;---------------------------------------------------------------------------
[Statedef 2000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
poweradd=-1000
anim = 3000
ctrl = 0
sprpriority = 2


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =1 
id = 1052
ignorehitpause=1

[State 0, VarSet]
type = VarSet
trigger1 =time=0 
v = 31   ;fv = 10
value = 1

;persistent = 

[State 0, ChangeState]
type = ChangeState
triggerall = AILevel>0 && power>=2000
trigger1 =animelem=11 && movehit 
trigger2= var(57)<50 &&var(10)=1
value =2030+var(9)

[State 0, VarSet]
type = VarSet
trigger1 =time= 0 && (prevstateno=[200,440]) && p2statetype=A &&var(8)=0
v =5    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, PosFreeze]
type = PosFreeze
trigger1 =time=[0,30] 
value = 1
[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0
trigger2 = time=0 && var(8)=1 && var(7)=1 
trigger3= movehit=1 && var(8)=1
v = 8   ;fv = 10
value = 0

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
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
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
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 = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1

[State 2000, posset]
type = PosSet
triggerall = time=0
trigger1 = PrevStateno = 1025 || PrevStateno = 1030
y = 0

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1 
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),80
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
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),80
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 = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7640,7642)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim =ifelse(teamside=1,7641,7643)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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 = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0


[State 810, ?????????]
type = Width
trigger1 = time = 0
edge = 40,0

[State 1000, ?????]
type = PlaySnd
trigger1 = AnimElem = 1 && anim=3000
value = s3000,0
channel=1


[State 0, Pause]
type = Pause
trigger1 = time=0
time = 30
movetime = 30
;endcmdbuftime = 0
;pausebg = 1
;ignorehitpause = 
;persistent = 

[State 0, PalFXWiz]
type = BGPalFX
trigger1 =time=0 
time =30 
add = 50,50,50
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 0

;[State 2000]
;type = AssertSpecial
;trigger1 = Time = [0,30]
;flag = NoFG
;flag2 = NOBG
;ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1 && anim=3000
anim = 7000
pos =-47,-98
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1  && anim=3000
anim = 7001
pos =-47,-98
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5

[State 2000]
type = Explod
trigger1 = AnimElem = 1 && anim=3000
anim = 7003
pos =-47,-98
sprpriority = -4
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1  && anim=3000
anim = 7002
pos =-47,-98
sprpriority = 19
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5

[State 2015, nhb]
type = NotHitBy
trigger1 = time=0
value = SCA
time=32



[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0


[State 200, 1]
type = PlaySnd
trigger1 = time=28 && anim=3000
value = 200, 4

[State 1100, 1]
type = PlaySnd
trigger1 = time= 28  && anim=3000
value = 0, 0

[State 0, VelSet]
type = VelSet
triggerall =  anim=3000
trigger1 = animelemtime(5) >= 0
x = 7.5
[State 0, VelSet]
type = VelSet
triggerall =   anim=1203
trigger1 = animelemtime(1) >= 0
x = 8.5
[State 0, VelSet]
type = VelSet
trigger1 = anim = 1204 || anim=1206 || (anim=1212 && animelem =6)||  (anim=1201 && animelemtime(1)=10)
x = 0

[State 0, VelSet]
type = VelSet
trigger1 =anim= 1205&& animelemtime(1)=1
x = -4
y = -3

[State 0, PosSet]
type = PosSet
trigger1 =anim=1206
y = 0
;ignorehitpause =
;persistent =


[State 0, VelAdd]
type = VelAdd
trigger1 =anim=1205
y = .45

[State 0, VelSet]
type = VelSet
trigger1 = (anim = 1202&&animelem=1)||(anim=1201 && animelemtime(1)=1)
x = 2.5

[State 0, VelMul]
type = VelMul
trigger1 =anim=1212||anim=1201
x = .9


[State 1060, 4]
type = HitDef
trigger1 = !movecontact
attr = S, HT
animtype  = Medium
damage    = 0, 4
priority  = 5
guardflag = MA
hitflag=MAF
pausetime = 0,0
guard.pausetime=8,8
sparkno = S7005+(random%4)
guard.sparkno =  s4120
sparkxy = -10,-50
hitsound   = S1,1
getpower=0
guardsound = S2, 2
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1
guard.velocity = -7
air.velocity = -4,-4.5
p2facing = 1
fall=1
fall.recover=0
[State 0, Width]
type = Width
trigger1 = anim=1212
player = 27,0


[State 1060, 4]
type = HitDef
trigger1 = anim=1212&&animelem=2
attr = S, SA
animtype  = Medium
damage    = 0, 35
priority  = 5
guardflag = MA
hitflag=MAF
pausetime = 0,0
guard.pausetime=8,8
sparkno = S7005+(random%4)
guard.sparkno =  s4120
sparkxy = -10,-50
getpower=0
hitsound   = S1,1
guardsound = S2, 2
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -1
guard.velocity = -7
air.velocity = -4,-4.5
p2facing = 1
[State 0, TargetState]
type = TargetState
trigger1 =movehit && anim=1203
value =2001
ignorehitpause=1


[State 0, ChangeAnim]
type = ChangeAnim
triggerall =!movecontact
trigger1 = (time= 56)&& anim !=[1201,1212]
trigger2= anim=1200 && frontedgebodydist<30 && animelemtime(6)>0
value = 1201

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = movehit&&statetype=S
trigger1 =anim != [1203,1212]
value = 1203


[State 0, ChangeAnim]
type = ChangeAnim
triggerall = p2stateno=2001
triggerall = frontedgedist < 50 && anim=1203
trigger1 = anim != [1204,1210]
value = 1204
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = animtime = 0 && anim=1204
trigger1 = anim != [1205,1209]
value = 1205

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = pos y>0 && anim=1205 && animelemtime(1)>1
trigger1 = anim != [1206,1209]
value = 1206


[State 0, ChangeAnim]
type = ChangeAnim
triggerall = moveguarded
trigger1 = time >= 13 && anim != 1212
value = 1212
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1212 &&animelem=3
trigger1 = anim=1205 
movetype = I        ;I,A,H


[State 0, SprPriority]
type = SprPriority
trigger1 =anim=1203||anim=1211
value = -1

[State 0, SprPriority]
type = SprPriority
trigger1 =anim=1204
value = 2


[State 0, PosAdd]
type = PosAdd
trigger1 = anim=1204 && animelemtime(1)=0
x = -50

[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(7) < 0
edge = 60,0

[State 810, Bind 2-4]
type = TargetBind
triggerall = movehit && p2stateno=2001
trigger1 = animelemtime(1) >= 0 && anim = 1203
trigger2 = animelemtime(1) >= 0 && anim = 1211
pos = -7, -66
ignorehitpause=1
[State 810, Bind 5]
type = TargetBind
trigger1 = animelemtime(1)>=0&&animelemtime(2)<0&& anim = 1204
pos = 69, -64

[State 810, Bind 5]
type = TargetBind
trigger1 =animelemtime(2)>=0&&animelemtime(3)<0&& anim = 1204
pos = 106, -75

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 2&& anim = 1204
time = 13
freq = 60
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2&& anim = 1204
anim =3006
ID =3006
pos = 80,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1.15
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2&& anim = 1204
value = S400, 12
channel=1
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2&& anim = 1204
value = S200, 14
channel=0


[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2&& anim = 1204
value = S3, 0
channel=2
[State 0, LifeAdd]
type = targetLifeAdd
trigger1 = animelem=2 && anim=1204
value = -ceil(ifelse(var(0)=1,270,210)*fvar(2))
kill = 1
[State 820, 1]
type = EnvShake
trigger1 = animelem=2 && anim=1204
time = 12
ampl = 6
freq = 80
[State 0, VarSet]
type = VarSet
trigger1 = animelemtime(2)>=2 && anim=1204&&var(10)=1
v = 37    ;fv = 10
value = 1
[State 0, TargetState]
type = TargetState
trigger1 = animelem=3&&anim=1204
value =2002

[State 1100, 5]
type = ChangeState
trigger1 =(animtime = 0 && (anim =1212 || anim = 1201|| anim=1206))
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw

[Statedef 2001]
type    = A
movetype= H
physics = N
sprpriority = 0
ctrl=0
[State 0, ScreenBound]
type = ScreenBound
trigger1 =1
value = 0
[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,HT
;value2 = S,NA
time = 1
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 =  enemy,anim !=1202
x = 0
[State 0, Turn]
type = Turn
trigger1 =facing=enemy,facing 
;ignorehitpause = 
;persistent = 

[State 0, SelfState]
type = SelfState
trigger1 = enemy,stateno !=[2000,2030]
value = 5050
ctrl=0
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1207
;---------------------------------------------------------------------------

[Statedef 2002]
type    = A
movetype= H
physics = N
velset = 0,-4
ctrl = 0
sprpriority = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = time=0
y =20

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


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

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0 && selfanimexist(5060)
value = 5060

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0 && !selfanimexist(5060)
value = 1208

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Pos Y >= 0 
value = 5050
ctrl=0
;---------------------------------------------------------------------------
;Gigantic Pressure EX
[Statedef 2005]
type = S
movetype = A
physics = N
juggle = 0
velset = 0,0
poweradd=-2000
anim=3000
ctrl = 0
facep2=1

[State 0, ChangeState]
type = ChangeState
triggerall = AILevel>0 && power>=2000
trigger1 =animelem=18 && movehit 
trigger2= var(57)<50 &&var(10)=1
value =2030+var(9)

[State 0, VarSet]
type = VarSet
trigger1 =time=0  
v = 31   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 =time= 0 && (prevstateno=[200,440]) && p2statetype=A &&var(8)=0
v =5    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, PosFreeze]
type = PosFreeze
trigger1 =time=[0,30] 
value = 1
[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0
trigger2 = time=0 && var(8)=1 && var(7)=1 
trigger3= movehit=1 && var(8)=1
v = 8   ;fv = 10
value = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
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
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
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 = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1


[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1 
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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 = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7640,7642)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim =ifelse(teamside=1,7641,7643)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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 = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0


[State 810, ?????????]
type = Width
trigger1 = time = 0
edge = 40,0

[State 1000, ?????]
type = PlaySnd
trigger1 = AnimElem = 1 && anim=2002
value = 3000, 5
channel=2
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6110
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 5
facing=-1
ownpal = 1
scale = .5,.5
pausemovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6111
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
scale = .5,.5
pausemovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6112
pos = 0, 0
postype = p1
facing=-1
bindtime = 1
sprpriority = 4
ownpal = 1
scale = .5,.5
pausemovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6113
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .5,.5
pausemovetime=30

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1
[State 0, Pause]
type = Pause
trigger1 =time=0 
time = 30
movetime = 30
;endcmdbuftime = 0
;pausebg = 1
;ignorehitpause = 
;persistent = 

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7100
pos = -47,-98
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7101
pos = -47,-98
sprpriority = -10
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale = .5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7110
pos = -47,-98
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7111
pos =-47,-98
sprpriority = -10
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale = .5,.5
[State 2015, nhb]
type = NotHitBy
trigger1 = time=0
value = SCA
time=37

[State 1000, ?????]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,0
channel=1
[State 200, 1]
type = PlaySnd
trigger1 = time=28 && anim=3000
value = 200, 4

[State 1100, 1]
type = PlaySnd
trigger1 = time= 28  && anim=3000
value = 0, 0

[State 0, VelSet]
type = VelSet
triggerall =  anim=3000
trigger1 = animelemtime(5) >= 0
x = 8.5
[State 0, VelSet]
type = VelSet
triggerall =   anim=1203||anim=1211
trigger1 = animelemtime(1) >= 0
x = 8
[State 0, VelSet]
type = VelSet
trigger1 = anim = 1204 || anim=1206 || (anim=1212 && animelem =6)||  (anim=1201 && animelemtime(1)=10)
x = 0

[State 0, VelSet]
type = VelSet
trigger1 =anim= 1205&& animelemtime(1)=1
x = -4
y = -3

[State 0, PosSet]
type = PosSet
trigger1 =anim=1206
y = 0
;ignorehitpause =
;persistent =


[State 0, VelAdd]
type = VelAdd
trigger1 =anim=1205
y = .45

[State 0, VelSet]
type = VelSet
trigger1 = (anim = 1212&&animelem=1)||(anim=1201 && animelemtime(1)=1)
x = 2.5

[State 0, VelMul]
type = VelMul
trigger1 =anim=1212||anim=1201
x = .9


[State 1060, 4]
type = HitDef
trigger1 = !movecontact
attr = S, HT
animtype  = Medium
damage    = 0, 4
priority  = 5
guardflag = MA
hitflag=MAF
pausetime = 0,0
guard.pausetime=8,8
sparkno = S7005+(random%4)
guard.sparkno =  s4120
sparkxy = -10,-50
getpower=0
hitsound   = S1,1
guardsound = S2, 2
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1
guard.velocity = -7
air.velocity = -4,-4.5
p2facing = 1
fall=1
fall.recover=0
[State 0, Width]
type = Width
trigger1 = anim=1212
player = 27,0


[State 1060, 4]
type = HitDef
trigger1 = anim=1212&&animelem=2
attr = S, SA
animtype  = Medium
damage    = 0, 12
priority  = 5
guardflag = MA
hitflag=MAF
pausetime = 0,0
guard.pausetime=8,8
sparkno = S7005+(random%4)
guard.sparkno =  s4120
getpower=0
sparkxy = -10,-50
hitsound   = S1,1
guardsound = S2, 2
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -1
guard.velocity = -7
air.velocity = -4,-4.5
p2facing = 1
[State 0, TargetState]
type = TargetState
trigger1 =movehit && anim=1203
value =2001
ignorehitpause=1


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = (time= 75)&& anim !=[1201,1212]
trigger2= anim=1200 && frontedgebodydist<30 && animelemtime(6)>0
value = 1201
[State 0, Turn]
type = Turn
trigger1 = animtime=0 && anim=1204&&var(13)=0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = movehit&&statetype=S
trigger1 =anim != [1203,1212]
value = 1203
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim=1204&&statetype=S&&animtime=0&&var(13)=0
trigger1 =anim != 1211&&anim!=[1205,1212]
value = 1211
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = p2stateno=2001
triggerall = frontedgedist < 50 && (anim=1203||anim=1211)
trigger1 = anim!=1212&&anim != [1204,1210]
value = 1204
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = animtime = 0 && anim=1204&&var(13)=1
trigger1 = anim != [1205,1212]
value = 1205

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = pos y>0 && anim=1205 && animelemtime(1)>1
trigger1 = anim != [1206,1212]
value = 1206


[State 0, ChangeAnim]
type = ChangeAnim
triggerall = moveguarded
trigger1 = time >= 13 && anim != 1212
value = 1212
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1212 &&animelem=3
trigger1 = anim=1205 
movetype = I        ;I,A,H


[State 0, SprPriority]
type = SprPriority
trigger1 =anim=1203||anim=1211
value = -1

[State 0, SprPriority]
type = SprPriority
trigger1 =anim=1204
value = 2


[State 0, PosAdd]
type = PosAdd
trigger1 = anim=1204 && animelemtime(1)=0
x = -50

[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(7) < 0
edge = 60,0

[State 810, Bind 2-4]
type = TargetBind
triggerall = movehit && p2stateno=2001
trigger1 = animelemtime(1) >= 0 && (anim = 1203||anim=1211)
pos = -7, -66
ignorehitpause=1
[State 810, Bind 5]
type = TargetBind
trigger1 = animelemtime(1)>=0&&animelemtime(2)<0&& anim = 1204
pos = 69, -64

[State 810, Bind 5]
type = TargetBind
trigger1 =animelemtime(2)>=0&&animelemtime(3)<0&& anim = 1204
pos = 106, -75
[State 810, Bind 5]
type = TargetBind
trigger1 =animelemtime(3)>=0&&animelemtime(4)<0&& anim = 1204&&var(13)=0
pos = 69, -64
[State 810, Bind 5]
type = TargetBind
trigger1 =animelemtime(4)>=0&& anim = 1204&&var(13)=0
pos = 35,-64
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 2&& anim = 1204
time = 13
freq = 60
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2&& anim = 1204
anim =3006
ID =3006
pos = 80,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1.15
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2&& anim = 1204
value = S400, 12
channel=1
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2&& anim = 1204&&var(13)=1
value = S200, 14
channel=0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2&& anim = 1204&&var(13)=0
value = S200,3
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2&& anim = 1204
value = S3, 0
channel=2
[State 0, LifeAdd]
type = targetLifeAdd
trigger1 = animelem=2 && anim=1204&&var(13)=0
value = -ceil((252+(var(0)*15))*fvar(2))
kill = 0
[State 820, 1]
type = EnvShake
trigger1 = animelem=2 && anim=1204
time = 12
ampl = 6
freq = 80
[State 0, LifeAdd]
type = targetLifeAdd
trigger1 = animelem=2 && anim=1204&&var(13)=1
value = -ceil((80+(var(0)*15)))
kill = 1
[State 0, VarSet]
type = VarSet
trigger1 =anim=1211 
v = 13    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = animelemtime(2)>=2 && anim=1204&&var(13)=1
v = 37    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 =time=0 
v = 13    ;fv = 10
value = 0
[State 0, TargetState]
type = TargetState
trigger1 = animelem=3&&anim=1204&&var(13)=1
value =2002

[State 1100, 5]
type = ChangeState
trigger1 =(animtime = 0 && (anim =1212 || anim = 1201|| anim=1206))
value = 0
ctrl = 1
;-------------------------------------------------------------------------

;--------------------------------------------------------------------------
;Dead End Screamer
;---------------------------------------------------------------------------
[Statedef 2010]
type    = S
movetype= A
physics =N
juggle  = 4
velset = 0,0
poweradd=-1000
anim = 2000
ctrl = 0
sprpriority = 2


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =1 
id = 1052
ignorehitpause=1

[State 0, VarSet]
type = VarSet
trigger1 =time=0 
v = 31   ;fv = 10
value = 1

;persistent = 
[State 1000, ?????]
type = PlaySnd
trigger1 = AnimElem = 1 && anim=2000
value = s200,3
channel=0

[State 0, VarSet]
type = VarSet
trigger1 =time= 0 && (prevstateno=[200,440]) && p2statetype=A &&var(8)=0
v =5    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, PosFreeze]
type = PosFreeze
trigger1 =time=[0,30] 
value = 1
[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0
trigger2 = time=0 && var(8)=1 && var(7)=1 
trigger3= movehit=1 && var(8)=1
v = 8   ;fv = 10
value = 0

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
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
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
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 = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1



[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1 
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),80
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
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),80
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 = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7640,7642)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim =ifelse(teamside=1,7641,7643)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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 = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0


[State 810, ?????????]
type = Width
trigger1 = time = 0
edge = 40,0

[State 1000, ?????]
type = PlaySnd
trigger1 = AnimElem = 1 && anim=2000
value = s3000,0
channel=1


[State 0, Pause]
type = Pause
trigger1 = time=0
time = 30
movetime = 30
;endcmdbuftime = 0
;pausebg = 1
;ignorehitpause = 
;persistent = 

[State 0, PalFXWiz]
type = BGPalFX
trigger1 =time=0 
time =30 
add = 50,50,50
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 0

;[State 2000]
;type = AssertSpecial
;trigger1 = Time = [0,30]
;flag = NoFG
;flag2 = NOBG
;ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1 && anim=2000
anim = 7000
pos =6,-83
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1  && anim=2000
anim = 7001
pos =6,-83
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5

[State 2000]
type = Explod
trigger1 = AnimElem = 1 && anim=2000
anim = 7003
pos =6,-83
sprpriority = -4
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1  && anim=2000
anim = 7002
pos =6,-83
sprpriority = 19
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5

[State 2015, nhb]
type = NotHitBy
trigger1 = time=0
value = SCA
time=32


[State 0, HitBy]
type = HitBy
trigger1 =time=30 
value = A,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 20
;ignorehitpause = 
;persistent = 


[State 0, VelSet]
type = VelSet
trigger1 = animelem=4 && anim=2000
x = 3.25
y = -11.75

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=4&&anim=2000
statetype = A       ;S,A,C,L
;ignorehitpause = 
;persistent = 


[State 0, VelAdd]
type = VelAdd
trigger1 =animelemtime(3)>0&&anim=2000
y = .75

[State 1060, 4]
type = HitDef
triggerall =p2statetype!=A
triggerall = p2movetype!=H || (p2stateno=140||p2stateno=120)
trigger1 = animelem=8 && anim=2000
attr = S, HT
animtype  = Medium
damage    = 0, 4
priority = 1, Miss  
guard.dist=0 
hitflag=M-
pausetime = 0,0
guard.pausetime=8,8
sparkno = S7005+(random%4)
guard.sparkno = S7014
sparkxy = -10,-50
getpower=0
hitsound   = S1,1
guardsound = S2, 7
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1
guard.velocity = -7
air.velocity = -4,-4.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = 1
p2stateno=3014

[State 200, 1]
type = PlaySnd
trigger1 = animelem=2 && anim=2001
value = 400, 2

[State 200, 1]
type = PlaySnd
trigger1 = animelem=8&& anim=2001
value =  400, 3

[State 200, 1]
type = PlaySnd
trigger1 = anim =2002&& animelem=5
value = 400, 5
channel=1

[State 0, StopSnd]
type = StopSnd
trigger1 = anim=2002
channel = 1



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = p2stateno=3014 &&anim=2000
value =2001

[State 0, TargetBind]
type = Bindtotarget
trigger1 = anim= 2001 && animelemtime(6)<0
pos = 0, 20, Head

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=7&&anim=2001
y = 60

[State 0, PosAdd]
type = Posset
trigger1 =animelem=8&&anim= 2001
y = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime=0 &&anim=2001
value =2002

;ignorehitpause =
;persistent =

[State 200, 1]
type = PlaySnd
trigger1 = animelem=5 && anim=2002
value = 200, 13
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem=7&& anim=2002
value =S3, 1
channel=2

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem=7 && anim=2002
trigger2 = animelem=15 && anim=2002
trigger3 = animelem=23 && anim=2002
trigger4 = animelem=31 && anim=2002
trigger5 = animelem=39 && anim=2002
trigger6 = animelem=47 && anim=2002
value =-ceil(29*fvar(2))
kill = 0

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelemtime(1)=2 &&anim=2003
value =-ceil(82)
kill = 1

[State 200, 1]
type = PlaySnd
trigger1 = animelemtime(1)=1&& anim=2003
value =400, 12
channel=2
[State 700, ƒGƒtƒFƒNƒg•\Ž¦]
type = Explod
trigger1 = animelem=8 && anim=2001
anim = 1420
postype = P1
pos =0, 0
sprpriority = -5
ownpal = 0
scale=.5,.5
[State 700, ƒGƒtƒFƒNƒg•\Ž¦]
type = Explod
trigger1 = animelem=8 && anim=2001
anim = 1425
postype = P1
pos = 0, 0
sprpriority = 15
ontop=1
ownpal = 0
scale=.5,.5
[State 0, Explod]
type = Explod
trigger1 = animelem = 7&& anim =2002
anim =2015
ID =3005
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 = .5,.5
removetime= 40
sprpriority = 4
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, Explod]
type = Explod
trigger1 = animelem = 7&& anim =2002
anim =2016
ID =3005
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 = .5,.5
removetime= 40
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime=0 &&anim=2002
value =2003

[State 0, TargetState]
type = TargetState
trigger1 = animelem=2&&anim=2003
value =1361


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = pos y >=0 && animelemtime(8)>=0 && anim =2000
value =2004
[State 0, HitBy]
type = HitBy
trigger1 = anim=2004
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 1
;ignorehitpause = 
;persistent = 

[State 0, PosSet]
type = PosSet
trigger1 = anim=2004
trigger2 = pos y >=0 && animelemtime(8)>=0 && anim =2000
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = anim=2004
trigger2 = pos y >=0 && animelemtime(8)>=0 && anim =2000
trigger3= anim=2001
x = 0
y = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=2004
statetype = S
movetype=I

[State 0, ChangeAnim]
type = Changestate
trigger1 = animtime=0 &&(anim=2003||anim=2004)
value = 0
ctrl=1
;---------------------------------------------------------------------------
[Statedef 2011]
type    = S
movetype= A
physics =N
juggle  = 4
velset = 0,0
poweradd=-1000
anim = 2000
ctrl = 0
sprpriority = 2


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =1 
id = 1052
ignorehitpause=1

[State 0, VarSet]
type = VarSet
trigger1 =time=0 
v = 31   ;fv = 10
value = 1

;persistent = 


[State 0, VarSet]
type = VarSet
trigger1 =time= 0 && (prevstateno=[200,440]) && p2statetype=A &&var(8)=0
v =5    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, PosFreeze]
type = PosFreeze
trigger1 =time=[0,30] 
value = 1
[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0
trigger2 = time=0 && var(8)=1 && var(7)=1 
trigger3= movehit=1 && var(8)=1
v = 8   ;fv = 10
value = 0

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
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
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
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 = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1



[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1 
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),80
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
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),80
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 = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7640,7642)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim =ifelse(teamside=1,7641,7643)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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 = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0


[State 810, ?????????]
type = Width
trigger1 = time = 0
edge = 40,0

[State 1000, ?????]
type = PlaySnd
trigger1 = AnimElem = 1 && anim=2000
value = s3000,0
channel=1
[State 1000, ?????]
type = PlaySnd
trigger1 = AnimElem = 1 && anim=2000
value = s200,3
channel=0

[State 0, Pause]
type = Pause
trigger1 = time=0
time = 30
movetime = 30
;endcmdbuftime = 0
;pausebg = 1
;ignorehitpause = 
;persistent = 

[State 0, PalFXWiz]
type = BGPalFX
trigger1 =time=0 
time =30 
add = 50,50,50
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 0

;[State 2000]
;type = AssertSpecial
;trigger1 = Time = [0,30]
;flag = NoFG
;flag2 = NOBG
;ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1 && anim=2000
anim = 7000
pos =6,-83
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1  && anim=2000
anim = 7001
pos =6,-83
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5

[State 2000]
type = Explod
trigger1 = AnimElem = 1 && anim=2000
anim = 7003
pos =6,-83
sprpriority = -4
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1  && anim=2000
anim = 7002
pos =6,-83
sprpriority = 19
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5

[State 2015, nhb]
type = NotHitBy
trigger1 = time=0
value = SCA
time=32

[State 0, HitBy]
type = HitBy
trigger1 =time=30 
value = A,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 24
[State 0, VelSet]
type = VelSet
trigger1 = animelem=4 && anim=2000
x = 7.5
y = -11.75

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=4&&anim=2000
statetype = A       ;S,A,C,L
;ignorehitpause = 
;persistent = 


[State 0, VelAdd]
type = VelAdd
trigger1 =animelemtime(3)>0&&anim=2000
y = .75
[State 1060, 4]
type = HitDef
triggerall =p2statetype!=A
triggerall = p2movetype!=H || (p2stateno=140||p2stateno=120)
trigger1 = animelem=8 && anim=2000
attr = S, HT
animtype  = Medium
damage    = 0, 4
hitflag = M-          ;Affect only ground people who are not being hit
priority = 1, Miss  
guard.dist=0 
pausetime = 0,0
guard.pausetime=8,8
sparkno = S7005+(random%4)
guard.sparkno = S7014
sparkxy = -10,-50
getpower=0
hitsound   = S1,1
guardsound = S2, 7
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1
guard.velocity = -7
air.velocity = -4,-4.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = 1
p2stateno=3014

[State 200, 1]
type = PlaySnd
trigger1 = animelem=2 && anim=2001
value = 400, 2

[State 200, 1]
type = PlaySnd
trigger1 = animelem=8&& anim=2001
value =  400, 3

[State 200, 1]
type = PlaySnd
trigger1 = anim =2002&& animelem=5
value = 400, 5
channel=1

[State 0, StopSnd]
type = StopSnd
trigger1 = anim=2002
channel = 1



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = p2stateno=3014 &&anim=2000
value =2001

[State 0, TargetBind]
type = Bindtotarget
trigger1 = anim= 2001 && animelemtime(6)<0
pos = 0, 20, Head

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=7&&anim=2001
y = 60

[State 0, PosAdd]
type = Posset
trigger1 =animelem=8&&anim= 2001
y = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime=0 &&anim=2001
value =2002

;ignorehitpause =
;persistent =

[State 200, 1]
type = PlaySnd
trigger1 = animelem=5 && anim=2002
value = 200, 13
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem=7&& anim=2002
value =3, 1
channel=2
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem=7 && anim=2002
trigger2 = animelem=15 && anim=2002
trigger3 = animelem=23 && anim=2002
trigger4 = animelem=31 && anim=2002
trigger5 = animelem=39 && anim=2002
trigger6 = animelem=47 && anim=2002
value =-ceil(29*fvar(2))
kill = 0

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelemtime(1)=2 &&anim=2003
value =-82
kill = 1

[State 200, 1]
type = PlaySnd
trigger1 = animelemtime(1)=1&& anim=2003
value =400, 12
channel=2
[State 700, ƒGƒtƒFƒNƒg•\Ž¦]
type = Explod
trigger1 = animelem=8 && anim=2001
anim = 1420
postype = P1
pos =0, 0
sprpriority = -5
ownpal = 0
scale=.5,.5
[State 700, ƒGƒtƒFƒNƒg•\Ž¦]
type = Explod
trigger1 = animelem=8 && anim=2001
anim = 1425
postype = P1
pos = 0, 0
sprpriority = 15
ontop=1
ownpal = 0
scale=.5,.5
[State 0, Explod]
type = Explod
trigger1 = animelem = 7&& anim =2002
anim =2015
ID =3005
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 = .5,.5
removetime= 40
sprpriority = 4
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, Explod]
type = Explod
trigger1 = animelem = 7&& anim =2002
anim =2016
ID =3005
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 = .5,.5
removetime= 40
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime=0 &&anim=2002
value =2003

[State 0, TargetState]
type = TargetState
trigger1 = animelem=2&&anim=2003
value =1361


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = pos y >=0 && animelemtime(8)>=0 && anim =2000
value =2004
[State 0, HitBy]
type = HitBy
trigger1 = anim=2004
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 1
[State 0, PosSet]
type = PosSet
trigger1 = anim=2004
trigger2 = pos y >=0 && animelemtime(8)>=0 && anim =2000
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = anim=2004
trigger2 = pos y >=0 && animelemtime(8)>=0 && anim =2000
trigger3= anim=2001
x = 0
y = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=2004
statetype = S
movetype=I

[State 0, ChangeAnim]
type = Changestate
trigger1 = animtime=0 &&(anim=2003||anim=2004)
value = 0
ctrl=1
;--------------------------------------------------------
;Metsu Shouryuu Ken 
[Statedef 2030]
type = S
movetype = A
physics = N
juggle = 0
velset = 0,0
poweradd=-ifelse(var(10)=1,2000,3000)
anim=2020
ctrl=0
sprpriority = 2
facep2=1
; fvar(2):= -2

[State 0, VarSet]
type = VarSet
trigger1 =time=0 
v = 31   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 =time= 0 && (prevstateno=[200,440]) && p2statetype=A 
v =5    ;fv = 10
value = 1
;ignorehitpause = 
;persistent =  
[State 0, PosFreeze]
type = PosFreeze
trigger1 =time=[0,30] 
value = 1

[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0
trigger2 = time=0 && var(8)=1 && var(7)=1 
trigger3= movehit=1 && var(8)=1
v = 8   ;fv = 10
value = 0

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
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
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
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 = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, VarSet]
type = Varadd
trigger1=time=0
v = 57    ;v = 570
value = -var(57)

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0
[State 810, ?????????]
type = Width
trigger1 =time=0
trigger2= anim=2031 && animelemtime(1)=1
edge = 70,0

[State 170, ??]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 37


[State 0, Pause]
type = Pause
trigger1 = time=0
time = 30
movetime=30
[State 200, 1]
type = PlaySnd
trigger1 = time=0
value = S200,15
channel=0

[State 2000]
type = Explod
trigger1 =time=0
anim = 7200
pos = 5,-85
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 =time=0
anim = 7201
pos = 160,120
postype=left
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.6557377049180328,ifelse(GameHeight=180,0.5247813411078717,0.6997084548104956)



[State 0, Explod]
type = Explod
triggerall = prevstateno=[2000,3199]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7630,7632)
ID = 7610
pos = ifelse(teamside=1,-50,80),55
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
triggerall = prevstateno=[2000,3199]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7631,7633)
ID = 7610
pos = ifelse(teamside=1,-50,80),55
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 = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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 = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 1000, ?????]
type = PlaySnd
trigger1 =time=0
value = s3000,2
channel=2


[State 2000]
type = AssertSpecial
trigger1 = time=[0,36]
trigger2= anim=2021
trigger3= anim=2022 && animelemtime(1)>=0&&animelemtime(49)<0 
flag=nomusic
ignorehitpause = 1
[State 2000]
type = AssertSpecial
trigger1 = time=[0,37]
trigger2= anim=2022 && animelemtime(1)>=0&&animelemtime(49)<0
trigger3= anim=2021 && animelemtime(1)>=0
flag = NoFG
flag2 = NOBG
ignorehitpause = 1


[State 1060, 4]
type = HitDef
trigger1 = !movecontact
attr = S, HT
animtype  = Medium
damage    = 0, 4
numhits=0
priority  = 5
guardflag = MA
hitflag=MAF
pausetime = 1,1
guard.pausetime=8,8
sparkno = S4020
guard.sparkno = s4120
sparkxy = -10,-45
getpower=0
hitsound   = S1,1
guardsound = S2, 2
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1
guard.velocity = -7
air.velocity = -4,-4.5
p2facing = 1
id=2030
[State 0, TargetState]
type = TargetState
trigger1 =movehit && anim=2020&& p2stateno!=2035
value =2035
ID = 2030
ignorehitpause = 1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = movehit && anim=2020
value =2021
[State 0, TargetBind]
type = TargetBind
trigger1 = animelemtime(5)>=0 && animelemtime(7)<0
id = 2030
pos = 40,0
[State 0, TargetBind]
type = TargetBind
triggerall = p2stateno=2035
trigger1 = animelemtime(1)>=0 && animelemtime(4)<0
id = 2030
pos = 96,-58
[State 0, TargetBind]
type = TargetBind
trigger1 = animelemtime(4)>=0 && animelemtime(5)<0
id = 2030
pos = 67,-58

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem=22 
id = 2030
pos = 70,0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2&& anim = 2021
value = S190,2
channel=0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 12&& anim = 2021
value = S200,16
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2&& anim = 2022
value = S200,13
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 42&& anim = 2022
value = S200,14
channel=0


[State 0, Explod]
type = Explod
trigger1 = animelem = 23 && anim=2021
anim =1052
ID =1053
pos = 25,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 4
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, Explod]
type = Explod
trigger1 = animelem = 23 && anim=2021
anim =1053
ID =1053
pos = 25,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, Explod]
type = Explod
trigger1 = animelem = 15&& anim = 2021
anim =1209
ID =1210
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 = .5,.5
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 15&& anim = 2021
value = S300,3
channel = 3

;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
trigger1 = animelem = 15&& anim = 2021
anim =1210
ID =1210
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 = .5,.5
sprpriority = 8
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=21
x = 8

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=25
trigger2= animelem=26
x = 6
[State 1050, 4]
type = HitDef
trigger1 =animelem=21 && anim=2021
attr = S, HA
animtype  = Medium
damage    =31, 4
priority  = 5
guardflag = MA
pausetime = 4,4
sparkxy = -10,-70
getpower=0
sparkno = s4070
guard.sparkno = s4120
hitsound   = S400,16
guardsound = S2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -0
guard.velocity = -7
air.velocity = -2,-7
fall.recover=0
p2stateno=3017
kill=0

[State 0, Helper]
type = Helper
trigger1 =animelem = 28 && anim=2021
helpertype = normal ;player
name ="Haoh-ken"
ID = 1052
stateno = 2026
pos =0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale=.5
size.yscale=.5

[State 1050, 4]
type = HitDef
trigger1 =animelem=22&& anim=2021
attr = S, HA
animtype  = Medium
damage    =29, 4
priority  = 5
guardflag = MA
pausetime = 4,4
sparkno = s4070
guard.sparkno = s4120
sparkxy = -10,-70
hitsound   = S400,16
guardsound = S2,1
getpower=0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
guard.velocity = -7
air.velocity = -3,-6
fall.recover=0
p2stateno=3017
kill=0
[State 1050, 4]
type = HitDef
trigger1 =animelem=28&& anim=2021
attr = S, HA
animtype  = Medium
damage    =29, 4
priority  = 5
guardflag = MA
pausetime = 1,1
sparkno = s4070
guard.sparkno = s4120
sparkxy = -10,-70
hitsound   = S400,16
guardsound = S2,1
getpower=0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 50
ground.velocity = -7
guard.velocity = -7
air.velocity = -3,-6
fall.recover=0
p2stateno=3017
kill=0
[State 0, VelSet]
type = VelSet
trigger1 = anim=2021 && animelem=22 
x = 1
y = -6.5
[State 0, VelAdd]
type = VelAdd
trigger1 = animelemtime(22)>0 && anim=2021
y = .6
;ignorehitpause = 
;persistent = 

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = pos y >= 0 && anim=2021 && animelemtime(30)>0
value = 2022
[State 0, PosSet]
type = PosSet
trigger1 = anim=2022
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = anim=2022
y = 0
[State 0, VelSet]
type = VelSet
trigger1 =animelem=9&& anim=2022
trigger2=animelem=18&& anim=2022
trigger3 =animelem=27&& anim=2022
trigger4= animelem=40&&anim=2022
x = 7
[State 0, VelSet]
type = VelSet
trigger1= animelem=40&&anim=2022
x = 9
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =anim=2022 
physics =S       ;A,C,S,N



[State 0, Helper]
type = Helper
trigger1 =animelem=9&& anim=2022
trigger2=animelem=18&& anim=2022
trigger3 =animelem=27&& anim=2022
helpertype = normal ;player
name ="Haoh-ken"
ID = 1052
stateno = 2027
pos =0,20
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale=.5
size.yscale=.5


[State 1050, 4]
type = HitDef
trigger1 =animelem=9&& anim=2022
trigger2=animelem=18&& anim=2022
trigger3 =animelem=27&& anim=2022
attr = S, HA
animtype  = Medium
damage    =45, 4
priority  = 5
guardflag = MA
pausetime = 1,1
sparkxy = -10,-70
getpower=0
sparkno = s4070
guard.sparkno = s4120
hitsound   = S400,16
guardsound = S2,1
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
guard.velocity = -7
air.velocity = -2,-7
fall.recover=0
p2stateno=3017
kill=0
[State 200, 1]
type = PlaySnd
trigger1 =animelem=9&& anim=2022
trigger2=animelem=18&& anim=2022
trigger3 =animelem=27&& anim=2022
trigger4 =animelem=15&& anim=2022
trigger5=animelem=24&& anim=2022
trigger6 =animelem=33&& anim=2022
trigger7= animelem=37 && anim=2022
trigger8= animelem=47 && anim=2022
value = 300, 0
channel=1






[State 0, Helper]
type = Helper
trigger1 =animelem=15&& anim=2022
trigger2=animelem=24&& anim=2022
trigger3 =animelem=33&& anim=2022
helpertype = normal ;player
name ="Haoh-ken"
ID = 1052
stateno = 2029
pos =20,-190
postype = p1    ;p2,front,back,left,right
facing = -1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5

[State 1050, 4]
type = HitDef
trigger1 =animelem=15&& anim=2022
trigger2=animelem=24&& anim=2022
trigger3 =animelem=33&& anim=2022
attr = S, HA
animtype  = Medium
damage    =40, 4
priority  = 5
guardflag = MA
pausetime = 1,1
sparkxy = -10,-70
getpower=0
sparkno = s4070
guard.sparkno = s4120
hitsound   = S400,16
guardsound = S2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
guard.velocity = -4
air.velocity = -2,-7
fall.recover=0
p2stateno=3018
kill=0
[State 1050, 4]
type = HitDef
trigger1 =animelem=37&& anim=2022
attr = S, HA
animtype  = Medium
damage    =80, 4
priority  = 5
guardflag = MA
pausetime = 1,1
sparkxy = -10,-70
getpower=0
sparkno = s4070
guard.sparkno = s4120
hitsound   = S400,17
guardsound = S2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 70
ground.velocity = -5
guard.velocity = -7
air.velocity = -2,-7
fall.recover=0
p2stateno=3017
kill=0



[State 0, Helper]
type = Helper
trigger1 = animelem=37&& anim=2022
helpertype = normal ;player
name ="Haoh-ken"
ID = 1052
stateno = 2026
pos =70,0
postype = p1    ;p2,front,back,left,right
facing = -1
keyctrl = 0
ownpal = 0
size.xscale=.5
size.yscale=.5

[State 1050, 4]
type = HitDef
trigger1 =animelem=47&& anim=2022
attr = S, HA
animtype  = Medium
damage    =ceil(147/fvar(2)), 4
priority  = 5
guardflag = MA
pausetime = 1,1
sparkxy = -10,-70
getpower=0
sparkno = s4070
guard.sparkno = s4120
hitsound   = S400,18
guardsound = S2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -0
guard.velocity = -0
air.velocity = -2,-7
fall.recover=0
id=1165
palfx.time = 25
palfx.add = -256,-256,-256
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.invertall = 0
palfx.color = 0

[State 0, Explod]
type = Explod
trigger1 = animelem=47&& anim=2022
anim =2029
ID =1053
pos =90,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1

[State 0, EnvColor]
type = EnvColor
trigger1 = AnimElem = 47
value = 255,0,0
time = 50
under = 1

[State 0, PalFX]
type = PalFX
trigger1 = animelem=47 
time = 50
add = -256,-256,-256
mul = 256,256,256
sinadd = 0,0,0,0
invertall = 0
color = 0
ignorehitpause=1
[State 0, TargetState]
type = TargetState
trigger1 =animelemtime(47)>=0&&animelemtime(48)<4  && p2stateno!=1165 && anim=2022
value =1165
ID = 1165
ignorehitpause = 1

[State 0, Pause]
type = Pause
trigger1 =time%3=0 && animelemtime(42)>=0 && animelemtime(48)<30  && anim=2022
time = 2
movetime = 2



[State 2015, back]
type = ChangeState
trigger1 = AnimTime = 0 && (anim=2022||anim=2020)
value = 0
ctrl = 1
;--------------------------------------------------------
;Metsu Shouryuu Ken 
[Statedef 2031]
type = S
movetype = A
physics = S
juggle = 0
velset = 0,0
poweradd=-ifelse(var(10)=1,2000,3000)
anim=ifelse((prevstateno=[2000,2029]),2050,2040)
ctrl=0
sprpriority = 2
facep2=1
; fvar(2):= -2

[State 0, VarSet]
type = VarSet
trigger1 =time=0 
v = 31   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 =time= 0 && (prevstateno=[200,440]) && p2statetype=A 
v =5    ;fv = 10
value = 1
;ignorehitpause = 
;persistent =  
[State 0, PosFreeze]
type = PosFreeze
trigger1 =time=[0,30] 
value = 1

[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0
trigger2 = time=0 && var(8)=1 && var(7)=1 
trigger3= movehit=1 && var(8)=1
v = 8   ;fv = 10
value = 0

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
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
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
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 = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, VarSet]
type = Varadd
trigger1=time=0
v = 57    ;v = 570
value = -var(57)


[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0
[State 810, ?????????]
type = Width
trigger1 =time=0
trigger2= anim=2031 && animelemtime(1)=1
edge = 70,0

[State 170, ??]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 37

[State 0, VelSet]
type = VelSet
trigger1 =animelemtime(5)>0 &&animelemtime(6)<0 
x = 11
[State 0, VelSet]
type = VelSet
trigger1 =animelem=7 
x = 0

[State 0, Pause]
type = Pause
trigger1 = time=0
time = 30
movetime=30
[State 200, 1]
type = PlaySnd
trigger1 = time=0
value = S200,13
channel=0

[State 2000]
type = Explod
trigger1 =time=0
anim = 7200
pos = 5,-85
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 =time=0
anim = 7201
pos = 160,120
postype=left
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.6557377049180328,ifelse(GameHeight=180,0.5247813411078717,0.6997084548104956)



[State 0, Explod]
type = Explod
triggerall = prevstateno=[2000,3199]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7630,7632)
ID = 7610
pos = ifelse(teamside=1,-50,80),55
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
triggerall = prevstateno=[2000,3199]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7631,7633)
ID = 7610
pos = ifelse(teamside=1,-50,80),55
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 = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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 = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 1000, ?????]
type = PlaySnd
trigger1 =time=0
value = s3000,2
channel=2
[State 0, Explod]
type = Explod
trigger1=animelem=2
anim = 2044
ID =2044
pos = 26,-84
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1


[State 0, Explod]
type = Explod
trigger1=animelem=5
anim = 2045
ID =2045
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
removetime=12
pausemovetime =30
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1

[State 2000]
type = AssertSpecial
trigger1 = time=[0,36]
trigger2= anim=2021
trigger3= anim=2022 && animelemtime(1)>=0&&animelemtime(49)<0 
flag=nomusic
ignorehitpause = 1
[State 2000]
type = AssertSpecial
trigger1 = time=[0,36]
trigger2= anim=2022 && animelemtime(47)>=0&&animelemtime(49)<0
flag = NoFG
flag2 = NOBG
ignorehitpause = 1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nojugglecheck
ignorehitpause=1


[State 200, 1]
type = PlaySnd
trigger1 = time=31
value = S300,12
channel=1
[State 1950]
type = HitDef
trigger1 = animelem=5
attr = S,HT
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAF
guardflag = M
numhits=0
priority = 5
pausetime = 0,0
guard.pausetime=10,10
sparkno = s4070
sparkxy = -10,-45
hitsound = s400,18
guardsound = s2,2
guard.sparkno = s4120
guard.velocity = -5
ground.type = High
ground.slidetime = 22
ground.hittime = 22
ground.velocity = 0,0
air.velocity = 0,0
p2facing = 1
p1stateno = 2032
p2stateno = 2033

[State 1000, ??????]
type = ChangeState
trigger1=animtime=0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; ??????????? ??

[Statedef 2032]
type     = S
movetype = A
physics  = S
juggle   =0; 0
velset   = 0,0
anim     = 2041
ctrl     = 0
sprpriority = 5
[State 2000]
type = AssertSpecial
trigger1 = 1
flag=nomusic
ignorehitpause = 1

[State 810, ?????????]
type = Width
trigger1 = 1
edge = 60,0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0
[State 0, Explod]
type = Explod
trigger1=time=0
anim = 8500
ID =8500
pos = 99,-59
postype = p1 ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0 
pausemovetime =30
scale = 1,1
sprpriority = 4
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1

[State 0, EnvColor]
type = EnvColor
trigger1 =time=0
value = 255,0,0
time = 40
under = 1

[State 0, PalFX]
type = PalFX
trigger1 =time=0 
time = 40
add = -256,-256,-256
mul = 256,256,256
sinadd = 0,0,0,0
invertall = 0
color = 0
ignorehitpause=1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =1 
id =2045 
;ignorehitpause = 
;persistent = 
[State 200, 1]
type = PlaySnd
trigger1 = animelem=10
value = S200,21
channel=0
[State 200, 1]
type = PlaySnd
trigger1 = animelem=12
value = S200,20
channel=0

[State 200, 1]
type = PlaySnd
trigger1 =time=75
trigger2= time=80
trigger3= time=85
trigger4= time=90
trigger5= time=95
trigger6= time=100
trigger7= time=105
trigger8= time=110
trigger9= time=115

value = S300,13
channel=1

[State 601, 6]
type = TargetBind
trigger1 = AnimElemtime(1)>= 0 && animelemtime(2)<0
pos = 99,-59

[State 601, 7]
type = TargetBind
trigger1 = AnimElemtime(2)>= 0 && animelemtime(4)<0
pos = 94,-58

[State 601, 8]
type = TargetBind
trigger1 = AnimElemtime(4)>= 0 && animelemtime(5)<0
pos = 82,-61


[State 601, 6]
type = TargetBind
trigger1 = AnimElemtime(5)>= 0 && animelemtime(6)<0
pos = 57,-79

[State 601, 7]
type = TargetBind
trigger1 = AnimElemtime(6)>= 0 && animelemtime(7)<0
pos = 55,-78

[State 601, 8]
type = TargetBind
trigger1 = AnimElemtime(7)>= 0 && animelemtime(8)<0
pos = 54,-74

[State 601, 9]
type = TargetBind
trigger1 = AnimElemtime(8)>= 0 && animelemtime(9)<0
pos = 63,-118

[State 601, 10]
type = TargetBind
trigger1 = AnimElemtime(9)>= 0 && animelemtime(10)<0
pos =60,-119
[State 601, 10]
type = TargetBind
trigger1 = AnimElemtime(10)>= 0 && animelemtime(11)<0
pos = 54,-118
[State 601, 10]
type = TargetBind
trigger1 = AnimElemtime(11)>= 0 && animelemtime(12)<0
pos = 59,-120
[State 601, 10]
type = TargetBind
trigger1 = AnimElem= 12
pos = 102,-70
[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 38    ;fv = 10
value = enemy,gethitvar(hitcount)-1
[State 0, Explod]
type = Explod
trigger1=animelem=10
anim = 2043
ID =2043
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
removetime=86
pausemovetime =30
scale = 1,1
sprpriority = 4
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, VarAdd]
type = VarAdd
trigger1 =time=75
trigger2= time=85 
trigger3= time=95
trigger4= time=105
trigger5= time=115
trigger6= time=125
trigger7= time=135
trigger8= time=145
v = 38
value = 1

[State 0, VarSet]
type = Varset
trigger1 =time=75
trigger2= time=85 
trigger3= time=95
trigger4= time=105
trigger5= time=115
trigger6= time=125
trigger7= time=135
trigger8= time=145
fv = 2   ;fv = 10
value = ifelse(fvar(2)>.5,1-(.05*var(38)),.5)
[State 0, LifeAdd]
type = LifeAdd
triggerall = p2life!=1
trigger1 =time=75
trigger2= time=85 
trigger3= time=95
trigger4= time=105
trigger5= time=115
trigger6= time=125
trigger7= time=135
trigger8= time=145
value = ceil(ifelse((p2life<40*fvar(2)),p2life,40*fvar(2)))
kill = 0
[State 0, HitAdd]
type = HitAdd
trigger1 =time=75
trigger2= time=85 
trigger3= time=95
trigger4= time=105
trigger5= time=115
trigger6= time=125
trigger7= time=135
trigger8= time=145
value = 1
;ignorehitpause = 
;persistent = 
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 =time=75
trigger2= time=85 
trigger3= time=95
trigger4= time=105
trigger5= time=115
trigger6= time=125
trigger7= time=135
trigger8= time=145
value =  ceil(-40*fvar(2))
kill = 0
absolute = 0
;ignorehitpause = 
;persistent = 


[State 0, VarSet]
type = VarSet
trigger1 =time>87
fv =2 ;v = 570
value = ifelse(fvar(2)>.5,1-(.05*(enemy,gethitvar(hitcount)+var(38))),.5)
ignorehitpause=1
[State 200, 1]
type = PlaySnd
trigger1 = animelem=22
value = S200,17
channel=0

[State 0, Helper]
type = Helper
trigger1 =animelem=24
helpertype = normal ;player
name ="pillar" 
ID = 2036
stateno = 2036
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale=.5
size.yscale=.5

[State 200, 1]
type = PlaySnd
trigger1 = animelem=29
value = S200,12
channel=0

[State 200, 1]
type = PlaySnd
trigger1 = animelem=46
value = S200,14
channel=0

[State 0, Explod]
type = Explod
trigger1 = animelem=10
anim = 2048
ID = 2048
pos = 0,25
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 86
pausemovetime = 0
scale = .5,.5
sprpriority = 7
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Helper]
type = Helper
trigger1 =animelem=30
helpertype = normal ;player
name ="UNLIMITED POWEEEEEEEEER" 
ID = 2036
stateno = 2037
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999



[State 0, ChangeState]
type = ChangeState
trigger1 =animtime=0 
value =0
ctrl = 1
;anim =
;ignorehitpause = 
;persistent = 

;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw

[Statedef 2033]
type    = A
movetype= H
physics = N
sprpriority = 0

[State 0, ScreenBound]
type = ScreenBound
trigger1 =1
value =1
movecamera=1,0
[State 0, PalFX]
type = PalFX
trigger1 =time=0 
time = 40
add = -256,-256,-256
mul = 256,256,256
sinadd = 0,0,0,0
invertall = 0
color = 0
ignorehitpause=1
[State 0, SelfState]
type = SelfState
trigger1 = enemy,stateno !=2032
value = 5050

[State 0, VelSet]
type = VelSet
trigger1 =animelemtime(4)=1 
x = -1.5
y = -9
[State 0, VelAdd]
type = VelAdd
trigger1 =animelemtime(4)>0 
y =.45
[State 0, PalFXWiz]
type = PalFX
trigger1 =animelem=3 
time = 86
add = 0,150,50
mul = 20,120,24
sinadd = 85,110,55,1
invertall = 1
color = 0


[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2042
;---------------------------------------------------------------------------
; ??????????? ??

[Statedef 2041]
type     = S
movetype = A
physics  = S
juggle   =0; 0
velset   = 0,0
anim     = 2031
ctrl     = 0
sprpriority = 5

[State 810, ?????????]
type = Width
trigger1 = 1
edge = 60,0
player=0,0
[State 0, PlayerPush]
type = PlayerPush
trigger1 =1 
value = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 7
value = s200,13
channel=0

[State 52, 1]
type = VelSet
triggerall = anim=2031
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(60) < 0
x = 0


[State 810, 1]
type = TargetBind
triggerall = anim=2031
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
pos = 115,-51
[State 810, 1]
type = TargetBind
triggerall = anim=2031
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
pos = 89,-61
[State 810, 1]
type = TargetBind
triggerall = anim=2031
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0
pos = 65,-74
[State 810, 1]
type = TargetBind
triggerall = anim=2031
trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(60) < 0
pos = 41,0





[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,1
sparkno = s4020
sparkxy = -25,-70
hitsound = s400,3
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2130
kill = 0

ground.cornerpush.veloff=0
[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 13
attr = S, HA
getpower = 0
damage = 22,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,1
sparkno = s4020
sparkxy = -25,-70
hitsound = s400,2
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2130
kill = 0

ground.cornerpush.veloff=0
[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 20
attr = S, HA
getpower = 0
damage = 23,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,1
sparkno = s4020
sparkxy = -20,-65
hitsound = s400,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2120
kill = 0

ground.cornerpush.veloff=0
[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 26
attr = S, HA
getpower = 0
damage = 23,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,1
sparkno = s4020
sparkxy = -20,-55
hitsound = s400,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2120
kill = 0

ground.cornerpush.veloff=0
[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 31
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,1
sparkno = s4020
sparkxy = -20,-35
hitsound = s400,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2120
kill = 0

ground.cornerpush.veloff=0
[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 39
attr = S, HA
getpower = 0
damage = 26,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,1
sparkno = s4020
sparkxy = -25,-65
hitsound = s400,3
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2130
kill = 0

ground.cornerpush.veloff=0
[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 45
attr = S, HA
getpower = 0
damage = 28,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,1
sparkno = s4020
sparkxy = -20,-75
hitsound = s400,2
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2130
kill = 0

ground.cornerpush.veloff=0
[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 54
attr = S, HA
getpower = 0
damage = 30,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,1
sparkno = s4020
sparkxy = -20,-75
hitsound = s400,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2120
kill = 0

ground.cornerpush.veloff=0
[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 61
attr = S, HA
getpower = 0
damage =33,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,1
sparkno = s4020
sparkxy = -25,-75
hitsound = s400,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2130
kill = 0

ground.cornerpush.veloff=0
[State 0, VelSet]
type = VelSet
trigger1 =  animelem=69
x =0
y = -9.5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelemtime(69)>=0
statetype = A    ;S,A,C,L       ;A,C,S,N
;ignorehitpause =
;persistent =

[State 0, VelAdd]
type = VelAdd
trigger1 =animelemtime(69)>=0
y = .5



[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=73
trigger2= animelem=74
x = 6

[State 0, Explod]
type = Explod
triggerall = anim!=1051
trigger1 = animelem = 68
anim =1052
ID =1052
pos = 25,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 4
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, Explod]
type = Explod
triggerall = anim!=1051
trigger1 = animelem = 68
anim =1053
ID =1052
pos = 25,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1

[State 1050, 4]
type = HitDef
trigger1 =animelem=69
attr = S, HA
animtype  = Medium
damage    =26, 4
priority  = 5
guardflag = MA
pausetime = 8,8
sparkxy = -10,-70
sparkno = s4070
guard.sparkno = s4120
hitsound   = S400,16
guardsound = S2,1
getpower=0,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -0,-7
guard.velocity = -7
air.velocity = -1,-2
fall.recover=0
fall=1
yaccel=.5
[State 1050, 4]
type = HitDef
trigger1 =animelem=70
attr = S, HA
animtype  = up
damage    = ceil(69/fvar(2)), 4
priority  = 5
guardflag = MA
pausetime = 23,23
sparkno = s4070
guard.sparkno = s4120
sparkxy = -10,-80
hitsound   = S400,16
guardsound = S2,1
getpower=0,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-9
guard.velocity = -7
air.velocity = -3,-9
fall = 1
fall.recover=0
yaccel=.625


[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim!=1051
trigger1 = pos y>=0  && animelemtime(69)>0
value = 1051

[State 0, VelSet]
type = VelSet
trigger1 = anim=1051
x = 0
y = 0


[State 0, PosSet]
type = PosSet
trigger1 =anim=1051
y = 0
;ignorehitpause =
;persistent =


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=71
movetype = I  
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1051
movetype = I
statetype=S 
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime=0&&anim=1051
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 2035]
type    = S
movetype= H
physics = N
velset=0,0
ctrl = 0
sprpriority = 2

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value =2023

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0
;ignorehitpause =
;persistent =



;ignorehitpause = 
;persistent = 



[State 0, ChangeState]
type = SelfState
trigger1 = !alive
value = 5050

;---------------------------------------------------------------------------
; ????????????

[Statedef 2040]
type     = S
movetype = A
physics  = S
juggle   =0; 8
velset   = 0,0
poweradd=-1000
anim     = 2030
ctrl     = 0
sprpriority = 2
facep2=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
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
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
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 = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 810, ?????????]
type = Width
trigger1 = time = 0
edge = 40,0
player=

[State 170, ??]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 40
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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 = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7640,7642)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim =ifelse(teamside=1,7641,7643)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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 = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0


[State 0, Pause]
type = Pause
trigger1 = time=0
time = 30
movetime = 30
;endcmdbuftime = 0
;pausebg = 1
;ignorehitpause = 
;persistent = 

[State 0, PalFXWiz]
type = BGPalFX
trigger1 =time=0 
time =30 
add = 50,50,50
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 0

;[State 2000]
;type = AssertSpecial
;trigger1 = Time = [0,30]
;flag = NoFG
;flag2 = NOBG
;ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7000
pos = 0,-85
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7001
pos = 0,-85
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7003
pos = 0,-85
sprpriority = -4
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7002
pos = 0,-85
sprpriority = 19
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5


[State 1000, ?????]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,0
channel=1



[State 181,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s200,19
channel=0



[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =   (p2stateno=5120||(enemy,prevstateno=5120)||p2statetype!=A)
movetype =A


[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HT
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAF
guardflag = M
numhits=0
priority = 5
pausetime = 0,0
guard.pausetime=10,10
sparkno = s4020
sparkxy = -10,-40
hitsound = s400,2
guardsound = s2,2
guard.sparkno = s4120
guard.velocity = -5
ground.type = High
ground.slidetime = 22
ground.hittime = 22
ground.velocity = 0,0
air.velocity = 0,0
p2facing = 1
p1stateno = 2041
p2stateno = 2042

[State 1000, ??????]
type = ChangeState
trigger1=animtime=0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw

[Statedef 2042]
type    = A
movetype= H
physics = N
sprpriority = 0

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

[State 0, SelfState]
type = SelfState
trigger1 = enemy,stateno !=2041
value = 5050
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2032
;---------------------------------------------------------------------------
;????(?????)
[Statedef 2120]
type    = A
movetype= H
physics = N
velset = 0,0

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State 52, 1]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2033
[State 1830]
type = SelfState
triggerall = time > 35
trigger1 = Enemynear,Stateno != 2041 && enemynear,stateno!=[2030,2031]
value = 5000

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;????(?????)
[Statedef 2130]
type    = A
movetype= H
physics = N
velset = 0,0

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State 52, 1]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2034

[State 1830]
type = SelfState
triggerall = time > 35
trigger1 = Enemynear,Stateno != 2041 && enemynear,stateno!=[2030,2031]
value = 5000

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 3011]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 =time=0 && enemy,anim!=3016
y = -7
x=ifelse((enemy,anim=[3000,1209]),.5,0)

[State 0, VelSet]
type = VelSet
trigger1 =time=0 && enemy,anim=3016
y = -4
x=ifelse((enemy,anim=[3000,1209]),.5,0)

[State 0, PosAdd]
type = PosAdd
trigger1 = time=0 && enemy,anim=[3000,1209]
y =20

[State 0, PosAdd]
type = PosAdd
trigger1 = time=0 && enemy,anim=[3010,3013]
x =-30
[State 0, VelAdd]
type = VelAdd
trigger1 =1
y = .22

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


[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3001

[State 0, ChangeState]
type = ChangeState
triggerall = enemy,var(10)=0 && !lose
trigger1 = pos y>0 && time>3
value = 3010

[State 0, ChangeState]
type = ChangeState
triggerall = enemy,var(10)=1 || lose
trigger1 = pos y>0 && time>3
value = 3013


;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw

[Statedef 3012]
type    = A
movetype= H
physics = N
sprpriority = 0

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

[State 0, SelfState]
type = SelfState
trigger1 = enemy,stateno !=2010
value = 5050
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1207
;---------------------------------------------------------------------------
; ????????????

[Statedef 2045]
type     = S
movetype = A
physics  = S
juggle   =0; 8
velset   = 0,0
poweradd=-1000
anim     = 2035
ctrl     = 0
sprpriority = 2
facep2=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
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
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
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 = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 810, ?????????]
type = Width
trigger1 = time = 0
edge = 40,0

[State 170, ??]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 47

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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 = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7640,7642)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim =ifelse(teamside=1,7641,7643)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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 = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0


[State 0, Pause]
type = Pause
trigger1 = time=0
time = 30
movetime = 30
;endcmdbuftime = 0
;pausebg = 1
;ignorehitpause = 
;persistent = 

[State 0, PalFXWiz]
type = BGPalFX
trigger1 =time=0 
time =30 
add = 50,50,50
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 0

;[State 2000]
;type = AssertSpecial
;trigger1 = Time = [0,30]
;flag = NoFG
;flag2 = NOBG
;ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7000
pos = 0,-85
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7001
pos = 0,-85
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7003
pos = 0,-85
sprpriority = -4
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7002
pos = 0,-85
sprpriority = 19
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5


[State 1000, ?????]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,0
channel=1


[State 181,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s200,19
channel=0




[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =   (p2stateno=5120||(enemy,prevstateno=5120)||p2statetype!=A)
movetype =A


[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HT
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAF
guardflag = M
numhits=0
priority = 5
pausetime = 0,0
guard.pausetime=10,10
sparkno = s4020
sparkxy = -10,-40
hitsound = s400,2
guardsound = s2,2
guard.sparkno = s4120
guard.velocity = -5
ground.type = High
ground.slidetime = 22
ground.hittime = 22
ground.velocity = 0,0
air.velocity = 0,0
p2facing = 1
p1stateno = 2041
p2stateno = 2042

[State 1000, ??????]
type = ChangeState
trigger1=animtime=0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 3013]
type    = S
movetype= H
physics = N
velset=0,0
ctrl = 0
sprpriority = 2

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

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



[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0
;ignorehitpause =
;persistent =


[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5110

[State 0, ChangeState]
type = SelfState
trigger1 = time=150
value = 5120

[State 0, ChangeState]
type = SelfState
trigger1 = !alive
value = 5150
;---------------------------------------------------------------------------
[Statedef 3014]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority =-2

[State 820, 1]
type = ChangeAnim2
Trigger1 = enemy,anim=2002&&enemy,animelem=7
value = 2011

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2010

[State 0, PosSet]
type = PosSet
trigger1 =1
y = 0

;---------------------------------------------------------------------------
[Statedef 3015]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1= time=0
value = 3017
[State 0, PlayerPush]
type = PlayerPush
trigger1 =1
value = 0
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

;---------------------------------------------------------------------------
[Statedef 3016]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 =time=0
value = 3008

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

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

;---------------------------------------------------------------------------
[Statedef 3017]
type    = S
movetype= H
physics = S
velset=-5,0
ctrl = 0
sprpriority = 2


[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 =time=0
value = 3008

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0
;---------------------------------------------------------------------------
[Statedef 3018]
type    = S
movetype= H
physics = S
ctrl = 0
sprpriority = 2
velset=-5,0

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 =time=0
value = 3009

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