; MvC2 Juggernaut By Kamekaze Helper states
;-----------------------------------------------------------------------------
[Statedef 1001]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
anim =1202
sprpriority = 6


[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,AA,AP,AT
forceair = 1
stateno=1001



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


[State 210, 5]
type = destroyself
trigger1 = parent,stateno !=[1004,1006]

;-----------------------------------------------------------------------------
[Statedef 1005]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 0
anim =1201
sprpriority = 6
[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1
facing = 1
pos = 0,0


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =root,animelemtime(2)>=0&&root,animelemtime(3)<0 
value = 1201
elem = 1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =root,animelemtime(3)>=0&&root,animelemtime(4)<0 
value = 1201
elem = 2
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =root,animelemtime(4)>=0&&root,animelemtime(5)<0 
value = 1201
elem = 3

[State 210, 5]
type = destroyself
trigger1 = animtime=0
trigger2 = root,stateno!=9000&&root,stateno!=[1004,1006]
;--------------------------------------------------------------------------------------------
[Statedef 1007]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim =1007
sprpriority = 2




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

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


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

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

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

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

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

;-----------------------------------------------------------------------------
[Statedef 1021]
type    = S
movetype= A
physics = S
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) = 3001
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && var(0)=0
value = 1007
;elem = 1
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 0    ;fv = 10
value = 1


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


;=======================================;
[State 0, VarSet]
type = VarSet
trigger1 = parent,stateno = 1020
v = 3  ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = parent,stateno = 1023
v = 3   ;fv = 10
value = 2

[State 0, VarSet]
type = VarSet
trigger1 = parent,stateno = 1024
v = 3  ;fv = 1
value = 3
[State 0, VarSet]
type = parentVaradd
trigger1 = movehit=1
v = 25    ;fv = 10
value = 1
ignorehitpause =0 
;persistent = 

[State 3005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
forceair = 1
stateno=1021

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

[State 0, BindToParent]
type = BindToParent
trigger1 =1
time = 1
pos = 60,-84
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 =  animelem = 2
attr = S, SP
animtype  = Medium
damage    = 21,12
guardflag = MA
pausetime =6,6
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = 0,-4
priority=6
air.hittime=25
hitsound   = S1,2
guardsound = S3,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -4,-7
air.velocity = -4,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall=1
fall.recover=0
yaccel=.63
palfx.add = 40,80,255 ;Generated by Fighter Factory PalFX Editor
palfx.mul = 256,256,256
palfx.sinadd = 64,32,5,1
palfx.time = 20
id=200



[State 210, 2]
type = HitDef
triggerall = animelemtime(3)>=0
triggerall = hitcount < 3
trigger1 =  time%8=0&&  var(3) = 1
attr = S, SP
animtype  = Medium
damage    = 14,12
guardflag = MA
priority=6
pausetime =3,3
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = 0,-4
hitsound   = S1,2
guardsound = S3,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -4,-7
air.velocity = -4,-5
yaccel=.63
fall=1
fall.recover=0
air.hittime=25
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
palfx.add = 40,80,255 ;Generated by Fighter Factory PalFX Editor
palfx.mul = 256,256,256
palfx.sinadd = 64,32,5,1
palfx.time = 20
id=200
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1

[State 210, 2]
type = HitDef
triggerall = animelemtime(3)>=0
triggerall = hitcount >= 3
trigger1 =  var(3) = 1
attr = S, SP
animtype  = Medium
damage    = 14,12
guardflag = MA
priority=6
pausetime =3,3
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = 0,-4
hitsound   = S1,2
guardsound = S3,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -4,-7
air.velocity = -4,-5
fall=1
fall.recover=0
yaccel=.63
air.hittime=25
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
palfx.add = 40,80,255 ;Generated by Fighter Factory PalFX Editor
palfx.mul = 256,256,256
palfx.sinadd = 64,32,5,1
palfx.time = 20
id=200



[State 210, 2]
type = HitDef
triggerall = animelemtime(3)>=0
triggerall = hitcount <4
trigger1 =  time%8=0&&  var(3) =2
attr = S, SP
animtype  = Medium
damage    = 14,12
guardflag = MA
pausetime =3,3
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = 0,-4
hitsound   = S1,2
priority=6
guardsound = S3,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
ground.velocity = -4,-5
air.velocity = -4,-5
fall=1
fall.recover=0
id=200
yaccel=.63
air.hittime=25
palfx.add = 40,80,255 ;Generated by Fighter Factory PalFX Editor
palfx.mul = 256,256,256
palfx.sinadd = 64,32,5,1
palfx.time = 20

[State 210, 2]
type = HitDef
triggerall = animelemtime(3)>=0
triggerall = hitcount >= 4
trigger1 =  var(3) = 2
attr = S, SP
animtype  = Medium
damage    = 14,12
guardflag = MA
pausetime =3,3
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = 0,-4
hitsound   = S1,2
guardsound = S3,1
ground.type = High
priority=6
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -4,-5
air.velocity = -4,-5
fall=1
fall.recover=0
id=200
yaccel=.63
palfx.add = 40,80,255 ;Generated by Fighter Factory PalFX Editor
palfx.mul = 256,256,256
palfx.sinadd = 64,32,5,1
palfx.time = 20
air.hittime=25
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
persistent = 1

[State 210, 2]
type = HitDef
triggerall = animelemtime(3)>=0
triggerall = hitcount <5
trigger1 =  time%8=0&&  var(3) =3
attr = S, SP
animtype  = Medium
priority=6
damage    = 14,12
guardflag = MA
pausetime =3,3
sparkno = S8100+(random%4)
guard.sparkno = S7009
sparkxy = 0,-4
hitsound   = S1,2
guardsound = S3,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -4,-5
air.velocity = -4,-5
fall=1
fall.recover=0
id=200
yaccel=.63
air.hittime=25
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
palfx.add = 40,80,255 ;Generated by Fighter Factory PalFX Editor
palfx.mul = 256,256,256
palfx.sinadd = 64,32,5,1
palfx.time = 20

[State 210, 2]
type = HitDef
triggerall = animelemtime(3)>=0
triggerall = hitcount >= 5
trigger1 =  var(3) = 3
attr = S, SP
animtype  = Medium
damage    = 14,12
guardflag = MA
pausetime =3,3
sparkno = S8100+(random%4)
guard.sparkno = S7009
priority=6
sparkxy = 0,-4
hitsound   = S1,2
guardsound = S3,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -4,-5
air.velocity = -4,-5
fall=1
fall.recover=0
air.hittime=25
id=200
yaccel=.63
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
palfx.add = 40,80,255 ;Generated by Fighter Factory PalFX Editor
palfx.mul = 256,256,256
palfx.sinadd = 64,32,5,1
palfx.time = 20



[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit && (p2stateno!=1003) && enemy,hitshakeover
value =1003
ID =200
ignorehitpause =0
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State 0, VarSet]
type = Varadd
trigger1 = moveguarded=1
v = 32    ;fv = 10
value = 1
ignorehitpause=0
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0
value = 1007
elem = 6
ignorehitpause = 1
persistent = 1

[State 210, 5]
type = ChangeState
triggerall = var(3)=1
trigger1 =var(32) = 4 || var(1) =38|| hitcount = 4
trigger2 = parent,stateno !=[1020,1024]
trigger2=parent,stateno !=9000
value = 1022

[State 210, 5]
type = ChangeState
triggerall = var(3)=2
trigger1 =var(32) = 5 || var(1) =45|| hitcount = 5
trigger2 = parent,stateno !=[1020,1024]
trigger2=parent,stateno !=9000
value = 1022

[State 210, 5]
type = ChangeState
triggerall = var(3)=3
trigger1 = var(32) = 6 ||var(1) =73|| hitcount = 6
trigger2 = parent,stateno !=[1020,1024]
trigger2=parent,stateno !=9000
value = 1022
ctrl = 1

;--------------------------------------------------------------------------------------------
[Statedef 1022]
type    = S
movetype= I
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim =1008
sprpriority = 2

[State 0, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
persistent = 1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 210, 5]
type = destroyself
trigger1 = animtime = 0
ctrl = 1
;===============================
[Statedef 4000]
type = S
movetype = I
physics = S
anim = 3333
;velset =15,0
velset =0,0
sprpriority = 2

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

[State 9999, Explod]
type = Explod
trigger1 = Time = [0,6]
anim = 6002
postype = back
ID = 9009
pos = 0,0
sprpriority = -2
removeongethit = 1
removetime = 1
supermovetime = 9999999999
scale = 1.5 -((time) * 0.15), ifelse(GameHeight=180,1.00,1.5) -((time) * 0.15)
ownpal = 1

[State 9999, Explod]
type = explod
trigger1 = time = 7
anim =6002
postype = back
sprpriority = -2
removeongethit = 1
removetime = 43
supermovetime = 99999
scale = .5,ifelse(GameHeight=180,.4,.5)
vel = -0.15,0
ownpal = 1




[State 9999,Destory self]
type = DestroySelf
trigger1 = time = 45
;===============================
[Statedef 4001]
type    = A
physics =n
juggle  = 0
poweradd= 0
anim = 191
ctrl = 0
sprpriority = 2

[State 0, VelSet]
type = Veladd
trigger1 = 1
y = .45

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



[State 1000, 7]
type = ChangeState
trigger1 = time = 40
value = 4002

;---------------------------------------------------------------------------
; hurrican upper
[Statedef 4002]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
anim = 191
ctrl = 0
sprpriority = 2

[State 1010, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1060, 1]
type = AssertSpecial
trigger1 = Time
flag = Invisible

[State 1002, 1]
type = AfterImage
trigger1 = Time
time = 5
framegap = 1
length = 2
PalAdd = 0, 0, 0
PalMul = 1, 1, 1
PalContrast = 255-((Time)*12), 255-((Time)*12), 255-((Time)*12)
trans = Add


[State 1002, Destroy]
type = destroyself
trigger1 = time >= 20



;--------------------------------------------------------------------------------------------
[Statedef 3009]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim =1202
sprpriority = 2

[State 1, Shadow Effect]
type = AfterImage
triggerall =parent,palno = 7||parent,palno = 8||parent,palno = 9||parent,palno = 10||parent,palno = 11|| parent,palno = 12
trigger1 = time = 0 ;frame shadow should start
FrameGap = 1 ;adjust these to your liking
length = 8
timegap = 3
PalBright = 1,1,1
PalContrast = 60,60,60
PalAdd = 2,2,2
PalMul = 1,1,1
Trans = Add
time = 2;lengh in occurance


[State 3050, Super C]
type = AfterImageTime
triggerall =parent,p2bodydist x >= 140
trigger1 = AnimElemTime(1) >= 0
time = 2


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

[State 210, 5]
type = destroyself
trigger1 = time = 12
ctrl = 1
;--------------------------------------------------------------------------------------------
[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= 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 = parent,var(14) = 0
;--------------------------------------------------------------------------
[Statedef 161]
physics = N
velset = 0,0
anim = 5333
ctrl = 0

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

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

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

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

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

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

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

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


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

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

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



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

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

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


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

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

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



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

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

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

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

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

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

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

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


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

[State 11009, dust]
type = Explod
trigger1 = time = 0
anim = 8201
ID = 11009
postype =left
pos = 0,0
bindtime = -1
facing = ifelse(facing = -1, -1,1)
sprpriority = -5
scale = 1,ifelse(GameHeight=180,.75,1)
ignorehitpause =1
ontop =0
ownpal=1
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 && root,stateno!=811
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
