; Constants and state file.
; There are comments scattered through this file, so you may like to
; take a look if would like to learn more about the cns.

[Data]
life = 1000			;Amount of life to start with
power = 3000		;Amount of maximum power
attack = 100		;attack power (more is stronger)
defence = 100		;defensive power (more is stronger)
fall.defence_up = 50	;Percentage to increase defense everytime player is knocked down
liedown.time = 60		;Time which player lies down for, before getting up
airjuggle = 15		;Number of points for juggling
sparkno = 2			;Default hit spark number for HitDefs
guard.sparkno = 40	;Default guard spark number
KO.echo = 1			;1 to enable echo on KO
volume = 0			;Volume offset (negative for softer)
IntPersistIndex = 60	;Variables with this index and above will not have their values
FloatPersistIndex = 40  ;reset to 0 between rounds or matches. There are 60 int variables,
  				;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
  				;If omitted, then it defaults to 60 and 40 for integer and float
  				;variables repectively, meaning that none are persistent, i.e. all
  				;are reset. If you want your variables to persist between matches,
  				;you need to override state 5900 from common1.cns.


[Size]
xscale = 1			;Horizontal scaling factor.
yscale = 1			;Vertical scaling factor.
ground.back = 15		;Player width (back, ground)
ground.front = 16		;Player width (front, ground)
air.back = 12		;Player width (back, air)
air.front = 12		;Player width (front, air)
height = 60			;Height of player (for opponent to jump over)
attack.dist = 160		;Default attack distance
proj.attack.dist = 90	;Default attack distance for projectiles
proj.doscale = 0		;Set to 1 to scale projectiles too
head.pos = -5, -90	;Approximate position of head
mid.pos = -5, -60		;Approximate position of midsection
shadowoffset = 2		;Number of pixels to vertically offset the shadow
draw.offset = 0,0		;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = .8	;Walk forward
walk.back = -.8		;Walk backward
run.fwd  = 5.5		;Run forward (x, y)
run.back = -3.5,-3.8	;Hop backward (x, y)
jump.neu = 0,-7		;Neutral jumping velocity (x, y)
jump.back = -2.55, 		;Jump back Speed (x, y)
jump.fwd = 2.55		;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1;Running jump speeds (opt)
runjump.fwd = 4,-8.1	;.
airjump.neu = 0,-5.1	;.
airjump.back = -2.55	;Air jump speeds (opt)
airjump.fwd = 2.5		;.

[Movement]
airjump.num = 1		;Number of air jumps allowed (opt)
airjump.height = 35	;Minimum distance from ground before you can air jump (opt)
yaccel = .44		;Vertical acceleration
stand.friction = .85	;Friction coefficient when standing
crouch.friction = .82	;Friction coefficient when crouching


;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...

;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
; Win pose 1
; CNS difficulty: basic
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 60
value = S1,16

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
[Statedef 200]
type = S
movetype = a
physics = s
ctrl = 0
anim = 200
velset = 0,0
juggle = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 6
value = S0,7

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 6
value = S0,15

[State 0, Explod]
type = Explod
trigger1 = movehit
trigger1 = facing = 1
trigger1 = time = 9
anim = 30000
ID = 30000
pos = 50,-50
facing = 1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2

[State 0, Explod]
type = Explod
trigger1 = movehit
trigger1 = facing = -1
trigger1 = time = 9
anim = 30000
ID = 30000
pos = 50,-50
facing = -1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2

[State 200, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 20
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 14
getpower = 50
sparkno = s30011
sparkxy = -10, -26
hitsound = S0,8
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,0
airguard.velocity = 0
air.type = High
air.velocity = -2,0
air.hittime = 12
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.freq = 60
envshake.ampl = -3
envshake.phase = 90

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 215
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 201]
type = S
movetype = a
physics = s
ctrl = 0
anim = 201
velset = 0,0
juggle = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 6
value = S0,7

[State 0, Explod]
type = Explod
trigger1 = movehit
trigger1 = facing = 1
trigger1 = time = 9
anim = 30001
ID = 30001
pos = 50,-50
facing = 1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2

[State 0, Explod]
type = Explod
trigger1 = movehit
trigger1 = facing = -1
trigger1 = time = 9
anim = 30001
ID = 30001
pos = 50,-50
facing = -1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2

[State 200, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 20
animtype = medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,35
getpower = 50
sparkno = s30012
sparkxy = -10, -26
hitsound = S0,8
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,-1
airguard.velocity = 0
air.type = High
air.velocity = -2,-1
air.hittime = 12
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.freq = 60
envshake.ampl = -3
envshake.phase = 90

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 214
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 202]
type = S
movetype = a
physics = s
ctrl = 0
anim = 202
velset = 0,0
juggle = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = S1,3

;[State 0, PlaySnd]
;type = PlaySnd
;trigger1 = time = 20
;value = S0,5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 24
value = S0,19

[State 0, VelSet]
type = VelSet
trigger1 = time =  22
x = 2
y = 0

[State 0, Explod]
type = Explod
trigger1 = movehit
trigger1 = facing = 1
trigger1 = time = 24
anim = 30002
ID = 30002
pos = 50,-50
facing = 1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2

[State 0, Explod]
type = Explod
trigger1 = movehit
trigger1 = facing = -1
trigger1 = time = 24
anim = 30002
ID = 30002
pos = 50,-50
facing = -1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2

[State 0, Explod]
type = Explod
trigger1 = movehit
trigger1 = time = 24
anim = 30020
ID = 30020
pos = 26,-30
postype = p1  ;p2,front,back,left,right
sprpriority = 2
scale = .1,1.4
vel = 0,0

[State 0, Explod]
type = Explod
trigger1 = time = 23
anim = 30020
ID = 30020
pos = 10,3
postype = p1  ;p2,front,back,left,right
sprpriority = 2
scale = .3,.2

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 23
time = 10
freq = 80
ampl = -4
phase = 90

[State 200, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 20
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 21
getpower = 50
sparkno = s30013
sparkxy = -10, -26
hitsound = S0,13
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-4
airguard.velocity = 0
air.type = High
air.velocity = -4,-4
air.hittime = 12
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.freq = 60
envshake.ampl = -4
envshake.phase = 90
fall = 1
fall.yvelocity = -3

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 214
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 203]
type = S
movetype = a
physics = s
ctrl = 0
anim = 203
velset = 0,0
juggle = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 15
value = S1,24

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 9
value = S0,7

[State 0, Explod]
type = Explod
trigger1 = movehit
trigger1 = facing = 1
trigger1 = time = 15
anim = 30000
ID = 30000
pos = 50,-50
facing = 1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2

[State 0, Explod]
type = Explod
trigger1 = movehit
trigger1 = facing = -1
trigger1 = time = 15
anim = 30000
ID = 30000
pos = 50,-50
facing = -1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2

[State 200, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 20
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 14
getpower = 50
sparkno = s30012
sparkxy = -10, -26
hitsound = S0,8
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0,-9
airguard.velocity = 0
air.type = High
air.velocity = 0,-9
air.hittime = 12
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.freq = 60
envshake.ampl = -8
envshake.phase = 90
fall = 1
yaccel = .4

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 204]
type = S
movetype = a
physics = s
ctrl = 0
anim = 204
velset = 0,0
juggle = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1,20

;[State 0, PlaySnd]
;type = PlaySnd
;trigger1 = time = 20
;value = S0,5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = S0,19

[State 0, VelSet]
type = VelSet
trigger1 = prevstateno != 215
trigger1 = time = 0
x = 4

[State 0, Explod]
type = Explod
trigger1 = movehit
trigger1 = facing = 1
trigger1 = time = 10
anim = 30002
ID = 30002
pos = 50,-50
facing = 1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2

[State 0, Explod]
type = Explod
trigger1 = movehit
trigger1 = facing = -1
trigger1 = time = 10
anim = 30002
ID = 30002
pos = 50,-50
facing = -1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2

[State 0, Explod]
type = Explod
trigger1 = movehit
trigger1 = time = 10
anim = 30020
ID = 30020
pos = 36,-30
postype = p1  ;p2,front,back,left,right
sprpriority = 2
scale = .1,1.8

[State 0, Explod]
type = Explod
trigger1 = time = 10
anim = 30020
ID = 30020
pos = 10,3
postype = p1  ;p2,front,back,left,right
sprpriority = 2
scale = .3,.2

[State 0, EnvShake]
type = EnvShake
trigger1 = !movehit
trigger1 = time = 10
time = 10
freq = 90
ampl = -7
phase = 90

[State 200, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 20
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 14
getpower = 50
sparkno = s30013
sparkxy = -10, -26
hitsound = S0,13
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -9,-5
airguard.velocity = 0
air.type = High
air.velocity = -9,-5
air.hittime = 0
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.freq = 60
envshake.ampl = -12
envshake.phase = 90
fall = 1
p2stateno = 1026
fall.yvelocity = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 205]
type = S
movetype = i
physics = s
ctrl = 0
anim = 205
velset = 0,0

[State 0, Explod]
type = Explod
trigger1 = time = 8
anim = 30020
ID = 30020
pos = 20,-30
postype = p1  ;p2,front,back,left,right
sprpriority = 2
scale = .1,.5

[State 0, Explod]
type = Explod
trigger1 = time = 8
anim = 30020
ID = 30020
pos = 20,-30
postype = p1  ;p2,front,back,left,right
sprpriority = 2
scale = .2,.2

[State 0, Explod]
type = Explod
trigger1 = time = 12
anim = 30020
ID = 30020
pos = 10,-20
postype = p1  ;p2,front,back,left,right
sprpriority = 2
scale = .1,.5

[State 0, Explod]
type = Explod
trigger1 = time = 12
anim = 30020
ID = 30020
pos = 10,-20
postype = p1  ;p2,front,back,left,right
sprpriority = 2
scale = .2,.2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,9

[State 1640, X]
Type=VarSet
Trigger1=1
fvar(13)=(EnemyNear(0),Pos X-Pos X)*Facing

[State 1640, Y]
Type=VarSet
trigger1=1
fvar(14)=(EnemyNear(0),pos Y-Pos Y)

[State 1640, Vector Length]
Type=VarSet
trigger1=1
fvar(15)=Exp(0.5*ln((fvar(13)*fvar(13))+(fvar(14)*fvar(14))))

[State 0, VarAdd]
type=VarAdd
trigger1=time=0
v=3
value=1

[State 0, Helper]
type = Helper
trigger1 = time = 8
helpertype = normal;player
name = "kunai"
ID = 30000
stateno = 30000
pos = 0,-30
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 0, Helper]
type = Helper
trigger1 = time = 12
helpertype = normal;player
name = "kunai2"
ID = 30000
stateno = 30000
pos = 0,-20
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 206]
type = a
movetype = i
physics = a
ctrl = 0
anim = 206
velset = 0,-3

[State 0, Explod]
type = Explod
trigger1 = time = 8
anim = 30020
ID = 30020
pos = 20,-30
postype = p1  ;p2,front,back,left,right
sprpriority = 2
scale = .1,.5

[State 0, Explod]
type = Explod
trigger1 = time = 8
anim = 30020
ID = 30020
pos = 20,-30
postype = p1  ;p2,front,back,left,right
sprpriority = 2
scale = .2,.2

[State 0, Explod]
type = Explod
trigger1 = time = 12
anim = 30020
ID = 30020
pos = 10,-15
postype = p1  ;p2,front,back,left,right
sprpriority = 2
scale = .1,.5

[State 0, Explod]
type = Explod
trigger1 = time = 12
anim = 30020
ID = 30020
pos = 10,-15
postype = p1  ;p2,front,back,left,right
sprpriority = 2
scale = .2,.2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,9

[State 1640, X]
Type=VarSet
Trigger1=1
fvar(13)=(EnemyNear(0),Pos X-Pos X)*Facing

[State 1640, Y]
Type=VarSet
trigger1=1
fvar(14)=(EnemyNear(0),pos Y-Pos Y)

[State 1640, Vector Length]
Type=VarSet
trigger1=1
fvar(15)=Exp(0.5*ln((fvar(13)*fvar(13))+(fvar(14)*fvar(14))))

[State 0, VarAdd]
type=VarAdd
trigger1=time=0
v=3
value=1

[State 0, Helper]
type = Helper
trigger1 = time = 8
helpertype = normal;player
name = "kunai"
ID = 30000
stateno = 30000
pos = 0,-25
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 0, Helper]
type = Helper
trigger1 = time = 12
helpertype = normal;player
name = "kunai"
ID = 30000
stateno = 30000
pos = 10,-25
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 0, Turn]
type=Turn
trigger1=P2Dist X<0
;---------------------------------------------------------------------------
[Statedef 207]
type = a
movetype = a
physics = a
ctrl = 0
anim = 207
velset = 0,-4

[State 0, Explod]
type = Explod
trigger1 = movehit
trigger1 = facing = 1
trigger1 = time = 9
anim = 30001
ID = 30001
pos = 50,-50
facing = 1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2

[State 0, Explod]
type = Explod
trigger1 = movehit
trigger1 = facing = -1
trigger1 = time = 9
anim = 30001
ID = 30001
pos = 50,-50
facing = -1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2

[State 0, Explod]
type = Explod
trigger1 = movehit
trigger1 = time = 9
anim = 30020
ID = 30020
pos = 26,-20
postype = p1  ;p2,front,back,left,right
sprpriority = 2
scale = .6,.3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1,19

[State 200, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 20
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 14
getpower = 50
sparkno = s30012
sparkxy = -10, -26
hitsound = S0,11
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0,25
airguard.velocity = 0
air.type = High
air.velocity = 0,25
air.hittime = 12
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.freq = 60
envshake.ampl = -8
envshake.phase = 90
fall.yvelocity = -8
yaccel = 1
fall = 1
;---------------------------------------------------------------------------
[Statedef 208]
type = s
movetype = a
physics = s
ctrl = 0
anim = 208
velset = 0,0
sprpriority = 1
poweradd = -500

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,24

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,23

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,15

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,17

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,18

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 47
value = S0,19

;[State 0, PlaySnd]
;type = PlaySnd
;triggerall = movehit
;trigger1 = time = 12
;value = S0,11

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
trigger2 = time = 47
time = 10
freq = 90
ampl = -7
phase = 90

[State 200, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 100
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,4
getpower = 50
sparkno = -1
sparkxy = -10, -26
hitsound = -1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-6
airguard.velocity = 0
air.type = High
air.velocity = -4,-6
air.hittime = 12
ground.cornerpush.veloff = 0
fall = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = random
flag = unguardable


;[State 0, Pause]
;type = Pause
;trigger1 = time = 0
;time = 10
;movetime = 10
;ignorehitpause = 1
;pausebg = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 10
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 40
;ignorehitpause =
;persistent =


[State 0, Helper]
type = Helper
trigger1 = time = 12
helpertype = normal ;player
name = "rotation"
ID = 30002
stateno = 30002
pos = -3,10
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 12
anim = 30015
ID = 30015
pos = -3,10
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = 45
ownpal = 1
scale = .8,.8
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = time = 12
anim = 30016
ID = 30016
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = 45
sprpriority = 1

[State 0, Explod]
type = Explod
trigger1 = time = 8
anim = 30010
ID = 30010
pos = 0,13
postype = p1  ;p2,front,back,left,right
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = time = 8
anim = 30008
ID = 30008
pos = 5,13
postype = p1  ;p2,front,back,left,right
sprpriority = 2
scale = .7,.7

[State 0, Explod]
type = Explod
trigger1 = time = 50
anim = 30010
ID = 30010
pos = 0,13
postype = p1  ;p2,front,back,left,right
sprpriority = 2
scale = .7,.7

[State 0, Explod]
type = Explod
trigger1 = time = 50
anim = 30020
ID = 30020
pos = 7,-25
postype = p1  ;p2,front,back,left,right
sprpriority = 2
scale = .7,2.6
ownpal = 1

[State 0, PalFX]
type = PalFX
trigger1 = time>7 && time<56
trigger1 = var(10) > 0
time = 1
invertall = 0
add = 0,0,0
mul = 256,256,256
color = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time>8 && time<57
flag = noshadow

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 57
value = 209

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 88
value = 0
ctrl = 1
;-----------------------------------------------------------------
[Statedef 210]
type = S
movetype = i
physics = s
ctrl = 0
anim = 210
velset = 0,0
sprpriority = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = ((GameTime%5) = 0)&&time>15
time = 5
freq = 90
ampl = -2
phase = 90

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,26

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = S0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = S0,16

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1,18

[State 0, Explod]
type = Explod
trigger1 =((GameTime%20) = 0)
anim = 30010
ID = 30010
pos = -4,6
postype = p1  ;p2,front,back,left,right
sprpriority = 1
scale = .4,.3
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = var(50) != 1
trigger1 = time = 10
anim = 30022
ID = 30022
pos = -5,2
postype = p1  ;p2,front,back,left,right
sprpriority = -3
scale = .5,.2
removetime = -1
bindtime = -1
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = var(50) = 1
trigger1 = time = 10
anim = 30022
ID = 30022
pos = -5,2
postype = p1  ;p2,front,back,left,right
sprpriority = -3
scale = .5,.2
removetime = 200
bindtime = -1
ownpal = 1
removeongethit = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger2 = var(50) = 1
trigger2 = time = 200
trigger2 = stateno != 210
trigger1 = var(50) != 1
trigger1 = command != "start"
id = 30022

[State 0, Explod]
type = Explod
trigger1 = var(50) != 1
trigger1 = time = 10
anim = 30023
ID = 30023
pos = -5,-25
postype = p1  ;p2,front,back,left,right
sprpriority = 2
scale = 1,1
removetime = -1
bindtime = -1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = var(50) = 1
trigger1 = time = 10
anim = 30023
ID = 30023
pos = -5,-25
postype = p1  ;p2,front,back,left,right
sprpriority = 2
scale = 1,1
removetime = 200
bindtime = -1
removeongethit = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger2 = var(50) = 1
trigger2 = time = 200
trigger2 = stateno != 210
trigger1 = var(50) != 1
trigger1 = command != "start"
id = 30023

[State 0, Explod]
type = Explod
trigger2 = var(50) = 1
trigger2 = time = 200
trigger1 = var(50) != 1
trigger1 = command != "start"
anim = 30020
ID = 30020
pos = -2,-23
postype = p1  ;p2,front,back,left,right
sprpriority = 2
scale = .5,2.5
ownpal = 1

[State 0, Explod]
type = Explod
trigger2 = var(50) = 1
trigger2 = time = 200
trigger1 = var(50) != 1
trigger1 = command != "start"
anim = 30020
ID = 30020
pos = -2,-20
postype = p1  ;p2,front,back,left,right
sprpriority = 2
scale = 1,.5
ownpal = 1

[State 0, Explod]
type = Explod
trigger2 = var(50) = 1
trigger2 = time = 200
trigger1 = var(50) != 1
trigger1 = command != "start"
anim = 30010
ID = 30010
pos = -4,6
postype = p1  ;p2,front,back,left,right
sprpriority = 2
scale = .5,.5
ownpal = 1

[State 8000, PowerAdd]
type = PowerAdd
trigger1 = ((GameTime%1) = 0)
value = 7

[State 0, ChangeState]
type = ChangeState
trigger2 = var(50) = 1
trigger2 = time >0
trigger2 = time = 200
trigger1 = var(50) != 1
trigger1 = command != "start"
value = 0
ctrl = 1
;-----------------------------------------------------------------
[Statedef 211]
type = S
movetype = i
physics = s
ctrl = 0
anim = 211
velset = 0,0
sprpriority = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1,25

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 30006

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 15
time = 10
freq = 90
ampl = -7
phase = 90

[State 0, Helper]
type = Helper
trigger1 = time = 10
helpertype = normal ;player
name = "ll"
ID = 30003
stateno = 30003
pos = 15,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 0, Explod]
type = Explod
trigger1 = time = 15
anim = 30020
ID = 30020
pos = 22,-30
postype = p1  ;p2,front,back,left,right
scale = .1,4
sprpriority = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------
[Statedef 212]
type = S
movetype = i
physics = s
ctrl = 0
anim = 212
velset = 0,0
sprpriority = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1,26

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 15
time = 10
freq = 90
ampl = -7
phase = 90

[State 0, Helper]
type = Helper
trigger1 = time = 10
helpertype = normal ;player
name = "ll"
ID = 30004
stateno = 30004
pos = 35,7
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 0, Explod]
type = Explod
trigger1 = time = 15
anim = 30020
ID = 30020
pos = 22,-30
postype = p1  ;p2,front,back,left,right
scale = .1,4
sprpriority = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------
[Statedef 213]
type = S
movetype = i
physics = s
ctrl = 0
anim = 213
velset = 0,0
poweradd = -500
sprpriority = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1,14

[State 7500, Explod]
type = Explod
trigger1 = time = 17
anim = 30006
ID = 30006
pos = -32,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = 2
removeongethit = 1

[State 7500, Explod]
type = Explod
trigger1 = time >= 18
anim = 30007
ID = 30006
pos = -32,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = fvar(20), 1
sprpriority = 1
removeongethit = 1

[State 0, VarSet]
type = VarSet
trigger1 = time = 1
fv = 20    ;fv = 10
value = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = gametime%4
fv = 20
value = 0.03

[State 0, VarSet]
type = VarSet
trigger1 = fvar(20) > 1
fv = 10    ;fv = 10
value = 1

[State 0, ChangeState]
type = ChangeState
trigger2 = time = 45
trigger1 = command != "hold_c"
trigger1 = time>= 0
value = 211
ctrl = 0
;-----------------------------------------------------------------
[Statedef 214]
type = S
movetype = i
physics = s
ctrl = 1
anim = 214
velset = 0,0
sprpriority = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1,15

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------
[Statedef 215]
type = S
movetype = i
physics = s
ctrl = 1
anim = 215
velset = 0,0
sprpriority = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1,15

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 216]
type = S
movetype = a
physics = s
ctrl = 0
anim = 216
velset = 1,0

[State 0, PlaySnd]
type = PlaySnd
triggerall = movehit
trigger1 = time = 11
trigger2 = time = 19
value = S0,25

[State 0, PlaySnd]
type = PlaySnd
triggerall = movehit
trigger1 = time = 11
trigger2 = time = 19
value = S0,17

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 5
value = S0,14

[State 0, Explod]
type = Explod
triggerall = movehit
triggerall = facing = 1
trigger1 = time = 11
trigger2 = time = 19
anim = 30000
ID = 30000
pos = 50,-50
facing = 1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2
scale = .9,.9

[State 0, Explod]
type = Explod
triggerall = movehit
triggerall = facing = -1
trigger1 = time = 11
trigger2 = time = 19
anim = 30000
ID = 30000
pos = 50,-50
facing = -1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2
scale = .9,.9

[State 0, Explod]
type = Explod
triggerall = movehit
trigger1 = time = 11
trigger2 = time = 19
anim = 30021
ID = 30021
pos = 36,-25
facing = -1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2
scale = .4,.3

[State 200, HitDef]
type = HitDef
trigger1 = animelem = 1|2|3|4|5|6
attr = S, NA
damage = 3
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 21
getpower = 0
givepower = -10
sparkno = s30011
sparkxy = -10, -26
hitsound = -1;S0,8
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,0
airguard.velocity = 0
air.type = High
air.velocity = -2,0
air.hittime = 12
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.freq = 60
envshake.ampl = -3
envshake.phase = 90
numhits = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 217]
type = S
movetype = a
physics = s
ctrl = 0
anim = 217
velset = 1,0

[State 0, PlaySnd]
type = PlaySnd
triggerall = movehit
trigger1 = time = 11
trigger2 = time = 19
value = S0,25

[State 0, PlaySnd]
type = PlaySnd
triggerall = movehit
trigger1 = time = 11
trigger2 = time = 19
value = S0,17

[State 0, Explod]
type = Explod
triggerall = movehit
trigger1 = time = 11
trigger2 = time = 19
anim = 30021
ID = 30021
pos = 36,-25
facing = -1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2
scale = .4,.3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 5
value = S0,14

[State 0, Explod]
type = Explod
triggerall = movehit
triggerall = facing = 1
trigger1 = time = 11
trigger2 = time = 19
anim = 30000
ID = 30000
pos = 50,-50
facing = 1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2
scale = .9,.9

[State 0, Explod]
type = Explod
triggerall = movehit
triggerall = facing = -1
trigger1 = time = 11
trigger2 = time = 19
anim = 30000
ID = 30000
pos = 50,-50
facing = -1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2
scale = .9,.9

[State 200, HitDef]
type = HitDef
trigger1 = animelem = 1|2|3|4|5|6
attr = S, NA
damage = 3
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 21
getpower = 0
givepower = -10
sparkno = s30011
sparkxy = -10, -26
hitsound =  -1;S0,8
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,0
airguard.velocity = 0
air.type = High
air.velocity = -2,0
air.hittime = 12
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.freq = 60
envshake.ampl = -3
envshake.phase = 90
numhits = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 218]
type = S
movetype = a
physics = s
ctrl = 0
anim = 218
velset = 1,0

[State 0, PlaySnd]
type = PlaySnd
triggerall = movehit
trigger1 = time = 19
trigger2 = time = 23
value = S0,25

[State 0, PlaySnd]
type = PlaySnd
triggerall = movehit
trigger1 = time = 19
trigger2 = time = 23
value = S0,17

[State 0, Explod]
type = Explod
triggerall = movehit
trigger1 = time = 19
trigger2 = time = 23
anim = 30021
ID = 30021
pos = 36,-25
facing = -1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2
scale = .4,.3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
trigger2 = animelem = 7
value = S0,14

[State 0, Explod]
type = Explod
triggerall = movehit
triggerall = facing = 1
trigger1 = time = 19
trigger2 = time = 23
anim = 30000
ID = 30000
pos = 50,-50
facing = 1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2
scale = .9,.9

[State 0, Explod]
type = Explod
triggerall = movehit
triggerall = facing = -1
trigger1 = time = 19
trigger2 = time = 23
anim = 30000
ID = 30000
pos = 50,-50
facing = -1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2
scale = .9,.9

[State 200, HitDef]
type = HitDef
trigger1 = animelem = 1|2|3|4|5|6
attr = S, NA
damage = 3
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 21
getpower = 0
givepower = -10
sparkno = s30011
sparkxy = -10, -26
hitsound =  -1;S0,8
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,0
airguard.velocity = 0
air.type = High
air.velocity = -2,0
air.hittime = 12
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.freq = 60
envshake.ampl = -3
envshake.phase = 90
numhits = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 219]
type = S
movetype = a
physics = s
ctrl = 0
anim = 219
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
triggerall = movehit
trigger1 = time = 3
trigger2 = time = 7
trigger3 = time = 11
value = S0,25

[State 0, PlaySnd]
type = PlaySnd
triggerall = movehit
trigger1 = time = 3
trigger2 = time = 7
trigger3 = time = 11
value = S0,17

[State 0, Explod]
type = Explod
triggerall = movehit
trigger1 = time = 3
trigger2 = time = 7
trigger3 = time = 11
anim = 30021
ID = 30021
pos = 36,-25
facing = -1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2
scale = .4,.3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
value = S0,14

[State 0, Explod]
type = Explod
triggerall = movehit
triggerall = facing = 1
trigger1 = time = 3
trigger2 = time = 7
trigger3 = time = 11
anim = 30000
ID = 30000
pos = 50,-50
facing = 1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2
scale = .9,.9

[State 0, Explod]
type = Explod
triggerall = movehit
triggerall = facing = -1
trigger1 = time = 3
trigger2 = time = 7
trigger3 = time = 11
anim = 30000
ID = 30000
pos = 50,-50
facing = -1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2
scale = .9,.9

[State 200, HitDef]
type = HitDef
trigger1 = animelem = 1|2|3|4|5|6
attr = S, NA
damage = 3
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 21
getpower = 0
givepower = -10
sparkno = s30011
sparkxy = -10, -26
hitsound =  -1;S0,8
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,0
airguard.velocity = 0
air.type = High
air.velocity = -2,0
air.hittime = 12
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.freq = 60
envshake.ampl = -3
envshake.phase = 90
numhits = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 220]
type = S
movetype = a
physics = s
ctrl = 0
anim = 220
velset = 0,0

[State 0, PlaySnd]
type = playsnd
triggerall = movehit
trigger1 = time = 3
trigger2 = time = 7
trigger3 = time = 11
value = S0,25

[State 0, PlaySnd]
type = playsnd
triggerall = movehit
trigger1 = time = 3
trigger2 = time = 7
trigger3 = time = 11
value = S0,17

[State 0, Explod]
type = Explod
triggerall = movehit
trigger1 = time = 3
trigger2 = time = 7
trigger3 = time = 11
anim = 30021
ID = 30021
pos = 36,-25
facing = -1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2
scale = .4,.3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
value = S0,14

[State 0, Explod]
type = Explod
triggerall = movehit
triggerall = facing = 1
trigger1 = time = 3
trigger2 = time = 7
trigger3 = time = 11
anim = 30000
ID = 30000
pos = 50,-50
facing = 1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2
scale = .9,.9

[State 0, Explod]
type = Explod
triggerall = movehit
triggerall = facing = -1
trigger1 = time = 3
trigger2 = time = 7
trigger3 = time = 11
anim = 30000
ID = 30000
pos = 50,-50
facing = -1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2
scale = .9,.9

[State 200, HitDef]
type = HitDef
trigger1 = animelem = 1|2|3|4|5|6
attr = S, NA
damage = 3
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 21
getpower = 0
givepower = -10
sparkno = s30011
sparkxy = -10, -26
hitsound =  -1;S0,8
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,0
airguard.velocity = 0
air.type = High
air.velocity = -2,0
air.hittime = 12
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.freq = 60
envshake.ampl = -3
envshake.phase = 90
numhits = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 221]
type = S
movetype = a
physics = s
ctrl = 0
anim = 221
velset = 5,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S0,14

[State 0, Explod]
type = Explod
triggerall = movehit
trigger1 = time = 15
anim = 30020
ID = 30020
pos = 36,-25
facing = -1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2
scale = .1,3

[State 0, Explod]
type = Explod
trigger1 = movehit
trigger1 = facing = 1
trigger1 = time = 15
anim = 30002
ID = 30002
pos = 50,-50
facing = 1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2

[State 0, Explod]
type = Explod
trigger1 = movehit
trigger1 = facing = -1
trigger1 = time = 15
anim = 30002
ID = 30002
pos = 50,-50
facing = -1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2

[State 200, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 3
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 30
getpower = 0
givepower = -10
sparkno = s30013
sparkxy = -10, -26
hitsound = S0,13
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -12,-8
airguard.velocity = 0
air.type = High
air.velocity = -12,-8
air.hittime = 12
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.freq = 60
envshake.ampl = -17
envshake.phase = 90
fall = 1
p2stateno = 1026

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 222]
type = S
movetype = i
physics = s
ctrl = 0
anim = 222
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1,25

[State 0, Pause]
type = Pause
trigger1 = time = 0
time = 31
movetime = 31
ignorehitpause = 1
pausebg = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 208
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 223]
type = S
movetype = i
physics = s
ctrl = 0
anim = 223
velset = 0,0
poweradd = -2000

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 6
trigger2 = time = 16
value = S0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = S0,29

[State 0, Varrandom]
type = Varrandom
trigger1 = time = 29
v = 10    ;fv = 10
range = 590, 1090

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 224]
type = S
movetype = a
physics = s
ctrl = 0
anim = 225
velset = 0,0

[State 200, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 0
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,0
getpower = 50
sparkno = -1
sparkxy = -10, -26
hitsound = s0,11
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0,0
airguard.velocity = 0
air.type = High
air.velocity = 0,0
air.hittime = 0
ground.cornerpush.veloff = 0
p2stateno = 30005
numhits = 0
kill = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,5

[State 0, VelSet]
type = VelSet
trigger1 = time >= 16
trigger1 = time < 20
x = 2

[State 0, ChangeState]
type = ChangeState
triggerall = !movehit
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 0, PosSet]
type = PosSet
triggerall = movehit
trigger1 = time >= 13
x = -30
y = 0

[State 0, AllPalFX]
type = AllPalFX
trigger1 = movehit
time = 15
add = 256,256,256

[State 0, PlaySnd]
type = PlaySnd
triggerall = movehit
trigger1 = time >= 13
value = S1,34

[State 0, ChangeState]
type = ChangeState
triggerall = movehit
trigger1 = time >= 13
value = 225
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 225]
type = S
movetype = a
physics = s
ctrl = 0
anim = 224
poweradd = -2000
velset = 0,0
sprpriority = 1

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

[State 0, Turn]
type=Turn
trigger1=P2Dist X<0

[State 0, SprPriority]
type = SprPriority
trigger1 = time>= 473
value = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = nobardisplay
flag2 = noFG
flag3 = noshadow

[State 0, Explod]
type = Explod
trigger1 = time = 156
anim = 30022
ID = 30022
pos = 0,0
postype = p1  ;p2,front,back,left,right
sprpriority = 1
ownpal = 1
scale = .8,1
removetime = 270
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 30027
ID = 30027
pos = 6,66
postype = p1  ;p2,front,back,left,right
sprpriority = 1
ownpal = 1
scale = 1,.5
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = 10
anim = 30028
ID = 30028
pos = -160,240
postype = front  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = 137
scale = 1,1
sprpriority = 1
ontop = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = 137
anim = 30028
ID = 300282
pos = -160,240
postype = front  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = 994
scale = 1,1
sprpriority = 1
ontop = 1
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 121
anim = 30029
ID = 30029
pos = 7,4
postype = p1  ;p2,front,back,left,right
sprpriority = 1
ownpal = 1
scale = .5,.5
removetime = -2
ignorehitpause = 1

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

[State 0, PlaySnd];4
type = PlaySnd
trigger1 = animelem = 14
value = S1,33
[State 0, PlaySnd];8
type = PlaySnd
trigger1 = animelem = 24
value = S1,32
[State 0, PlaySnd];16
type = PlaySnd
trigger1 = animelem = 38
value = S1,31
[State 0, PlaySnd];22
type = PlaySnd
trigger1 = animelem = 48
value = S1,30
[State 0, PlaySnd];32
type = PlaySnd
trigger1 = animelem = 66
value = S1,29
[State 0, PlaySnd];64
type = PlaySnd
trigger1 = animelem = 121
value = S1,28

[State 0, Pause]
type = Pause
trigger1 = time >= 1107
time = 2
movetime = 3
ignorehitpause =1

[State 0, VelSet]
type = Velset
triggerall = p2bodydist x<100 && p2bodydist x>10
trigger1 = time >= 451 && time < 465
trigger2 = time >= 653 && time < 665
trigger3 = time >= 813 && time < 829
trigger4 = time >= 939 && time < 951
trigger5 = time >= 1047 && time < 1063
x = 5

[State 0, TargetVelset]
type = TargetVelset
triggerall = movehit
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 11
trigger4 = animelem = 13
trigger5 = animelem = 18
trigger6 = animelem = 19
trigger7 = animelem = 22
trigger8 = animelem = 23
trigger9 = animelem = 28
trigger10 = animelem = 29
trigger11 = animelem = 31
trigger12 = animelem = 32
trigger13 = animelem = 33
trigger14 = animelem = 35
trigger15 = animelem = 36
trigger16 = animelem = 37
trigger17 = animelem = 41
trigger18 = animelem = 43
trigger19 = animelem = 44
trigger20 = animelem = 46
trigger21 = animelem = 47
trigger22 = animelem = 48
trigger23 = animelem = 49
trigger24 = animelem = 51
trigger25 = animelem = 57
trigger26 = animelem = 59
trigger27 = animelem = 60
trigger28 = animelem = 61
trigger29 = animelem = 63
trigger30 = animelem = 64
x = -1
y = 0
ID = -1
ignorehitpause = 1
;persistent =

[State 0, Explod]
type = Explod
triggerall = movehit
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 11
trigger4 = animelem = 13
trigger5 = animelem = 18
trigger6 = animelem = 19
trigger7 = animelem = 22
trigger8 = animelem = 23
trigger9 = animelem = 28
trigger10 = animelem = 29
trigger11 = animelem = 31
trigger12 = animelem = 32
trigger13 = animelem = 33
trigger14 = animelem = 35
trigger15 = animelem = 36
trigger16 = animelem = 37
trigger17 = animelem = 41
trigger18 = animelem = 43
trigger19 = animelem = 44
trigger20 = animelem = 46
trigger21 = animelem = 47
trigger22 = animelem = 48
trigger23 = animelem = 49
trigger24 = animelem = 51
trigger25 = animelem = 57
trigger26 = animelem = 59
trigger27 = animelem = 60
trigger28 = animelem = 61
trigger29 = animelem = 63
trigger30 = animelem = 64
anim = 30001
ID = 30001
pos = (IfElse(Random <= 499,Random/85,Random/(-85))),(IfElse(Random <= 499,Random/85,Random/(-85)))
facing = -1
postype = p2  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2
scale = .7,.7

[State 0, Explod]
type = Explod
triggerall = movehit
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 11
trigger4 = animelem = 13
trigger5 = animelem = 18
trigger6 = animelem = 19
trigger7 = animelem = 22
trigger8 = animelem = 23
trigger9 = animelem = 28
trigger10 = animelem = 29
trigger11 = animelem = 31
trigger12 = animelem = 32
trigger13 = animelem = 33
trigger14 = animelem = 35
trigger15 = animelem = 36
trigger16 = animelem = 37
trigger17 = animelem = 41
trigger18 = animelem = 43
trigger19 = animelem = 44
trigger20 = animelem = 46
trigger21 = animelem = 47
trigger22 = animelem = 48
trigger23 = animelem = 49
trigger24 = animelem = 51
trigger25 = animelem = 57
trigger26 = animelem = 59
trigger27 = animelem = 60
trigger28 = animelem = 61
trigger29 = animelem = 63
trigger30 = animelem = 64
anim = 30020
ID = 30020
pos = 36,-30
postype = p1  ;p2,front,back,left,right
sprpriority = 2
scale = .1,1.4
vel = -2,0

[State 0, PlaySnd]
type = PlaySnd
triggerall = movehit
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 11
trigger4 = animelem = 13
trigger5 = animelem = 18
trigger6 = animelem = 19
trigger7 = animelem = 22
trigger8 = animelem = 23
trigger9 = animelem = 28
trigger10 = animelem = 29
trigger11 = animelem = 31
trigger12 = animelem = 32
trigger13 = animelem = 33
trigger14 = animelem = 35
trigger15 = animelem = 36
trigger16 = animelem = 37
trigger17 = animelem = 41
trigger18 = animelem = 43
trigger19 = animelem = 44
trigger20 = animelem = 46
trigger21 = animelem = 47
trigger22 = animelem = 48
trigger23 = animelem = 49
trigger24 = animelem = 51
trigger25 = animelem = 57
trigger26 = animelem = 59
trigger27 = animelem = 60
trigger28 = animelem = 61
trigger29 = animelem = 63
trigger30 = animelem = 64
value = S0,13

[State 0, Explod]
type = Explod
triggerall = movehit
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 11
trigger4 = animelem = 13
trigger5 = animelem = 18
trigger6 = animelem = 19
trigger7 = animelem = 22
trigger8 = animelem = 23
trigger9 = animelem = 28
trigger10 = animelem = 29
trigger11 = animelem = 31
trigger12 = animelem = 32
trigger13 = animelem = 33
trigger14 = animelem = 35
trigger15 = animelem = 36
trigger16 = animelem = 37
trigger17 = animelem = 41
trigger18 = animelem = 43
trigger19 = animelem = 44
trigger20 = animelem = 46
trigger21 = animelem = 47
trigger22 = animelem = 48
trigger23 = animelem = 49
trigger24 = animelem = 51
trigger25 = animelem = 57
trigger26 = animelem = 59
trigger27 = animelem = 60
trigger28 = animelem = 61
trigger29 = animelem = 63
trigger30 = animelem = 64
anim = 30021
ID = 30021
pos = 36,-25
facing = -1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2
scale = .4,.3

[State 0, Explod]
type = Explod
triggerall = movehit
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 11
trigger4 = animelem = 13
trigger5 = animelem = 18
trigger6 = animelem = 19
trigger7 = animelem = 22
trigger8 = animelem = 23
trigger9 = animelem = 28
trigger10 = animelem = 29
trigger11 = animelem = 31
trigger12 = animelem = 32
trigger13 = animelem = 33
trigger14 = animelem = 35
trigger15 = animelem = 36
trigger16 = animelem = 37
trigger17 = animelem = 41
trigger18 = animelem = 43
trigger19 = animelem = 44
trigger20 = animelem = 46
trigger21 = animelem = 47
trigger22 = animelem = 48
trigger23 = animelem = 49
trigger24 = animelem = 51
trigger25 = animelem = 57
trigger26 = animelem = 59
trigger27 = animelem = 60
trigger28 = animelem = 61
trigger29 = animelem = 63
trigger30 = animelem = 64
anim = 30020
ID = 30020
pos = 56,-30
postype = p1  ;p2,front,back,left,right
sprpriority = 2
scale = .1,3
vel = -1,0

[State 200, HitDef]
type = HitDef
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 11
trigger4 = animelem = 13
trigger5 = animelem = 18
trigger6 = animelem = 19
trigger7 = animelem = 22
trigger8 = animelem = 23
trigger9 = animelem = 28
trigger10 = animelem = 29
trigger11 = animelem = 31
trigger12 = animelem = 32
trigger13 = animelem = 33
trigger14 = animelem = 35
trigger15 = animelem = 36
trigger16 = animelem = 37
trigger17 = animelem = 41
trigger18 = animelem = 43
trigger19 = animelem = 44
trigger20 = animelem = 46
trigger21 = animelem = 47
trigger22 = animelem = 48
trigger23 = animelem = 49
trigger24 = animelem = 51
trigger25 = animelem = 57
trigger26 = animelem = 59
trigger27 = animelem = 60
trigger28 = animelem = 61
trigger29 = animelem = 63
trigger30 = animelem = 64
attr = S, NA
damage = 7
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,50
givepower = -15
getpower = 0
sparkno = s30011
sparkxy = -10, -26
hitsound = S0,25
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -1,0
airguard.velocity = 0
air.type = High
air.velocity = 0,0
air.hittime = 12
ground.cornerpush.veloff = 0
numhits = 1
p2stateno = 30006
envshake.time = 10
envshake.freq = 60
envshake.ampl = -3
envshake.phase = 90
kill = 0

[State 0, TargetVelset]
type = TargetVelset
triggerall = movehit
trigger1 = animelem = 65
trigger2 = animelem = 66
trigger3 = animelem = 69
trigger4 = animelem = 70
trigger5 = animelem = 71
trigger6 = animelem = 74
trigger7 = animelem = 75
trigger8 = animelem = 80
trigger9 = animelem = 81
trigger10 = animelem = 83
trigger11 = animelem = 84
trigger12 = animelem = 87
trigger13 = animelem = 88
trigger14 = animelem = 87
trigger15 = animelem = 91
trigger16 = animelem = 92
trigger17 = animelem = 93
trigger18 = animelem = 94
trigger19 = animelem = 96
trigger20 = animelem = 97
trigger21 = animelem = 98
trigger22 = animelem = 99
trigger23 = animelem = 100
trigger24 = animelem = 101
trigger25 = animelem = 102
trigger26 = animelem = 103
trigger27 = animelem = 109
trigger28 = animelem = 110
trigger29 = animelem = 111
trigger30 = animelem = 112
x = -1
y = 0
ID = -1
ignorehitpause = 1
;persistent =

[State 0, Explod]
type = Explod
triggerall = movehit
trigger1 = animelem = 65
trigger2 = animelem = 66
trigger3 = animelem = 69
trigger4 = animelem = 70
trigger5 = animelem = 71
trigger6 = animelem = 74
trigger7 = animelem = 75
trigger8 = animelem = 80
trigger9 = animelem = 81
trigger10 = animelem = 83
trigger11 = animelem = 84
trigger12 = animelem = 87
trigger13 = animelem = 88
trigger14 = animelem = 87
trigger15 = animelem = 91
trigger16 = animelem = 92
trigger17 = animelem = 93
trigger18 = animelem = 94
trigger19 = animelem = 96
trigger20 = animelem = 97
trigger21 = animelem = 98
trigger22 = animelem = 99
trigger23 = animelem = 100
trigger24 = animelem = 101
trigger25 = animelem = 102
trigger26 = animelem = 103
trigger27 = animelem = 109
trigger28 = animelem = 110
trigger29 = animelem = 111
trigger30 = animelem = 112
anim = 30001
ID = 30001
pos = (IfElse(Random <= 499,Random/85,Random/(-85))),(IfElse(Random <= 499,Random/85,Random/(-85)))
facing = -1
postype = p2  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2
scale = .7,.7

[State 0, Explod]
type = Explod
triggerall = movehit
trigger1 = animelem = 65
trigger2 = animelem = 66
trigger3 = animelem = 69
trigger4 = animelem = 70
trigger5 = animelem = 71
trigger6 = animelem = 74
trigger7 = animelem = 75
trigger8 = animelem = 80
trigger9 = animelem = 81
trigger10 = animelem = 83
trigger11 = animelem = 84
trigger12 = animelem = 87
trigger13 = animelem = 88
trigger14 = animelem = 87
trigger15 = animelem = 91
trigger16 = animelem = 92
trigger17 = animelem = 93
trigger18 = animelem = 94
trigger19 = animelem = 96
trigger20 = animelem = 97
trigger21 = animelem = 98
trigger22 = animelem = 99
trigger23 = animelem = 100
trigger24 = animelem = 101
trigger25 = animelem = 102
trigger26 = animelem = 103
trigger27 = animelem = 109
trigger28 = animelem = 110
trigger29 = animelem = 111
trigger30 = animelem = 112
anim = 30020
ID = 30020
pos = 36,-30
postype = p1  ;p2,front,back,left,right
sprpriority = 2
scale = .1,1.4
vel = -1,0

[State 0, PlaySnd]
type = PlaySnd
triggerall = movehit
trigger1 = animelem = 65
trigger2 = animelem = 66
trigger3 = animelem = 69
trigger4 = animelem = 70
trigger5 = animelem = 71
trigger6 = animelem = 74
trigger7 = animelem = 75
trigger8 = animelem = 80
trigger9 = animelem = 81
trigger10 = animelem = 83
trigger11 = animelem = 84
trigger12 = animelem = 87
trigger13 = animelem = 88
trigger14 = animelem = 87
trigger15 = animelem = 91
trigger16 = animelem = 92
trigger17 = animelem = 93
trigger18 = animelem = 94
trigger19 = animelem = 96
trigger20 = animelem = 97
trigger21 = animelem = 98
trigger22 = animelem = 99
trigger23 = animelem = 100
trigger24 = animelem = 101
trigger25 = animelem = 102
trigger26 = animelem = 103
trigger27 = animelem = 109
trigger28 = animelem = 110
trigger29 = animelem = 111
trigger30 = animelem = 112
value = S0,13

[State 0, Explod]
type = Explod
triggerall = movehit
trigger1 = animelem = 65
trigger2 = animelem = 66
trigger3 = animelem = 69
trigger4 = animelem = 70
trigger5 = animelem = 71
trigger6 = animelem = 74
trigger7 = animelem = 75
trigger8 = animelem = 80
trigger9 = animelem = 81
trigger10 = animelem = 83
trigger11 = animelem = 84
trigger12 = animelem = 87
trigger13 = animelem = 88
trigger14 = animelem = 87
trigger15 = animelem = 91
trigger16 = animelem = 92
trigger17 = animelem = 93
trigger18 = animelem = 94
trigger19 = animelem = 96
trigger20 = animelem = 97
trigger21 = animelem = 98
trigger22 = animelem = 99
trigger23 = animelem = 100
trigger24 = animelem = 101
trigger25 = animelem = 102
trigger26 = animelem = 103
trigger27 = animelem = 109
trigger28 = animelem = 110
trigger29 = animelem = 111
trigger30 = animelem = 112
anim = 30021
ID = 30021
pos = 36,-25
facing = -1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2
scale = .4,.3

[State 0, Explod]
type = Explod
triggerall = movehit
trigger1 = animelem = 65
trigger2 = animelem = 66
trigger3 = animelem = 69
trigger4 = animelem = 70
trigger5 = animelem = 71
trigger6 = animelem = 74
trigger7 = animelem = 75
trigger8 = animelem = 80
trigger9 = animelem = 81
trigger10 = animelem = 83
trigger11 = animelem = 84
trigger12 = animelem = 87
trigger13 = animelem = 88
trigger14 = animelem = 87
trigger15 = animelem = 91
trigger16 = animelem = 92
trigger17 = animelem = 93
trigger18 = animelem = 94
trigger19 = animelem = 96
trigger20 = animelem = 97
trigger21 = animelem = 98
trigger22 = animelem = 99
trigger23 = animelem = 100
trigger24 = animelem = 101
trigger25 = animelem = 102
trigger26 = animelem = 103
trigger27 = animelem = 109
trigger28 = animelem = 110
trigger29 = animelem = 111
trigger30 = animelem = 112
anim = 30020
ID = 30020
pos = 56,-30
postype = p1  ;p2,front,back,left,right
sprpriority = 2
scale = .1,3
vel = -2,0

[State 200, HitDef]
type = HitDef
trigger1 = animelem = 65
trigger2 = animelem = 66
trigger3 = animelem = 69
trigger4 = animelem = 70
trigger5 = animelem = 71
trigger6 = animelem = 74
trigger7 = animelem = 75
trigger8 = animelem = 80
trigger9 = animelem = 81
trigger10 = animelem = 83
trigger11 = animelem = 84
trigger12 = animelem = 87
trigger13 = animelem = 88
trigger14 = animelem = 87
trigger15 = animelem = 91
trigger16 = animelem = 92
trigger17 = animelem = 93
trigger18 = animelem = 94
trigger19 = animelem = 96
trigger20 = animelem = 97
trigger21 = animelem = 98
trigger22 = animelem = 99
trigger23 = animelem = 100
trigger24 = animelem = 101
trigger25 = animelem = 102
trigger26 = animelem = 103
trigger27 = animelem = 109
trigger28 = animelem = 110
trigger29 = animelem = 111
trigger30 = animelem = 112
attr = S, NA
damage = 7
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 50
givepower = -15
getpower = 0
sparkno = s30011
sparkxy = -10, -26
hitsound = S0,25
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0,0
airguard.velocity = 0
air.type = High
air.velocity = 0,0
air.hittime = 12
ground.cornerpush.veloff = 0
numhits = 1
p2stateno = 30006
envshake.time = 10
envshake.freq = 60
envshake.ampl = -3
envshake.phase = 90
kill = 0

[State 0, TargetVelset]
type = TargetVelset
triggerall = movehit
trigger1 = animelem = 113
trigger2 = animelem = 114
trigger3 = animelem = 115
trigger4 = animelem = 116
trigger5 = animelem = 117
x = -1
y = 0
ID = -1
ignorehitpause = 1
;persistent =

[State 0, Explod]
type = Explod
triggerall = movehit
trigger1 = animelem = 113
trigger2 = animelem = 114
trigger3 = animelem = 115
trigger4 = animelem = 116
trigger5 = animelem = 117
anim = 30001
ID = 30001
pos = (IfElse(Random <= 499,Random/85,Random/(-85))),(IfElse(Random <= 499,Random/85,Random/(-85)))
facing = -1
postype = p2  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2
scale = .7,.7

[State 0, Explod]
type = Explod
triggerall = movehit
trigger1 = animelem = 113
trigger2 = animelem = 114
trigger3 = animelem = 115
trigger4 = animelem = 116
trigger5 = animelem = 117
anim = 30020
ID = 30020
pos = 36,-30
postype = p1  ;p2,front,back,left,right
sprpriority = 2
scale = .1,1.4
vel = -1,0

[State 0, PlaySnd]
type = PlaySnd
triggerall = movehit
trigger1 = animelem = 113
trigger2 = animelem = 114
trigger3 = animelem = 115
trigger4 = animelem = 116
trigger5 = animelem = 117
value = S0,13

[State 0, Explod]
type = Explod
triggerall = movehit
trigger1 = animelem = 113
trigger2 = animelem = 114
trigger3 = animelem = 115
trigger4 = animelem = 116
trigger5 = animelem = 117
anim = 30021
ID = 30021
pos = 36,-25
facing = -1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2
scale = .4,.3

[State 0, Explod]
type = Explod
triggerall = movehit
trigger1 = animelem = 113
trigger2 = animelem = 114
trigger3 = animelem = 115
trigger4 = animelem = 116
trigger5 = animelem = 117
anim = 30020
ID = 30020
pos = 56,-30
postype = p1  ;p2,front,back,left,right
sprpriority = 2
scale = .1,3
vel = -1,0

[State 200, HitDef]
type = HitDef
trigger1 = animelem = 113
trigger2 = animelem = 114
trigger3 = animelem = 115
trigger4 = animelem = 116
trigger5 = animelem = 117
attr = S, NA
damage = 7
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 50
givepower = -15
getpower = 0
sparkno = s30011
sparkxy = -10, -26
hitsound = S0,25
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0,0
airguard.velocity = 0
air.type = High
air.velocity = 0,0
air.hittime = 12
ground.cornerpush.veloff = 0
numhits = 1
p2stateno = 30006
envshake.time = 10
envshake.freq = 60
envshake.ampl = -3
envshake.phase = 90
kill = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = movehit
trigger1 = animelem = 121
value = S0,13

[State 0, Explod]
type = Explod
triggerall = movehit
trigger1 = animelem = 121
anim = 30021
ID = 30021
pos = 36,-25
facing = -1
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ignorehitpause =1
removetime = -2
scale = .4,.3

[State 0, Explod]
type = Explod
triggerall = movehit
trigger1 = animelem = 121
anim = 30020
ID = 30020
pos = 56,-30
postype = p1  ;p2,front,back,left,right
sprpriority = 2
scale = .1,4
vel = -1,0

[State 200, HitDef]
type = HitDef
trigger1 = animelem = 121
attr = S, NA
damage = 7
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,55
givepower = -15
getpower = 0
sparkno = s30011
sparkxy = -10, -26
hitsound = S0,25
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -25,-5
airguard.velocity = 0
air.type = High
air.velocity = -25,-5
air.hittime = 12
ground.cornerpush.veloff = 0
numhits = 1
fall = 1
yaccel = 5
fall.yvelocity = 0
p2stateno = 1026
envshake.time = 10
envshake.freq = 60
envshake.ampl = -16
envshake.phase = 90

[State 0, Explod]
type = Explod
triggerall = movehit
trigger1 = animelem = 121
anim = 30002
ID = 30002
pos = 50,-50
facing = 1
postype = p1  ;p2,front,back,left,right
sprpriority = 3
ignorehitpause =1
removetime = 20
scale = 1,1

[State 0, AllPalFX]
type = AllPalFX
trigger1 = animtime = 0
time = 15
add = 256,256,256

[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = -100

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------
[StateDef 900]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 226
poweradd = 0
sprpriority = 2

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

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,100
sparkno = -1
sparkxy = -10, -40
hitsound = S200,1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0
air.hittime = 12
p1stateno = 901

[State 200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------
[StateDef 901]
type = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
ctrl = 0
anim = 227
poweradd = 40
sprpriority = 2

[State 220, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
damage = 0
animtype = medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 2
sparkno = -1
sparkxy = -11, -40
hitsound = 999
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 7,-12
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 7,-12
air.hittime = 12
fall = 1
fall.recover = 0

[State 220, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
damage = 0
animtype = medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 2
sparkno = -1
sparkxy = -11, -40
hitsound = 999
guardsound = 6, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 9,-1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 9,-1
air.hittime = 12
fall = 1
fall.recover = 0
fall.envshake.time = 20
fall.envshake.freq = 60
fall.envshake.ampl = -20
fall.envshake.phase = 20
fall.yvelocity = -3
yaccel = 1.5
fall.damage = 50

[State 0, Turn]
type = Turn
trigger1 = AnimTime = 0

[State 220, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 30000]
type = S
movetype= A
physics = N
juggle  = 3
velset = 0,0
ctrl = 0
anim = 30014
poweradd = 0
sprpriority = 2

[State 0, AngleSet]
type = AngleSet
trigger1 = 1
value = (atan(Vel Y/Vel X)+(4*Pi/2))*(-270/Pi)

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 0, VelSet]
type=VelSet
trigger1= time = 1
x=(Parent,Fvar(13))/(Parent,fvar(15))*15.0
y=(Parent,FVar(14))/(Parent,fvar(15))*15.0

[State 0, 1]
type = HitDef
trigger1 = !time
attr = A, NP
damage = 10
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3, 15
sparkno = S30011
sparkxy = -10, 0
hitsound = -1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2,-3
air.hittime = 12

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit
value = S0,10
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = moveguarded
value = S0,18
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = moveguarded
value = S0,17
ignorehitpause = 1

[State 0, HitOverride]
type = HitOverride
trigger1 = !time
attr = SCA, NA, SA, HA, NP, SP, HP
stateno = 30001
time = 30
forceair = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 30
trigger2 = movehit
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 30001
ctrl = 0
;------------------------------------------------------------------------
[StateDef 30001]
type = A
movetype= A
physics = N
juggle  = 3
velset = 0,0
ctrl = 0
anim = 30014
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = p2bodydist x>0
trigger1 = !time
value = S0,20

[State 6002, AngleDraw]
type = AngleDraw
trigger1 = Pos Y < 0

[State 0, AngleAdd]
type = AngleAdd
trigger1 = Pos Y < 0
value = 30

[State 6002, Gravity]
type = Gravity
trigger1 = Pos Y < 0

[State 6002, VelSet]
type = VelSet
trigger1 = !time
x = ifelse(random<500,-3,ifelse(random<500,-1,-4))
y = ifelse(random<500,-6,ifelse(random<500,-1,-3))

[State 16000, Trans]
type = Trans
triggerall = Pos Y = 0
trigger1 = time >= 35
trans = addalpha
alpha = 256-(time-35)*13,256

[State 6002, NotHitBy]
type = NotHitBy
trigger1 = !time
value = SCA
time = -1

[State 6002, VelSet]
type = VelSet
trigger1 = Pos Y > 0
x = 0
y = 0

[State 6002, PosSet]
type = PosSet
trigger1 = Pos Y > -1
y = 0

[State 6002, DestroySelf]
type = DestroySelf
trigger1 = time = 50
ignorehitpause = 1
;------------------------------------------------------------------------
[StateDef 30002]
type = s
movetype= a
physics = N
velset = 0,0
ctrl = 0
anim = 30015
poweradd = 0
sprpriority = 2

[State 0, BindToParent]
type = BindToParent
trigger1 =1
time = -1
pos = -3,10
postype = p1    ;p2,front,back,left,right
facing = 1

[State 200, HitDef]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
attr = S, NA
damage = 7;2
animtype = light
guardflag = MA
getpower = 0,0
hitflag = MAF
priority = 3, Hit
pausetime = 0,15
sparkno = -1
sparkxy = -10, -26
hitsound = -1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -6,-8
airguard.velocity = 0
air.type = High
air.velocity = -6,-8
air.hittime = 12
ground.cornerpush.veloff = 0
fall = 1

[State 1000]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 6002, DestroySelf]
type = DestroySelf
trigger1 = time = 45
ignorehitpause = 1
;------------------------------------------------------------------------
[StateDef 30003]
type = s
movetype= a
physics = N
juggle  = 3
velset = 0,0
ctrl = 0
anim = 30024
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,22

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,21

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

[State 200, HitDef]
type = HitDef
;trigger1 = animelem = 1|2|3|4|5|6|7|8|9|1|0|11
trigger1 = time = 0
attr = S, NA
damage = ifelse(fvar(20), 2, 80*1);200;5
animtype = light
getpower = 0,0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,30
sparkno = -1
sparkxy = -10, -26
hitsound = s0,11
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -6,-8
airguard.velocity = 0
air.type = High
air.velocity = -6,-8
air.hittime = 12
ground.cornerpush.veloff = 0
fall = 1

[State 6002, DestroySelf]
type = DestroySelf
trigger1 = time = 18
ignorehitpause = 1
;------------------------------------------------------------------------
[StateDef 30004]
type = s
movetype= a
physics = N
juggle  = 3
velset = 0,0
ctrl = 0
anim = 30017
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,22

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,21

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

[State 200, HitDef]
type = HitDef
;trigger1 = animelem = 1|2|3|4|5|6|7|8|9|1|0|11
trigger1 = time = 0
attr = S, NA
damage = ifelse(fvar(20), 2, 80*1);200;5
animtype = light
getpower = 0,0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,30
sparkno = -1
sparkxy = -10, -26
hitsound = s0,11
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -6,-8
airguard.velocity = 0
air.type = High
air.velocity = -6,-8
air.hittime = 12
ground.cornerpush.veloff = 0
fall = 1
p2stateno = 1026

[State 6002, DestroySelf]
type = DestroySelf
trigger1 = time = 22
ignorehitpause = 1
;------------------------------------------------------------------------
[StateDef 30005]
type = s
movetype= h
physics = s
velset = 0,0
anim = 5000
ctrl = 0
sprpriority = 3

[State 0, PalFX]
type = PalFX
trigger1 = 1
time = 1
invertall = 1
color = 256

[State 0, ChangeState]
type = ChangeState
trigger1 = stateno = 1030
trigger2 = prevstateno = 1030
value = 30005
ctrl = 0

[State 0, CtrlSet]
type = CtrlSet
trigger1 =1
value = 0
ignorehitpause = 1

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

[State 0, Turn]
type=Turn
trigger1=P2Dist X<0

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
x = 30
y = 0

[State 0, PosFreeze]
type = PosFreeze
trigger1 = time > 0
trigger1 = time < 385
value = 1
ignorehitpause = 1

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time > 0
value = 0
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 800
value = 0
ctrl = 0
ignorehitpause =1
;------------------------------------------------------------------------
[StateDef 30006]
type = s
movetype= h
physics = s
anim = 5000
ctrl = 0
sprpriority = 0

[State 0, PalFX]
type = PalFX
trigger1 = 1
time = 1
invertall = 1
color = 256

[State 0, ChangeState]
type = ChangeState
trigger1 = stateno = 1030
value = 30006
ctrl = 0

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time > 0
value = 0
ignorehitpause = 1

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

[State 0, Turn]
type=Turn
trigger1=P2Dist X<0

[State 0, HitVelSet]
type = HitVelSet
trigger1 = time = 0
x = 2
y = 0
ignorehitpause = 1

[State 0, PosFreeze]
type = PosFreeze
trigger1 = time > 0
value = 1
ignorehitpause = 1
;---------------------------------------------------------
[Statedef -2]

;Haste/V-ism
[State -2, Speed]
type = ChangeAnim
triggerall = var(10) > 0
triggerall = (RoundState = 2) && (MoveType != H)
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
trigger1 = AnimElemTime(AnimElemNo(0)) > floor ((AnimElemTime(AnimElemNo(0)) - AnimElemTime(AnimElemNo(0) + 1))/2)
ignorehitpause = 1
value = anim
elem = AnimElemNo(0) + 1

[State -2, VarAdd]
type = VarAdd
trigger1 = var(10) >0
v = 10    ;fv =
value = -1
ignorehitpause = 1

[state -2,Slowmotion]
type = pause
trigger1 = var(10) > 0 && gametime%3 = 0
time = 2
movetime = 2
ignorehitpause = 1

;[state -2, TimeStop]
;type = pause
;trigger1 = var(10) > 0 && gametime%2 = 0
;time = 100
;movetime = 100
;ignorehitpause = 1

[State -2, AllPalFX]
type = BGPalFX
triggerall =1
trigger1 = var(10) > 0
time = 1
invertall = 1
add = 0,0,0
mul = 256,256,256
color = 0

[State -2, PalFX]
type = PalFX
triggerall =1
trigger1 = var(10) > 0
time = 1
invertall = 1
add = 0,0,0
mul = 256,256,256
color = 0

[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = var(10) > 0
time = 1
value = 1.3

[State 0, DefenceMulSet]
type = DefenceMulSet
trigger1 = var(10) > 0
value = 1.3

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = var(10) > 0
;flag = nobardisplay
flag = timerfreeze
;flag2 = unguardable

[State 0, VarSet]
type = VarSet
trigger1 = p2life = 0
trigger2 = !alive
trigger3 = matchover
v = 10    ;fv = 10
value = 0

[State 0, VarRandom]
type = VarRandom
trigger1 =1
v = 3
range = 5,10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movetype = H && time = 0
triggerall = p2stateno != 216
triggerall = p2stateno != 217
triggerall = p2stateno != 218
triggerall = p2stateno != 219
triggerall = p2stateno != 220
triggerall = p2stateno != 225
triggerall = stateno != 140
triggerall = stateno != 150
triggerall = stateno != 151
triggerall = stateno != 152
triggerall = stateno != 153
triggerall = stateno != 154
triggerall = stateno != 155
value = S1,var(3)







