;--------------------------------------------------------------------------
[StateDef 198]
type =A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =1943
poweradd =0
sprpriority=6

[State 0, PosSet]
type = PosSet
trigger1 = animelemtime(1)>=0 && animelemtime(2)<0
x = enemy,pos x +40
y = -94
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 =animelem=2 
y = -9

[State 0, VelAdd]
type = VelAdd
trigger1 =animelemtime(2)>=0 && animelemtime(5)<0 
y = .45
;ignorehitpause = 
;persistent = 
[State 0, VelSet]
type = VelSet
trigger1 = animelem=5
y = 0
;ignorehitpause = 
;persistent = 
[State 0, BindToRoot]
type = BindToRoot
triggerall = root,stateno=193
trigger1 = root,animelem=6
time = 1
facing = 1
pos = -5,-61
[State 0, BindToRoot]
type = BindToRoot
triggerall = root,stateno=193
trigger1 = root,animelem=7
time = 1
facing = 1
pos = -5,-59
[State 0, BindToRoot]
type = BindToRoot
triggerall = root,stateno=193
trigger1 = root,animelem=8
time = 1
facing = 1
pos = -3,-52
[State 0, BindToRoot]
type = BindToRoot
triggerall = root,stateno=193
trigger1 = root,animelem=9
time = 1
facing = 1
pos = 1,0
;ignorehitpause = 
;persistent = 



;--------------------------------------------------------------------------
[StateDef 199]
type =A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =10000
poweradd =0
sprpriority=9
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 21  ;fv = 10
value = root,var(21)
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 23  ;fv = 10
value = root,var(23)
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 27  ;fv = 10
value = root,var(27)
[State 0, Explod]
type = Explod
trigger1= time=0
triggerall = var(21)=1 || var(21)=2 &&var(27)=0 
triggerall = var(27)=0|| var(21)=2 &&var(27)=0 
anim = ifelse(teamside=1,12000,12001)
ID = 7611
pos = ifelse(teamside=1,20,180),130-(root,numhelper(199)*20)
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = time=0
triggerall = var(21)=2 &&var(27)=1
triggerall = p2movetype=H
anim = ifelse(teamside=1,12002,12003)
ID = 7611
pos = ifelse(teamside=1,20,180),130-(root,numhelper(199)*20)
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
ignorehitpause=1
[State 0, DestroySelf]
type = DestroySelf
trigger1 = numexplod(7611)<1 && time >1

;--------------------------------------------------------------------------
[StateDef 1012]
type = A
movetype= A
physics = N
juggle  = 1
velset = 21,0
ctrl = 0
anim = 1008
poweradd =0
sprpriority=9
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

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


[State 0, VarSet]
type = parentVarSet
trigger1 = time=0
v = 27   ;fv = 10
value = 1

[State 1005, This is for fossils]
type = Projectile
trigger1 = !time
ProjID = 1011
projanim =anim
projhitanim = -1
projremanim = -1
projscale = 0,0
offset=0,0
projpriority = 1
projremovetime = 7
postype = p1         ;p2,front,back,left,right
velocity = vel x,0

[State 0, HitBy]
type = HitBy
trigger1 = enemy,numproj=0
value = SCA,NP,SP,HP
;value2 = S,NA
time = 1
[State 0, HitBy]
type = notHitBy
trigger1 = enemy,numproj>0
value = SCA
;value2 = S,NA
time = 1

[State 3005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
forceair = 1
stateno=1012
[State 0, Helper]
type = Helper
triggerall = movehit=1
triggerall = root,var(21)=1+(root,var(2)=2)
triggerall = p2movetype=H
trigger1 = root,numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=0

[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  !movecontact 
attr = S, SP
animtype  = Hard
damage    = ceil(15*root,fvar(2)), 5
priority  = 4
guardflag = MA
hitflag=MAF
pausetime = 4,4
getpower=15
sparkxy = 0,0
sparkno = S7020+(random%4)
guard.sparkno= S7500
hitsound = S2, 5
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 19
air.hittime=35
down.hittime=19
guard.ctrltime=10
ground.velocity = -7,-5
air.velocity = -7,-5
down.velocity=-.75,-3.5
yaccel=.5
fall=ifelse(root,var(2)=2,1,0)
air.fall=1
ground.cornerpush.veloff=0
guard.velocity=-5
yaccel=.47
envshake.time =8
envshake.ampl = 9
envshake.freq=85
ID =201

[State 0, VarAdd]
type = parentVarAdd
trigger1 =movehit && p2statetype=A &&  !root,movehit
v =4     ;fv =
value = 1
persistent=0
ignorehitpause=1


[State 0, TargetState]
type = TargetState
trigger1 =movehit=1 && (p2stateno!=[20010,20014])
value =20010
ID =201
ignorehitpause =0 

[State 0, VarSet]
type = parentVarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  enemy,gethitvar(hitcount)>1
trigger1= movehit=1
fv =2 ;fv = 10
value = root,fvar(2)*.995
ignorehitpause=1


[State 0, VarSet]
type = parentVarSet
trigger1 = animtime=0
v = 27   ;fv = 10
value = 0
[State 192, end]
type = destroyself
trigger1 = time=7 || movecontact ||root,numprojid(1011)=0 && time >0|| var(0)>=2
;--------------------------------------------------------------------------
;pillar
[StateDef 1013]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1055
poweradd =0
sprpriority=9
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

;[State 0, VarSet]
;type = parentVarSet
;triggerall = root,var(21)<2  && root,var(2)=0
;trigger1 = time=0 && root,var(21)=1
;trigger2 = p2movetype!=A
;v = 21   ;v = 570
;value = 0
;ignorehitpause =0

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

[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 2   ;fv = 10
value = root,var(2)
;ignorehitpause = 
;persistent = 
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0
value = 1055+var(2)
;ignorehitpause = 
;persistent = 
[State 113, VarSet]
type = parentVarSet
triggerall = root,var(21)!=2 && anim!=1057
trigger1 = p2movetype=A 
v =21   ;v = 570
value = 1
[State 113, VarSet]
type = parentVarSet
trigger1 = p2movetype=A && anim=1057
v =21   ;v = 570
value = 2



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = var(2)=1 && animelem=7&& time<40
value = anim
elem = 6
;ignorehitpause = 
;persistent = 





[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S300,4
channel = 4
[State 0, VelSet]
type = VelSet
trigger1 =var(2)=2 
x = 7
;ignorehitpause = 
;persistent = 
[State 0, Explod]
type = Explod
trigger1=time=0&&var(2)<2 
anim = 8302
ID = 8302
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 = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
trigger1 =var(2)=2 && animelemtime(8)<0
anim =183
ID =1008
pos = -5,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = .7,.7
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=5

[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  var(2)<2 && !movecontact
attr = S, SP
animtype  = Hard
damage    = ceil(55*root,fvar(2)), 15
priority  = 4
guardflag = MA
hitflag=MAFD
pausetime = 1,4
getpower=20
sparkxy = 0,-60
sparkno = S7010+(random%4)
guard.sparkno= S7500
hitsound = S2, 6
guardsound = S6, 0
ground.type = high
ground.slidetime = 20
ground.hittime  = 19
air.hittime=24
down.hittime=19
guard.ctrltime=10
ground.velocity = -2,-8.5
air.velocity = -1.5,-8.5
down.velocity=-.75,-9.5
yaccel=.5
guard.velocity=-4
fall=1
fall.recovertime=cond(var(2)=0,35,55)+((root,var(21)>1)*25)
ground.cornerpush.veloff=0
ID =201
envshake.time =8
envshake.ampl = 9
envshake.freq=85

[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  var(2)=2 && (p2statetype=C || p2statetype=S)
trigger1 = time%7=0
attr = S, SP
animtype  = Hard
damage    = ceil(30*root,fvar(2)), 15
priority  = 4
guardflag = MA
hitflag=M
pausetime = 1,6
getpower=0
sparkxy = 0,-35
sparkno = S7010+(random%4)
guard.sparkno= S7500
hitsound = S2, 5
guardsound = S6, 0
ground.type = high
ground.slidetime = 20
ground.hittime  = 19
air.hittime=24
down.hittime=19
guard.ctrltime=10
ground.velocity = -4
air.velocity = -1.5,-7.5
down.velocity=-3.75,-3.5
yaccel=.5
guard.velocity=-4
air.fall=1
fall.recovertime=cond(var(2)=0,25,55)
ground.cornerpush.veloff=0
ID =202
envshake.time =8
envshake.ampl = 9
envshake.freq=85

[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  var(2)=2 && !movecontact&& (p2statetype=A || p2statetype=L)
attr = S, SP
animtype  = Hard
damage    = ceil(50*root,fvar(2)), 15
priority  = 4
guardflag = MA
hitflag=AFD
pausetime = 1,6
getpower=0
sparkxy = 0,-35
sparkno = S7010+(random%4)
guard.sparkno= S7500
hitsound = S2, 5
guardsound = S6, 0
ground.type = high
ground.slidetime = 20
ground.hittime  = 19
air.hittime=24
down.hittime=19
guard.ctrltime=10
ground.velocity = -2.5
air.velocity = -1.5,-7.5
down.velocity=-3.75,-3.5
yaccel=.5
guard.velocity=-3
air.fall=1
fall.recovertime=cond(var(2)=0,25,55)
ground.cornerpush.veloff=0
ID =202
envshake.time =8
envshake.ampl = 9
envshake.freq=85
[State 0, Helper]
type = Helper
triggerall = movehit
triggerall = root,var(21)=1
triggerall = root,var(23)=0
trigger1 = root,numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1
persistent=0

[State 0, TargetState]
type = TargetState
trigger1 =(p2statetype= A||p2statetype=L) && movehit=1 && (p2stateno!=[3003,3005])
value =3003
ID =202
ignorehitpause =1 



[State 0, VarSet]
type = parentVarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  root,var(56)>1
trigger1= movehit=1
fv =2 ;fv = 10
value = root,fvar(2)*.965
ignorehitpause=1

[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =201
ignorehitpause =1 

[State 0, Helper]
type = Helper
trigger1 = var(2)=2
trigger2= var(2)=0 && animelemtime(3)>=0&&animelemtime(6)<0.
trigger3= var(2)=1 && animelemtime(9)>=0&&animelemtime(12)<0
helpertype = normal ;player
name = "shield"
ID =10144
stateno =1014
pos = cond(var(2)=2,-25,0),0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=0

[State 0, VarSet]
type = VarSet
trigger1 =  movecontact && animtime=0
v = 10    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = var(10)
movetype = I        ;I,A,H
;persistent = 

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =var(10)
flag = invisible


[State 192, end]
type = destroyself
trigger1 =!numtarget && var(10) || animtime=0&& !var(10)
trigger2 = animelemtime(6)<0 && anim=1056 && root,movetype=H
;--------------------------------------------------------------------------
[StateDef 1014]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1058
poweradd =0
sprpriority=8
[State 1005, This is for fossils]
type = Projectile
trigger1 = !time
ProjID = 1058
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,0
[State 3005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
forceair = 1
stateno=1014

[State 192, end]
type = destroyself
trigger1 = time=1

;--------------------------------------------------------------------------
[StateDef 1016]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 10014
poweradd =0
sprpriority=8
[State -1]
Type = Trans
Trigger1 = 1
Trans = Add
ignorehitpause=1
[State -1]
Type = AngleDraw
Trigger1 = 1
ignorehitpause=1
[State -1]
Type = AngleSet
Trigger1 = Time = 0
Value = 15
ignorehitpause=1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1
[State 192, end]
type = destroyself
trigger1 = animtime=0
;--------------------------------------------------------------------------
[StateDef 1022]
type =A
movetype=A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =10024
poweradd =0
sprpriority=9
[State -1]
Type = AngleDraw
Trigger1 = 1


[State 0, Helper]
type = Helper
trigger1 = time=0
helpertype = normal ;player
name = "Basedorb"
ID =1023
stateno =1023
pos = -137,-128
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=0
size.xscale=.75
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State -1]
Type = Trans
Trigger1 = 1
Trans = Add

[State -1]
Type = AngleDraw
Trigger1 = 1
Scale = 0.8,0.8

[State -1]
Type = AngleSet
Trigger1 = Time = 0
Value = -130
 

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "p2bodydist x = %f  vel x = %f"
params =p2bodydist x,vel x
ignorehitpause =1 
;persistent = 
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=1
value = S300,2
channel = 4
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 2    ;fv = 10
value = root,var(2)

[State 0, Helper]
type = Helper
triggerall = movehit=1
triggerall = root,var(21)=1
triggerall = root,var(23)=0
triggerall = p2movetype=H
trigger1 = root,numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=0
[State 0, NotHitBy]
type = notHitBy
trigger1 =1 
value = SCA
;value2 = S,NA
time = 1
[State 0, VarSet]
type = parentVarSet
triggerall = root,var(21)<2  && root,var(2)=0
trigger1 = time=0 && root,var(21)=1
v = 21   ;v = 570
value = 0
ignorehitpause =1
[State 0, ParentVarSet]
type = ParentVarSet
triggerall = p2stateno!=10003 && p2statetype=A
trigger1 = movehit && root,var(31)=102
v = 31    ;fv = 
value = 103
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
triggerall = p2stateno!=10003 && p2statetype=A
trigger1 = movehit && root,var(31)=104
v = 31    ;fv = 
value = 105
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
triggerall = p2stateno!=10003 && p2statetype=A
trigger1 = movehit && root,var(31)=170
v = 31    ;fv = 
value = 171
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
triggerall = p2stateno=10003 && p2statetype=A
trigger1 = movehit && (root,var(31)=116)
v = 31    ;fv = 
value = 117
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = movehit && (root,var(31)=137)
v = 31    ;fv = 
value = 138
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
triggerall = p2stateno!=10003 && p2statetype=A
trigger1 = movehit && (root,var(31)=163)
v = 31    ;fv = 
value = 164
ignorehitpause = 1
[State 0, ParentVarSet]
type = ParentVarSet
triggerall = p2stateno=10003 && p2statetype=A
trigger1 = movehit && (root,var(31)=171)
v = 31    ;fv = 
value = 172
ignorehitpause = 1
[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  !movecontact 
attr = S, SP
animtype  = Hard
damage    = ifelse(var(2)=3,50,ceil(ifelse(var(2)=2,75,45)*root,fvar(2))), 5
priority  = 4
guardflag = MA
hitflag=MAFD
pausetime = 4,4
getpower=ifelse(var(2)=3,0,15)
sparkxy = 0,ceil(enemy,pos y)
sparkno = S7000+(random%4)
guard.sparkno= S7500
hitsound = S300, 0
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 22-((root,numexplod(1021))*5)
guard.ctrltime=22
ground.velocity = -6
air.velocity = -0,7.5
down.velocity=-4,0
yaccel=.5
guard.velocity=-6
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
ID =201

[State 0, VarSet]
type = VarSet
trigger1 =movehit 
v = 22  ;fv = 10
value =22
ignorehitpause = 1
[State 0, Helper]
type = Helper
triggerall = numhelper(7001)=0
trigger1 = movehit
helpertype = normal ;player
name = "Counter I guess"
ID =7001
stateno =7001
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=1

[State 0, TargetState]
type = TargetState
trigger1 = movehit=1 && (p2stateno!=10003) && var(2)=2 && root,numexplod(1022)<2
value =10003
ID =201
ignorehitpause =1
[State -1]
Type = Explod
Trigger1 = AnimElem = 2
ID = 3002
PosType = P1
Pos = 0,0
Anim =3002
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
BindTime = -1
RemoveOnGetHit = 1

[State 0, VarSet]
type = parentVarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  enemy,gethitvar(hitcount)>1
trigger1= movehit=1
fv =2 ;fv = 10
value = root,fvar(2)*.98
ignorehitpause=1
[State 0, TargetState]
type = TargetState
triggerall = p2stateno!=10003
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[1029,1034])&& (var(2)!=2 || root,numexplod(1022)>2)
value =1034
ID =201
ignorehitpause =1 

[State 0, TargetState]
type = TargetState
triggerall =var(2)=3
trigger1 =p2statetype= L && movehit=1 && (p2stateno!=[1029,1035])
value =1030
ID =201
ignorehitpause =1 
[State 0, VarAdd]
type = parentVarAdd
trigger1 =movehit && p2statetype=A
v =4     ;fv =
value = ifelse(root,Var(21)=2,1,2)
persistent=0
ignorehitpause=1

[State 192, end]
type = destroyself
trigger1 = animtime=0
;--------------------------------------------------------------------------
[StateDef 1023]
type =A
movetype=A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =10023
poweradd =0
sprpriority=9


[State -1]
Type = Trans
Trigger1 = 1
Trans = Add

[State -1]
Type = AngleDraw
Trigger1 = 1

[State -1]
Type = AngleSet
Trigger1 = Time = 0
Value = -130


[State 192, end]
type = destroyself
trigger1 = animtime=0
;--------------------------------------------------------------------------
;Ice helper
[StateDef 1056]
type = A
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim =root,anim
poweradd =0
sprpriority=-5
[State 0, SprPriority]
type = SprPriority
trigger1 = root,anim=3061 || root,anim=3062
value = 3
;ignorehitpause = 
;persistent = 

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


;[State 0, ChangeAnim]
;type = ChangeAnim
;trigger1 = 1
;value = root,anim
;elem = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S3,2
channel = 5

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


[State 0, AngleDraw]
type = AngleDraw
trigger1 = time>0
scale=1+(time*.02),1+(time*.04)
ignorehitpause = 1
[State 0, Trans]
type = Trans
trigger1 =  time<7
trans = add ;none, add, addalpha, add1, sub
ignorehitpause = 1
[State 0, Trans]
type = Trans
trigger1 = time=7
trans = addalpha;, sub
alpha = 175,250
ignorehitpause = 1
[State 0, Trans]
type = Trans
trigger1 = time=8
trans = addalpha;, sub
alpha = 150,250
ignorehitpause = 1
[State 0, Trans]
type = Trans
trigger1 = time=9
trans = addalpha;, sub
alpha = 125,250
ignorehitpause = 1
[State 0, Trans]
type = Trans
trigger1 = time=10
trans = addalpha;, sub
alpha = 100,250
ignorehitpause = 1
[State 0, Trans]
type = Trans
trigger1 = time=11
trans = addalpha;, sub
alpha = 75,250
ignorehitpause = 1
[State 0, Trans]
type = Trans
trigger1 = time=12
trans = addalpha;, sub
alpha = 50,250
ignorehitpause = 1
[State 0, Trans]
type = Trans
trigger1 = time=13
trans = addalpha;, sub
alpha = 25,250
ignorehitpause = 1
[State 0, Trans]
type = Trans
trigger1 = time=14
trans = addalpha;, sub
alpha = 10,250
ignorehitpause = 1

[State 192, end]
type = destroyself
trigger1 = time>=15
;--------------------------------------------------------------------------
[StateDef 3010]
type =A
movetype=A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =3002
poweradd =0
sprpriority=9
[State 0, SprPriority]
type = SprPriority
trigger1 =1 
value = 9
ignorehitpause =1 
;persistent = 

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

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "p2bodydist x = %f  vel x = %f"
params =p2bodydist x,vel x
ignorehitpause =1 
;persistent = 

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0 
value = S4,0
channel = 4

[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
supermovetime =999
pausemovetime = 999
ignorehitpause = 1
persistent=0
[State 0, Helper]
type = Helper
triggerall = movehit=1
triggerall = root,var(21)=1
triggerall = root,var(23)=0
triggerall = p2movetype=H
trigger1 = root,numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=0



[State 0, NotHitBy]
type = notHitBy
trigger1 =1 
value = SCA
;value2 = S,NA
time = 1
[State 0, VarSet]
type = parentVarSet
triggerall = root,var(21)<2  && root,var(2)=0
trigger1 = time=0 && root,var(21)=1
v = 21   ;v = 570
value = 0
ignorehitpause =1


[State 0, BindToRoot]
type = BindToRoot
trigger1 =1
time = 1
pos = 79,-56

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 11   ;fv = 
value = 1
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 31   ;fv = 
value = 0
;ignorehitpause = 
;persistent = 
[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  !movecontact 
attr = S, HA
animtype  = diagup
air.animtype= diagup
damage    = ceil(145*(root,fvar(2))), 5
priority  = 4
guardflag = MA
hitflag=MAFD
pausetime = 2,2
getpower=0
sparkxy = 0,ceil(enemy,pos y)
sparkno = S7000+(random%4)
guard.sparkno= S7500
hitsound = S300, 2
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 35
guard.ctrltime=10
ground.velocity = -5.5
air.velocity = -8,-4.5
down.velocity=-4,0
yaccel=.45
guard.velocity=-4
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
ID =201
envshake.time =8
envshake.ampl = 7
envshake.freq=85
palfx.add = 100,100,180
palfx.mul = 256,256,256
palfx.sinadd =  -80,-80,-80,10
palfx.color=256
palfx.time=50

[State 200, 1]
type = PlaySnd
trigger1 =movehit
value = 200, 26
channel=0
persistent=0

[State 0, VarSet]
type = parentVarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  enemy,gethitvar(hitcount)>1
trigger1= movehit=1
fv =2 ;fv = 10
value = root,fvar(2)*.9
ignorehitpause=1
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit && (p2stateno!=[3003,3005])
value =3003
ID =201
ignorehitpause =1 

[State 0, VarSet]
type = Varadd
trigger1 =time>14
v = 1   ;fv = 10
value = 1
ignorehitpause=0
[State 0, AngleDraw]
type = AngleDraw
trigger1 =time>14&& (parent,stateno=[1000,1005])
;value =  (winmugen only)
scale =  1,1-(var(1)*.14)
ignorehitpause=0
[State 0, Trans]
type = Trans
trigger1 = time=15
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 = time=16
trans = addalpha;, sub
alpha = 150,250
[State 0, Trans]
type = Trans
trigger1 = time=17
trans = addalpha;, sub
alpha = 125,250
[State 0, Trans]
type = Trans
trigger1 = time=18
trans = addalpha;, sub
alpha = 100,250
[State 0, Trans]
type = Trans
trigger1 = time=19
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = time=20
trans = addalpha;, sub
alpha = 50,250
[State 0, Trans]
type = Trans
trigger1 = time=21
trans = addalpha;, sub
alpha = 25,250
[State 0, Trans]
type = Trans
trigger1 = time=22
trans = addalpha;, sub
alpha = 10,250


[State 192, end]
type = destroyself
trigger1 = time>=23

;--------------------------------------------------------------------------
[StateDef 3011]
type =A
movetype=A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =3010
poweradd =0
sprpriority=9
[State 0, SprPriority]
type = SprPriority
trigger1 =1 
value = 9
ignorehitpause =1 
;persistent = 
[State 0, Trans]
type = Trans
trigger1 = 1
trans = add ;none, add, addalpha, add1, sub
ignorehitpause = 1
;persistent = 

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 60
;scale = 
ignorehitpause = 1
;persistent = 


[State 0, BindToRoot]
type = BindToRoot
trigger1 =root,anim=3000 && root,animelemtime(9)<0 && animelemtime(1)>=0&&animelemtime(2)<0
time = 1
pos = 39,-77
ignorehitpause=1
[State 0, BindToRoot]
type = BindToRoot
trigger1 =root,anim=3000 && root,animelemtime(9)<0 && animelemtime(2)>=0&&animelemtime(3)<0
time = 1
pos = 120,-10
ignorehitpause=1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1 
flag = noshadow
ignorehitpause=1

;[State 0, Trans]
;type = Trans
;trigger1 = time=13
;trans = addalpha;, sub
;alpha = 175,250
;[State 0, Trans]
;type = Trans
;trigger1 = time=14
;trans = addalpha;, sub
;alpha = 150,250
;[State 0, Trans]
;type = Trans
;trigger1 = time=15
;trans = addalpha;, sub
;alpha = 125,250
;[State 0, Trans]
;type = Trans
;trigger1 = time=16
;trans = addalpha;, sub
;alpha = 100,250
;[State 0, Trans]
;type = Trans
;trigger1 = time=17
;trans = addalpha;, sub
;alpha = 75,250
;[State 0, Trans]
;type = Trans
;trigger1 = time=18
;trans = addalpha;, sub
;alpha = 50,250
;[State 0, Trans]
;type = Trans
;trigger1 = time=19
;trans = addalpha;, sub
;alpha = 25,250
;[State 0, Trans]
;type = Trans
;trigger1 = time=20
;trans = addalpha;, sub
;alpha = 10,250


[State 192, end]
type = destroyself
trigger1 = animtime=0
;--------------------------------------------------------------------------
[StateDef 3012]
type =A
movetype=A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =3011
poweradd =0
sprpriority=9

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

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 9
ignorehitpause =1 
;persistent = 


[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "p2bodydist x = %f  vel x = %f"
params =p2bodydist x,vel x
ignorehitpause =1 
;persistent = 
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0 
value = S300,3
channel = 4

[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
supermovetime =999
pausemovetime = 999
ignorehitpause = 1
[State 0, Helper]
type = Helper
triggerall = movehit=1
triggerall = root,var(21)=1
triggerall = root,var(23)=0
triggerall = p2movetype=H
trigger1 = root,numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=0


[State 0, NotHitBy]
type = notHitBy
trigger1 =1 
value = SCA
;value2 = S,NA
time = 1
[State 0, VarSet]
type = parentVarSet
trigger1 =1
v = 21   ;v = 570
value = 0
ignorehitpause =1


[State -1]
Type = Explod
Trigger1 = AnimElem = 2
ID = 3002
PosType = P1
Pos = 0,0
Anim =3002
Ownpal = 1
SprPriority = 9
IgnoreHitPause = 1
Persistent = 0
BindTime = -1
RemoveOnGetHit = 1

[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  !movecontact 
attr = S, HP
animtype  = Hard
damage    = ceil(37*root,fvar(2)), 5
priority  = 4
guardflag = MA
hitflag=MAFD
pausetime = 2,20
getpower=0
sparkxy = 0,ceil(enemy,pos y)
sparkno = S7000+(random%4)
guard.sparkno= S7500
hitsound = S300, 0
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 35
guard.ctrltime=10
ground.velocity = -5.5
air.velocity = -0,-1
down.velocity=-4,0
yaccel=.5
guard.velocity=-4
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
ID =201


[State 0, VarSet]
type = parentVarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  enemy,gethitvar(hitcount)>1
trigger1= movehit=1
fv =2 ;fv = 10
value = root,fvar(2)*.99
ignorehitpause=1
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,204])
value =201
ID =201
ignorehitpause =1 

[State 192, end]
type = destroyself
trigger1 = animtime=0
;--------------------------------------------------------------------------
[StateDef 3013]
type =A
movetype=A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =3012
poweradd=0
sprpriority=0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1
[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 2
ignorehitpause =1 
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "p2bodydist x = %f  vel x = %f"
params =p2bodydist x,vel x
ignorehitpause =1 
;persistent = 
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0 
value = S300,4
channel = 4

[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
supermovetime =999
pausemovetime = 999
ignorehitpause = 1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1
[State 0, VarSet]
type = parentVarSet
triggerall = root,var(21)<2  && root,var(2)=0
trigger1 = time=0 && root,var(21)=1
v = 21   ;v = 570
value = 0
ignorehitpause =1

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

;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 


;ignorehitpause = 
;persistent = 


[State 0, Helper]
type = Helper
triggerall = movehit=1
triggerall = root,var(21)=1
triggerall = root,var(23)=0
triggerall = p2movetype=H
trigger1 = root,numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=0


;ignorehitpause = 
;persistent = 
[State 0, Explod]
type = Explod
trigger1=time=0
anim = 8302
ID = 8302
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 = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
trigger1 =time=0
anim =183
ID =1008
pos = -5,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = .7,.7
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
persistent=5







[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  !movecontact 
attr = S, HP
animtype  = Hard
damage    = ceil(60*root,fvar(2)), 5
priority  = 4
guardflag = MA
hitflag=MAFD
pausetime = 2,2
getpower=0
sparkxy = 0,ceil(enemy,pos y)
sparkno = S7000+(random%4)
guard.sparkno= S7500
hitsound = S2, 6
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 35
guard.ctrltime=10
ground.velocity = -4
air.velocity = -2.5,-10.75
down.velocity=-3.75,-3.5
yaccel=.5
guard.velocity=-4
air.fall=1
fall.recovertime=cond(root,var(6)<300,25,85)
ground.cornerpush.veloff=0
envshake.time =8
envshake.ampl = 9
envshake.freq=85
ID =201
kill = cond((root,var(6)=[200,299]),1,0)

[State 0, VarSet]
type = parentVarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  enemy,gethitvar(hitcount)>1
trigger1= movehit=1
fv =2 ;fv = 10
value = root,fvar(2)*.99
ignorehitpause=1
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,204])
value =201
ID =201
ignorehitpause =1 

[State 192, end]
type = destroyself
trigger1 = animtime=0
;--------------------------------------------------------------------------
[StateDef 3014]
type =A
movetype=A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =3011
poweradd =0
sprpriority=0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1
[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 0
ignorehitpause =1 
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "p2bodydist x = %f  vel x = %f"
params =p2bodydist x,vel x
ignorehitpause =1 
;persistent = 
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0 
value = S300,3
channel = 4

[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
supermovetime =999
pausemovetime = 999
ignorehitpause = 1
[State 0, Helper]
type = Helper
triggerall = movehit=1
triggerall = root,var(21)=1
triggerall = root,var(23)=0
triggerall = p2movetype=H
trigger1 = root,numhelper(199)=0
helpertype = normal ;player
name = "Counter I guess"
ID =199
stateno =199
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause=0



[State 0, NotHitBy]
type = notHitBy
trigger1 =1 
value = SCA
;value2 = S,NA
time = 1
[State 0, VarSet]
type = parentVarSet
trigger1 =1
v = 21   ;v = 570
value = 0
ignorehitpause =1


[State -1]
Type = Explod
Trigger1 = AnimElem = 2
ID = 3002
PosType = P1
Pos = 0,0
Anim =3002
Ownpal = 1
SprPriority = 1
IgnoreHitPause = 1
Persistent = 0
BindTime = -1
RemoveOnGetHit = 1

[State 1000, 5] ;Opponent near
type = HitDef
trigger1 =  !movecontact 
attr = S, HP
animtype  = Hard
damage    = ceil(37*root,fvar(2)), 5
priority  = 4
guardflag = MA
hitflag=MAFD
pausetime = 2,2
getpower=0
sparkxy = 0,ceil(enemy,pos y)
sparkno = S7000+(random%4)
guard.sparkno= S7500
hitsound = S300, 0
guardsound = S6, 0
ground.type = high
ground.slidetime = 32
ground.hittime  = 35
guard.ctrltime=10
ground.velocity = -5.5
air.velocity = -0,-1
down.velocity=-4,0
yaccel=.5
guard.velocity=-4
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
ID =201


[State 0, VarSet]
type = parentVarSet
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall =  enemy,gethitvar(hitcount)>1
trigger1= movehit=1
fv =2 ;fv = 10
value = root,fvar(2)*.99
ignorehitpause=1
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,204])
value =201
ID =201
ignorehitpause =1 

[State 192, end]
type = destroyself
trigger1 = animtime=0



;-----------------------------
[StateDef 3067]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3065
sprpriority=8
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 0    ;fv = 10
value = root,fvar(30)
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = var(0)<3
fv = 1   ;fv = 10
value =.97
[State 0, VarSet]
type = VarSet
trigger1 = var(0)>=3
fv = 1   ;fv = 10
value =1
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = Varadd
trigger1 = var(0)<4
v = 0    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = Varset
trigger1 = var(0)>=4
v = 0    ;fv = 10
value = 0

[State 0, AngleDraw]
type = AngleDraw
trigger1 =root,var(17)<270
value=-40
scale=fvar(1),fvar(1)
ignorehitpause=1
[State 0, AngleDraw]
type = AngleDraw
trigger1 =root,var(17)>=270
value=-40
scale=1+(var(1)*.085),1+(var(1)*.085)
ignorehitpause=1

[State 0, VarAdd]
type = VarAdd
trigger1 = root,var(17)>270
v = 1    ;fv = 
value = 1
;ignorehitpause = 
;persistent = 

[State 0, PosAdd]
type = PosAdd
trigger1 = root,var(17)>270
x = 2
y = -5
;ignorehitpause = 
;persistent = 

[State 0, BindToRoot]
type = BindToRoot
trigger1 =root,var(17)<270
time = 1
facing = 1
pos = ceil(-0*fvar(0)),-ceil(120*fvar(0))
;ignorehitpause = 
;persistent = 


;ignorehitpause = 
;persistent = 

[State 0, Trans]
type = Trans
trigger1 =  1
trans = add ;none, add, addalpha, add1, sub



[State 192, end]
type = destroyself
trigger1 =root,var(13)=6
;-----------------------------
[StateDef 3068]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3095
sprpriority=-1


[State 0, AngleDraw]
type = AngleDraw
trigger1 = time>0
value=1
[State 0, AngleAdd]
type = AngleAdd
trigger1 =1 
value = -3*time
;ignorehitpause = 
;persistent = 

[State 0, Trans]
type = Trans
trigger1 =  time=[8,195]
trans = add ;none, add, addalpha, add1, sub

[State 0, Trans]
type = Trans
trigger1 = time=195
trigger2 = time=7
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 = time=196
trigger2 = time=6
trans = addalpha;, sub
alpha = 150,250
[State 0, Trans]
type = Trans
trigger1 = time=197
trigger2 = time=5
trans = addalpha;, sub
alpha = 125,250
[State 0, Trans]
type = Trans
trigger1 = time=198
trigger2 = time=4
trans = addalpha;, sub
alpha = 100,250
[State 0, Trans]
type = Trans
trigger1 = time=199
trigger2 = time=3
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = time=200
trigger2 = time=2
trans = addalpha;, sub
alpha = 50,250
[State 0, Trans]
type = Trans
trigger1 = time=201
trigger2 = time=1
trans = addalpha;, sub
alpha = 25,250
[State 0, Trans]
type = Trans
trigger1 = time=202
trigger2 = time=0
trans = addalpha;, sub
alpha = 10,250

[State 192, end]
type = destroyself
trigger1 =time>202
;-----------------------------
[StateDef 3059]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3097
sprpriority=-1


[State 0, AngleDraw]
type = AngleDraw
trigger1 = time>0
value=1
[State 0, AngleAdd]
type = AngleAdd
trigger1 =1 
value = -3*time
;ignorehitpause = 
;persistent = 

[State 0, Trans]
type = Trans
trigger1 =  time=[8,195]
trans = add ;none, add, addalpha, add1, sub

[State 0, Trans]
type = Trans
trigger1 = time=195
trigger2 = time=7
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 = time=196
trigger2 = time=6
trans = addalpha;, sub
alpha = 150,250
[State 0, Trans]
type = Trans
trigger1 = time=197
trigger2 = time=5
trans = addalpha;, sub
alpha = 125,250
[State 0, Trans]
type = Trans
trigger1 = time=198
trigger2 = time=4
trans = addalpha;, sub
alpha = 100,250
[State 0, Trans]
type = Trans
trigger1 = time=199
trigger2 = time=3
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = time=200
trigger2 = time=2
trans = addalpha;, sub
alpha = 50,250
[State 0, Trans]
type = Trans
trigger1 = time=201
trigger2 = time=1
trans = addalpha;, sub
alpha = 25,250
[State 0, Trans]
type = Trans
trigger1 = time=202
trigger2 = time=0
trans = addalpha;, sub
alpha = 10,250

[State 192, end]
type = destroyself
trigger1 =time>202
;-----------------------------
[StateDef 3069]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3096
sprpriority=-1


[State 0, AngleDraw]
type = AngleDraw
trigger1 = time>0
value=1
[State 0, AngleAdd]
type = AngleAdd
trigger1 =1 
value = 3*time
;ignorehitpause = 
;persistent = 

[State 0, Trans]
type = Trans
trigger1 =  time=[8,195]
trans = add ;none, add, addalpha, add1, sub

[State 0, Trans]
type = Trans
trigger1 = time=195
trigger2 = time=7
trans = addalpha;, sub
alpha = 175,250
[State 0, Trans]
type = Trans
trigger1 = time=196
trigger2 = time=6
trans = addalpha;, sub
alpha = 150,250
[State 0, Trans]
type = Trans
trigger1 = time=197
trigger2 = time=5
trans = addalpha;, sub
alpha = 125,250
[State 0, Trans]
type = Trans
trigger1 = time=198
trigger2 = time=4
trans = addalpha;, sub
alpha = 100,250
[State 0, Trans]
type = Trans
trigger1 = time=199
trigger2 = time=3
trans = addalpha;, sub
alpha = 75,250
[State 0, Trans]
type = Trans
trigger1 = time=200
trigger2 = time=2
trans = addalpha;, sub
alpha = 50,250
[State 0, Trans]
type = Trans
trigger1 = time=201
trigger2 = time=1
trans = addalpha;, sub
alpha = 25,250
[State 0, Trans]
type = Trans
trigger1 = time=202
trigger2 = time=0
trans = addalpha;, sub
alpha = 10,250

[State 192, end]
type = destroyself
trigger1 =time>202
;-----------------------------
[StateDef 3070]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =3089
sprpriority=3
[State 0, PosSet]
type = PosSet
trigger1 = root,time<=220
x = enemy,pos x
y = enemy,pos y +(enemy,const(size.mid.pos.y))
[State 0, PosSet]
type = PosSet
trigger1 = root,time>220
x = enemy,pos x
y = enemy,pos y 
;ignorehitpause = 
;persistent = 
[State 0, Trans]
type = Trans
trigger1 = 1
trans = add;none, add, addalpha, add1, sub
;alpha = 256,256
ignorehitpause = 1
;persistent = 

;ignorehitpause = 
;persistent =

[State 0, AngleDraw]
type = AngleDraw
trigger1 = root,time=[520,580]
value = 1
scale = ifelse(GameHeight=180,.75,1)-((root,time-520)*ifelse(GameHeight=180,.00675,.009)),ifelse(GameHeight=180,.75,1)-((root,time-520)*ifelse(GameHeight=180,.00675,.009))
;ignorehitpause = 
;persistent = 
[State 0, AngleDraw]
type = AngleDraw
trigger1 = root,time>=580
value = 1
scale = ifelse(GameHeight=180,.225,.3),ifelse(GameHeight=180,.225,.3)
;ignorehitpause =
;trans = 
;persistent =
;supermove = 0
;pausemove = 0
[State 0, DestroySelf]
type = DestroySelf
trigger1 =root,time>=1055 
;ignorehitpause = 
;persistent = 
;-----------------------------
[StateDef 3071]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,.9
ctrl = 0
anim =3083
sprpriority=-1

[State 0, VelSet]
type = VelSet
trigger1 = time=22
y = 0
;ignorehitpause = 
;persistent = 
;-Pal Number, 10's
[State 0, PlaySnd]
type = PlaySnd
triggerall= time=[100,400]
triggerall = roundstate=2
trigger1 =time%50=0
value = S300,2

;abspan = 
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall= time=[100,400]
triggerall = roundstate=2
trigger1 =time%50=0
anim =3098
ID =3098
pos = 0,-80
postype = p1  ;p2,front,back,left,right
facing = ifelse(facing=-1,1,1)
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 220,40
scale = .5,.5
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 =root,time>=1055 
;ignorehitpause = 
;persistent = 
;-----------------------------
[StateDef 3072]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =3086
sprpriority=5
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S300,0
[State 0, DestroySelf]
type = DestroySelf
trigger1 =root,time=1075
;-----------------------------
[StateDef 3073]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =3086
sprpriority=5

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time>0
value=1
[State 0, AngleAdd]
type = AngleAdd
trigger1 =1 
value = 90
;ignorehitpause = 
;persistent = 

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 =root,time=1075
;-----------------------------
[StateDef 3074]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim =3086
sprpriority=5

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time>0
value=1
[State 0, AngleAdd]
type = AngleAdd
trigger1 =1 
value = 45
;ignorehitpause = 
;persistent = 
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S300,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S200,17
[State 0, Trans]
type = Trans
trigger1 = 1
trans = add

[State 0, DestroySelf]
type = DestroySelf
trigger1 =root,time=1075
;-----------------------------
[StateDef 3100]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 8100
sprpriority=-1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = nobardisplay
flag2 = noBG
flag3 = noFG
[State 0, Trans]
type = Trans
trigger1 =1
trans =add
[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
;value =  (winmugen only)
scale = .8+(time*.04),.8+(time*.04)
;ignorehitpause =
;persistent =

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

[State 1002, 1]
type = AfterImage
trigger1 = 1
time = 5
framegap = 1
length = 2
PalAdd = 0, 0, 0
PalMul = 1, 1, 1
PalContrast = 255-((Time)*6), 255-((Time)*6), 255-((Time)*6)
trans = Add

[State 0, DestroySelf]
type = DestroySelf
trigger1 =time=45





;--------------------------------------------------------------------
[Statedef 4001]
statetype=I
physics =N
ctrl = 0
anim =12999
velset = 0,0

;-Pal Number, 10's
[State 0, Explod]
type = Explod
triggerall = roundstate!=2
trigger1 =numexplod(12000)<1
anim =13000+(((root,Var(54) % 100) - (root,Var(54) % 10))/10)
ID =12000
pos = 30,42
postype = p1  ;p2,front,back,left,right
facing = ifelse(facing=-1,1,1)
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
scale = .5,.5
sprpriority = 1
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0

;---pal number 1's
[State 0, Explod]
type = Explod
trigger1 =numexplod(12001)<1
anim =13000+(root,var(54)%10)
ID =12001
pos = 50,42
postype = p1  ;p2,front,back,left,right
facing = ifelse(facing=-1,1,1)
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
scale = .5,.5
sprpriority = 1
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = intro
flag2=noshadow

;------used so you cant select another pal after the first time
[State 0, VarSet]
type = parentVarSet
trigger1 =1
v = 53   ;fv = 10
value =1
;ignorehitpause =
;persistent =


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =root,command="dwn"||root,command="up"||root,command="fwd"||root,command="back"
id =12000
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =root,command="dwn"||root,command="up"||root,command="fwd"||root,command="back"
id =12001


[State 0, ParentVarSet]
type = ParentVarSet
trigger1 =time=0
v =54     ;fv =
value = palno

;-----move up 10
[State 0, ParentVarSet]
type = ParentVaradd
trigger1 =root,command="fwd"
v =54     ;fv =
value = 10
;-----move down 10
[State 0, ParentVarSet]
type = ParentVaradd
trigger1 =root,command="back"
v =54     ;fv =
value = -10
;---move up 1
[State 0, ParentVarSet]
type = ParentVaradd
triggerall = root,var(54)<var(50)
trigger1 =root,command="up"
v =54     ;fv =
value = 1


;---move down 1
[State 0, ParentVarSet]
type = ParentVaradd
triggerall = root,var(54)>1
trigger1 =root,command="dwn"
v =54     ;fv =
value = -1

;--reset back to one incase of error
[State 0, ParentVarSet]
type = ParentVarset
triggerall = root,var(54)>var(50)
trigger1 =root,command="up"
v =54     ;fv =
value = 1
[State 0, ParentVarSet]
type = ParentVarset
triggerall = root,var(54)<=0
trigger1 =root,command="back"
v =54     ;fv =
value = 1
;-------------------------

;--reset back to max incase of error
[State 0, ParentVarSet]
type = ParentVarset
triggerall = root,var(54)<=0
trigger1 =root,command="dwn"
v =54     ;fv =
value = var(50)



[State 0, ParentVarSet]
type = ParentVarset
triggerall = root,var(54)>var(50)
trigger1 =root,command="fwd"
v =54     ;fv =
value = var(50)

;---max pal no setting
[State 0, VarSet]
type = VarSet
trigger1 =1
v = 50  ;fv = 10
value =11


;ignorehitpause =
;persistent =
;---remove everything
[State 0, RemoveExplod]
type = RemoveExplod
triggerall = time >5
trigger1 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z" || root,command="start"
trigger2 = roundstate > 1
trigger3= time >400
id =12000
;---remove everything
[State 0, RemoveExplod]
type = RemoveExplod
triggerall = time >5
trigger1 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z" || root,command="start"
trigger2 = roundstate > 1
trigger3= time >400
id =12001
;ignorehitpause =
;persistent =
;---remove everything
[State 6000, DestroySelf]
type = destroyself
triggerall = time >5
trigger1 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z" || root,command="start"
trigger2 = roundstate > 1
trigger3= time >400
;----------------------------------------------------
[Statedef 4004]
type    = S
movetype= I
physics = S
velset = 0,0
anim =10000
ctrl = 0
sprpriority = 5



[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "var(7) = %d var(6) = %d var(0) = %d vel x = %f"
params = numexplod(8022),(var(5)),(var(4)),fvar(2)
ignorehitpause =1 

[State 0, VarSet]
type = parentVarSet
trigger1 = root,var(6)>300
v = 6   ;fv = 10
value = 300
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = var(2)=0
v = 2    ;fv = 10
value = root,var(6)
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 5    ;fv = 10
value = 4005+var(1)
;ignorehitpause = 
;persistent = 
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = !var(4)
v = 7     ;fv = 
value = root,var(6)
[State 0, VarSet]
type = VarSet
trigger1 = root,stateno=[1002,1003]
v = 4   ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = parentVaradd
trigger1 = root,time=1&& (root,prevstateno=[200,3000]) && root,stateno=1002
v = 7  ;fv = 10
value = -100
[State 0, VarSet]
type = parentVaradd
trigger1 = root,time=1&&  root,stateno=1003
v = 7  ;fv = 10
value = -cond((root,prevstateno=[200,3000]) &&root,prevstateno!=1003,200,100)

[State 0, VarSet]
type = parentVaradd
trigger1 = root,time=1&& (root,stateno=[200,3000]) && root,prevstateno=1002&&(root,stateno=[1010,3000])
v = 6  ;fv = 10
value = -100
[State 0, VarSet]
type = parentVaradd
trigger1 = root,time=1&&  root,prevstateno=1003 &&(root,stateno=[1010,3000])
v = 6  ;fv = 10
value = -cond((root,stateno=[200,3000])&&root,prevstateno!=1003,200,100)

[State 0, VarSet]
type = parentVaradd
triggerall = p2movetype!=H || p2stateno=[5100,5250]
trigger1 =  root,var(7)<root,var(6) &&root,stateno!=[1002,1003]
v = 7  ;fv = 10
value = 2
[State 0, VarSet]
type = parentVaradd
triggerall = p2movetype=H && time%3=0 && p2stateno!=[5100,5250]
trigger1 =  root,var(7)<root,var(6) &&root,stateno!=[1002,1003]
v = 7  ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 = root,var(7)>=root,var(6) && root,stateno!=[1002,1003]
v =4   ;fv = 10
value = 0
[State 0, Helper]
type = Helper
trigger1 = var(1)<3
helpertype = normal ;player
name = "gauge"
ID =  var(5)
stateno = 4005
pos =0,0
postype = p1   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale =1*const(size.xscale)
size.yscale =1*const(size.yscale)
ignorehitpause=1
supermovetime=999
[State 0, VarAdd]
type = VarAdd
trigger1 = var(1)<3
v =  1   ;fv = 
value = 1
[State 0, DestroySelf]
type = DestroySelf
trigger1 = roundstate!=2  || root,stateno=3061
;ignorehitpause = 
;persistent = 
;---------------------------------------------------------------------------------------------------
[Statedef 4005]
type    = S
movetype= I
physics = S
velset = 0,0
anim =10000
ctrl = 0
sprpriority = 5
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 0    ;fv = 10
value = parent,var(5)-4004
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = var(0)=3
v = 8   ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

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

[State 0, VarSet]
type = VarSet
triggerall = var(0)>1
trigger1 = root,var(6)<=((var(0))*100)
v = 1  ;fv = 10
value = root,var(6) - ((var(0)-1)*100)   
[State 0, VarSet]
type = VarSet
triggerall = var(0)=1
trigger1 = root,var(6)<=((var(0))*100)
v = 1  ;fv = 10
value = root,var(6) 
[State 0, VarSet]
type = VarSet
trigger1 = root,var(6)>=((var(0))*100)
v = 1  ;fv = 10
value = 100
[State 0, VarSet]
type = VarSet
trigger1 = root,var(6)<((var(0)-1)*100)
v = 1  ;fv = 10
value = 0

;------------------

;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
triggerall = var(0)>1
trigger1 = root,var(7)<=((var(0))*100) ||  var(5)<var(1) && !parent,var(4)
v = 5  ;fv = 10
value = root,var(7) - ((var(0)-1)*100)   
[State 0, VarSet]
type = VarSet
triggerall = var(0)=1
trigger1 = root,var(7)<=((var(0))*100) || var(5)<var(1) && !parent,var(4)
v = 5  ;fv = 10
value = root,var(7) 

[State 0, VarSet]
type = VarSet
trigger1 = root,var(7)>=((var(0))*100)
v = 5  ;fv = 10
value = 100
;ignorehitpause = 
;persistent = 

;----------------------

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "var(7) = %d var(6) = %d var(0) = %d vel x = %f"
params = var(0),(var(1)),(var(5)),fvar(2)
ignorehitpause =1 
[State 0, Explod]
type = Explod
;triggerall = teamside = 1
trigger1 =  time=0
anim = 10002
ID = 8008
pos = (cond(teamside=1,-5,287)+((var(0))* cond((teamside=1),14,-14)))+root,var(50),(214-((var(0))*6))+root,var(51)
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale =.5,.5
ontop = 0
sprpriority = 7
shadow = 0,0,0
ownpal = 1
[State 0, PalFXWiz]
type = PalFX
triggerall = var(1)>=99 && !parent,var(4)
trigger1 =time%40=0 
time = 40
add = 100,100,132
mul = 256,256,256
sinadd = -100,-100,-132,80
invertall = 0
color = 128

[State 0, Explod]
type = Explod
;triggerall = teamside = 1
trigger1 =  time=0
anim = 10003
ID = 8009
pos =  (cond(teamside=1,-4,289)+((var(0))* cond((teamside=1),14,-14)))+root,var(50),(216-((var(0))*6))+root,var(51)
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale =0,.165
ontop = 0
sprpriority = 9
shadow = 0,0,0
ownpal = 0

;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
;triggerall = teamside = 1
trigger1 =  time=0
anim = 10004
ID = 8010
pos = (cond(teamside=1,-4,289)+((var(0))* cond((teamside=1),14,-14)))+root,var(50),(216-((var(0))*6))+root,var(51)
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale =0,.165
ontop = 0
sprpriority = 8
shadow = 0,0,0
ownpal = 0
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = var(5)<=100 
ID =8009
scale = cond( var(5)>-1,.502*(var(5)*.01),0),.165
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = var(1)<=100 && var(1)>-1
ID =8010
scale = .502*(var(1)*.01),.165
;[State 0, ModifyExplod]
;type = ModifyExplod
;trigger1 = var(1)>=99 
;ID =8009
;ownpal=0
;trans = 
;persistent =
;supermove = 0
;pausemove = 0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,stateno=3061
id = 8008
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,stateno=3061
id = 8009
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,stateno=3061
id = 8010

[State 0, DestroySelf]
type = DestroySelf
trigger1 = roundstate!=2 ||root,stateno=3061
;---------------------------------------------------------------------------
[Statedef 6000]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 5999
ctrl = 0
sprpriority = 5




[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag2=noFG
flag=nokosnd
ignorehitpause = 1
persistent = 1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2=nokosnd
flag3=noBG
ignorehitpause = 1
persistent = 1

[State 11009, PlaySnd]
type = PlaySnd
trigger1 = time =2
value = S999,1
[State 0, Pause]
type = Pause
trigger1 =time=4
time = 35
movetime = 35
ignorehitpause = 1

[State 11009, dust]
type = Explod
trigger1 = time = 0
anim = 8000
ID = 11009
postype =left
pos = 0,-10
bindtime = -1
facing = ifelse(facing = -1, -1,1)
sprpriority = -2
scale = .5,ifelse(GameHeight=180,.39,.54)
ownpal = 0
ignorehitpause =1
ontop =0
pausemovetime = 999
supermovetime = 9999


[State 0, DestroySelf]
type = DestroySelf
trigger1 =  !numexplod(11009)
;---------------------------------------------------------------------------
[Statedef 6001]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 3333
ctrl = 0
sprpriority = 5


[State 11009, dust]
type = Explod
trigger1 = parent,animelemtime(15)=240 && parent,anim=3084
anim = 8001
ID = 11009
postype =left
pos = 0,0
bindtime = -1
facing = ifelse(facing = -1, -1,1)
sprpriority = 9
scale = .5,ifelse(GameHeight=180,.35,.5)
ownpal = 0
ignorehitpause =1
removetime=60
ontop =1
pausemovetime = 999
supermovetime = 9999
[State 0, Pause]
type = Pause
trigger1 =parent,animelemtime(15)=240 && parent,anim=3084
time =100
movetime=100
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = nomusic
[State 11009, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S200,28
[State 11009, PlaySnd]
type = PlaySnd
trigger1 =parent,animelemtime(15)=240 && parent,anim=3084
value = S999,1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2=noFG
flag3=nokoslow
flag3=nokosnd
flag3=noBG
ignorehitpause = 1
persistent = 1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2=nokosnd
flag3=noBG
ignorehitpause = 1
persistent = 1
;---------------------------------------------------------------------------\
;Airdash FX
;---------------------------------------------------------------------------/
[Statedef 6003]
type = U                                         
physics = N                                                               
anim =8104
[State 6090, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S3,1
volume = 255
channel = 0
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 0, Trans]
type = Trans
trigger1 =1
trans =add
[State 0, AngleDraw]
type = Angledraw
trigger1 = 1
scale=.47+(time*.02),.47+(time*.02)

[State 1002, 1]
type = AfterImage
trigger1 = 1
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 7180, end]
type = destroyself
trigger1 = time = 20
;-------------------------------------------------------------------------------
[Statedef 7000]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim =10000
ctrl = 0
sprpriority = 6

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 7180, flames]
type = explod
trigger1 =1
anim = 8200
ID = 11014
sprpriority = 3
postype = p2
random=30,60
scale=.3,.3
pos = (enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y));+90
bindtime = 4


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

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 9
y = 9


[State 8050, 5]
type = destroyself
trigger1 =time >60 || p2movetype!=H
;-------------------------------------------------------------------------------
[Statedef 7001]
type    = S
movetype= I
physics = N
juggle  = 4
velset = 0,0
anim = 5999
ctrl = 0
sprpriority = 6

;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 =time<2
v = 0    ;fv = 10
value = parent,var(22)
ignorehitpause=1

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 =1 
text = "var(0) = %d  vel x = %f"
params = var(0),vel x
ignorehitpause = 1
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = Varadd
trigger1 =time>2
v = 0    ;fv = 10
value =-1
[State -1]
Type = Explod
TriggerAll =var(0)>0
triggerall = time%8=0
Trigger1 = GameTime%4 = 0
Anim = 8700+Random%7+Random%2*10
ID = 8700
Ownpal = 1
BindTime = 1
PosType = P2
Facing = IfElse(Random%2=0,1,-1)
VFacing = IfElse(Random%2=0,1,-1)
Pos = 0,ifelse(enemy,anim=3070,0,Const(Size.Mid.Pos.Y)+10)
Random = 35,70
Scale = 0.5,0.5
SprPriority = 5
IgnoreHitPause = 1

[State -1]
Type = Explod
TriggerAll =var(0)>0
triggerall = time%8=0
Trigger1 = GameTime%4 = 1
Anim = 8720+Random%7+Random%2*10
ID = 8720
Ownpal = 1
BindTime = 1
PosType = P2
Facing = IfElse(Random%2=0,1,-1)
VFacing = IfElse(Random%2=0,1,-1)
Pos = 0,ifelse(enemy,anim=3070,0,Const(Size.Mid.Pos.Y)+10)
Random = 35,70
Scale = 0.5,0.5
SprPriority = 5
IgnoreHitPause = 1


[State 8050, 5]
type = destroyself
trigger1 =var(0)<=0 && time>2
;---------------------------------------------------------------------------------------------------
[Statedef 9998]
type    = A
movetype= H
physics = N
juggle  = 8
velset=0,0
poweradd= 0
ctrl = 0
anim =10000
sprpriority = 9
[State 0, VarSet]
type = VarSet
triggerall = numenemy=1
triggerall= roundno>1 
triggerall = p2life <=root,var(9)
trigger1 = root,power>=1000
v = 1    ;fv = 10
value = 1

;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = root,stateno=40
trigger2 = p2movetype!=H || p2stateno=5120
v = 30    ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 


;ignorehitpause = 
;persistent = 
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "var(10) = %d  vel x = %f"
params = root,stateno=1010&& (var(34)=-1)&&(root,anim=1001  && (root,var(6)<200 && root,var(21)=2||root,var(6)=200 && root,numexplod(1010)<2)&& (p2statetype=A||p2statetype=L)),vel x
ignorehitpause = 1
;persistent = 


;var(35) = movehit
[State 0, VarSet]
type = VarSet
triggerall = var(35)=0
trigger1 = root,movehit=1&& (enemy,hitshakeover || root,stateno=1010 && root,var(2)=2)
;define exceptions where movecontact is fine
;trigger2 = root,movecontact=1&& enemy,hitshakeover
;trigger2 = root,stateno=210 || root,stateno=410
;trigger3 = p2stateno=1051 && enemy,time=1
;trigger4 = root,movehit&&root,stateno=1010&&root,var(2)=2&& (p2stateno=833 || p2stateno=1045)
v = 35    ;fv = 10
value = 1
[State 0, VarSet]
type = parentVarSet
trigger1 = 1;&& enemy,hitshakeover
v = 35    ;fv = 10
value = var(35)
[State 0, VarSet]
type = parentVarSet
trigger1 = 1
v = 34    ;fv = 10
value = var(34)

[State 0, VarSet]
type = parentVarSet
trigger1 = 1;&& enemy,hitshakeover
v = 32    ;fv = 10
value = var(32)
[State 0, ParentVarAdd]
type = VarAdd
trigger1 = var(32)>0 && root,stateno<1000
v =  32   ;fv = 
value = -1

[State 0, VarRandom]
type = VarRandom
trigger1 = 1
v = 0
range = 0,999
;ignorehitpause = 
;persistent = 



;===non attacks


;55
[State 0, Null]
type = Null
triggerall =root,stateno=55&& !var(35) && root,time>=6 && p2movetype=H && var(34)=-1 && p2statetype!=L
trigger1 = root,ctrl && root,fvar(21)>-20
trigger1 = var(34):=610
trigger2 = root,ctrl && root,fvar(21)<-20
trigger2 = p2statetype=A
trigger2 = var(34):=605

;4
;[State 0, Null]
;type = Null
;triggerall =root,stateno=4&& !var(35) 
;trigger1 = root,numhelper(1001)>0 
;trigger1 = helper(1001),movehit
;trigger1 = var(34):=600
;trigger1 = var(30):=1
;trigger2 = p2stateno=[300,303]
;trigger2 = var(30):=1
;trigger2 = var(34):=600
;trigger3 = p2stateno=1101
;trigger3 = var(30):=0
;trigger3 = var(34):=205

;1003
[State 0, Null]
type = Null
triggerall =root,stateno=1003&& !var(35) 
trigger1 = var(34):=610 
trigger1 = var(30):=1
trigger2 = p2stateno=[300,303]
trigger2 = var(30):=1
trigger2 = var(34):=600



;105
[State 0, Null]
type = Null
triggerall =root,stateno=105&& !var(35) 
trigger1 =  p2statetype=L
trigger1 = var(34):=1001
trigger2 = p2statetype!=L
trigger2 = var(34):=-1
;1002
[State 0, Null]
type = Null
triggerall =root,stateno=1002&& !var(35) &&  root,numexplod(1005)=0
trigger1 =(var(0)%5<3)  && p2statetype= A && (root,var(6)<300 || p2movetype=A && enemy,numproj=0)&&var(34)=-1
trigger1 = var(34):=1005
trigger2 =(var(0)%5<3)  && p2statetype= A && (root,var(6)=300|| p2movetype=A && enemy,numproj>0)&&var(34)=-1
trigger2 = var(34):=1006
trigger3 =(var(0)%5<3)  && p2statetype!= A &&var(34)=-1
trigger3 = var(34):=cond(random%2,200,400)

;3055
[State 0, Null]
type = Null
triggerall =root,stateno=3055&& !var(35) 
trigger1 = p2statetype=A   && (var(0)%5>1) && root,fvar(22) < 75&&var(34)=-1&& p2movetype=H
trigger1 = var(34):=1010
trigger2 = p2statetype!=A || ( root,fvar(22) <70)&&var(34)=-1 && p2movetype=H;&& (random%5>1) 
trigger2 = var(34):=210

;3000
[State 0, Null]
type = Null
triggerall =root,stateno=3000&& !var(35) 
trigger1 = var(34)=-1 && random%6<2
trigger1 = var(34):=1010
trigger1 = var(2):=0
trigger2 =var(34)=-1&& var(0)%6=[2,3]
trigger2 = var(34):=212
trigger3 = (var(0)%6>3)&& var(34)=-1
trigger3 = var(34):=210
;====
;f200
[State 0, Null]
type = Null
triggerall =(root,stateno=200||root,stateno=400)&& var(35)
trigger1 =   (var(0)%5<4)&&var(34)=-1
trigger1 = var(34):=205
trigger2 = p2statetype!=A &&(var(0)%5>=3)&&var(34)=-1
trigger2 = var(34):=405

;f600
[State 0, Null]
type = Null
triggerall =(root,stateno=600)&& var(35)
trigger1 = root,fvar(21) >-15&&root,var(21)=1&&var(34)=-1&& (var(0)%5<3)
trigger1 = var(34):=1004
trigger2 = p2statetype=A && var(34)=-1
trigger2 = var(34):=605


;205
[State 0, Null]
type = Null
triggerall =root,stateno=205&& var(35)
trigger1 = (p2statetype=A  || (p2statetype!=A && (var(0)%5>3)))&&var(34)=-1
trigger1 = var(34):=210
trigger2 = p2statetype!=A &&var(34)=-1
trigger2 = var(34):=410

;405
[State 0, Null]
type = Null
triggerall =root,stateno=405&& var(35)&&var(34)=-1
trigger1 = (p2statetype=A  || (p2statetype!=A && (var(0)%5>2)&&(power>=300 ||root,var(6)>=200)))
trigger1 = var(34):=210
trigger2 = p2statetype!=A && root,fvar(22)<40
trigger2 = var(34):=410
trigger3 = (var(0)%5<3)
trigger3 = var(34):=1010
trigger3 = var(2):=0

;605
[State 0, Null]
type = Null
triggerall =root,stateno=605&& var(35)
trigger1 = (root,fvar(21) <=10)&&var(34)=-1&& (var(0)%5>3) && root,var(21)=0
trigger1 = var(34):=1100
trigger1 = var(2):=cond(var(0)%2&&root,power>350,2,0)
trigger2 = p2statetype=A  &&root,var(21)>0&&var(34)=-1&& (var(0)%5<4)
trigger2 = var(34):=1004
trigger3 = p2statetype=A  && root,fvar(21) >10&& root,var(21)!=1&&var(34)=-1&& (var(0)%5<4)
trigger3 = var(34):=610


;210
[State 0, Null]
type = Null
triggerall =root,stateno=210&& var(35) &&var(34)=-1
trigger1 = root,movehit && (var(0)%5>1) && root,power>525 && root,var(6)<200&&var(34)=-1
trigger1 = var(34):=3000
trigger2 = (p2statetype=A||root,var(6)=300) &&root,fvar(22) <cond(root,Var(6)=0,100,cond(root,var(6)=100,115,cond(root,var(6)=200,140,115))) && (var(0)%5>2 || root,var(21)=2) 
trigger2 = var(34):=cond(root,fvar(21)<-80,1050,1010)
trigger2= var(2):=0
trigger3 =(var(0)%5<=2) && root,var(21)<2 && root,var(6)!=300
trigger3 = var(34):=1050
trigger3 = var(2):=cond(root,power>300 && var(0)%3>0,2,cond(root,fvar(22)>50,1,0))

;410
[State 0, Null]
type = Null
triggerall =root,stateno=410&& var(35)&&var(34)=-1
trigger1 = ( (var(0)%5>3) &&root,var(6)<200)&& root,power>550 
trigger1 = var(34):=3000
trigger2 = root,fvar(22) <105&&( (var(0)%5>2) ||root,var(6)>100)
trigger2 = var(34):=cond(root,var(6)=0,1001,1010)
trigger2= var(2):=0
trigger3 =  (var(0)%5<3)  && root,var(6)<200 ||(var(0)%5<2)  && root,var(6)<300
trigger3 = var(34):=1001


;ignorehitpause = 
;persistent = 


;610
[State 0, Null]
type = Null
triggerall =root,stateno=610&& var(35) && var(34)=-1 
trigger1 = root,fvar(22) <90&&p2statetype!=A  && (var(0)%5<2)
trigger1 = var(34):=1100
trigger1 = var(2):=cond(root,power>400,2,0) 

trigger2 = root,fvar(22) <90&&p2statetype=A  && (var(0)%5<2)&& root,var(19)=1
trigger2 = var(34):=1100
trigger2 = var(2):=1 





;212
[State 0, Null]
type = Null
triggerall =root,stateno=212&& var(35)&& p2statetype=A&&var(34)=-1; && root,numhelper(3011)=0
trigger1=  var(1)
trigger1= var(34):=3060 
trigger2 =(var(0)%5>3) && root,power >=550 && root,var(6)=300
trigger2 = var(34):=3055
trigger3 =(var(0)%5>3) && root,power >=550 && root,var(6)<200
trigger3 = var(34):=3000
trigger4 =(var(0)%5<3) && root,frontedgebodydist <130 && root,var(6)>=100
trigger4 = var(2):=0
trigger4 = var(34):=1010
trigger5 =(var(0)%5<=3) && root,frontedgebodydist <130 && (root,var(6)>=100||root,var(21)>0)
trigger5 = var(2):=1
trigger5 = var(30):=1
trigger5 = var(34):=1100
trigger6 =(var(0)%5<=2)&& root,frontedgebodydist >130 && root,var(6)<200 
trigger6 = var(34):=1001
trigger7 =(var(0)%5>2) && root,frontedgebodydist <90 && root,var(6)<200
trigger7 = var(34):=410

;810
[State 0, Null]
type = Null
triggerall =root,stateno=810&&root,time=1&& !var(35) && var(34)=-1
trigger1 =  root,backedgebodydist <40 && root,var(6)=0
trigger1 = var(34):=1001
trigger2 =  root,frontedgebodydist <80 && root,var(6)>100 && (var(0)%5>1)
trigger2 = var(2):=1
trigger2 = var(30):=1
trigger2 = var(34):=1100

;840
[State 0, Null]
type = Null
triggerall =root,stateno=831&&root,time=1&& !var(35)
trigger1 =  root,var(19) && (var(0)%6<2)
trigger1 = var(34):=210
trigger2 =  root,var(19) && (var(0)%6=[2,3])
trigger2 = var(34):=212
trigger3 =  root,var(19) && (var(0)%6=[4,5]) && root,fvar(22)<30
trigger3 = var(30):=1
trigger3 = var(34):=600


;1000
[State 0, Null]
type = Null
triggerall =root,stateno=1000&& var(35)
trigger1 =(var(0)%5>1)  && root,var(6)=300&&var(34)=-1
trigger1 = var(34):=1100
trigger1 = var(30):=1


;1004
[State 0, Null]
type = Null
triggerall =root,stateno=1004&& var(35)
trigger1=  var(1)
trigger1 = var(34):=3060 
trigger2 = root,fvar(22) <25&& (var(0)%10>2)&&var(34)=-1
trigger2 = var(34):=210
trigger3 = root,fvar(22) >25&& (var(0)%5>1) &&var(34)=-1
trigger3 = var(34):=1010
trigger4 =  root,fvar(22) <80&&(var(0)%10<4) &&var(34)=-1
trigger4 = var(34):=1002
trigger5 = root,fvar(22) <15&&(var(0)%10<3)
trigger5 = var(30):=1
trigger5 = var(34):=600
trigger6= root,var(21)>0 &&var(34)=-1
trigger6 = var(34):=212


;1005
[State 0, Null]
type = Null
triggerall =root,stateno=1005&& var(35)
trigger1 =(var(0)%5<3)  && p2statetype= A&&var(34)=-1
trigger1 = var(30):=-1
trigger1 = var(34):=212
trigger2 =(var(0)%5>=3)  && p2statetype= A&&var(34)=-1
trigger2 = var(30):=-1
trigger2 = var(34):=210

;1006
[State 0, Null]
type = Null
triggerall =root,stateno=1006&& var(35)
trigger1 =(var(0)%5<3) &&var(34)=-1
trigger1 = var(34):=212
trigger2 =(var(0)%5>=3)&&var(34)=-1
trigger2 = var(30):=-1
trigger2 = var(34):=210

;==Helpers==
;1012
[State 0, Null]
type = Null
triggerall =root,numhelper(1012) && root,fvar(22)<70
trigger1 = helper(1012),movehit
trigger1 = p2movetype=H &&var(34)=-1
trigger1 = var(2):=1
trigger1 = var(30):=1
trigger1 = var(34):=1100


;1013
[State 0, Null]
type = Null
triggerall =root,numhelper(1013)
trigger1 = helper(1013),movehit &&( helper(1013),anim=1056 || helper(1013),anim=1055 && root,var(21)=2)&& root,stateno!=[210,212]
trigger1 = p2movetype=H &&var(34)=-1
trigger1 = var(34):=cond(root,frontedgebodydist <50,212,210)
trigger2 = helper(1013),movehit && helper(1013),anim=1057 && root,stateno!=1100&& root,stateno!=1010 && !root,movehit
trigger2 = (p2statetype=A || p2statetype=L) &&var(34)=-1
trigger2 = var(34):=cond(root,var(6)<200,1001,1100)
trigger2 = var(32):=cond(var(34)=1001,0,5)
trigger2 = var(30):=1
trigger2 = var(2):=1
trigger3 = helper(1013),movehit && helper(1013),anim=1057&& root,stateno!=1010&& root,stateno!=410
trigger3 = (p2statetype=S || p2statetype=C) &&var(34)=-1
trigger3 = var(34):=cond(root,fvar(22)<20,410,1010)
trigger3 = var(2):=0
trigger4 = helper(1013),movehit && helper(1013),anim=1056&& root,stateno!=1001
trigger4 = (root,frontedgebodydist >60) &&var(34)=-1 && root,var(6)<200
trigger4 = var(34):=1001

;====


;====specials

;1010
[State 0, Null]
type = Null
triggerall =root,stateno=1010&& var(35) && (var(34)=-1)
trigger1=  var(1)  && enemy,hitfall
trigger1 = var(34):=3060
trigger2= (root,anim=1000 && root,var(6)=200 && root,power>=250 && root,numexplod(1010)=1 && p2statetype=A)
trigger2= var(34):=1010
trigger2 = var(2):=2
trigger3= (root,anim=1000  && (root,var(6)=[100,299]) && (root,numexplod(1010)>1 || root,power<250 && root,numexplod(1010)>0|| root,fvar(21)<-50) && var(19)=0 && p2statetype=A)
trigger3= var(34):=1002
trigger4= ((root,anim=1001 )  && (root,var(6)<200 && root,var(21)=2||root,var(6)=200 && root,numexplod(1010)<2)&& (p2statetype=A||p2statetype=L))
trigger4= var(34):=1011
trigger4 = var(2):=0
trigger4 = var(32):=5
trigger5= (root,anim=1006  && (root,numexplod(1005)=0) && var(19)=0)
trigger5= var(34):=1002
;
;;used so it wont contact into itself
;trigger5 = (root,anim=1006  )
;trigger5 = var(34):=cond(frontedgebodydist >90&&root,power>=250,1010,1002)
;trigger5 = var(2):=cond(var(34)=1010,2,-1)
trigger5  = root,numexplod(1010)=0 || p2statetype!=A||root,var(6)=300
trigger5= (root,anim=1000  || root,anim=1005)
trigger5= var(34):=1010
trigger5 = var(2):=1

;;trigger7 = (root,var(2)=1&& (p2statetype!=A && root,power<250 ||root,var(6)<200))
;;trigger7 = var(34):=-1
;;trigger7 = var(2):=-1
trigger6 = (root,anim=1002 && root,var(6)=200 )
trigger6 = var(34):=205
trigger7= (root,anim=1001 && root,var(6)=200 &&  p2statetype!=A)
trigger7= var(34):=1002
trigger8 = (root,anim=1007)
trigger8 = var(34):=1100
trigger8 = var(2):=1



;1100
[State 0, Null]
type = Null
triggerall =root,stateno=1100&&( var(35) || var(34)=-1 && p2movetype=H  &&enemy,time=1&& p2stateno=[1029,1036])
trigger1=  root,var(2)=1 && var(1) &&  ((root,var(19)=1||root,var(21)>0)  || root,var(6)>=200 && root,numexplod(1001)<=1)
trigger1= var(34):=3060 
trigger2 = (var(0)%5<2)
trigger2 = root,var(2)=1 && root,power >700 &&  ((root,var(19)=1||root,var(21)>0)|| root,var(6)>=200 && root,numexplod(1001)<=1)&& var(34)=-1
trigger2 = var(34):=3050
trigger3 = root,var(2)=0  && (root,var(19)=1||root,var(21)>0)&&var(34)=-1
trigger3 = var(34):=1100
trigger3 = var(30):=1
trigger3 = var(2):=1

trigger4 = (var(0)%5>1)
trigger4 = root,var(2)=1 && ((root,var(19)=1||root,var(21)>0) || root,var(6)>=200 && root,numexplod(1001)<=1)&& var(34)=-1
trigger4 = var(34):=cond(root,fvar(22) <50,205,1010)
trigger4 = var(2):=0


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



[State 0, VarSet]
type = parentVarSet
trigger1 = p2movetype=H 
v = 34    ;fv = 10
value = var(34)
;ignorehitpause = 
;persistent =
[State 0, VarSet]
type = VarSet
;triggerall = var(34)!=1010 
trigger1 = var(34)=[200,410] 
trigger2 = root,movetype=I && p2movetype!=H &&var(34)!=[1010,1011]
trigger3 = root,movetype=H
trigger4 =  time =0
trigger5 = root,stateno=1010 && root,time=1 
v = 2    ;fv = 10
value = -1 
[State 0, VarSet]
type = VarSet
trigger1 = p2movetype!=H
trigger2 = root,stateno=var(34)  && root,time=1
;trigger3 = p2stateno!=2000 &&var(34)=1003
trigger3 = var(34)=1011  && root,time=1 && root,stateno=1010
v = 34    ;fv = 10
value = -1

[State 0, VarSet]
type = VarSet
trigger1 = var(35)
v = 35    ;fv = 10
value = 0
persistent=2
;selection made?

;ignorehitpause = 
;persistent = 


;---------------------------------------------------------------------------------------------------
[Statedef 9999]
type    = A
movetype= H
physics = N
juggle  = 8
velset=0,0
poweradd= 0
ctrl = 0
anim =10000
sprpriority = 9
;[State 0, VarSet]
;type = parentVaradd
;trigger1 = root,var(6)>0 && (p2movetype!=H|| p2stateno=[120,132]) && gametime%2=0
;v =6    ;fv = 10
;value = -1
[State 0, VarSet]
type = parentVarSet
trigger1 = time=0
v = 46    ;fv = 10
value = -1

[State 0, VarSet]
type = VarSet
trigger1 = root,stateno=5040
v = 50   ;fv = 10
value =1
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = root,stateno!=52 && root,statetype!=A
v = 50   ;fv = 10
value =0
;truep2bodydist y
[State 0, VarSet]
type = parentVarSet
trigger1 = root,stateno!=[3061,3066]
fv = 21    ;fv = 10
value = root,p2bodydist y -((const240p(root,const(size.mid.pos.y))+20)*root,var(11))*(p2statetype=A)
ignorehitpause =1 
;persistent = 
;truep2bodydist x
[State 0, VarSet]
type = parentVarSet
trigger1 = root,stateno!=[3061,3066]
fv = 22    ;fv = 10
value = (root,p2bodydist x +root,var(36))
ignorehitpause =1

[State 1, VarSet]
type = parentVarSet
trigger1 =root,movetype=H 
v = 1    ;fv = 10
value = 0

[State -3, Hit0]
type = PlaySnd
triggerall = root,Alive
triggerall = root,Time = 0
triggerall = random%3 =0
triggerall = root,movetype=H
trigger1 = root,Stateno = 1025
trigger2 = root,Stateno = 1045
trigger3 = root,Stateno = 1033
trigger4 = root,Stateno = 1034
trigger5 = root,Stateno = 1035
trigger6 = root,Stateno = 1036
value = 5000, random%4
channel=0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "var(2) = %d var(3) = %d  vel x = %d movehit= %d"
params = var(25),var(16),var(15),(var(14))
ignorehitpause = 1
;persistent = 

[State 2, VarSet]
type = Varset
trigger1 =var(10)>=0
trigger2 =var(11)>=0
trigger3 =var(12)>=0
trigger4 =var(13)>=0
trigger10 =var(20)>=0
trigger11 =var(21)>=0
v = 2   ;fv = 10
value = 1
ignorehitpause = 1

[State 3, VarSet]
type = Varset
trigger1 =var(10)>=0
trigger2 =var(11)>=0
v = 3   ;fv = 10
value = 1
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = root,prevstateno=[190,199]
v = 19   ;fv = 10
value = 49
;ignorehitpause = 
;persistent = 
[State 0, VarAdd]
type = VarAdd
trigger1 = var(19)>0 && roundstate=2
v = 19    ;fv = 
value = -1
;ignorehitpause = 
;persistent = 

[State 4, VarSet]
type = Varset
trigger1 =root,statetype=A&& root,movetype!=H
v = 4   ;fv = 10
value = 1
ignorehitpause = 1

[State 5, VarSet]
type = Varadd
trigger1 =var(4)=2
v = 5   ;fv = 10
value = 1
ignorehitpause = 1



;ignorehitpause = 
;persistent = 
[State 6, VarSet]
type = Varset
trigger1 = roundstate=2 && var(6)<200
v = 6   ;fv = 10
value =1
ignorehitpause = 1
[State 6, VarSet]
type = Varset
trigger1 = (root,stateno=[5000,5200])&&root,prevstateno=[120,155]
v = 6   ;fv = 10
value = p2stateno
ignorehitpause = 1
;persistent = 

[State 7, VarSet]
type = VarSet
trigger1 =  p2stateno=var(6)
v =7   ;fv = 10
value = 1
ignorehitpause = 1
[State 8, VarSet]
type = VarSet
trigger1 = root,stateno=5120 
v = 8    ;fv = 10
value = 6
[State 8, VarSet]
type = Varadd
trigger1 = root,stateno!=5120 && var(8)>0
v = 8    ;fv = 10
value = -1
[State 8, VarSet]
type = VarSet
triggerall = var(13) || root,fvar(22)= [15,45]
trigger1 = p2stateno=5201 && enemy,time >10 
trigger2 = p2stateno=5210 && enemy,time >10 
trigger3 = p2stateno=5120 && enemy,time >13
v = 9    ;fv = 10
value = 1
;enough for lights
[State 10, Explod]
type = varset
triggerall = var(10)=0
trigger1 = root,movehit=1 && ((root,stateno=600)) && root,pos y >=-40
trigger2 = root,movehit=1 &&( root,stateno=605) && root,pos y =[-75,-50]
trigger3= root,movehit=1 && (root,anim=610)&& root,pos y =[-85,-70]
trigger4= (root,movehit=1  && root,var(21)=1  || root,moveguarded=1)&& root,stateno=1000&& root,var(6)<300
trigger5= root,movehit=1 && root,stateno=1100 && p2statetype!=A&& root,var(2)=2
trigger6= root,movehit=1 && root,stateno=1010&& p2statetype!=A&& root,var(2)=2 && root,var(19)
trigger7= root,movecontact=1 && root,stateno=1004&& p2statetype!=A 
v=10
value=1
ignorehitpause = 1
;enough for heavys
[State 0, Explod]
type = varset
triggerall = var(11)=0
trigger1 = root,movecontact=1 && (root,anim=610||root,stateno=611)&& root,pos y >-70
trigger2 = root,movecontact=1 && root,stateno=605&& root,pos y >-50
v=11
value=1

;blocked so inch slowly
[State 12, Explod]
type = varset
triggerall = var(12)=0
triggerall = var(13)=0
triggerall = root,numhelper(1013)=0
trigger1= root,fvar(22) >175 && root,ctrl
trigger2= root,stateno=410 && root,movehit
trigger3= root,stateno=610 && p2statetype=A && root,var(21)=0
v=12
value=1
[State 13, Explod]
type = varset
triggerall = var(12)=0
triggerall = var(13)=0
triggerall = root,numhelper(1013)=1
trigger1= p2movetype=A &&root,var(17)&& (p2stateno!=5201||enemy,time>12)
trigger2= p2statetype=L &&root,var(17) 
v=13
value=1
[State 0, VarSet]
type = VarSet
triggerall = root,stateno=[4,5]
trigger1 = root,prevstateno=[1000,1009]
v = 17    ;fv = 10
value = 1
;------can air dash
[State 0, Explod]
type = varset
triggerall = root,movetype!=H
triggerall = enemy,pos y =0 || p2movetype=A || enemy,time >7
triggerall = root,statetype=A
triggerall = root,ctrl || root,stateno=57
triggerall = root, pos y <-45 || root,fvar(22)<75
triggerall = enemy,numproj =0 || p2movetype=H
;triggerall = root,var(31)=0
triggerall = root,fvar(21) >60 || p2movetype!=A
trigger1= p2movetype=A&&p2statetype!=A  && fvar(22) !=[-15,30]
trigger2 = p2stateno=5120 || enemy,prevstateno=5120
trigger3 = root,fvar(22) >80 && p2statetype=A
trigger4 = (root,fvar(22)>110 && (p2movetype!=A || p2statetype!=A))||backedgebodydist <117
trigger5 = (root,fvar(22) =[-40,-15]) && p2statetype!=A && root,frontedgebodydist >60
v=14
value=1
ignorehitpause =1


;------can air dash back
[State 15, Explod]
type = varset
triggerall = root,movetype!=H
triggerall = root,statetype=A
triggerall =p2movetype!=H
triggerall = root,ctrl
triggerall = root,var(31)=0 
triggerall = fvar(22) <120
trigger1 = (root,fvar(22) =[-10,40]) && p2statetype=A
trigger2 = (root,fvar(22) =[-30,0]) && p2statetype!=A && root,frontedgebodydist <60
trigger3= fvar(22)<90 && ((p2movetype=A || enemy,numproj>0) && p2statetype!=A&&backedgebodydist >117)
v=15
value=1
ignorehitpause =1

[State 0, VarSet]
type = VarSet
trigger1 = root,stateno!=[120,155]
trigger1 = root,movetype=A
v = 16    ;fv = 10
value = root,stateno
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = root,movetype=H &&root,stateno!=[120,155]
trigger2 = root,movetype=I
v = 16    ;fv = 10
value = 0


;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = p2name="Alcott"
v = 18    ;fv = 10
value = 30
;ignorehitpause = 
;persistent = 


;ignorehitpause = 
;persistent = 

;persistent = 

;ignorehitpause = 
;persistent = 


;[State 0, VarSet]
;type = Varadd
;triggerall = enemy,hitshakeover
;trigger1 =root,moveguarded=1 
;v = 1   ;fv = 10
;value = 1
;ignorehitpause = 0
;[State 0, VarSet]
;type = VarSet
;trigger1 = root,movehit
;v = 1    ;fv = 10
;value = 0
;ignorehitpause = 
;persistent = 

;persistent = 


;persistent = 


;wall hitstate of any kind
[State 16, VarSet]
type = Varset
trigger1 = p2stateno=[1025,1028]
trigger2 = p2stateno=[1040,1045]
trigger3 = p2stateno=[20010,20012]
v =40 ;fv = 10
value = 1
ignorehitpause =0
[State 16, VarSet]
type = Varset
trigger1 = p2stateno!=[1025,1028]
trigger1 = p2stateno!=[1040,1045]
trigger1 = p2stateno!=[20010,20012]
v =40 ;fv = 10
value = 0
ignorehitpause =0
;persistent = 

;[State 17, VarSet]
;type = VarSet
;trigger1 = var(16)=3 && var(17)=0
;v = 17   ;fv = 10
;value = 12
;ignorehitpause = 
;persistent = 
;[State 17, VarSet]
;type = Varadd
;trigger1 = var(17)>0  && root,stateno!=1000
;v = 17   ;fv = 10
;value = -1
;ignorehitpause = 1


;persistent = 

;1000

;1001

;ignorehitpause = 
;persistent = 


;230
[State 20, RemoveExplod]
type = varset
triggerall = p2stateno!=[833,834]
trigger1 = root,stateno=1001 && p2statetype=S ||  root,stateno=1001 &&root,fvar(21) <-25 && var(31)=0 && p2statetype=A
v = 20
value=0
ignorehitpause = 1
;rolling elbow strike
[State 20, Explod]
type = varset
triggerall =root,var(31)!=[40,59]
triggerall = root,fvar(22) >-5
triggerall = root,stateno=1001 || root,stateno=1002 && (root,var(6)>0 || root,var(21)=2) || root,stateno=1003
trigger1= p2statetype=C && p2movetype!=A || p2statetype=L ||p2stateno=[833,834]
v=20
value=1
ignorehitpause =1
;ex tristan kick
[State 20, Explod]
type = varset
triggerall =root,var(31)!=[40,59]
triggerall = p2stateno!=[833,834]
triggerall = root,stateno=1001 || root,stateno=1003
trigger1= p2statetype=A && root,fvar(21) >-25
trigger2 = p2statetype=A &&fvar(22) <5
trigger3= p2statetype=C && p2movetype=A
v=20
value=2
ignorehitpause =1

;ex tristan fist
[State 20, Explod]
type = varset
triggerall =root,var(31)!=[40,59]
triggerall = p2stateno!=[833,834]
triggerall = root,stateno=1001 || root,stateno=1003
trigger1 = p2statetype!=A &&fvar(22) <15
trigger2 = p2movetype=A && root,var(10)=0 
trigger3 = p2statetype=A && root,stateno=1003 && (fvar(21) >-35 || fvar(22) =[-35,120])
v=20
value=3
ignorehitpause =1
;1001
[State 20, Explod]
type = varset
trigger1 = root,stateno!=[1001,1003] 
v=20
value=-1
ignorehitpause =1
;do the knock up
[State 20, Explod]
type = varset
triggerall = var(21)=0
trigger1= (p2stateno=[1051,1052])  
trigger2=(root,var(19)=1 && p2stateno=[833,834]) 
trigger3= root,var(19)=1 && p2stateno=[1031,1032]
v=21
value=1
ignorehitpause =1

;walking
[State 25, VarSet]
type = VarSet
triggerall = random <249|| root,var(31)>0
triggerall = p2statetype!=A|| p2movetype=H 
trigger1 = ((enemy,movetype !=A)|| root,fvar(22) >35)&& p2statetype!=L && root,var(31)=0
trigger2 = root,backedgebodydist <20 && p2movetype=A&& root,var(31)=0
trigger3 = root,fvar(22) <0 && p2statetype=A  && root,var(31)=0
trigger4 = root,var(34)>0 && fvar(22) >60
v = 25   ;fv = 10
value = 1

;---adjust for p2's position
[State 0, VarSet]
type = Varadd
;triggerall = var(20)=0
trigger1 = p2statetype=L  && p2stateno!=5101
v = 0    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = var(20)=0
trigger1 = var(21)=0
trigger1 = var(22)=0
v = 0    ;fv = 10
value = -1
;ignorehitpause = 
;persistent = 
[State 2, VarSet]
type = Varset
trigger1 =var(10)=0
trigger1 =var(11)=0
trigger1 =var(12)=0
trigger1 =var(13)=0
trigger1 =var(20)=0
trigger1 =var(21)=0
v = 2   ;fv = 10
value = 0
ignorehitpause = 1
[State 2, VarSet]
type = Varset
trigger1 =var(10)=0
trigger1 =var(11)=0
v = 3   ;fv = 10
value = 0
ignorehitpause = 1


[State 4, VarSet]
type = Varset
trigger1 =var(6)=1
v = 4   ;fv = 10
value = 0
ignorehitpause = 1
[State 5, VarSet]
type = Varset
trigger1 =root,movehit
trigger2 = root,var(15)
v = 5   ;fv = 10
value =0
ignorehitpause = 1
[State 7, VarSet]
type = VarSet
trigger1 =  p2stateno!=var(6)
v =7   ;fv = 10
value = 0
ignorehitpause = 1


[State 8, VarSet]
type = VarSet
trigger1 = var(8)<0
v = 8    ;fv = 10
value = 0
;0----------removeexplods---
[State 8, VarSet]
type = VarSet
trigger1 = p2stateno=5201 && enemy,time <10 
trigger2 = p2stateno=5210 && enemy,time <10 
trigger3 =p2statetype!=A
v = 9    ;fv = 10
value = 0
[State 10, RemoveExplod]
type = varset
trigger1 = p2movetype!=H 
trigger2 = root,movecontact && root,statetype!=A && (root,stateno!=1000 && root,stateno!=1010)
trigger3 = p2statetype=A || p2statetype=L
v =10
value=0
ignorehitpause = 1
[State 11, RemoveExplod]
type = varset
trigger1 = p2movetype!=H
trigger2 = root,movecontact && root,statetype!=A
trigger3 = p2statetype=A|| p2statetype=L
v = 11
value=0
ignorehitpause = 1

[State 12, RemoveExplod]
type = varset
trigger1 =root,numhelper(1001)=1
v = 12
value=0
ignorehitpause = 1

[State 13, RemoveExplod]
type = varset
trigger1 =root,numhelper(1001)=0
trigger2 = var(12)=1
trigger3= !root,var(17)
v = 13
value=0
ignorehitpause = 1
;persistent = 

[State 0, Explod]
type = varset
trigger1= root,statetype!=A
trigger2 = root,var(31)!=0 
trigger3 = var(15)
v=14
value=0
ignorehitpause =1
[State 0, Explod]
type = varset
trigger1= root,statetype!=A
trigger2 = root,var(31)!=0
v=15
value=0
ignorehitpause =1

;do the knock up
[State 20, Explod]
type = varset
triggerall = var(21)=1
trigger2= (p2stateno!=[1051,1052])  && p2statetype!=L
trigger1=root,var(19)=0 
v=21
value=0
ignorehitpause =1

[State 25, VarSet]
type = VarSet
triggerall = root,backedgebodydist >20
trigger1 =  enemy,movetype =A
trigger2 = root,fvar(22) <5 && p2statetype=L && root,var(31)=0
trigger3 = p2statetype=A && p2movetype!=H&& root,fvar(22) <15 && p2statetype!=L && root,var(31)=0
;trigger4 = root,var(31)>0 && fvar(22) <25 && root,var(31)!=6 
v = 25   ;fv = 10
value = 0

 [State 0, VarSet]
type = parentVarSet
triggerall = helper(10002),var(30)<1 && root,stateno!=1100
trigger1 = root,statetype = A
trigger2 = root,movetype=H && root,stateno!=[120,155]
trigger3= root,prevstateno=40&&root,var(31)=0
trigger4= (p2stateno=[5090,5109]) &&(p2stateno=[5121,5899])
trigger5 = (root,prevstateno=52 ||root,prevstateno=5120) && root,p2statetype=A && root,var(31)=0
trigger6 = root,fvar(22) <55 && root,frontedgebodydist >50 && p2statetype!=L && p2movetype!=H && root,var(34)<=0 && p2statetype!=C
trigger7=var(8)>0
trigger8 = var(19)>0 && root,var(31)=0
trigger9= helper(10002),var(30)=-1
trigger10 = var(10) || var(11)
v=30
value = 0

[State 0, VarSet]
type = parentVarSet
triggerall = root,statetype != A||helper(10002),var(30)
triggerall = roundstate=2 ;&& var(19)=0
triggerall = (var(8)<=0)
triggerall = !var(10) && !var(11)
triggerall = root,var(34)!=[200,499]
triggerall = root,stateno!=[1005,1006]
triggerall = p2stateno =5120||random <334|| p2movetype=A&& root,fvar(22) >100||enemy,hitdefattr=SC,AT ||helper(10002),var(30)
trigger1= enemy,hitdefattr=SC,AT && root,ctrl
trigger2 = root,fvar(22) >140 && root,ctrl&& root,var(34)=0 && root,var(6)>100
trigger3= root,var(33)=1 && (root,fvar(21) >-50|| root,fvar(22) <60)
trigger4 = (p2statetype=C || p2statetype=L) &&(root,ctrl||root,stateno=20 ||root,stateno=100) && root,var(6)>100
trigger4 = root,fvar(22) <90 && random <249 && !enemy,hitfall && !root,movehit
trigger5 = root,var(19)=1&& p2movetype=H&& p2stateno=[3002,3004]
trigger6 = ( p2statetype=L) &&(root,ctrl||root,stateno=20 ||root,stateno=100) && root,var(6)>100
trigger6 = root,fvar(22) <60 && random <249 && !var(19)
trigger7 =  helper(10002),var(30)
v = 30   ;fv = 10
value = 1


;-----------

