






[Statedef -2];忢帪娔帇僗僥乕僩(憡庤偵峴摦傪惂屼偝傟偰傕娭學柍偔忢偵幚峴偝傟傞)
;[State 0, VarSet]
;type = VarSet
;trigger1 =stateno!=[200,499] 
;v = 37  ;fv = 10
;value = 0

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "var(10) = %d var(10) = %d  vel x = %d y=%f, p2bdy = %f"
params = var(8),(helper(10003),var(45)), frontedgebodydist,p2bodydist x,p2bodydist y
ignorehitpause = 1
[State 0, TargetState];-spin hard knock down
type = TargetState
triggerall =p2stateno!=11152 
trigger1 =movehit && var(33)=1 &&stateno=1702
trigger2 =movehit &&(stateno=1122||stateno=250)
value =11152
ID = 1210
ignorehitpause=0

[State 0, Helper]
type = Helper
trigger1 =numhelper(10003)=0
helpertype = normal ;player
name = "neutrality"
ID =  10003
stateno = 9999
pos = 61,-37
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


[State 0, VarSet]
type = VarSet
trigger1 = p2movetype!=H
trigger2 = stateno=[800,811]
trigger3 = var(41)=3
trigger4 = var(41)=14
trigger5 = var(41)=25
trigger6 = var(41)=48
trigger7 = var(41)=59
trigger8 = var(41)=73
trigger9 = var(41)=83
v = 41    ;fv = 10
value = 0
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 =(var(41)=24) &&animelemtime(6)=1  && var(42)=0 && anim=1120
v = 42    ;fv = 10
value =3;-wait 34 ticks before proceeding 
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 =(var(41)=34) &&animelemtime(6)=1&& var(42)=0&& anim=1120
v = 42    ;fv = 10
value =6;-wait 34 ticks before proceeding 
ignorehitpause = 1


[State 0, VarSet]
type = VarSet
trigger1 =var(42)<0
v = 42    ;fv = 10
value =0;-wait 34 ticks before proceeding 
ignorehitpause = 1
[State 0, VarSet]
type = Varadd
trigger1 = var(42)>0
v =42    ;fv = 10
value = -1 ; subtract as soon as its not 0
[State 0, RemoveExplod] ;no constant crumples
type = RemoveExplod
trigger1 =p2movetype!=H 
id = 7962
     ;I,A,H
;ignorehitpause = 
;persistent = 


[State 0, RemoveExplod] ;no constant crumples
type = RemoveExplod
trigger1 =p2statetype=L || p2movetype!=H
id = 10000
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = Varadd
trigger1 = enemy,anim=5111 && p2stateno=[11151,11152]
v = 37   ;fv = 10
value = 1
ignorehitpause =0 
;persistent = 

[State 0, VarSet]
type = Varset
trigger1 =p2stateno!=[11151,11152]
v = 37   ;fv = 10
value =0
ignorehitpause =0 
;persistent = 
;-----------------------------------------------------------------------------
;-----------------------------------------------------------------------------
[State -2, Helper]
type = Helper
trigger1 = roundstate=2
triggerall = NumHelper(7000) < 1
helpertype = normal ;player
name = "drive"
ID = 7000
stateno = 7000
pos = 0,0
postype = left   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State -2, Helper]
type = Helper
trigger1 = winko && (stateno = [2000,3210]) && movehit
trigger2= projhit =1&& winko && stateno=2030+var(0)
trigger3=winko && (stateno = [2000,3500])
triggerall = NumHelper(11009) < 1
helpertype = normal ;player
name = "winko"
ID = 11009
stateno = 11009
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 -2, Helper]
type = Helper
trigger1 = winko && (stateno = 3210) 
triggerall = NumHelper(11009) < 1
helpertype = normal ;player
name = "winko"
ID = 11009
stateno = 11009
pos = 0,0
postype = left   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime =999
pausemovetime = 999
ignorehitpause = 1
[State 100, VarSet]
type = VarSet
trigger1 =var(57)>1000 
v = 57   ;v = 570
value = 1000
ignorehitpause =1 
persistent = 1
[State 0, VarSet]
type = VarSet
trigger1 =var(10)=1 && roundstate!=2 
v = 57   ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 
[State 10, VarSet]
type = VarSet
trigger1 =var(57)<=0 
v = 57   ;v = 570
value =0
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = 1
time = 1
value = fvar(2)
[State 0, VarSet]
type = VarSet
triggerall = stateno!=2032
triggerall = enemy,movetype = H&&(p2stateno!=[120,155])
triggerall = p2statetype!=L
trigger1 =1
fv =2 ;v = 570
value = ifelse(fvar(2)>.1,1-(.05*(enemy,gethitvar(hitcount))),.1)
ignorehitpause=1

[State 0, VarSet]
type = VarSet
trigger1 =(stateno=[1000,1999]) && fvar(2)<.3
trigger2= projcontact=1
fv = 2   ;fv = 10
value = .3
ignorehitpause =1 
persistent = 1
[State 0, VarSet]
type = VarSet
trigger1 =(stateno=[2000,3105]) && fvar(2)<.4
trigger2 =(stateno=[2040,2045]) && fvar(2)<.4
fv = 2   ;fv = 10
value = .4
ignorehitpause =1 
persistent = 1
[State 0, VarSet]
type = VarSet
trigger1 =(stateno=[2030,2031]) && fvar(2)<.5
fv = 2   ;fv = 10
value = .5
ignorehitpause =1 
persistent = 1

[State 0, VarSet]
type = VarSet
trigger1 = enemy,movetype != H ||(p2stateno=[120,155])||p2statetype=L
fv = 2   ;v = 570
value = 1
ignorehitpause =  1
persistent =  1

[State -2, 乬??l?????C?乬?g??]
type = ChangeState             ;乬??l???????C?乬?g????????
value = 190                    ;?C?乬?g????
triggerall = RoundsExisted = 0 ;???????侎?Q????
triggerall = TeamMode = Turns  ;?^?[?乬???[?h
trigger1 = stateno = 5900      ;5900乭?

;?亇?亇??trigger?p?????????侎???侎?C?t???m乭F??????
[State -2, ?侎?C?t?m乭F]
type = VarSet
triggerall = RoundState = [0,1] ;?J?n乪O????
trigger1 = RoundNo = 1          ;?????侖??
trigger2 = TeamMode = Turns     ;5900???C?乬?g???????????亼?? ??
trigger2 = RoundsExisted = 0    ;?亇?????g????????
v = 22
value = Life   ;Var(22)?????????侎?C?t????乪侘

[State -2, ?侎?C?t??乬??~?X乪???]
type = VarSet
triggerall = Var(22) = [0,100] ;?侎?C?t??100??侎???乭F??????????
triggerall = Time = 1
trigger1 = RoundNo = 1
trigger2 = RoundsExisted = 0
v = 22
value = const(data.life) ;???????f?[?^???乪??????Life??????
[State 700, ?G?t?F?N?g?\??]
type = Explod
triggerall=p2movetype=H
trigger1 = enemy,animelemtime(1)=1 && (enemy,anim =614||enemy,anim=5101)&&(p2stateno=11151||p2stateno=11152)
trigger2= p2stateno=1366  && enemy,time=1
trigger3 = enemy,time=1 &&(p2stateno=1153)
trigger4= p2stateno=2034  && enemy,time=1
anim = 1420
postype = P2
pos =0, -3
sprpriority = -5
ownpal = 0
scale=.5,.5
[State 700, ?G?t?F?N?g?\??]
type = Explod
triggerall=p2movetype=H
trigger1 = enemy,animelemtime(1)=1 && (enemy,anim =614||enemy,anim=5101)&&(p2stateno=11151||p2stateno=11152)
trigger2= p2stateno=1366 && enemy,time=1
trigger3 = enemy,time=1&&(p2stateno=1153)
trigger4= p2stateno=2034  && enemy,time=1
anim = 1425
postype = P2
pos = 0, -3
sprpriority = 15
ontop=1
ownpal = 0
scale=.5,.5

[State 0, PlaySnd]
type = PlaySnd
triggerall=p2movetype=H
triggerall =((p2stateno=1366)||p2stateno=11151||p2stateno=11152 )
trigger1 = enemy,animelemtime(1)=1 && (enemy,anim =614||enemy,anim=5101)
trigger2= p2stateno=1366  && enemy,time=1
trigger3 = enemy,time=1 &&(p2stateno=1153)
value = S13,9
channel=4

[State 0, PlaySnd]
type = PlaySnd
trigger1= enemy,animelemtime(1)=2 && p2stateno=1361
value = S13,9

[State 0, PlaySnd]
type = PlaySnd
triggerall =(p2stateno=2034 )
trigger1= p2stateno=2034  && enemy,time=1
value = S13,9
[State 111, VarSet]
type = VarSet
trigger1 =(p2movetype!=A && movetype !=A && p2statetype!=A)|| p2stateno=5120
v = 14    ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = var(14)=0 && var(5)=1 && p2statetype=A 
trigger2= roundstate!=2 && movetype=A
trigger3= prevstateno=440
trigger4 = helper(10003),var(45)=0 && enemy,hitfall && var(8)=0
movetype = I  

[State 122, VarSet]
type = VarSet
trigger1 =p2statetype!=A || p2stateno=5120
v = 5   ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 
[State 112, VarSet]
type = VarSet
trigger1 = time=0 && var(14)=1&& (stateno=[200,650])
v = 14   ;fv = 10
value = 0
[State 113, VarSet]
type = VarSet
trigger1 = p2movetype=A 
v = 8   ;v = 570
value = 1

[State 114, VarSet]
type = VarSet
trigger1 = p2movetype!=A && movetype !=A
v = 8   ;v = 570
value = 0

[State 123, VarSet]
type = VarSet
triggerall =var(10)=0
trigger1 =movehit && (stateno=1100||stateno=1150||stateno=1160) 
v = 11    ;v = 570
value = 1
[State 124, VarSet]
type = VarSet
triggerall =var(10)=1
trigger1 =movecontact&& (stateno=1100||stateno=1150||stateno=1160) 
v = 11    ;v = 570
value = 2



[State 125, VarSet]
type = VarSet
trigger1 =p2movetype!=H
v = 11    ;v = 570
value = 0
[State 125, VarSet]
type = VarSet
trigger1 =p2movetype!=H
v = 36    ;v = 570
value = 0
[State 115, VarSet]
type = VarSet
triggerall = stateno!=[1035,1042]
trigger1 = statetype=A &&movehit
trigger2 = statetype=A &&projhit=1
v = 15    ;fv = 10
value = stateno
ignorehitpause = 1
;persistent = 

[State 12, VarSet]
type = VarSet
trigger1 = (stateno=[1025,1031]) &&movehit
v = 16    ;fv = 10
value = 1
ignorehitpause = 1
[State 12, VarSet]
type = VarSet
trigger1 = (stateno=1041) &&movehit
trigger2=  var(10)=0
v = 16    ;fv = 100
value = 0
ignorehitpause = 1

[State 12, VarSet]
type = VarSet
trigger1 = var(10)=0
v = 21    ;fv = 10
value = 0
ignorehitpause = 1
[State 12, VarSet]
type = VarSet
trigger1 = (stateno=1041) &&movehit
v = 21
value = 1
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = statetype!=A && movehit && stateno!=1055
v = 15    ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = Varadd
trigger1 =moveguarded=1
v = 27  ;fv = 10
value = 1
ignorehitpause = 0
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 =movehit 
v =27   ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 

[State 0, VarRangeSet]
type = VarRangeSet
trigger1 = p2movetype!=H 
value = 0 ;fvalue = 0
first =15
last = 16 ;39
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

[State -2, ?c乪?]
type = AfterImage
trigger1 = Movetype = H
time = 1

[State -2,]
type = StopSnd
trigger1 = Movetype = H
channel = 4

[State -2,]
type = StopSnd
trigger1 = command != "holdfwd"
trigger2 = Anim != 100
channel = 6

[State -2,]
type = StopSnd
trigger1 = Movetype = H
channel = 7

[State -2,]
type = StopSnd
trigger1 = Movetype = H
channel = 9


[State 0, VarSet]
type = VarSet
trigger1 = (life> ceil(lifemax/2.15)) &&(p2life<ceil(enemy,lifemax/1.7)) &&var(10)=0
trigger2 = (p2life>= ceil(enemy,lifemax/3.3))  &&var(10)=0
trigger3 = power < 4750 && roundno=1&&(p2life>= ceil(enemy,lifemax/2.5)) &&var(10)=0
v = 20   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = (life<= ceil(lifemax/2.15)) &&(p2life>= ceil(enemy,lifemax/1.7))
trigger2 = (p2life< ceil(enemy,lifemax/3.3))
trigger3 = power >= 4750 && roundno=1&&(p2life< ceil(enemy,lifemax/2.5))
trigger4= var(10)=1
v = 20   ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 = stateno=[1000,1999]
v = 7   ;fv = 10
value = stateno
;ignorehitpause = 
;persistent = 



[State 0, VarSet]
type = VarSet
trigger1 =p2movetype!=H
trigger2= movetype=H 
v = 7    ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 




;
; [State 0, VarSet]
;type = VarSet
;trigger1 = statetype = A
;trigger2 = movetype=H
;trigger3= prevstateno=40
;trigger4= (p2stateno=[5090,5109]) &&(p2stateno=[5121,5899])
;trigger5= var(41)>0
;trigger6= p2movetype=A && p2bodydist x <70
;trigger7 = backedgebodydist <40
;v=30
;value = 0
;
;[State 0, VarSet]
;type = VarSet
;triggerall = statetype != A
;trigger1 = ctrl && p2movetype=A && p2statetype=C
;trigger2 =p2statetype = C  && ctrl
;trigger3 =(p2bodydist x =[80,140]) && ctrl && enemy,numproj>0
;trigger4= enemy,hitdefattr=SC,AT
;trigger5=(p2stateno=5110 &&P2BodyDist X = [90,150])
;trigger6 = stateno=101 && p2movetype=A
;v = 30   ;fv = 10
;value = 1

[State -2, EX儌乕僪敾暿]
type = VarSet
trigger1 = PalNo = [7,12]
var(0) = 1

[State -2, 巆憸]
type = AfterImage
trigger1 = Movetype = H
time = 1



[State -2,]
type = StopSnd
trigger1 = command != "holdfwd"
trigger2 = Anim != 100
channel = 6

[State -2,]
type = StopSnd
trigger1 = Movetype = H
channel = 7

[State -2,]
type = StopSnd
trigger1 = Anim != 1300
channel = 8

[State -2,]
type = StopSnd
trigger1 = Movetype = H
channel = 9

[State -2,]
type = StopSnd
trigger1 = Anim != 2000
channel = 10


;---------------------------------------------------------------------------------
[Statedef -3];忢帪娔帇僗僥乕僩(p2stateno側偳偱憡庤偵峴摦傪惂屼偝傟偨帪偼幚峴偟側偄)
;---------------------------------------------------------------------------------

;仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸僴僀僕儍儞僾丒搶曽渎柌憐晽枴
;棟榑偼娙扨
;僴僀僕儍儞僾僐儅儞僪傪擖傟偨乽弖娫乿丄var僗僀僢僠傪侾偵偡傞丅
;偱僴僀僕儍儞僾偺僐儅儞僪偼嵟屻偑U丄偮傑傝僕儍儞僾偡傞丅
;偦偟偰僕儍儞僾僗僥乕僩俆侽偺帪偵var僗僀僢僠偑侾埲忋側傜veladd偱壛懍偟傑偡丅
;var僗僀僢僠傪侽偵偡傞僩儕僈乕偼乽僗僥乕僩俆侽偺俀僼儗乕儉栚乿偱偡丅
[State 0, VarSet]
type = VarSet
triggerall = movetype=I && (p2movetype!=H||p2statetype=L) 
trigger1 =var(40)=1 && var(10)=0
v = 57    ;v = 570
value =1000
ignorehitpause =0

[State 0, VarSet]
type = VarSet
trigger1 = roundsexisted = 0 && roundstate < 2
trigger1 = !AILevel && (enemy, AILevel = 0) && power = powermax && (enemy, power = enemy,powermax)
v = 40    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 


[State 0, VarSet]
type = VarSet
trigger1 =stateno!=[1000,1999] 
v = 28   ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 

; fvar(2):= -2

[State 0, VarSet]
type = VarSet
trigger1 =stateno!=[40,53]
v = 2    ;fv = 10
value = 0
;ignorehitpause = 
;persistent = 
      ;5900乭?
[State 0, PlayerPush]
type = PlayerPush
triggerall = p2statetype!=A
triggerall = stateno=[600,699]
trigger1 = P2BodyDist Y + (24 * Const(size.xscale)) > Enemy, Const(Size.Height)
value = 0
ignorehitpause=1
      ;I,A,H
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = Varadd
triggerall=var(10)=1&&time=1
trigger1= stateno=1006
trigger2=stateno=1104
trigger3=stateno=1208
trigger4=stateno=1502
trigger5=stateno=1302
trigger6=stateno=1602
trigger7=stateno=1704
trigger8=stateno=1124
trigger9=stateno=1402
trigger10=stateno=1268
trigger11=stateno=1851 || stateno=1816
trigger12=stateno=2000
trigger13=stateno=2001
trigger14=stateno=2100
trigger15=stateno=2200
trigger16=(stateno=700||stateno=710||stateno=300) && prevstateno=[150,153]
v = 12    ;v = 570
value = -1000
[State 0, VarSet]
type = Varadd
triggerall=var(10)=1&&time=1
trigger1=stateno=3100
trigger2=stateno=3200
trigger3=stateno=3300
trigger4=stateno=3400
trigger5=stateno=3000
v = 12    ;v = 570
value = -2000

[State 0, VarSet]
type = VarSet
trigger1 = var(10)=0;||(stateno!=[1000,3210])
v = 12    ;v = 570
value = power
ignorehitpause=1
persistent=1
[State 0, PowerSet]
type = PowerSet
trigger1 = var(10)=1 
value = var(12)
ignorehitpause = 1
persistent =1 
 

[State 0, VarRangeSet]
type = VarRangeSet
trigger1 = var(24)=1&&movehit 
value = 0 ;fvalue = 0
first = 23
last = 24 ;39
;ignorehitpause = 
;persistent = 





[State 2, VarSet]
type = VarSet
trigger1 =var(17)>=5
v = 19    ;fv = 10
value = ifelse((var(18)/var(17)>.4),1,0)
;ignorehitpause = 
;persistent = 




[State 0, VarSet]
type = Varset
trigger1 =var(57)<=0&& (stateno!=[3200,3210]) 
v = 10    ;v = 570
value = 0

[State -2, Helper]
type = Helper
trigger1 = winko &&projhittime(2000)=[1,40]
trigger2 = winko &&projhit2000=1
triggerall = NumHelper(11009) < 1
helpertype = normal ;player
name = "winko"
ID = 11009
stateno = 11009
pos = 0,0
postype = left   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime =999
pausemovetime = 999
ignorehitpause = 1

;?????????????????????????????????????????n?C?W???乬?v?E乬???????乪z????
;???_????乫P
;?n?C?W???乬?v?R?}?乬?h??乬??????u?u???v?Avar?X?C?b?`???P???????B
;???n?C?W???乬?v???R?}?乬?h????????U?A???????W???乬?v?????B
;???????W???乬?v?X?e?[?g?T?O??????var?X?C?b?`???P????????veladd??侎?乪伿???????B
;var?X?C?b?`???O???????g???K?[???u?X?e?[?g?T?O???Q?t???[?????v?????B

;persistent = 

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
ignorehitpause = 1
persistent =1
flag = noairguard
;================================================================================
; ------- KOF Cornerpush System by Vans --------
;===============================================================================
[State -2, Superpause Check]
type = VarAdd
triggerall=stateno!=[900,901]
trigger1 = Var(31)
var(31) = -1

[State -2, Reset Time counter]
type = VarSet
triggerall=stateno!=[900,901]
trigger1 = movecontact = 1
var(32) = 0

[State -2, Accel]
type = VarSet
triggerall=stateno!=[900,901]
triggerall = roundstate = 2
triggerall = Var(31) <= 0
triggerall = numtarget >= 1
trigger1 = target, hitshakeover
fvar(6) = (target, gethitvar(xvel)*exp((-0.1886)*((var(32)))))

[State -2, Push]
type = PosAdd
triggerall=stateno!=[900,901]
triggerall = roundstate = 2
triggerall = !var(31)
triggerall = stateno!=[2000,2031]
triggerall = numtarget >= 1
triggerall = (target, BackEdgeBodyDist <= 0) || (target, FrontEdgeBodyDist <= 0)
triggerall = stateno != [900,949]
triggerall = stateno != [956,979]
triggerall = target,statetype != A
triggerall = target,statetype != L
trigger1 = Statetype != A
x = ifelse(facing = -1,fvar(6),-fvar(6))

[State -2, Increase]
type = VarSet
triggerall=stateno!=[900,901]
triggerall = numtarget >= 1
triggerall = target, hitshakeover
trigger1 = Var(31) <= 0
trigger1 = var(32)
var(32) = var(32)+1

[State -2, Time counter]
type = VarSet
triggerall=stateno!=[900,901]
trigger1 = !var(32)
trigger1 = fvar(6)
var(32) = 1

[State -2, Freeze Pos During Superpause]
type = PosFreeze
triggerall=stateno!=[900,901]
trigger1 = Var(31)
value = 1

[State -2, Drop]
type = VarSet
triggerall=stateno!=[900,901]
triggerall = fvar(6)
trigger1 = !numtarget
trigger2 = projcontact = 1
trigger3 = movecontact = 1
fvar(6) = 0
ignorehitpause = 1

[State -2, TargetDrop]
type = TargetDrop
triggerall=stateno!=[900,901]
trigger1 = numhelper(1005)
trigger1 = helper(1005), numtarget
trigger2 = numhelper(1021)
trigger2 = helper(1021), numtarget

;---------------------[?????o]
[State a];?g_??
type = palfx
triggerall = var(10) > 0
trigger1 = gametime % 14 = 0
time = 1
add = 96,96,0
color = 186
ignorehitpause = 1

[State a];?g_??
type = palfx
triggerall = var(10) > 0
trigger1 = gametime % 14 = 1
trigger2 = gametime % 14 = 13
time = 1
add = 84,84,0
color = 196
ignorehitpause = 1

[State a];?g_??
type = palfx
triggerall = var(10) > 0
trigger1 = gametime % 14 = 2
trigger2 = gametime % 14 = 12
time = 1
add = 72,72,0
color = 206
ignorehitpause = 1

[State a];?g_??
type = palfx
triggerall = var(10) > 0
trigger1 = gametime % 14 = 3
trigger2 = gametime % 14 = 11
time = 1
add = 60,60,0
color = 216
ignorehitpause = 1

[State a];?g_??
type = palfx
triggerall = var(10) > 0
trigger1 = gametime % 14 = 4
trigger2 = gametime % 14 = 10
time = 1
add = 48,48,0
color = 226
ignorehitpause = 1

[State a];?g_??
type = palfx
triggerall = var(10) > 0
trigger1 = gametime % 14 = 5
trigger2 = gametime % 14 = 9
time = 1
add = 36,36,0
color = 236
ignorehitpause = 1

[State a];?g_??
type = palfx
triggerall = var(10) > 0
trigger1 = gametime % 14 = 6
trigger2 = gametime % 14 = 8
time = 1
add = 24,24,0
color = 246
ignorehitpause = 1

[State a];?g_??
type = palfx
triggerall = var(10) > 0
trigger1 = gametime % 14 = 7
time = 1
add = 12,12,0
color = 256
ignorehitpause = 1



[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
trigger2 = stateno = 106
value = 40, 3

[State -3, weakhit]
type = PlaySnd
triggerall = Random <= 200
triggerall = Time = 1 && Alive = 1
trigger1 = StateNo = 5000 || StateNo = 5010 || StateNo = 5020 || StateNo = 5070 || StateNo = 5100
value = 5000,0+(var(0)*10)

[State -3, weakhit1]
type = PlaySnd
triggerall = Random <= 200
triggerall = Time = 1 && Alive = 1
trigger1 = StateNo = 5000 || StateNo = 5010 || StateNo = 5020 || StateNo = 5070 || StateNo = 5100
value = 5000,1+(var(0)*10)

[State -3, weakhit2]
type = PlaySnd
triggerall = Random <= 200
triggerall = Time = 1 && Alive = 1
trigger1 = StateNo = 5000 || StateNo = 5010 || StateNo = 5020 || StateNo = 5070 || StateNo = 5100
value = 5000,2+(var(0)*10)

[State -3, weakhit2]
type = PlaySnd
triggerall = Random <= 200
triggerall = Time = 1 && Alive = 1
trigger1 = StateNo = 5000 || StateNo = 5010 || StateNo = 5020 || StateNo = 5070 || StateNo = 5100
value = 5000,3+(var(0)*10)


