attr = S, HP
animtype  = Medium
damage    =ceil(36*root,fvar(2)),4
guardflag = MA
hitflag=MAF
pausetime = 4,4
hitsound = S1,2
affectteam=f
sparkno =S7005+(random%4)
guard.sparkno = S7009
guardsound = S3,1
sparkxy =0,0
getpower = 0
ground.type = High
ground.slidetime = 14
ground.hittime  = 37
guard.ctrltime=20
ground.velocity = -6,-18
air.velocity = -6,-18
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
forcenofall=1
palfx.add = 40,80,255 ;Generated by Fighter Factory PalFX Editor
palfx.mul = 256,256,256
palfx.sinadd = 64,32,5,1
palfx.time = 37
forcenofall=1
air.hittime=37
yaccel=.6
id=200
[State 0, TargetState]
type = TargetState
trigger1 =root,statetype= A && movehit=1 && (root,stateno!=[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 && anim=3004
v = 17   ;fv =
value = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 =anim=3005||((frontedgedist <= -90 || backedgedist <= -90) && time > 5)
v = 17   ;fv =
value = 0


[State 0, ParentVarSet]
type = ParentVarSet
trigger1 =animtime =0 &&anim= 3005 ||((frontedgedist <= -90 || backedgedist <= -90) && time > 5) 
v =44     ;fv =
value = 1
;ignorehitpause =
;persistent =

[State 210, 5]
type =destroyself
trigger1 =animtime =0 &&anim= 3005 ||((frontedgedist <= -90 || backedgedist <= -90) && time > 5)
;--------------------------------------------------------------------------------------------
[Statedef 3002]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim =3007
sprpriority = 9

[State 0, VarSet]
type = parentVarset
trigger1 = 1
v = 19   ;fv = 10
value = 2
persistent = 1

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

[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 =6007
;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 || 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
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 3051]
type    = S
movetype= A
physics = S
poweradd= 0
juggle=0
ctrl = 0
velset = 0,0
anim =3051
sprpriority = 2

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

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

[State -2, Helper]
type = Helper
trigger1 = winko &&movehit
triggerall = NumHelper(6000) < 1
helpertype = normal ;player
name = "winko"
ID = 6000
stateno = 6000
pos = 0,0
postype = left   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove =999
pausemove = 999
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
trigger1 =1
y = -10

[State 210, 2]
type = HitDef
triggerall = hitcount<17
trigger1 =  time%2=0
attr = S, HP
animtype  = up
damage    =21*ceil(root,fvar(2)),4
guardflag = MA
pausetime =5,4
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = 0,0
hitsound   = S1,2
guardsound = S3,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = 0,-15
air.velocity =0,-11
air.hittime=22
fall.recover =0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.8
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = 1
time = 1
value = ceil(parent,fvar(2))
ignorehitpause = 1
persistent = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =parent,var(44)=1      ;S,A,C,L
movetype = I        ;I,A,H

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =parent,var(44)=0      ;S,A,C,L
movetype = A

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 =pos y <-750
v =44     ;fv =
value = 1
;ignorehitpause =
;persistent =

[State 210, 5]
type = destroyself
trigger1 = pos y <-750
;--------------------------------------------------------------------------
[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


[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



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

; fVar(2) - StateDef -2
