; MvC2 Ryu By Kamekaze Helper states
;--------------------------------------------------------------------------------------------
[Statedef 193]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim =192
sprpriority = -4

[State 0, VelSet]
type = VelSet
trigger1 = animelem=5
x =-4


[State 0, DestroySelf]
type = DestroySelf
trigger1 = ((frontedgedist <= -90|| backedgedist <= -90) && time > 5)
 ;--------------------------------------------------------------------------------------------
[Statedef 184]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim =186
sprpriority = -8

[State 0, VelSet]
type = VelSet
trigger1 = time=0
x =5
[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim=187 && animelemtime(1)=1
value = S180,4
channel=1
;*facing
[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim=187 && animelemtime(4)=10
value = S180,2
channel=0
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parentdist x <=55 && time >1 && anim=186
;trigger2 = root,fvar(39)>-25;&& facing=-1
value = 187
;elem = 1
;ignorehitpause =
;persistent =
[State 0, PosSet]
type = Posset
trigger1 =time=0
x = -350*root,facing

;ignorehitpause =

[State 0, VelSet]
type = VelSet
trigger1 = anim=187
x = 0

 ;--------------------------------------------------------------------------------------------
[Statedef 185]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim =184
sprpriority = 8

[State 0, VelSet]
type = VelSet
trigger1 = time=0
x =4

;*facing

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parentdist x <=55 && time >1 && anim=184
;trigger2 = root,fvar(39)>-25;&& facing=-1
value = 185
;elem = 1
;ignorehitpause =
;persistent =
[State 0, PosSet]
type = PosSet
trigger1 =time=0
x = -180*root,facing
[State 0, VarSet]
type = parentVarSet
trigger1 =anim=185 && animelem=3
v = 4    ;fv = 10
value = 1
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = anim=185
x = 0
;persistent =


;--------------------------------------------------------------------------------------------
[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 1002]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
anim =1109
sprpriority = 2


[State 0, VelSet]
type = VelSet
trigger1 =time=0
x = 8
y = ifelse(root,var(3)=0,0,ifelse(root,var(3)=1,-2,2))
;ignorehitpause =
;persistent =


;persistent =


[State 3005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
forceair = 1
stateno=1003

[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 210, 2]
type = HitDef
trigger1 =  !movecontact
attr = S, SP
animtype  = medium
damage    = 42,14
guardflag = MA
pausetime =1,6
sparkno = S7005+(random%4)
guard.sparkno = S7009
priority=5
sparkxy = 0,0
hitsound   = S1,1
guardsound = S3,1
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5,0
air.velocity =0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel=.63






[State 210, 5]
type = destroyself
trigger1 = ((frontedgedist <= -90 || backedgedist <= -90) && time > 5)
trigger2=movecontact


;---------------------------------------------------------------------------------
[Statedef 1003]
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 1004]
type    = A
movetype= I
physics = N
poweradd= 0
juggle=1
ctrl = 0
velset = -3,-6
anim =1108
sprpriority = 2

[State 0, VelSet]
type = Veladd
trigger1 =1
y = .5
;ignorehitpause =
;persistent =

[State 0, DestroySelf]
type = DestroySelf
trigger1 =pos y >=0
;---------------------------------------------------------------------------------
[Statedef 1101]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
anim =1101
sprpriority = 3

[State 0, VelSet]
type = VelSet
trigger1 = time=0
x =ifelse(root,var(59)=1,4,3.4)*(ifelse(root,var(18),1.5,1))
[State 0, VarSet]
type = VarSet
trigger1 = time=0
fv = 2   ;fv = 10
value = root,fvar(2)
;ignorehitpause =
;persistent =

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=20*(ifelse(root,var(18),.75,1))  && anim=1101
value = 1102+root,var(3)

[State 0, PosSet]
type = PosSet
trigger1 =time=0
x = -180*root,facing
;ignorehitpause =
;persistent =
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S2,6
channel = 2

[State 0, PlaySnd]
type = PlaySnd
triggerall =  anim=1102+root,var(3)
trigger1 =animelem= 2
trigger2 =animelem= 5
trigger3 =animelem= 8
value = S2,8
channel = 3
;abspan =
;ignorehitpause =
;persistent =




[State 0, Projectile]
type = Projectile
triggerall = root,var(59)!=1
triggerall =  anim=1102+root,var(3)
trigger1 =animelem= 2
trigger2 =animelem= 5
trigger3 =animelem= 8
ProjID = 1109
projanim = 1109
projhitanim = 5334
projremanim = 5334
projcancelanim =5334
projscale = .833333333333333333333333333333,1
projremove = 1
projremovetime = -1
velocity = 8,ifelse(root,var(3)=0,0,ifelse(root,var(3)=1,-2,2))
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 90
projstagebound = 90
projheightbound = -240
offset =34 ,ifelse(root,var(3)=0,-72,-84)
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = medium          ;light,medium,hard,back,up,diagup
damage = floor(42*root,fvar(2)),14
pausetime = 1,6
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = 0,0
hitsound   = S1,1
guardsound = S3,1
ground.slidetime = 10
ground.hittime  = 16
ground.velocity = -5,0
air.hittime=16
air.velocity=-4,-6
forcenofall=1
id=200

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[202,204])
value =202
ID =200
ignorehitpause =1 
[State 0, Projectile]
type = Projectile
triggerall = root,var(59)=1
triggerall = root,var(3)!=2
triggerall =  anim=1102+root,var(3)
trigger1 =animelem= 2
trigger2 =animelem= 5
trigger3 =animelem= 8
ProjID = 1109
projanim = 1109
projhitanim = 5334
projremanim = 5334
projcancelanim =5334
projscale = .833333333333333333333333333333,1
projremove = 1
projremovetime = -1
velocity = 8*(ifelse(root,var(18),1.5,1)),ifelse(root,var(3)=0,0,ifelse(root,var(3)=1,-2,2))*(ifelse(root,var(18),1.5,1))
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 90
projstagebound = 90
projheightbound = -240
offset =34 ,ifelse(root,var(3)=0,-72,-84)
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = medium          ;light,medium,hard,back,up,diagup
damage = floor(35*fvar(2)),14
pausetime = 1,6
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = 0,0
hitsound   = S1,ifelse(root,var(59)=1,8,1)
guardsound = S3,1
ground.slidetime = 10
ground.hittime  = 13
ground.velocity = -5,0
air.velocity=-4,-6
forcenofall=1
id=200


[State 0, Projectile]
type = Projectile
triggerall = root,var(59)=1
triggerall =  anim=1102+root,var(3)
triggerall = root,var(3)=2
trigger1 =animelem= 2
ProjID = 1109
projanim = 1109
projhitanim = 5334
projremanim = 5334
projcancelanim =5334
projscale = .833333333333333333333333333333,1
projremove = 1
projremovetime = -1
velocity = 9.5*(ifelse(root,var(18),1.5,1)),2*(ifelse(root,var(18),1.5,1))
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 90
projstagebound = 90
projheightbound = -240
offset =34 ,-60
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD        ;HLAFD+-
guardflag = MA         ;HLA
animtype = medium          ;light,medium,hard,back,up,diagup
damage = floor(35*root,fvar(2)),14
pausetime = 1,6
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = 0,0
air.hittime=18-root,var(20)
hitsound   = S1,ifelse(root,var(59)=1,8,1)
guardsound = S3,1
ground.slidetime = 10
ground.hittime  = 13
ground.velocity = -5,0
air.velocity=-4,-6
down.velocity=0,0
forcenofall=1
id=200


[State 0, Projectile]
type = Projectile
triggerall = root,var(59)=1
triggerall =  anim=1102+root,var(3)
triggerall = root,var(3)=2
trigger1 =animelem= 5
ProjID = 1111
projanim = 1109
projhitanim = 5334
projremanim = 5334
projcancelanim =5334
projscale = .833333333333333333333333333333,1
projremove = 1
projremovetime = -1
velocity = 9.5*(ifelse(root,var(18),1.5,1)),2*(ifelse(root,var(18),1.5,1))
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 90
projstagebound = 90
projheightbound = -240
offset =34 ,-60
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD        ;HLAFD+-
guardflag = MA         ;HLA
animtype = medium          ;light,medium,hard,back,up,diagup
damage = floor(35*root,fvar(2)),14
pausetime = 1,6
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = 0,0
air.hittime=18-root,var(20)
hitsound   = S1,ifelse(root,var(59)=1,8,1)
guardsound = S3,1
ground.slidetime = 10
ground.hittime  = 13
ground.velocity = -5,0
air.velocity=-4,-6
down.velocity=0,0
forcenofall=1
id=200

[State 0, Projectile]
type = Projectile
triggerall = root,var(59)=1
triggerall = root,var(3)=2
triggerall =  anim=1102+root,var(3)
trigger1 =animelem= 8
ProjID = 1110
projanim = 1109
projhitanim = 5334
projremanim = 5334
projcancelanim =5334
projscale = .833333333333333333333333333333,1
projremove = 1
projremovetime = -1
velocity = 9.5*(ifelse(root,var(18),1.5,1)),2*(ifelse(root,var(18),1.5,1))
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 90
projstagebound = 90
projheightbound = -240
offset =34 ,-60
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD        ;HLAFD+-
guardflag = MA         ;HLA
animtype = medium          ;light,medium,hard,back,up,diagup
damage = floor(35*root,fvar(2)),14
pausetime = 1,6
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = 0,0
hitsound   = S1,ifelse(root,var(59)=1,8,1)
guardsound = S3,1
ground.slidetime = 10
ground.hittime  = 13
ground.velocity = -5,0
air.hittime=17-root,var(20)
down.velocity=0,-9
forcenofall=1
yaccel=.62
forcenofall=1
id=200


[State 0, Helper]
type = Helper
triggerall =  anim=1102+root,var(3)
trigger1 =animelem= 2
trigger2 =animelem= 5
trigger3 =animelem= 8
helpertype = normal ;player
name = "bulletcase"
ID =1004
stateno =1004
pos = 17 ,ifelse(root,var(3)=0,-83,ifelse(root,var(3)=1,-89,-77))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
;supermovetime = 25
;pausemovetime = 25
ignorehitpause = 1
[State 3005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
forceair = 1
stateno=1102

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
persistent = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = projcontact1109=1 && p2statetype=L
v = 28    ;fv =
value = 1
;ignorehitpause =
;persistent =

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AA,AP
;value2 = S,NA
time = 1
ignorehitpause = 1
persistent = 1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = (animtime=0 ||(root,movetype=H&&anim!=1106)) && (anim=[1102,1105])&& !winko
value = 1106

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime=0  && (anim=[1102,1105]) && winko
value = 1107

[State 0, VelSet]
type = VelSet
trigger1 = animelem=4 && anim=1106
x = -6
y=-6
[State 0, VelSet]
type = VelSet
trigger1 = anim=[1102,1105]
x = 0
[State 0, DestroySelf]
type = DestroySelf
trigger1 = ((frontedgedist <= -90|| backedgedist <= -110) && time > 5) && anim=1106
;---------------------------------------------------------------------------------
[Statedef 1102]
type    = S
movetype= H
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
anim =1105
sprpriority = 2
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime=0  && (anim=[1102,1105])
value = 1106

[State 0, VelSet]
type = VelSet
trigger1 = animelem=4 && anim=1106
x = -6
y=-6
[State 0, VelSet]
type = VelSet
trigger1 = anim=[1102,1105]
x = 0
[State 0, DestroySelf]
type = DestroySelf
trigger1 = ((frontedgedist <= -90|| backedgedist <= -110) && time > 5) && anim=1106

;---------------------------------------------------------------------------------
[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
persistent=0
[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
persistent=0


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



[State 0, TargetState]
type = TargetState
trigger1 =movehit &&parent,var(28)=0
value =3002
ID = 3002
;ignorehitpause =
;persistent =
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =parent,var(32)>=37
movetype = I        ;I,A,H


[State 210, 2]
type = HitDef
triggerall =parent,var(32)<37
triggerall = enemy,anim!=1200
triggerall = !winko&&!lose
trigger1 =  !movecontact
attr = S, HA
animtype  = up
hitflag=MAFD
damage    = ifelse(parent,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 = parent,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, ChangeAnim2]
type = ChangeAnim2
trigger1 =enemy,var(28)=1&& anim!=1200
trigger2= lose&& anim!=1200
value = 1200

[State 0, VelSet]
type = VelSet
trigger1 = enemy,var(28)=1&& anim=1200&&animelemtime(1)=2
trigger2= lose&& anim=1200 &&animelemtime(1)=2
x = -5
y = -6

[State 0, VelAdd]
type = VelAdd
trigger1 =enemy,var(28)=1
trigger2= lose&& anim=1200 &&animelemtime(1)>=1
y = .56

[State 0, SelfState]
type = SelfState
trigger1 =pos y >=0 && (enemy,var(28)=1&& anim=1200&&animelemtime(4)>0)
trigger2=pos y >=0 && (lose&& anim=1200&&animelemtime(4)>0)
value =5100
;-----------------------------------------------------------------------------
[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 = .833333333333333333333333333333,1
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=enemy,anim=1200&&enemy,animelemtime(1)=1
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 = .833333333333333333333333333333,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal =1
removeongethit = 0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1=enemy,anim=1200&&enemy,animelemtime(1)>=1
trigger2=winko||lose
id = 1033

[State 0, RemoveExplod]
type = RemoveExplod
trigger1=root,animelemtime(39)>0||enemy,movetype!=H
trigger2=winko||lose
id = 1033

[State 0, DestroySelf]
type = DestroySelf
trigger1 =root,animelemtime(39)>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 = 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
bindtime=-1
supermovetime = 999
pausemovetime  =999
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 = 999
pausemovetime  =999
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 = parent,animelemtime(7)<0&&parent,animelemtime(15)>0
trigger1 =1
y = .7

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


[State 0, PosFreeze]
type = PosFreeze
trigger1 =parent,animelemtime(7)>0&&parent,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=parent,stateno!=3000
trigger3= parent,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 = 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 3052]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
anim =1101
sprpriority = 3

[State 0, VelSet]
type = VelSet
trigger1 = time=0
x =4

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=20  && anim=1101
value = 3061

[State -2, Helper]
type = Helper
trigger1 = winko
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
persistent=0
[State 0, PosSet]
type = PosSet
trigger1 =time=0
x = -180*root,facing
;ignorehitpause =
;persistent =
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S2,6
channel = 2

[State 0, PlaySnd]
type = PlaySnd
triggerall =  anim=3061
trigger1 =animelem= 7
trigger2 =animelem= 9
trigger3 =animelem= 35
trigger4 =animelem= 41
trigger5 =animelem= 53
trigger6 =animelem= 80
trigger7 =animelem= 86
value = S2,8
channel = 3
;abspan =
;ignorehitpause =
;persistent =
;-high
[State 0, Projectile]
type = Projectile
triggerall =  anim=3061
trigger1 =animelem= 7
trigger2 =animelem= 9
trigger3 =animelem= 35
trigger4 =animelem= 41
trigger5 =animelem= 53
trigger6 =animelem= 80
trigger7 =animelem= 86
ProjID = 1109
projanim = 1109
getpower=0
projhitanim = 5334
projremanim = 5334
projcancelanim =5334
projscale = .833333333333333333333333333333,1
projremove = 1
projremovetime = -1
velocity = 8,-2
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 90
projstagebound = 90
projheightbound = -240
offset =34 ,-89
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = medium          ;light,medium,hard,back,up,diagup
damage = floor(ifelse(root,var(59)=1,10,13)*root,fvar(2)),5
pausetime = 1,6
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = 0,0
hitsound   = S1,ifelse(root,var(59)=1,8,1)
guardsound = S3,1
ground.type=high
ground.slidetime = 12
ground.hittime  = 12
air.hittime=3
ground.velocity = -5,0
air.velocity=-5,-5
air.fall=1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, Helper]
type = Helper
triggerall =  anim=3061
trigger1 =animelem= 7
trigger2 =animelem= 9
trigger3 =animelem= 35
trigger4 =animelem= 41
trigger5 =animelem= 53
trigger6 =animelem= 80
trigger7 =animelem= 86
helpertype = normal ;player
name = "bulletcasehigh"
ID =1004
stateno =1004
pos = 17 ,-89
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

;-mid
[State 0, Projectile]
type = Projectile
triggerall =  anim=3061
trigger1 =animelem= 15
trigger2 =animelem= 17
trigger3 =animelem= 23
trigger4 =animelem= 29
trigger5 =animelem= 44
trigger6 =animelem= 47
trigger7 =animelem= 50
trigger8 =animelem= 62
trigger9 =animelem= 68
trigger10 =animelem= 71
trigger11 =animelem= 83
trigger12 =animelem= 92
ProjID = 1109
projanim = 1109
projhitanim = 5334
projremanim = 5334
projcancelanim =5334
projscale = .833333333333333333333333333333,1
projremove = 1
projremovetime = -1
velocity = 8,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 90
projstagebound = 90
projheightbound = -240
offset =34 ,-77
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA
getpower=0    ;HLA
animtype = medium          ;light,medium,hard,back,up,diagup
damage =  floor(ifelse(root,var(59)=1,10,13)*root,fvar(2)),5
pausetime = 1,6
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = 0,0
hitsound   = S1,ifelse(root,var(59)=1,8,1)
guardsound = S3,1
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5,0
air.hittime=8
air.velocity=-5,-5
forcenofall=ifelse(root,var(59)=1,1,0)
air.fall=ifelse(root,var(59)=0,1,0)
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
[State 0, PlaySnd]
type = PlaySnd
triggerall =  anim=3061
trigger1 =animelem= 15
trigger2 =animelem= 17
trigger3 =animelem= 23
trigger4 =animelem= 29
trigger5 =animelem= 44
trigger6 =animelem= 47
trigger7 =animelem= 50
trigger8 =animelem= 62
trigger9 =animelem= 68
trigger10 =animelem= 71
trigger11 =animelem= 83
trigger12 =animelem= 92
value = S2,8
channel = 3
[State 0, Helper]
type = Helper
triggerall =  anim=3061
trigger1 =animelem= 15
trigger2 =animelem= 17
trigger3 =animelem= 23
trigger4 =animelem= 29
trigger5 =animelem= 44
trigger6 =animelem= 47
trigger7 =animelem= 50
trigger8 =animelem= 62
trigger9 =animelem= 68
trigger10 =animelem= 71
trigger11 =animelem= 83
trigger12 =animelem= 92
helpertype = normal ;player
name = "bulletcasemid"
ID =1004
stateno =1004
pos = 17 ,-83
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
;-low

[State 0, Projectile]
type = Projectile
triggerall = root,var(59)=0
triggerall =  anim=3061
trigger1 =animelem= 2
trigger2 =animelem= 4
trigger3 =animelem=11
trigger4 =animelem=13
trigger5 =animelem= 19
trigger6 =animelem= 26
trigger7 =animelem= 32
trigger8 =animelem= 38
trigger9 =animelem= 56
trigger10 =animelem= 59
trigger11 =animelem= 65
trigger12 =animelem= 74
trigger13 =animelem= 89
ProjID = 1109
projanim = 1109
projhitanim = 5334
projremanim = 5334
projcancelanim =5334
projscale = .833333333333333333333333333333,1
projremove = 1
projremovetime = -1
velocity = 8,2
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 90
projstagebound = 90
projheightbound = -240
offset =34 ,-60
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF      ;HLAFD+-
guardflag = MA         ;HLA
animtype = medium
getpower=0          ;light,medium,hard,back,up,diagup
damage =  floor(ifelse(root,var(59)=1,10,13)*root,fvar(2)),5
pausetime = 1,6
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = 0,0
air.velocity=-5,-5
air.fall=1
hitsound   = S1,ifelse(root,var(59)=1,8,1)
guardsound = S3,1
ground.type=low
air.hittime=3
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.velocity=0,-3
;------mvc3


[State 0, Projectile]
type = Projectile
triggerall = root,var(59)=1
triggerall =  anim=3061
trigger1 =animelem= 2
trigger2 =animelem= 4
trigger3 =animelem=11
trigger4 =animelem=13
trigger5 =animelem= 19
trigger6 =animelem= 26
trigger7 =animelem= 32
trigger8 =animelem= 38
trigger9 =animelem= 56
trigger10 =animelem= 59
trigger11 =animelem= 65
trigger12 =animelem= 74
trigger13 =animelem= 89
ProjID = 1109
projanim = 1109
projhitanim = 5334
projremanim = 5334
projcancelanim =5334
projscale = .833333333333333333333333333333,1
projremove = 1
projremovetime = -1
velocity = 8,2
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 90
projstagebound = 90
projheightbound = -240
offset =34 ,-60
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD        ;HLAFD+-
guardflag = MA         ;HLA
animtype = medium
getpower=0          ;light,medium,hard,back,up,diagup
damage =  floor(ifelse(root,var(59)=1,10,13)*root,fvar(2)),5
pausetime = 1,6
sparkno = S7005+(random%4)
guard.sparkno = S7009
sparkxy = 0,0
air.velocity=-5,-5
air.fall=1
hitsound   = S1,ifelse(root,var(59)=1,8,1)
guardsound = S3,1
ground.type=low
air.hittime=3
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.velocity=0,-3


[State 0, PlaySnd]
type = PlaySnd
triggerall =  anim=3061
trigger1 =animelem= 2
trigger2 =animelem= 4
trigger3 =animelem=11
trigger4 =animelem=13
trigger5 =animelem= 19
trigger6 =animelem= 26
trigger7 =animelem= 32
trigger8 =animelem= 38
trigger9 =animelem= 56
trigger10 =animelem= 59
trigger11 =animelem= 65
trigger12 =animelem= 74
trigger13 =animelem= 89
value = S2,8
channel = 3
[State 0, Helper]
type = Helper
triggerall =  anim=3061
trigger1 =animelem= 2
trigger2 =animelem= 4
trigger3 =animelem=11
trigger4 =animelem=13
trigger5 =animelem= 19
trigger6 =animelem= 26
trigger7 =animelem= 32
trigger8 =animelem= 38
trigger9 =animelem= 56
trigger10 =animelem= 59
trigger11 =animelem= 65
trigger12 =animelem= 74
trigger13 =animelem= 89
helpertype = normal ;player
name = "bulletcaselow"
ID =1004
stateno =1004
pos = 17 ,-77
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
[State 3005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
forceair = 1
stateno=1102

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

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AA,AP
;value2 = S,NA
time = 1
ignorehitpause = 1
persistent = 1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = (animtime=0 ||(root,movetype=H&&anim!=1106)) && ((anim=[1102,1105])||anim=3061)&& !winko
value = 1106
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime=0  && ((anim=[1102,1105])||anim=3061) && winko
value = 1107
[State 0, VelSet]
type = VelSet
trigger1 = animelem=4 && anim=1106
x = -6
y=-6
[State 0, VelSet]
type = VelSet
trigger1 = (anim=[1102,1105])|| anim=3061
x = 0
[State 0, DestroySelf]
type = DestroySelf
trigger1 = ((frontedgedist <= -90|| backedgedist <= -90) && time > 5) && anim=1106
;---------------------------------------------------------------------------------
[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
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 =7,7
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
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 210, 5]
type = destroyself
trigger1 = animtime=0
;--------------------------------------------------------------------------
[Statedef 4004]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 5334
ctrl = 0
sprpriority = 5

[State 0, VarSet]
type = parentVarSet
trigger1 = time = 0
fv =4   ;fv = 10
value = 1000
[State 0, VarSet]
type = parentVarSet
trigger1 =time=0
v = 18   ;fv = 10
value = 1
[State 0, VarAdd]
type = parentVarAdd
triggerall = parent,fvar(4) >0
trigger1 = 1
fv = 4    ;fv =
value = -ifelse((root,life <= root,floor(lifemax/1.5)&& (root,life > root,floor(lifemax/3.25))),1.8,ifelse((root,life <= root,floor(lifemax/3.25)),1.1,2.5))

[State 0, Explod]
type = Explod
triggerall = teamside = 1
trigger1 =  numexplod(16010) < 1
anim = 13000
ID = 16010
pos = 35,ifelse(GameHeight=180,160,210)
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = .5,.5
ontop = 1
sprpriority = 9
shadow = 0,0,0
ownpal = 1
persistent = 0

[State 0, Explod]
type = Explod
triggerall = teamside = 2
trigger1 =  numexplod(16010) < 1
anim = 13000
ID = 16010
pos = 200,ifelse(GameHeight=180,160,210)
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = .5,.5
ontop = 1
sprpriority = 9
shadow = 0,0,0
ownpal = 1
persistent = 0


[State 0, Explod]
type = Explod
triggerall = teamside = 2
trigger1 =  numexplod(16011) < 1
anim = 13001
ID = 16011
pos = 259,ifelse(GameHeight=180,162,212)
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = .5,.5
ontop = 1
sprpriority = 8
shadow = 0,0,0
ownpal = 1
persistent = 0
[State 0, Explod]
type = Explod
triggerall = teamside = 1
trigger1 =  numexplod(16011) < 1
anim = 13001
ID = 16011
pos = 94,ifelse(GameHeight=180,162,212)
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = .5,.5
ontop = 1
sprpriority = 8
shadow = 0,0,0
ownpal = 1
persistent = 0

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 =1
ID = 16011
removetime = -1
shadow = 0,0,0
ownpal = 1
scale =  (parent,fvar(4) * .0005)

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent,fvar(4) <= 0
trigger3 = roundstate !=2
id =16010

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent,fvar(4) <= 0
trigger3 = roundstate !=2
id =16011


[State 911, Destroy]
type = destroyself
trigger2 = parent,fvar(4) <= 0
trigger1 = roundstate !=2
;--------------------------------------------------------------------------
[Statedef 4005]
type    = S
movetype= I
physics = S
ctrl = 0
sprpriority =-3

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =1
value = root,anim
elem = root,animelemno(0)
ignorehitpause =0
;persistent =
[State 0, NotHitBy]
type = NotHitBy
trigger1 =1
value = SCA
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 0, Trans]
type = Trans
trigger1 =1
trans =  sub;, addalpha, add1, sub
[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
facing = 0
pos = 0,0
;ignorehitpause =
;persistent =

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 1
scale = 1+(sin(.0025*var(10))),1+(sin(.0025*var(10)))
ignorehitpause =0
;persistent =
[State 0, VarSet]
type = Varset
trigger1 =var(10)>=50
v = 11    ;fv = 10
value = 1
ignorehitpause =0
[State 0, VarSet]
type = Varset
trigger1 =var(10)=0
v = 11    ;fv = 10
value =0
ignorehitpause =0
[State 0, VarSet]
type = Varadd
triggerall = var(11)=0
trigger1 =var(10)<50
v = 10    ;fv = 10
value = 1
ignorehitpause =0
[State 0, VarSet]
type = Varadd
triggerall = var(11)=1
trigger1 =var(10)>0
v = 10    ;fv = 10
value = -1
ignorehitpause =0
;ignorehitpause =
;persistent =
[State as, *]
type = assertspecial
trigger1 = 1
flag = NoShadow
flag2 = invisible

[State ai, *]
type = AfterImage
trigger1 = 1
time = 2
trans = add
timegap = 1
framegap = 1
length = 2
PalBright = 128,0,0
PalContrast = 255,0,0
PalAdd = 128,0,0

persistent = 1
ignorehitpause = 1

[State turn, *]
type = Turn
trigger1 = Facing != Root,Facing
;alpha = 256,256
;ignorehitpause =
;persistent =
[State 911, Destroy]
type = destroyself
trigger2 = root,fvar(4) <= 0 && time >50
trigger1 = roundstate !=2

;--------------------------------------------------------------------------
[Statedef 161]
physics = N
velset = 0,0
anim = 5333
ctrl = 0

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = ifelse(root,var(59)=1,27,18)

[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 >= ifelse(root,var(59)=1,13,25)
;--------------------------------------------------------------------------
[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

;------------------------------------------------------------------------------
[Statedef 11013]
ctrl = 1
anim = ifelse(root,AILevel>0,ifelse(random<499,11000,12000+(random%3)),ifelse(random<499,11000+(random%2),12000+(random%3)))
velset = 0,0
sprpriority = 9

[State 0, VarSet]
type = parentVarSet
trigger1 = anim = 11001
v = 57
value = 0

[State 0, VarSet]
type = parentVarSet
trigger1 = anim = 11000
v = 57
value = 1
[State 0, VarSet]
type = parentVarSet
triggerall = root,var(59)=1
trigger1 = anim = 12000
v = 57
value = 0

[State 0, VarSet]
type = parentVarSet
triggerall = root,var(59)=1
trigger1 = anim = 12001
v = 57
value = 1

[State 0, VarSet]
type = parentVarSet
triggerall = root,var(59)=1
trigger1 = anim = 12002
v = 57
value = 2
[State 0, VarSet]
type = parentVarSet
trigger1 = anim = [12000,12002]
v = 59
value = 1

[State 0, VarSet]
type = parentVarSet
trigger1 = anim = [11000,11001]
v = 59
value = 0
;[State 0, VarRandom]
;type = VarRandom
;triggerall = parent,var(59)=1
;triggerall =parent,var(57)=1
;trigger1 = time =[0,3]
;v =56
;range = 0,2

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

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

[State 6000, ChangeState]
type = Changeanim
trigger1 = parent,command = "fwd" && parent,var(59) =0
trigger1 = time > 7
value = 12000+root,var(57)

[State 6000, ChangeState]
type = Changeanim
trigger1 = parent,command = "fwd" && parent,var(59) = 1
trigger1 = time > 7
value = ifelse(root,var(57)=2,11001,11000+root,var(57))
[State 6000, ChangeState]
type = Changeanim
trigger1 = parent,command = "back" && parent,var(59) =0
trigger1 = time > 7
value = 12000+root,var(57)
[State 6000, ChangeState]
type = Changeanim
trigger1 = parent,command = "back" && parent,var(59) = 1
trigger1 = time > 7
value = ifelse(root,var(57)=2,11001,11000+root,var(57))

[State 6000, PlaySnd]
type = Playsnd
trigger1 =parent,command = "down"  || parent,command = "up"
value = 90,11
[State 6000, ChangeState]
type = Changeanim
triggerall = root,var(59)=0
trigger1 = parent,command = "down" && parent,var(57) =0
trigger1 = time > 7
value = 11000

[State 6000, ChangeState]
type = Changeanim
triggerall = root,var(59)=0
trigger1 = parent,command = "down" && parent,var(57) = 1
trigger1 = time > 7
value = 11001
[State 6000, ChangeState]
type = Changeanim
triggerall = root,var(59)=0
trigger1 = parent,command = "up" && parent,var(57) =0
trigger1 = time > 7
value = 11000

[State 6000, ChangeState]
type = Changeanim
triggerall = root,var(59)=0
trigger1 = parent,command = "up" && parent,var(57) = 1
trigger1 = time > 7
value = 11001


[State 6000, ChangeState]
type = Changeanim
triggerall = root,var(59)=1
trigger1 = parent,command = "down" && parent,var(57) =0
trigger1 = time > 7
value = 12001

[State 6000, ChangeState]
type = Changeanim
triggerall = root,var(59)=1
trigger1 = parent,command = "down" && parent,var(57) = 1
trigger1 = time > 7
value = 12002

[State 6000, ChangeState]
type = Changeanim
triggerall = root,var(59)=1
trigger1 = parent,command = "down" && parent,var(57) = 2
trigger1 = time > 7
value = 12000


[State 6000, ChangeState]
type = Changeanim
triggerall = root,var(59)=1
trigger1 = parent,command = "up" && parent,var(57) =0
trigger1 = time > 7
value = 12002

[State 6000, ChangeState]
type = Changeanim
triggerall = root,var(59)=1
trigger1 = parent,command = "up" && parent,var(57) = 1
trigger1 = time > 7
value = 12000

[State 6000, ChangeState]
type = Changeanim
triggerall = root,var(59)=1
trigger1 = parent,command = "up" && parent,var(57) = 2
trigger1 = time > 7
value = 12001


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

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





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


[State 6000, DestroySelf]
type = destroyself
trigger1 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z"
trigger2 = roundstate > 1
