; MvC2 Ryu By Kamekaze Helper states
;--------------------------------------------------------------------------------------------
[Statedef 192]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim =1030
sprpriority = -4


[State 0, ParentVarSet]
type = ParentVarSet
trigger1 =time=25
v = 7    ;fv =
value = 1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim!=6001
trigger1 = root,var(7)
value = 6001

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime=0&&anim=6001



;--------------------------------------------------------------------------------------------
[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 =root,stateno=610&&root,animelemtime(11)<0
v = 22    ;fv = 10
value = 1
ignorehitpause=0

[State 0, BindToParent]
type = BindToParent
trigger1 = root,stateno=610&&root,animelemtime(11)<0
time = 1
facing = 0
pos = 110,-105
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 = root,stateno!=610||root,animelemtime(11)>=0
value = 612
;elem = 1
;ignorehitpause =
;persistent =

[State 0, DestroySelf]
type = DestroySelf
trigger1 =animtime=0&&anim=612
;--------------------------------------------------------------------------------------------
[Statedef 8001]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim =812
sprpriority = 1

[State 0, BindToRoot]
type = BindToRoot
trigger1 =1 
time = 1
facing = 1
pos = 0,0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = root,animelemtime(4)>=0&&root,animelemtime(5)<0
trigger2 = root,animelemtime(7)>=0&&root,animelemtime(8)<0
trigger3 = root,animelemtime(9)>=0&&root,animelemtime(10)<0
value = anim
elem = 1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = root,animelemtime(5)>=0&&root,animelemtime(6)<0
trigger2 = root,animelemtime(10)>=0&&root,animelemtime(11)<0
trigger3 = root,animelemtime(12)>=0&&root,animelemtime(13)<0
value = anim
elem = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = root,animelemtime(6)>=0&&root,animelemtime(6)<2
trigger2 = root,animelemtime(8)>=0&&root,animelemtime(8)<2
trigger3 = root,animelemtime(11)>=0&&root,animelemtime(11)<2
value = anim
elem = 4
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = root,animelemtime(6)>=2&&root,animelemtime(7)<0
trigger2 = root,animelemtime(8)>=2&&root,animelemtime(9)<0
trigger3 = root,animelemtime(11)>=2&&root,animelemtime(12)<0
value = anim
elem = 5
[State 0, DestroySelf]
type = DestroySelf
trigger1 =root,animelemtime(13)>=0
;-----------------------------------------------------------------------------
[Statedef 1002]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0

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 = ifelse((root,anim=[1000,1005]),1003,ifelse((root,anim=[1010,1015]),1012,1022))
;ignorehitpause = 
;persistent = 
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0
value = var(0)
;elem = 1
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 1    ;fv = 10
value = root,anim
;ignorehitpause = 
;persistent = 

;=======================================;
[State 0, VarSet]
type = parentVarSet
trigger1 = movehit
v = 10   ;fv = 10
value = 0
[State 0, VarSet]
type = parentVarSet
trigger1 =time=0
v = 15   ;fv = 10
value = 0
;ignorehitpause =
;persistent =
[State 0, VelSet]
type = VelSet
triggerall =time=0
trigger1 = anim=1022 && !movecontact
x = 18
y=18
[State 0, VelSet]
type = VelSet
triggerall =time=0
trigger1 = anim=1012 && !movecontact
x = 15.41
y=-16.75
[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 = 2    ;fv = 10
value = root,var(2)
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
triggerall =time=0
trigger1 = anim=1003&& !movecontact
x = 25.76

[State 0, VelSet]
type = VelSet
trigger1 = movecontact
x = 0

;persistent =


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

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

[State 210, 2]
type = HitDef
trigger1 =  !movecontact
attr = S, SP
animtype  = up
damage    = 106,14
guardflag = MA
pausetime =0,0
sparkno = -1
priority=5,dodge
guard.sparkno = S7009
sparkxy = 0,-45
hitsound   = S1,2
guardsound = S3,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
air.hittime=7
ground.velocity =-5,-6
air.velocity =-5,-6
guard.velocity=-6
fall = 1
fall.recover=0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.59
id=1000
hitonce=1

[State 0, TargetState]
type = TargetState
trigger1 =movehit && enemynear,stateno!=1003 && enemynear,stateno!=1015
value =1003
ID = 1000
;ignorehitpause =
;persistent =



[State 0, Explod]
type = Explod
triggerall = enemynear,stateno=1003 && enemynear,time=0
trigger1 = numexplod(1032)<1
anim = ifelse((root,anim=[1000,1005]),1032,ifelse((root,anim=[1010,1015]),1036,1040))
ID = 1032
pos = -15,const(size.mid.pos.y)-25
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime =ifelse(root,var(2)=0,15,30)
pausemovetime = 0
scale = .8333333333333333333333333333333,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = var(10)=ifelse(var(2)=0,16,25)&& (enemynear,stateno=1003||enemynear,stateno=1015)
anim =6001
pos = -25,const(size.mid.pos.y)-25
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime = 0
scale = 1.35,1.65
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = var(10)=ifelse(var(2)=0,16,25)&& (enemynear,stateno=1003||enemynear,stateno=1015)
anim = 6001
pos = 0,const(size.mid.pos.y)
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime = 0
scale = 1.35,1.65
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 =var(10)=ifelse(var(2)=0,16,25)&& (enemynear,stateno=1003||enemynear,stateno=1015)
value = S3,5
channel = 1

[State 0, Explod]
type = Explod
triggerall = enemynear,stateno=1003 && enemynear,time=0
trigger1= numexplod(1033)<1
anim = ifelse((root,anim=[1000,1005]),1033,ifelse((root,anim=[1010,1015]),1037,1041))
ID = 1033
pos = 0,const(size.mid.pos.y)
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime =ifelse(root,var(2)=0,15,30)
pausemovetime = 0
scale = .8333333333333333333333333333333,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0
[State 0, Explod]
type = Explod
trigger1 =var(10)=ifelse(var(2)=0,16,25)&& (enemynear,stateno=1003||enemynear,stateno=1015)
anim = 6001
pos = 0,const(size.mid.pos.y)+15
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime = 0
scale = 1.35,1.65
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = enemynear,stateno=1003 && enemynear,time=0
trigger1=  numexplod(1034)<1
anim = ifelse((root,anim=[1000,1005]),1033,ifelse((root,anim=[1010,1015]),1037,1041))
ID = 1034
pos = 0,const(size.mid.pos.y)+15
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime =ifelse(var(2)=0,15,30)
pausemovetime = 0
scale = .8333333333333333333333333333333,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = enemynear,stateno=1003
trigger1 = movehit && numexplod(1035)<1
anim = ifelse((root,anim=[1000,1005]),1035,ifelse((root,anim=[1010,1015]),1037,1041))
ID = 1035
pos = 0,const(size.mid.pos.y)+35
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime =ifelse(var(2)=0,15,30)
pausemovetime = 0
scale = .8333333333333333333333333333333,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = var(10)=ifelse(var(2)=0,16,25)&& (enemynear,stateno=1003||enemynear,stateno=1015)
anim = 6001
ID = 1035
pos = 0,const(size.mid.pos.y)+35
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime = 0
scale = 1.35,1.65
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=ifelse(var(2)=0,16,25)&& (enemynear,stateno=1003||enemynear,stateno=1015)
id = 1032

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=ifelse(var(2)=0,16,25) && (enemynear,stateno=1003||enemynear,stateno=1015)
id = 1033
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=ifelse(var(2)=0,16,25)&& (enemynear,stateno=1003||enemynear,stateno=1015)
id = 1034
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=ifelse(var(2)=0,16,25) && (enemynear,stateno=1003||enemynear,stateno=1015)
id = 1035
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = Varadd
trigger1 = movehit && (enemynear,stateno=1003||enemynear,stateno=1015)
v = 10    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 


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

[State 210, 5]
type = destroyself
trigger1 = ((frontedgedist <= -90 || backedgedist <= -90) && time > 5) || moveguarded || (var(10)>=ifelse(var(2)=0,17,26)) || root,numprojid(999)=0&& !movecontact
;trigger2= numhelper(1002)<1&&time>5 && enemynear,stateno!=1003
;trigger3= enemynear,stateno!=1003 && vel x =0
;-----------------------------------------------------------------------------
[Statedef 10021]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0

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 = 

;elem = 1
;ignorehitpause = 
;persistent = 

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

;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = movecontact
x = 0

;persistent =


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

[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 1005, This is for fossils]
type = Projectile
trigger1 = !time
ProjID = 1000
projanim =anim
affectteam=f
projhitanim = -1
projremanim = -1
projscale = 0,0
offset=0,0
projpriority = 1
projremovetime = -1
postype = p1         ;p2,front,back,left,right
velocity = vel x,vel y

[State 210, 2]
type = HitDef
trigger1 =  !movecontact
attr = S, SP
affectteam=f
animtype  = up
damage    = 106,14
guardflag = MA
pausetime =0,0
sparkno = -1
priority=5
guard.sparkno = S7009
sparkxy = 0,-45
hitsound   = S1,2
guardsound = S3,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
air.hittime=7
ground.velocity =-5,-6
air.velocity =-5,-6
guard.velocity=-6
fall = 1
fall.recover=0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.59
id=1000
hitonce=1

[State 0, TargetState]
type = TargetState
trigger1 =movehit && root,stateno!=10031 && root,stateno!=1015
value =10031
ID = 1000
;ignorehitpause =
;persistent =



;ignorehitpause =
;persistent =

[State 0, VarSet]
type = Varadd
trigger1 = movehit && (root,stateno=10031||root,stateno=1015)
v = 10    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

[State 0, Helper]
type = Helper
trigger1 =root,stateno=10031
helpertype = normal ;player
name ="Cards"
ID =1001
stateno = 10022
pos = 30,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
persistent=0
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 210, 5]
type = destroyself
trigger1 = ((frontedgedist <= -90 || backedgedist <= -90) && time > 5) || moveguarded || (var(10)>=ifelse(var(2)=0,17,26)) || root,numprojid(1000)=0 && !movecontact
;-----------------------------------------------------------------------------
[Statedef 10022]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset=0,0
anim=5334
sprpriority = 6
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 1    ;fv = 10
value =parent,var(1)
[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 10    ;fv = 10
value =parent,var(10)
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v =2   ;fv = 10
value =parent,var(2)
[State 0, BindToTarget]
type = BindToTarget
trigger1 =1 
time = 1
ID = 1000
pos = 0,0
;ignorehitpause = 
;persistent =

[State 0, Explod]
type = Explod
triggerall = time=0
trigger1 = numexplod(1032)<1
anim = ifelse((var(1)=[1000,1005]),1032,ifelse((var(1)=[1010,1015]),1036,1040))
ID = 1032
pos =15,root,const(size.mid.pos.y)-25
postype =p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime =ifelse(root,var(2)=0,15,30)
pausemovetime = 0
scale = .8333333333333333333333333333333,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0

[State 1, Explod]
type = Explod
trigger1 = var(10)=ifelse(var(2)=0,16,25)&& (root,stateno=10031||root,stateno=1015)
anim =6001
pos = 25,root,const(size.mid.pos.y)-25
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime = 0
scale = 1.35,1.65
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0

[State 2, Explod]
type = Explod
trigger1 = var(10)=ifelse(var(2)=0,16,25)&& (root,stateno=10031||root,stateno=1015)
anim = 6001
pos = 0,const(size.mid.pos.y)
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime = 0
scale = 1.35,1.65
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0

[State 3, PlaySnd]
type = PlaySnd
trigger1 =var(10)=ifelse(var(2)=0,16,25)&& (root,stateno=10031||root,stateno=1015)
value = S3,5
channel = 1

[State 4, Explod]
type = Explod
triggerall = root,stateno=10031
trigger1= numexplod(1033)<1
anim = ifelse((var(1)=[1000,1005]),1033,ifelse((var(1)=[1010,1015]),1037,1041))
ID = 1033
pos = 0,const(size.mid.pos.y)
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime =ifelse(root,var(2)=0,15,30)
pausemovetime = 0
scale = .8333333333333333333333333333333,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0
persistent=0
[State 5, Explod]
type = Explod
trigger1 =var(10)=ifelse(var(2)=0,16,25)&& (root,stateno=10031||root,stateno=1015)
anim = 6001
pos = 0,const(size.mid.pos.y)+15
postype = p1 ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime = 0
scale = 1.35,1.65
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0
[State 6, Explod]
type = Explod
triggerall = root,stateno=10031 
trigger1=  numexplod(1034)<1
anim = ifelse((var(1)=[1000,1005]),1033,ifelse((var(1)=[1010,1015]),1037,1041))
ID = 1034
pos = 0,const(size.mid.pos.y)+15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime =ifelse(var(2)=0,15,30)
pausemovetime = 0
scale = .8333333333333333333333333333333,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0
persistent=0
[State 7, Explod]
type = Explod
triggerall = root,stateno=10031
trigger1 = movehit && numexplod(1035)<1
anim = ifelse((var(1)=[1000,1005]),1035,ifelse((var(1)=[1010,1015]),1037,1041))
ID = 1035
pos = 0,const(size.mid.pos.y)+35
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime =ifelse(var(2)=0,15,30)
pausemovetime = 0
scale = .8333333333333333333333333333333,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0

[State 8, Explod]
type = Explod
trigger1 = var(10)=ifelse(var(2)=0,16,25)&& (root,stateno=10031||root,stateno=1015)
anim = 6001
ID = 1035
pos = 0,const(size.mid.pos.y)+35
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime = 0
scale = 1.35,1.65
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=ifelse(var(2)=0,16,25)&& (root,stateno=10031||root,stateno=1015)
id = 1032

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=ifelse(var(2)=0,16,25) && (root,stateno=10031||root,stateno=1015)
id = 1033
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=ifelse(var(2)=0,16,25)&& (root,stateno=10031||root,stateno=1015)
id = 1034
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=ifelse(var(2)=0,16,25) && (root,stateno=10031||root,stateno=1015)
id = 1035
[State 0, DestroySelf]
type = DestroySelf
trigger1 = (var(10)>=ifelse(var(2)=0,16,25))
;ignorehitpause = 
;persistent = 

;-----------------------------------------------------------------------------
[Statedef 1003]
type    = A
movetype= H
physics = N
juggle  = 0
poweradd= 0
velset=0,0
sprpriority = 6

[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = time<ifelse(enemy,var(2)=0,16,25)
value = 5000


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



[State 0, SelfState]
type = changeState
trigger1 =time >=ifelse(enemy,var(2)=0,16,25)
value =1015

;-----------------------------------------------------------------------------
[Statedef 10031]
type    = A
movetype= H
physics = N
juggle  = 0
poweradd= 0
velset=0,0
sprpriority = 6

[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = time<ifelse(var(2)=0,16,25)
value = 5000


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



[State 0, SelfState]
type = changeState
trigger1 =time >=ifelse(var(2)=0,16,25)
value =1015
;-----------------------------------------------------------------------------
[Statedef 1004]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
anim =1022
sprpriority = 6

[State 0, VarSet]
type = parentVarSet
trigger1 = movehit
v = 10   ;fv = 10
value = 0
[State 0, VarSet]
type = parentVarSet
trigger1 =time=0
v = 15   ;fv = 10
value = 0
[State 0, Helper]
type = Helper
trigger1 =time=0
helpertype = normal ;player
name = "projblocker"
ID =1002
stateno =1007
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 25
pausemovetime = 25
ignorehitpause = 1
[State 0, VarSet]
type = parentVarSet
trigger1 =time=0
v = 15   ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 =movehit
v = 15   ;fv =
value = 1
ignorehitpause = 1
persistent = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = enemy,time=ifelse(root,var(2)=0,15,30) && enemy,stateno=1003
value = S3,5
channel = 1

[State 0, VelSet]
type = VelSet
trigger1 = time >= 0 && !movecontact
x = 18
y=18

[State 0, VelSet]
type = VelSet
trigger1 = movecontact
x = 0

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

[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 210, 2]
type = HitDef
trigger1 =  !movecontact
attr = A, SA
animtype  = up
damage    = 106,14
guardflag = MA
pausetime =0,0
sparkno = -1
priority=5,dodge
guard.sparkno = S7009
sparkxy = 0,-4
hitsound   = S1,2
guardsound = S3,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
air.hittime=7
air.slidetime=6
ground.velocity = 0,0
air.velocity =0,0
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.63
id=1000
nochainid=1000

[State 0, TargetState]
type = TargetState
trigger1 =movehit && enemynear,stateno!=1003
value =1003
ID = 1000
;ignorehitpause =
;persistent =



[State 0, Explod]
type = Explod
triggerall = enemynear,stateno=1003 && enemynear,time=0
trigger1 = numexplod(1032)<1
anim = 1040
ID = 1032
pos = -15,const(size.mid.pos.y)-25
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime =ifelse(root,var(2)=0,15,30)
pausemovetime = 0
scale = .8333333333333333333333333333333,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = enemy,time=ifelse(root,var(2)=0,15,30) && enemy,stateno=1003
anim =6001
pos = -25,const(size.mid.pos.y)-25
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime = 0
scale = 1.35,1.65
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = enemy,time=ifelse(root,var(2)=0,15,30) && enemy,stateno=1003
anim = 6001
pos = 0,const(size.mid.pos.y)
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime = 0
scale = 1.35,1.65
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = enemynear,stateno=1003 && enemynear,time=0
trigger1 =numexplod(1033)<1
anim = 1041
ID = 1033
pos = 0,const(size.mid.pos.y)
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime =ifelse(root,var(2)=0,15,30)
pausemovetime = 0
scale = .8333333333333333333333333333333,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0
[State 0, Explod]
type = Explod
trigger1 = enemy,time=ifelse(root,var(2)=0,15,30) && enemy,stateno=1003
anim = 6001
pos = 0,const(size.mid.pos.y)+15
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime = 0
scale = 1.35,1.65
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = enemynear,stateno=1003 && enemynear,time=0
trigger1 = numexplod(1034)<1
anim = 1042
ID = 1034
pos = 0,const(size.mid.pos.y)+15
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime=ifelse(root,var(2)=0,15,30)
pausemovetime = 0
scale = .8333333333333333333333333333333,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = enemynear,stateno=1003 && enemynear,time=0
trigger1 = numexplod(1035)<1
anim = 1043
ID = 1035
pos = 0,const(size.mid.pos.y)+35
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime=ifelse(root,var(2)=0,15,30)
pausemovetime = 0
scale = .8333333333333333333333333333333,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = enemy,time=ifelse(root,var(2)=0,15,30) && enemy,stateno=1003
anim = 6001
ID = 1035
pos = 0,const(size.mid.pos.y)+35
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime = 0
scale = 1.35,1.65
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =enemy,time>=ifelse(root,var(2)=0,39,55) && enemynear,stateno=1003
id = 1032

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =enemy,time>=ifelse(root,var(2)=0,39,55) && enemynear,stateno=1003
id = 1033
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =enemy,time>=ifelse(root,var(2)=0,39,55) && enemynear,stateno=1003
id = 1034
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =enemy,time>=ifelse(root,var(2)=0,39,55) && enemynear,stateno=1003
id = 1035
;ignorehitpause =
;persistent =



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

[State 210, 5]
type = destroyself
trigger1 = ((frontedgedist <= -90 || backedgedist <= -90) && time > 5) || moveguarded || (movehit && enemynear,stateno=1003&&enemy,time=ifelse(root,var(2)=0,16,31))
trigger2= numhelper(1002)<1&&time>0 && enemynear,stateno!=1003
trigger3= enemynear,stateno!=1003 && vel x =0
trigger4 = pos y >=0&& enemynear,stateno!=1003
;-----------------------------------------------------------------------------
[Statedef 1005]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
anim =1012
sprpriority = 6
[State 0, VarSet]
type = parentVarSet
trigger1 =time=0
v = 15   ;fv = 10
value = 0
[State 0, VarSet]
type = parentVarSet
trigger1 = movehit
v = 10   ;fv = 10
value = 0
[State 0, Helper]
type = Helper
trigger1 =time=0
helpertype = normal ;player
name = "projblocker"
ID =1002
stateno =1007
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 25
pausemovetime = 25
ignorehitpause = 1
[State 0, VarSet]
type = parentVarSet
trigger1 =time=0
v = 15   ;fv = 10
value = 0
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = enemy,time=ifelse(root,var(2)=0,15,30) && enemy,stateno=1003
value = S3,5
channel = 1
[State 0, VelSet]
type = VelSet
trigger1 = time >= 0
x = 15.41
y=-16.75

[State 0, VelSet]
type = VelSet
trigger1 = movecontact
x = 0

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

[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 210, 2]
type = HitDef
trigger1 =  !movecontact
attr = A, SP
animtype  = up
damage    = 106,14
guardflag = MA
pausetime =0,0
sparkno = -1
priority=5,dodge
guard.sparkno = S7009
sparkxy = 0,-4
hitsound   = S1,2
guardsound = S3,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
air.hittime=7
air.slidetime=6
ground.velocity = 0,0
air.velocity =0,0
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.63
id=1000
nochainid=1000

[State 0, TargetState]
type = TargetState
trigger1 =movehit && enemynear,stateno!=1003
value =1003
ID = 1000
;ignorehitpause =
;persistent =



[State 0, Explod]
type = Explod
triggerall = enemynear,stateno=1003 && enemynear,time=0
trigger1 = numexplod(1032)<1
anim = 1036
ID = 1032
pos = -15,const(size.mid.pos.y)-25
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime =ifelse(root,var(2)=0,15,30)
pausemovetime = 0
scale = .8333333333333333333333333333333,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = enemy,time=ifelse(root,var(2)=0,15,30) && enemy,stateno=1003
anim =6001
pos = -25,const(size.mid.pos.y)-25
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime = 0
scale = 1.35,1.65
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0
[State 0, Explod]
type = Explod
trigger1 = enemy,time=ifelse(root,var(2)=0,15,30) && enemy,stateno=1003
anim = 6001
pos = 0,const(size.mid.pos.y)
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime = 0
scale = 1.35,1.65
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = enemynear,stateno=1003 && enemynear,time=0
trigger1 = numexplod(1033)<1
anim = 1037
ID = 1033
pos = 0,const(size.mid.pos.y)
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime=ifelse(root,var(2)=0,15,30)
pausemovetime = 0
scale = .8333333333333333333333333333333,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0
[State 0, Explod]
type = Explod
trigger1 = enemy,time=ifelse(root,var(2)=0,15,30) && enemy,stateno=1003
anim = 6001
pos = 0,const(size.mid.pos.y)+15
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime = 0
scale = 1.35,1.65
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = enemynear,stateno=1003 && enemynear,time=0
trigger1 = numexplod(1034)<1
anim = 1038
ID = 1034
pos = 0,const(size.mid.pos.y)+15
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime=ifelse(root,var(2)=0,15,30)
pausemovetime = 0
scale = .8333333333333333333333333333333,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = enemynear,stateno=1003 && enemynear,time=0
trigger1 = numexplod(1035)<1
anim = 1039
ID = 1035
pos = 0,const(size.mid.pos.y)+35
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime=ifelse(root,var(2)=0,15,30)
pausemovetime = 0
scale = .8333333333333333333333333333333,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = enemy,time=ifelse(root,var(2)=0,15,30) && enemy,stateno=1003
anim = 6001
ID = 1035
pos = 0,const(size.mid.pos.y)+35
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime = 0
scale = 1.35,1.65
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =enemy,time>=ifelse(root,var(2)=0,39,55) && enemynear,stateno=1003
id = 1032

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =enemy,time>=ifelse(root,var(2)=0,39,55) && enemynear,stateno=1003
id = 1033
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =enemy,time>=ifelse(root,var(2)=0,39,55) && enemynear,stateno=1003
id = 1034
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =enemy,time>=ifelse(root,var(2)=0,39,55) && enemynear,stateno=1003
id = 1035
;ignorehitpause =
;persistent =



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

[State 210, 5]
type = destroyself
trigger1 = ((frontedgedist <= -90 || backedgedist <= -90) && time > 5) || moveguarded || (movehit && enemynear,stateno=1003&&enemy,time=ifelse(root,var(2)=0,16,31))
trigger2= numhelper(1002)<1&&time>0 && enemynear,stateno!=1003

;-----------------------------------------------------------------------------
[Statedef 1007]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
anim =parent,anim+1
sprpriority = 6
[State 0, BindToParent]
type = BindToParent
trigger1 =1
time = 1
facing = 1
pos = 0,0
[State 0, HitBy]
type = HitBy
trigger1 =1
value = SCA,AP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 0, HitOverride]
type = HitOverride
trigger1 =1
attr = SCA,AA,AP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 1008
time = 1
forceair = 0
;ignorehitpause =
;persistent =

[State 0, DestroySelf]
type = DestroySelf
trigger1= root,numhelper(1001)=0 && time >0
trigger2 = root,numhelper(1001)>0
trigger2 = helper(1001),stateno!=1002  &&helper(1001),stateno!=10021
ignorehitpause = 1
;persistent =

;---------------------------------------------------------------------------------
[Statedef 1008]
type    = S
movetype= I
physics = N
poweradd= 0
juggle=1
ctrl = 0
velset = 0,0
anim =5334
sprpriority = 2
[State 0, DestroySelf]
type = DestroySelf
trigger1 =1
;ignorehitpause =
;persistent =


;---------------------------------------------------------------------------------
[Statedef 1101]
type    = S
movetype= A
physics = N
poweradd= 0
juggle=1
ctrl = 0
velset = 0,0
anim =1101+(random%19)
sprpriority = 2

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

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

[State 0, VelAdd]
type = VelAdd
trigger1 = root,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 =  (root,animelemtime(14)<0&&root,stateno=1100)   || root,movetype=H
trigger1 =movecontact || root,movetype=H
v = 5    ;fv = 10
value = 1

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

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

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = root,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, SA
animtype  = Medium
damage    = 7,4
hitflag=MAFD
guardflag = MA
pausetime =2,2
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((root,animelemtime(14)<0&&root,stateno=1100),-5,-3),ifelse((root,animelemtime(14)<0&&root,stateno=1100),-11,-6)
air.velocity =ifelse((root,animelemtime(14)<0&&root,stateno=1100),-5,-3),ifelse((root,animelemtime(14)<0&&root,stateno=1100),-11,-6)
fall = 1
fall.recovertime=15
down.velocity =ifelse((root,animelemtime(3)<0&&root,stateno=1100),0,-2),ifelse((root,animelemtime(3)<0&&root,stateno=1100),0,-8)
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.63
[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 =root,animelemtime(14)<0 && root,anim=1100
x = -21*-(cos(time/4))
[State 0, VelSet]
type = VelSet
trigger1 =root,animelemtime(14)<0 &&root,anim=1100
y = -2.25

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

[State 0, VelAdd]
type = VelAdd
trigger1 = root,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 =  (root,animelemtime(14)<0&&root,stateno=1100)   || root,movetype=H
trigger1 =movecontact || root,movetype=H
v = 5    ;fv = 10
value = 1

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

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

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = root,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 =2,2
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((root,animelemtime(14)<0&&root,stateno=1100),-5,-3),ifelse((root,animelemtime(14)<0&&root,stateno=1100),-11,-6)
air.velocity =ifelse((root,animelemtime(14)<0&&root,stateno=1100),-5,-3),ifelse((root,animelemtime(14)<0&&root,stateno=1100),-11,-6)
fall = 1
fall.recovertime=15
down.velocity =ifelse((root,animelemtime(3)<0&&root,stateno=1100),0,-2),ifelse((root,animelemtime(3)<0&&root,stateno=1100),0,-8)
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.63
[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 =3005
sprpriority =2
[State 0, VarSet]
type = parentVaradd
trigger1 =time=0
v = 23  ;fv = 10
value = 1
persistent=0
ignorehitpause=1
[State 0, VarSet]
type = parentVaradd
trigger1 =movehit
v = 32  ;fv = 10
value = 1
persistent=0
ignorehitpause=1

[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=1008

[State 0, VelSet]
type = VelSet
trigger1 =time=0
y =ifelse(random<499,.25,-.25)

[State 0, VelSet]
type = VelSet
trigger1 =!movecontact
x = 18
[State 0, VelSet]
type = VelSet
trigger1 =movecontact
x = 0
y=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 -2, Helper]
type = Helper
triggerall = numhelper(3003)<7
trigger1 = movehit && root,var(32)<7
helpertype = normal ;player
name = "cards"
ID = 3003
stateno = 3003
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, TargetState]
type = TargetState
trigger1 =movehit &&root,var(28)=0
value =3002
ID = 3002
;ignorehitpause =
;persistent =
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =root,var(32)>=37
movetype = I        ;I,A,H


[State 210, 2]
type = HitDef
triggerall =root,var(32)<37
triggerall = enemy,anim!=1200
triggerall = !winko&&!lose
trigger1 =  !movecontact
attr = S, HA
animtype  = up
hitflag=DMAF
damage    = ifelse(root,animelemtime(15)<0,14,7),4
guardflag = MA
pausetime =0,0
sparkno = -1
guard.sparkno = S7009
sparkxy = 0,-4
hitsound   = S1,1
guardsound = S3,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
air.hittime=7
air.slidetime=6
ground.velocity = 0,0
air.velocity =0,0
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.63
id=3002
nochainid=3002



[State 0, VarSet]
type = parentVaradd
triggerall = root,var(24)<7
trigger1 =movehit
v = 24    ;fv = 10
value = 1
ignorehitpause =1
persistent =0




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

[State 210, 5]
type = destroyself
trigger1 = (frontedgebodydist <= -15  && time > 0) || moveguarded || (enemy,anim=1200&&enemy,animelemtime(1)>=2)
;trigger2= numhelper(3002)<1&&time>0 && enemynear,stateno!=3002
;--------------------------------------------------------------------------------------------
[Statedef 3002]
type    = A
movetype= H
physics = N
juggle  = 0
poweradd= 0
velset=0,0
sprpriority = 6


[State 0, ChangeAnim2]
type = ChangeAnim
triggerall =!lose
trigger1 = enemy,animelemtime(39)<0
value = 5000
;[State 0, LifeAdd]
;type = LifeAdd
;trigger1 =time=0
;value =
;kill = 1
[State 0, NotHitBy]
type = NotHitBy
trigger1 = enemy,var(32)>=37
value = SCA
;value2 = S,NA
time = 1



[State 0, SelfState]
type = changeState
trigger1 = enemy,var(28)=1
trigger2= lose&& anim=1200 &&animelemtime(1)=2
value =1015
;-----------------------------------------------------------------------------
[Statedef 3003]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
anim =5334
sprpriority = 6



[State 0, Explod]
type = Explod
trigger1= time=1
anim = ifelse(random<333,1033,ifelse((random=[334,666]),1034,1035))
ID = 1033
pos = -5,-var(10)
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime =-1
pausemovetime = 0
scale = .8333333333333333333333333333333,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0

[State 0, VarSet]
type = VarSet
trigger1 =time=0
v = 10    ;fv = 10
value = 20+(random%60)
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1=p2stateno=1015 && p2movetype=H
trigger2=winko||lose
anim = 6001
pos =  -5,-var(10)
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime = 0
scale = 1.35,1.45
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0
persistent=0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1=p2stateno=1015 && p2movetype=H
trigger2=winko||lose
id = 1033

[State 0, RemoveExplod]
type = RemoveExplod
trigger1=p2stateno=1015 && p2movetype=H
trigger2=winko||lose
id = 1033

[State 0, DestroySelf]
type = DestroySelf
trigger1 =root,animelemtime(40)>0||enemy,movetype!=H
trigger2=winko||lose
;ignorehitpause = 1
;persistent =


;===============================
[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 = root,stateno!=3000
trigger1 = root,stateno!=3004
trigger1 = root,stateno !=3100
trigger1 = root,stateno !=3101
trigger1 = root,stateno !=3500
trigger1 = root,stateno !=3501
trigger1 = root,stateno !=3800
trigger1 = root,stateno !=3801
trigger1 = root,stateno !=4004
trigger1 = root,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
bindtime=-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
pos = 0,0
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= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,-16
anim =3004
sprpriority = 9


[State 0, VelAdd]
type = VelAdd
triggerall = root,animelemtime(7)<0&&root,animelemtime(15)>0
trigger1 =1
y = .7

[State 0, VelSet]
type = VelSet
trigger1 = root,animelem=15
y = 7


[State 0, PosFreeze]
type = PosFreeze
trigger1 =root,animelemtime(7)>0&&root,animelemtime(15)<0
value = 1

[State 640, 3]
type = HitDef
triggerall = enemy,stateno!=3002
triggerall =time=[15,35]
trigger1 =!movecontact
attr = A, HA
damage    = 106,3
guardflag = HA
priority = 5
pausetime = 0,16
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = -10,-50
hitsound   = S1,2
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -15,10
yaccel = .5
fall  =1
fall.recover = 0

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

[State 210, 5]
type = destroyself
trigger1 = pos y>0 &&time>=20
trigger2=root,stateno!=3000
trigger3= root,animelem=32
;--------------------------------------------------------------------------------------------
[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 = root,var(10) = 0
triggerall = teamside = 1
trigger1 = time = 0
anim =8202
postype =left
sprpriority =2
pos = 160,60
facing = 1
bindtime = -1
removeongethit = 1
supermovetime = 99999
scale = .5, .5
vel =0,0
ownpal = 1

[State 9999, Explod]
type = explod
triggerall = root,var(10) = 0
triggerall = teamside = 2
trigger1 = time = 0
anim =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= root,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 = root,var(14) = 0
;---------------------------------------------------------------------------------
[Statedef 3051]
type    = S
movetype= A
physics = S
poweradd= 0
juggle=0
ctrl = 0
velset = 0,0
anim =3012
sprpriority = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =root,var(18)=1
movetype = I        ;I,A,H


[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
persistent = 1
[State 0, PosSet]
type = PosSet
trigger1 =1
y = 0
ignorehitpause=1
[State 0, VarSet]
type = parentVarSet
trigger1 = movehit ||var(10)=0
v = 10   ;fv = 10
value = 0

[State 0, HitBy]
type = notHitBy
trigger1 = 1
value = SCA
;value2 = S,NA
time = 1
ignorehitpause = 1
persistent = 1
[State 0, VarSet]
type = parentVaradd
trigger1 =time=0
v = 1   ;fv = 10
value =-90
[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 = 0
x=0
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
[State -2, Helper]
type = Helper
trigger1 =time= 11
helpertype = normal ;player
name = "winko"
ID = 3053
stateno = 3053
pos = 0,0
postype = p1   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove =999
pausemove = 999
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 =  !movecontact
attr = S, HP
hitflag=MAFD
animtype  = Medium
damage    =42,4
guardflag = MA
pausetime =2,0
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = 0,-50
hitsound   = S1,2
guardsound = S3,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -12,-7
air.velocity =-12.5,-7
fall = 1
fall.recover=0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.63
id=200

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit && (p2stateno!=1015)&& enemy,hitshakeover
value =1015
ID =200
ignorehitpause =1 
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 210, 5]
type = destroyself
trigger1 = animtime=0
;---------------------------------------------------------------------------------
[Statedef 3053]
type    = S
movetype= A
physics = S
poweradd= 0
juggle=0
ctrl = 0
velset = 0,0
anim =3010
sprpriority = 8

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

[State 0, VarSet]
type = parentVarSet
trigger1 = movehit && root,numhelper(3051)>0
v = 10   ;fv = 10
value = 0
[State 0, HitBy]
type = notHitBy
trigger1 = 1
value = SCA
;value2 = S,NA
time = 1
ignorehitpause = 1
persistent = 1
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0


[State 0, Explod]
type = Explod
trigger1 =time=0
anim =3011
ID =3011
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 8
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause=0
[State 0, Explod]
type = Explod
trigger1 =time=0
anim =3011
ID =3011
pos = 38,-64
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 8
ontop = 0
shadow = 0,0,0
ownpal = 0
ignorehitpause=0
[State 0, Explod]
type = Explod
trigger1 =time=0
anim =3011
ID =3011
pos = 76,-128
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 8
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause=0
[State 0, Explod]
type = Explod
trigger1 =time=0
anim =3011
ID =3011
pos = 114,-192
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 8
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause=0
[State 0, Explod]
type = Explod
trigger1 =time=0
anim =3011
ID =3011
pos = 152,-256
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 8
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause=0
[State 0, Explod]
type = Explod
trigger1 =time=0
anim =3011
ID =3011
pos = 190,-320
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 8
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause=0


[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 = 0
x=0

[State 210, 2]
type = HitDef
trigger1 =  !movecontact
attr = S, HP
animtype  = Medium
damage    =35,4
guardflag = MA
pausetime =1,3
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = 0,-50
hitsound   = S1,2
guardsound = S3,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -18.5,-10
air.velocity =-18.5,-10
fall = 1
fall.recover=0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.63
id=200

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit && (p2stateno!=1015) && enemy,hitshakeover
value =1015
ID =200
ignorehitpause =1  
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

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

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

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

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

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

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

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

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


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

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

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



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

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

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


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

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

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



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

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

[State 911, Destroy]
type = destroyself
trigger1 = time >= 30
;---------------------------------------------------------------------------
[Statedef 6000]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 5334
ctrl = 0
sprpriority = 5

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

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

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

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

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


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

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


[State 0, DestroySelf]
type = DestroySelf
trigger1 = root,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

