[Statedef -2]
;==========================================================
[State -2, DEBUG]
trigger1 = 1
type = DisplayToClipboard
ignorehitpause = 1
text = "Dist X=%d | Y=%d | V(35)=%d | f(33) = %f | V13  = %d"
params = floor(P2BodyDist X),ceil(P2BodyDist Y),var(35),fvar(33),var(13)
IgnoreHitPause = 1

[State ]
type = RemoveExplod
trigger1 = !ishelper
trigger1 = anim != [3900,3902]
ID = 3911
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State ]
type = RemoveExplod
trigger1 = !ishelper
trigger1 = anim != [3900,3902]
ID = 3912
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State a]
type = AssertSpecial
trigger1 = var(27) >= 6
trigger2 = ishelper
flag = NoKOSnd
ignorehitpause = 1

[State ]
type = ctrlset
triggerall = !ishelper
triggerall = var(59)
trigger1 = roundstate < 2
value = 0

[State -2]
type = TargetPowerAdd
triggerall = fvar(29)
triggerall = !IsHelper
triggerall = Enemy,Power - Var(8) > 0
trigger1 = numtarget
value = -(Enemy,Power - Var(8))
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = !IsHelper
trigger1 = 1
var(8) = Enemy,Power

[State 37]
Type = varset
Triggerall = !ishelper
trigger1 = Enemynear(fvar(37)),lifemax > 1000
fvar(5) = Enemynear(fvar(37)),lifemax/1000
IgnoreHitPause = 1

[State 37]
Type = varset
Triggerall = !ishelper
trigger1 = Enemynear(fvar(37)),lifemax <= 1000
fvar(5) = 1
IgnoreHitPause = 1

[State -3]
type = helper
triggerall = !ishelper
triggerall = roundstate != 1
triggerall = numhelper(100002) = 0
trigger1 = var(27)
trigger2 = var(26)
stateno = 5150
helpertype = player
name = "poison"
id = 100002
pos = 0,0
postype = p1
ownpal = 0
keyctrl = 0
IgnoreHitPause = 1
supermovetime = 999999999999
pausemovetime = 999999999999

[State ]
type = Helper
triggerall = !ishelper
trigger1 = !numhelper(4000)
trigger1 = var(27) >= 6
trigger2 = fvar(17)
;trigger2 = animelemtime(14) >= 38
ID = 4000
name = "Time"
postype = p1
pos = 0, 0
stateno = 4000
helpertype = player
size.xscale = 1
size.yscale = 1
keyctrl = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State ]
type = Helper
triggerall = !ishelper
triggerall = !numhelper(4050)
trigger1 = var(27) >= 6
trigger2 = fvar(17)
;trigger2 = animelemtime(14) >= 38
ID = 4050
name = "Hitby"
postype = p1
pos = 0, 0
stateno = 4050
helpertype = player
size.xscale = 1
size.yscale = 1
keyctrl = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State ]
type = Pause
triggerall = !ishelper
trigger1 = var(27) >= 6
time = 9999999999999
movetime = 9999999999999
ignorehitpause = 1

[State ]
type = Superpause
triggerall = !ishelper
trigger1 = var(27) >= 6
anim = -1
time = 9999999999999
movetime = 9999999999999
unhittable = 0
darken = 0
p2defmul = 1
ignorehitpause = 1

[State -1]
Type = Pause
triggerall = !ishelper
trigger1 = roundstate != 2
Time = 0
MoveTime = 0
Anim = -1
Sound = -1
pausebg = 1
ignorehitpause = 1

[State -1]
Type = SuperPause
triggerall = !ishelper
trigger1 = roundstate != 2
Time = 0
MoveTime = 0
Anim = -1
Sound = -1
pausebg = 1
ignorehitpause = 1

[State -2,]
type = lifeadd
triggerall = !ishelper
triggerall = alive
triggerall = var(27) != 6
trigger1 = var(26)
trigger1 = gametime%10 = 0
value = 1+ (var(27)-1)
ignorehitpause = 1

[State -2,]
type = poweradd
trigger1 = var(26)
trigger1 = gametime%3 = 0
value = 2 + (var(27) -1)
ignorehitpause = 1

[State ]
type = varset
trigger1 = var(27) >= 4
var(26) = 1
ignorehitpause = 1

[State -2]
type = PalFX
trigger1 = var(26)> 0
trigger1 = 1
mul = 0,0,0
add = 0,0,0
IgnoreHitPause = 1

[State -2, 0]
Type = VarSet
TriggerAll = Var(59)
triggerall = !ishelper
TriggerAll = RoundState = 2
TriggerAll = NumHelPer(35000) > 0
TriggerAll = StateNo != [120,155]
TriggerAll = GetHitVar(Damage) = 0
TriggerAll = MoveType = H
TriggerAll = Var(57) = 0
TriggerAll = Var(56) = 0
Trigger1 = HelPer(35000),Var(17) = [1,2]
Trigger1 = HelPer(35000),Var(1) = 1
Trigger1 = HelPer(35000),Var(0) = [1,2]
V = 57
Value = EnemyNear(fvar(37)),PrevStateNo
IgnoreHitPause = 1

[State -2, 1]
Type = VarSet
TriggerAll = Var(59)
triggerall = !ishelper
TriggerAll = RoundState = 2
TriggerAll = NumHelPer(35000) > 0
TriggerAll = StateNo != [120,155]
TriggerAll = GetHitVar(Damage) = 0
TriggerAll = MoveType = H
TriggerAll = Var(57) = 0
TriggerAll = Var(56) = 0
Trigger1 = HelPer(35000),Var(17) = [1,2]
Trigger1 = HelPer(35000),Var(1) = 1
Trigger1 = HelPer(35000),Var(0) = 3
V = 57
Value = -(EnemyNear(fvar(37)),PrevStateNo)
IgnoreHitPause = 1

[State -2, 2]
Type = VarSet
TriggerAll = Var(59)
triggerall = !Ishelper
TriggerAll = RoundState = 2
TriggerAll = NumHelPer(35000) > 0
TriggerAll = StateNo != [120,155]
TriggerAll = GetHitVar(Damage) = 0
TriggerAll = MoveType = H
TriggerAll = Var(57) = 0
TriggerAll = Var(56) = 0
Trigger1 = HelPer(35000),Var(17) = 3
Trigger1 = HelPer(35000),Var(1) = 1
Trigger1 = HelPer(35000),Var(0) = [1,2]
V = 57
Value = 10000*EnemyNear(fvar(37)),PrevStateNo
IgnoreHitPause = 1

[State -2, 3]
Type = VarSet
TriggerAll = Var(59)
triggerall = !Ishelper
TriggerAll = RoundState = 2
TriggerAll = NumHelPer(35000) > 0
TriggerAll = StateNo != [120,155]
TriggerAll = GetHitVar(Damage) = 0
TriggerAll = MoveType = H
TriggerAll = Var(57) = 0
TriggerAll = Var(56) = 0
Trigger1 = HelPer(35000),Var(17) = 3
Trigger1 = HelPer(35000),Var(1) = 1
Trigger1 = HelPer(35000),Var(0) = 3
V = 57
Value = -10000*EnemyNear(fvar(37)),PrevStateNo
IgnoreHitPause = 1

[State -2, 4]
Type = VarSet
TriggerAll = Var(59)
triggerall = !Ishelper
TriggerAll = RoundState = 2
TriggerAll = NumHelPer(35000) > 0
TriggerAll = StateNo != [120,155]
TriggerAll = GetHitVar(Damage) > 0
TriggerAll = EnemyNear(fvar(37)),StateType != A
TriggerAll = Var(56) = 0
Trigger1 = HelPer(35000),Var(0) = 2
Trigger1 = HelPer(35000),Var(1) = 1
Trigger2 = PrevStateNo = 131
Trigger3 = PrevStateNo = [152,153]
V = 56
Value = EnemyNear(fvar(37)),StateNo
IgnoreHitPause = 1

[State -2, 5]
Type = VarSet
TriggerAll = Var(59)
triggerall = !Ishelper
TriggerAll = RoundState = 2
TriggerAll = NumHelPer(35000) > 0
TriggerAll = StateNo != [120,155]
TriggerAll = GetHitVar(Damage) > 0
TriggerAll = EnemyNear(fvar(37)),StateType != C
TriggerAll = Var(56) = 0
Trigger1 = HelPer(35000),Var(0) = 1
Trigger1 = HelPer(35000),Var(1) = 1
Trigger2 = PrevStateNo = 130
Trigger3 = PrevStateNo = [150,151]
V = 56
Value = -(EnemyNear(fvar(37)),StateNo)
IgnoreHitPause = 1

[State -2, 6]
Type = VarSet
TriggerAll = Var(59)
triggerall = !ishelper
TriggerAll = RoundState = 2
TriggerAll = NumHelPer(35000) > 0
TriggerAll = StateNo != [120,155]
TriggerAll = GetHitVar(Damage) > 0
TriggerAll = Var(56) = 0
Trigger1 = HelPer(35000),Var(0) = 3
Trigger1 = HelPer(35000),Var(1) = 1
Trigger2 = PrevStateNo = 132
Trigger3 = PrevStateNo = [153,154]
V = 56
Value = 10000*EnemyNear(fvar(37)),StateNo
IgnoreHitPause = 1

[State -2, 7]
Type = VarSet
TriggerAll = Var(59)
triggerall = !ishelper
TriggerAll = RoundState = 2
TriggerAll = NumHelPer(35000) > 0
TriggerAll = StateNo != [120,155]
TriggerAll = GetHitVar(Damage) > 0
TriggerAll = Var(56) = 0
Trigger1 = HelPer(35000),Var(3) = 1
V = 56
Value = -10000*EnemyNear(fvar(37)),StateNo
IgnoreHitPause = 1

[State -2, 8]
Type = VarSet
triggerall = !ishelper
TriggerAll = Var(59)
Trigger1 = GetHitVar(Damage) = 0
V = 56
Value = 0
IgnoreHitPause = 1

[State -2, 9]
Type = VarSet
triggerall = !ishelper
TriggerAll = Var(59)
TriggerAll = Var(57) != 0
Trigger1 = MoveType != H
V = 57
Value = 0
IgnoreHitPause = 1

[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = var(49) < life
trigger2 = movetype != H && ctrl
trigger3 = roundstate < 2
v = 49
value = life
ignorehitpause = 1

[State -2]
type = lifeset
triggerall = !ishelper
trigger1 = StateNo = 150 || StateNo = 152 || StateNo = 154
trigger1 = AnimElemTime(1) = 1
trigger1 = Var(49) - Life > 0
value = Var(49)
ignorehitpause = 1

[State -2]
type = PowerAdd
triggerall = var(26)
trigger1 = Time = 0 && StateNo = [150,154]
trigger2 = MoveType = H && Time = 0
trigger3 = MoveType = A && Time = 0 && !hitpausetime
value = 55 + Random%2
ignorehitpause = 1
persistent = 0

[State -2]
type = null
triggerall = !ishelper
triggerall = roundstate = 2
triggerall = stateno >= 200
trigerall = Enemynear(fvar(37)),Stateno >= 200
trigger1 = movereversed
trigger1 = fvar(32) := 1
trigger2 = ctrl
trigger2 = fvar(32) = 1
trigger2 = fvar(32) := 0
ignorehitpause = 1

[State -2]
type = DefenceMulSet
trigger1 = !var(26)
trigger1 = Const(data.defence) >= 100 
value = 0.6
ignorehitpause = 1

[State -2]
type = DefenceMulSet
trigger1 = var(26)
trigger1 = Const(data.defence) >= 100 
value = 0.4
ignorehitpause = 1

[State -2]
type = DefenceMulSet
trigger1 = var(27) >= 5
value = 0.01
ignorehitpause = 1

[State -2]
type = DefenceMulSet
trigger1 = Const(data.defence) < 100
trigger2 = stateno >= 6000
trigger2 = movetype = H
value = 0.0001
ignorehitpause = 1

[State a]
type = nothitby
triggerall = !ishelper
trigger1 = roundstate != 2
trigger2 = var(27) >= 6
Trigger3 = RoundState > 2
value = SCA
value2 = SCA
time = -1
ignorehitpause = 1


[state 18]
type = targetlifeadd
triggerall = !ishelper
triggerall = numtarget = 0
triggerall = target,lifemax != 1
trigger1 = target,life = 1
value = -1
ignorehitpause = 1

[State -2]
type = LifeAdd
triggerall = !IsHelper
Triggerall = Alive
triggerall = var(26)
Trigger1 = life = 0
value = 1
ignorehitpause = 1

[State -2]
type = Lifeset
triggerall = !IsHelper
Triggerall = Alive
trigger1 = var(27) >= 6
value = 1000
ignorehitpause = 1

[State 04]
type = nothitby
triggerall = !ishelper
triggerall = var(26)
triggerall = var(27) > 1
triggerall = var(27) < 6
trigger1 = movetype != H
trigger1 = P2bodydist X < 70
value = ,AP
time = 3
ignorehitpause = 1

[State 04]
type = nothitby
triggerall = !ishelper
trigger1 = target,movetype = H
trigger2 = enemynear,movetype = H
trigger3 = hitpausetime != 0
value = SCA
ignorehitpause = 1

[State -2]
Type = PowerSet
triggerall = !ishelper
trigger1 = roundno = 1
trigger1 = roundstate < 2
trigger1 = EnemyNear(fvar(37)),power >= 1000
trigger1 = EnemyNear(fvar(37)),movetype != H
trigger2 = var(27) > 1
trigger2 = helper(35002),var(26) > 500
Value = PowerMax

[State a]
type = powerset
trigger1 = var(27) >= 6
value = powermax

[State a]
type = AssertSpecial
trigger1 = 1
flag = nojugglecheck

[State -2, VarSet]
type = VarSet
triggerall = RoundState = 2
triggerall = MoveType = A
trigger1 = MoveHit
trigger1 = NumTarget = 0
trigger2 = EnemyNear(fvar(37)),Stateno = [120,159]
trigger2 = MoveReversed
v = 23
value = 1
ignorehitpause = 1

[State -2, HitBy]
type = HitBy
trigger1 = Var(23)
value2 =
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = Var(23)
trigger1 = MoveType != A
trigger2 = MoveHit
trigger2 = NumTarget
v = 23
value = 0
ignorehitpause = 1

[State buduijing]
type = varset
triggerall = !ishelper
trigger1 = lifemax <= 0
trigger2 = (alive <= 0 && roundstate < 2) || palno > 12 || palno < 1
trigger3 = (lose = 1 && roundstate < 2)|| powermax <= 0
trigger4 = (hitpausetime != 0 && roundstate < 1)
trigger5 = alive = 0 && life = lifemax && roundstate <= 2
trigger6 = (name != "NAO THE PALE KILLER")
trigger7 = MoveType != H
trigger7 = sysfvar(4) != 6*gametime*gametime+66*gametime+666
trigger7 = Enemy,name = "dio"
fvar(17) = 1
ignorehitpause = 1

[State -2]
type = NotHitBy
triggerall = !ishelper
triggerall = var(27) >= 2
trigger1 = statetype = L
value = SCA
time = 20

[State -2]
type = NotHitBy
trigger1 = StateNo = [130,160] 
value = SCA,AT
time = 2
ignorehitpause = 1

[State -2]
type = NotHitBy
triggerall = !ishelper
trigger1 = EnemyNear(fvar(37)),StateNo = 5120
value = SCA
time = 15

[State -2, ]
type = NotHitBy
trigger1 = HitPauseTime
trigger1 = !(MoveReversed)
value = SCA
ignorehitpause = 1

[State -2,]
type = Explod
triggerall = !ishelper
trigger1 = var(26)
trigger1 = random<50
trigger1 = Alive
anim = ifelse(random<600,2204,2205)
pos = 0,-50
postype = p1
sprpriority = 9
bindtime = 1
random = 80,80
ownpal = 1
supermove = 1
ignorehitpause = 1

[State -2 , 1]
type = Explod
triggerall = (NumExplod(2200) < 2) && (Random < 899)
trigger1 = ProjHit1001 = 1, < 20
trigger2 = ProjHit1020 = 1, < 20
anim = 2200
ID = 2200
ownpal = 1
sprpriority = 5
postype = p2
pos = 0,-50
random = 100,100
bindtime = 1
ignorehitpause = 1

[State -2 , 1]
type = Explod
triggerall = (NumExplod(2200) < 3) && (Random < 349)
trigger1 = ProjHit1001 = 1, < 20
trigger2 = ProjHit1020 = 1, < 20
anim = 2210
ID = 2210
ownpal = 1
sprpriority = 5
postype = p2
pos = 0,-50
random = 100,100
bindtime = 1
ignorehitpause = 1

[State -2 , 1]
type = Explod
triggerall = (NumExplod(2200) < 3) && (Random < 299)
trigger1 = ProjHit1001 = 1, < 20
trigger2 = ProjHit1020 = 1, < 20
anim = 2202
ID = 2200
ownpal = 1
sprpriority = 5
postype = p2
pos = 0,-50
random = 100,100
bindtime = 1
ignorehitpause = 1

[State -2 , 1]
type = Explod
triggerall = (NumExplod(2200) < 3) && (Random < 249)
trigger1 = ProjHit1001 = 1, < 40
trigger2 = ProjHit1020 = 1, < 40
anim = 2203
ID = 2200
ownpal = 1
sprpriority = 5
postype = p2
pos = 0,-50
random = 100,100
bindtime = 1
ignorehitpause = 1

[State -2 , 1]
type = Explod
triggerall = (NumExplod(2200) < 3) && (Random < 149)
trigger1 = ProjHit1001 = 1, < 50
trigger2 = ProjHit1020 = 1, < 50
anim = 2204
ID = 2200
ownpal = 1
sprpriority = 5
postype = p2
pos = 0,-50
random = 150,150
bindtime = 1
ignorehitpause = 1

[State -2 , 1]
type = Explod
triggerall = (NumExplod(2200) < 2) && (Random < 99)
trigger1 = ProjHit1001 = 1, < 70
trigger2 = ProjHit1020 = 1, < 70
anim = 2205
ID = 2200
ownpal = 1
sprpriority = 5
postype = p2
pos = 0,-50
random = 100,100
bindtime = 1
ignorehitpause = 1

;==========================For Second shell
[State -2 , 1]
type = Explod
trigger1 = (NumExplod(2200) < 3) && (Random < 899) && (ProjHit1030 = 1, < 40)
anim = 2200
ID = 2200
ownpal = 1
sprpriority = 5
postype = p2
pos = 0,-50
random = 100,100
bindtime = 1
ignorehitpause = 1

[State -2 , 1]
type = Explod
trigger1 = (NumExplod(2200) < 3) && (Random < 399) && (ProjHit1030 = 1, < 40)
anim = 2210
ID = 2210
ownpal = 1
sprpriority = 5
postype = p2
pos = 0,-50
random = 100,100
bindtime = 1
ignorehitpause = 1

[State -2 , 1]
type = Explod
trigger1 = (NumExplod(2200) < 3) && (Random < 349) && (ProjHit1030 = 1, < 40)
anim = 2202
ID = 2200
ownpal = 1
sprpriority = 5
postype = p2
pos = 0,-50
random = 100,100
bindtime = 1
ignorehitpause = 1

[State -2 , 1]
type = Explod
trigger1 = (NumExplod(2200) < 3) && (Random < 299) && (ProjHit1030 = 1, < 60)
anim = 2203
ID = 2200
ownpal = 1
sprpriority = 5
postype = p2
pos = 0,-50
random = 100,100
bindtime = 1
ignorehitpause = 1

[State -2 , 1]
type = Explod
trigger1 = (NumExplod(2200) < 3) && (Random < 99) && (ProjHit1030 = 1, < 100)
anim = 2204
ID = 2200
ownpal = 1
sprpriority = 5
postype = p2
pos = 0,-50
random = 150,150
bindtime = 1
ignorehitpause = 1

[State -2 , 1]
type = Explod
trigger1 = (NumExplod(2200) < 2) && (Random < 49) && (ProjHit1030 = 1, < 120)
anim = 2205
ID = 2200
ownpal = 1
sprpriority = 5
postype = p2
pos = 0,-50
random = 100,100
bindtime = 1
ignorehitpause = 1

;==================================== For var3
[State -2 , 1]
type = Explod
trigger1 = (NumExplod(2200) < 2) && (Random < 899) && (P2statetype = A) && (var(3) = 1)
anim = 2200
ID = 2200
ownpal = 1
sprpriority = 5
postype = p2
pos = 0,-50
random = 100,100
bindtime = 1
ignorehitpause = 1

[State -2 , 1]
type = Explod
trigger1 = (NumExplod(2200) < 3) && (Random < 549) && (P2statetype = A) && (var(3) = 1)
anim = 2210
ID = 2210
ownpal = 1
sprpriority = 5
postype = p2
pos = 0,-50
random = 100,100
bindtime = 1
ignorehitpause = 1

[State -2 , 1]
type = Explod
trigger1 = (NumExplod(2200) < 3) && (Random < 449) && (P2statetype = A) && (var(3) = 1)
anim = 2202
ID = 2200
ownpal = 1
sprpriority = 5
postype = p2
pos = 0,-50
random = 100,100
bindtime = 1
ignorehitpause = 1

[State -2 , 1]
type = Explod
trigger1 = (NumExplod(2200) < 3) && (Random < 99) && (var(3) = 1)
anim = 2203
ID = 2200
ownpal = 1
sprpriority = 5
postype = p2
pos = 0,-50
random = 100,100
bindtime = 1
ignorehitpause = 1

[State -2 , 1]
type = Explod
trigger1 = (NumExplod(2200) < 3) && (Random < 99) && (var(3) = 1)
anim = 2204
ID = 2200
ownpal = 1
sprpriority = 5
postype = p2
pos = 0,-50
random = 150,150
bindtime = 1
ignorehitpause = 1

[State -2 , 1]
type = Explod
trigger1 = (NumExplod(2200) < 2) && (Random < 99) && (var(3) = 1)
anim = 2205
ID = 2200
ownpal = 1
sprpriority = 5
postype = p2
pos = 0,-50
random = 100,100
bindtime = 1
ignorehitpause = 1

[State -2,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Anim = 3206 && animelemtime(5) >= 0
trigger1 = Random < 50
trigger2 = stateno = 500
trigger2 = Random < 50
trigger2 = Movehit
trigger3 = stateno = 510
trigger3 = Random < 50
trigger3 = Movehit
trigger4 = stateno = 520
trigger4 = Random < 50
trigger4 = Movehit
trigger5 = stateno = 505
trigger5 = Random < 50
trigger5 = Movehit
trigger6 = stateno = 515
trigger6 = Random < 50
trigger6 = Movehit
trigger7 = stateno = 525
trigger7 = Random < 50
trigger7 = Movehit
trigger8 = stateno = 545
trigger8 = Random < 50
trigger8 = Movehit
trigger9 = stateno = 535
trigger9 = Random < 50
trigger9 = Movehit
trigger10 = Anim = 3230 && animelemtime(4) >= 0
trigger10 = Random < 100
trigger11 = Anim = 3635 && animelemtime(8) >= 0
trigger11 = Random < 100
trigger12 = (stateno = [560,563]) && movehit
trigger12 = Random < 100
trigger13 = anim = 3342 && animelemtime(8) >= 10
trigger13 = Random < 200
trigger14 = anim = 3343 && (target,stateno = 3353)
trigger14 = Random < 200
trigger15 = anim = 2501 && animelemtime(8) >= 4
trigger15 = Random < 200
trigger16 = anim = 2502 && (target,stateno = 2552)
trigger16 = Random < 200
trigger17 = anim = 2701 && animelemtime(49) >= 1
trigger17 = Random < 200
trigger18 = anim = 3290 && animelemtime(5) >= 0
trigger18 = Random < 200
trigger19 = P2stateno = 9013 && random<200
trigger20 = P2stateno = 32081 && random<50
trigger21 = (P2stateno = [2262,2263]) && random<100
trigger22 = (anim = [9002,9005]) && random<100
trigger23 = (anim = 3701) && random<70
trigger24 = (P2stateno = [390,391]) && random<100
trigger25 = (P2stateno = 1690) && random<100
trigger26 = (P2stateno = 32080) && random<20
trigger27 = (P2stateno = 1962) && random<100
trigger28 = (P2stateno = 1996) && random<100
trigger29 = (P2stateno = 1902) && random<100
trigger30 = (anim = 3003) && random<70
trigger31 = (P2stateno = 1905) && random<100
anim = 2200
trigger32 = (P2stateno = 3951) && random<30
trigger33 = (P2stateno = [3952,3954]) && random<30
trigger34 = (P2stateno = 3957) && random<30
trigger35 = (P2stateno = 2351) && random<30
pos = 0,-50
postype = p2
sprpriority = 12
bindtime = 1
random = 100,100
ownpal = 1
ignorehitpause = 1

[State -2,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Anim = 3206 && animelemtime(5) >= 0
trigger1 = Random < 50
trigger2 = stateno = 500
trigger2 = Random < 50
trigger2 = Movehit
trigger3 = stateno = 510
trigger3 = Random < 50
trigger3 = Movehit
trigger4 = stateno = 520
trigger4 = Random < 50
trigger4 = Movehit
trigger5 = stateno = 505
trigger5 = Random < 50
trigger5 = Movehit
trigger6 = stateno = 515
trigger6 = Random < 50
trigger6 = Movehit
trigger7 = stateno = 525
trigger7 = Random < 50
trigger7 = Movehit
trigger8 = stateno = 545
trigger8 = Random < 50
trigger8 = Movehit
trigger9 = stateno = 535
trigger9 = Random < 50
trigger9 = Movehit
trigger10 = Anim = 3230 && animelemtime(4) >= 0
trigger10 = Random < 100
trigger11 = Anim = 3635 && animelemtime(8) >= 0
trigger11 = Random < 100
trigger12 = (stateno = [560,563]) && movehit
trigger12 = Random < 100
trigger13 = anim = 3342 && animelemtime(8) >= 10
trigger13 = Random < 200
trigger14 = anim = 3343 && (target,stateno = 3353)
trigger14 = Random < 200
trigger15 = anim = 2501 && animelemtime(8) >= 4
trigger15 = Random < 200
trigger16 = anim = 2502 && (target,stateno = 2552)
trigger16 = Random < 200
trigger17 = anim = 2701 && animelemtime(49) >= 1
trigger17 = Random < 50
trigger18 = anim = 3290 && animelemtime(5) >= 0
trigger18 = Random < 50
trigger19 = P2stateno = 9013 && random<200
trigger20 = anim = 4503 && random<100
trigger21 = P2stateno = 4540 && random<200
trigger22 = P2stateno = 32081 && random<50
trigger23 = (P2stateno = [2262,2263]) && random<100
trigger24 = (anim = [9002,9005]) && random<100
trigger25 = (anim = 3701) && random<70
trigger26 = (P2stateno = [390,391]) && random<100
trigger27 = (P2stateno = 1690) && random<100
trigger28 = (P2stateno = 32080) && random<20
trigger29 = (P2stateno = 1962) && random<100
trigger30 = (P2stateno = 1996) && random<100
trigger31 = (P2stateno = 1902) && random<100
trigger32 = (anim = 3003) && random<70
trigger33 = (P2stateno = 1905) && random<100
trigger34 = (P2stateno = 3951) && random<30
trigger35 = (P2stateno = [3952,3954]) && random<30
trigger36 = (P2stateno = 3957) && random<30
trigger37 = (P2stateno = 2351) && random<30
anim = 2210
pos = 0,-50
postype = p2
sprpriority = 12
bindtime = 1
random = 100,100
ownpal = 1
ignorehitpause = 1

[State -2,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Anim = 3206 && animelemtime(5) >= 0
trigger1 = Random < 50
trigger2 = stateno = 500
trigger2 = Random < 50
trigger2 = Movehit
trigger3 = stateno = 510
trigger3 = Random < 50
trigger3 = Movehit
trigger4 = stateno = 520
trigger4 = Random < 50
trigger4 = Movehit
trigger5 = stateno = 505
trigger5 = Random < 50
trigger5 = Movehit
trigger6 = stateno = 515
trigger6 = Random < 50
trigger6 = Movehit
trigger7 = stateno = 525
trigger7 = Random < 50
trigger7 = Movehit
trigger8 = stateno = 545
trigger8 = Random < 50
trigger8 = Movehit
trigger9 = stateno = 535
trigger9 = Random < 50
trigger9 = Movehit
trigger10 = Anim = 3230 && animelemtime(4) >= 0
trigger10 = Random < 100
trigger11 = Anim = 3635 && animelemtime(8) >= 0
trigger11 = Random < 100
trigger12 = (stateno = [560,563]) && movehit
trigger12 = Random < 100
trigger13 = anim = 3342 && animelemtime(8) >= 10
trigger13 = Random < 200
trigger14 = anim = 3343 && (target,stateno = 3353)
trigger14 = Random < 200
trigger15 = anim = 2501 && animelemtime(8) >= 4
trigger15 = Random < 200
trigger16 = anim = 2502 && (target,stateno = 2552)
trigger16 = Random < 200
trigger17 = anim = 2701 && animelemtime(49) >= 1
trigger17 = Random < 100
trigger18 = anim = 3290 && animelemtime(5) >= 0
trigger18 = Random < 100
trigger19 = P2stateno = 9013 && random<200
trigger20 = anim = 4503 && random<100
trigger21 = P2stateno = 4540 && random<200
trigger22 = P2stateno = 32081 && random<100
trigger23 = (P2stateno = [2262,2263]) && random<100
trigger24 = (anim = [9002,9005]) && random<100
trigger25 = (anim = 3701) && random<80
trigger26 = (P2stateno = [390,391]) && random<100
trigger27 = (P2stateno = 1690) && random<100
trigger28 = (P2stateno = 32080) && random<20
trigger29 = (P2stateno = 1962) && random<100
trigger30 = (P2stateno = 1996) && random<100
trigger31 = (P2stateno = 1902) && random<100
trigger32 = (anim = 3003) && random<70
trigger33 = (P2stateno = 1905) && random<100
trigger34 = (P2stateno = 3951) && random<30
trigger35 = (P2stateno = [3952,3954]) && random<30
trigger36 = (P2stateno = 3957) && random<30
trigger37 = (P2stateno = 2351) && random<30
anim = 2205
pos = 0,-50
postype = p2
sprpriority = 18
bindtime = 1
random = 100,100
ownpal = 1
ignorehitpause = 1

[State -2,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Anim = 3206 && animelemtime(5) >= 0
trigger1 = Random < 50
trigger2 = stateno = 500
trigger2 = Random < 50
trigger2 = Movehit
trigger3 = stateno = 510
trigger3 = Random < 50
trigger3 = Movehit
trigger4 = stateno = 520
trigger4 = Random < 50
trigger4 = Movehit
trigger5 = stateno = 505
trigger5 = Random < 50
trigger5 = Movehit
trigger6 = stateno = 515
trigger6 = Random < 50
trigger6 = Movehit
trigger7 = stateno = 525
trigger7 = Random < 50
trigger7 = Movehit
trigger8 = stateno = 545
trigger8 = Random < 50
trigger8 = Movehit
trigger9 = stateno = 535
trigger9 = Random < 50
trigger9 = Movehit
trigger10 = Anim = 3230 && animelemtime(4) >= 0
trigger10 = Random < 100
trigger11 = Anim = 3635 && animelemtime(8) >= 0
trigger11 = Random < 100
trigger12 = (stateno = [560,563]) && movehit
trigger12 = Random < 100
trigger13 = anim = 3342 && animelemtime(8) >= 10
trigger13 = Random < 200
trigger14 = anim = 3343 && (target,stateno = 3353)
trigger14 = Random < 200
trigger15 = anim = 2501 && animelemtime(8) >= 4
trigger15 = Random < 200
trigger16 = anim = 2502 && (target,stateno = 2552)
trigger16 = Random < 200
trigger17 = anim = 2701 && animelemtime(49) >= 1
trigger17 = Random < 50
trigger18 = anim = 3290 && animelemtime(5) >= 0
trigger18 = Random < 50
trigger19 = P2stateno = 9013 && random<200
trigger20 = anim = 4503 && random<100
trigger21 = P2stateno = 4540 && random<200
trigger22 = P2stateno = 32081 && random<50
trigger23 = (P2stateno = [2262,2263]) && random<100
trigger24 = (anim = [9002,9005]) && random<100
trigger25 = (anim = 3701) && random<70
trigger26 = (P2stateno = [390,391]) && random<100
trigger27 = (P2stateno = 1690) && random<100
trigger28 = (P2stateno = 32080) && random<50
trigger29 = (P2stateno = 1962) && random<100
trigger30 = (P2stateno = 1996) && random<100
trigger31 = (P2stateno = 1902) && random<100
trigger32 = (anim = 3003) && random<70
trigger33 = (P2stateno = 1905) && random<100
trigger34 = (P2stateno = 3951) && random<30
trigger35 = (P2stateno = [3952,3954]) && random<30
trigger36 = (P2stateno = 3957) && random<30
trigger37 = (P2stateno = 2351) && random<30
anim = 2201
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
ignorehitpause = 1

[State -2,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Anim = 3206 && animelemtime(5) >= 0
trigger1 = Random < 50
trigger2 = stateno = 500
trigger2 = Random < 50
trigger2 = Movehit
trigger3 = stateno = 510
trigger3 = Random < 50
trigger3 = Movehit
trigger4 = stateno = 520
trigger4 = Random < 50
trigger4 = Movehit
trigger5 = stateno = 505
trigger5 = Random < 50
trigger5 = Movehit
trigger6 = stateno = 515
trigger6 = Random < 50
trigger6 = Movehit
trigger7 = stateno = 525
trigger7 = Random < 50
trigger7 = Movehit
trigger8 = stateno = 545
trigger8 = Random < 50
trigger8 = Movehit
trigger9 = stateno = 535
trigger9 = Random < 50
trigger9 = Movehit
trigger10 = Anim = 3230 && animelemtime(4) >= 0
trigger10 = Random < 100
trigger11 = Anim = 3635 && animelemtime(8) >= 0
trigger11 = Random < 100
trigger12 = (stateno = [560,563]) && movehit
trigger12 = Random < 100
trigger13 = anim = 3342 && animelemtime(8) >= 10
trigger13 = Random < 200
trigger14 = anim = 3343 && (target,stateno = 3353)
trigger14 = Random < 200
trigger15 = anim = 2501 && animelemtime(8) >= 4
trigger15 = Random < 200
trigger16 = anim = 2502 && (target,stateno = 2552)
trigger16 = Random < 200
trigger17 = anim = 2701 && animelemtime(49) >= 1
trigger17 = Random < 50
trigger18 = anim = 3290 && animelemtime(5) >= 0
trigger18 = Random < 50
trigger19 = P2stateno = 9013 && random<200
trigger20 = anim = 4503 && random<100
trigger21 = P2stateno = 4540 && random<200
trigger22 = P2stateno = 32081 && random<50
trigger23 = (P2stateno = [2262,2263]) && random<100
trigger24 = (anim = [9002,9005]) && random<100
trigger25 = (anim = 3701) && random<80
trigger26 = (P2stateno = [390,391]) && random<100
trigger27 = (P2stateno = 1690) && random<100
trigger28 = (P2stateno = 32080) && random<50
trigger29 = (P2stateno = 1962) && random<100
trigger30 = (P2stateno = 1996) && random<100
trigger31 = (P2stateno = 1902) && random<100
trigger32 = (P2stateno = 1905) && random<100
trigger33 = (P2stateno = 3951) && random<30
trigger34 = (P2stateno = [3952,3954]) && random<30
trigger35 = (P2stateno = 3957) && random<30
trigger36 = (P2stateno = 2351) && random<30
anim = 2205
pos = 0,-50
postype = p2
sprpriority = 13
bindtime = 1
random = 100,100
ownpal = 1
ignorehitpause = 1

[State -2,explods]
type = Explod
triggerall = numexplod(3802) = 0
triggerall = p2movetype = H
trigger1 = p2stateno = 2263
anim = 3802
id = 3802
pos = 320, floor(ScreenPos Y) - 100
postype = Back
sprpriority = 5
facing = -1

[State -2,explods]
type = Explod
trigger1 = Movehit
trigger1 = Anim = 6986
trigger1 = Random < 50
anim = 2205
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
ignorehitpause = 1

[State -2,explods]
type = Explod
trigger1 = Movehit
trigger1 = Anim = 6986
trigger1 = Random < 50
anim = 2200
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
ignorehitpause = 1

[State -2,explods]
type = Explod
trigger1 = Movehit
trigger1 = Anim = 6986
trigger1 = Random < 50
anim = 2210
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
ignorehitpause = 1

[State -2,explods]
type = Explod
trigger1 = Movehit
trigger1 = Anim = 3360
trigger1 = Random < 120
anim = 2210
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 120,120
ownpal = 1
ignorehitpause = 1

[State -2,explods]
type = Explod
trigger1 = Movehit
trigger1 = Anim = 3360
trigger1 = Random < 110
anim = 2200
pos = 0,-50
postype = p2
sprpriority = 5
bindtime = 1
random = 120,120
ownpal = 1
ignorehitpause = 1

[State -2,explods]
type = Explod
trigger1 = Movehit
trigger1 = Anim = 3206
trigger1 = Random < 120
anim = 2210
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 120,120
ownpal = 1
ignorehitpause = 1

[State -2,explods]
type = Explod
trigger1 = Movehit
trigger1 = Anim = 3206
trigger1 = Random < 150
anim = 2200
pos = 0,-40
postype = p2
sprpriority = 5
bindtime = 1
random = 120,120
ownpal = 1
ignorehitpause = 1

[State -2,explods]
type = Explod
trigger1 = Movehit
trigger1 = Anim = 1625
trigger1 = Random < 150
anim = 2210
pos = 0,-40
postype = p2
sprpriority = 9
bindtime = 1
random = 120,120
ownpal = 1
ignorehitpause = 1

[State -2,explods]
type = Explod
trigger1 = Movehit
trigger1 = Anim = 1625
trigger1 = Random < 110
anim = 2200
pos = 0,-50
postype = p2
sprpriority = 5
bindtime = 1
random = 120,120
ownpal = 1
ignorehitpause = 1

[State -2,explods]
type = Explod
trigger1 = Movehit
trigger1 = Anim = 8000
trigger1 = Random < 20
trigger2 = Movehit
trigger2 = Anim = 8005
trigger2 = Random < 15
trigger3 = Movehit
trigger3 = Anim = 8010
trigger3 = Random < 15
trigger4 = Movehit
trigger4 = Anim = 8015
trigger4 = Random < 10
trigger5 = Movehit
trigger5 = Anim = 8020
trigger5 = Random < 20
trigger6 = Movehit
trigger6 = Anim = 8024
trigger6 = Random < 25
trigger7 = Movehit
trigger7 = Anim = 8025
trigger7 = Random < 25
anim = 2200
pos = 0,-50
postype = p2
sprpriority = 5
bindtime = 1
random = 120,120
ownpal = 1
ignorehitpause = 1

[State -2,explods]
type = Explod
trigger1 = Movehit
trigger1 = Anim = 8000
trigger1 = Random < 20
trigger2 = Movehit
trigger2 = Anim = 8005
trigger2 = Random < 15
trigger3 = Movehit
trigger3 = Anim = 8010
trigger3 = Random < 15
trigger4 = Movehit
trigger4 = Anim = 8015
trigger4 = Random < 10
trigger5 = Movehit
trigger5 = Anim = 8020
trigger5 = Random < 20
trigger6 = Movehit
trigger6 = Anim = 8024
trigger6 = Random < 25
trigger7 = Movehit
trigger7 = Anim = 8025
trigger7 = Random < 25
anim = 2210
pos = 0,-50
postype = p2
sprpriority = 5
bindtime = 1
random = 120,120
ownpal = 1
ignorehitpause = 1

[State -2,explods]
type = Explod
trigger1 = Movehit
trigger1 = Anim = 3925
trigger1 = Random < 120
anim = 2210
pos = -20,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 120,120
ownpal = 1
ignorehitpause = 1

[State -2,explods]
type = Explod
trigger1 = Movehit
trigger1 = Anim = 3925
trigger1 = Random < 120
anim = 2200
pos = -20,-50
postype = p2
sprpriority = 5
bindtime = 1
random = 120,120
ownpal = 1
ignorehitpause = 1

[State -2,explods]
type = Explod
trigger1 = Movehit
trigger1 = Anim = 3002
trigger1 = Random < 120
anim = 2210
pos = 0,20
postype = p2
sprpriority = 9
bindtime = 1
random = 120,120
ownpal = 1
ignorehitpause = 1

[State -2,explods]
type = Explod
trigger1 = Movehit
trigger1 = Anim = 3002
trigger1 = Random < 120
anim = 2200
pos = 0,20
postype = p2
sprpriority = 5
bindtime = 1
random = 120,120
ownpal = 1
ignorehitpause = 1


[State -2, sunglass]
type = envcolor
trigger1 = projhit2020 = 1
time = 1
under = 1
value = 240,240,240

; stop sounds
; run
[state -2, stopsound]
type = stopsnd
trigger1 = stateno != 100 && prevstateno = 100
trigger2 = var(59)
trigger2 = stateno != 10044 && prevstateno = 10044
channel = 4

[state -2, stopsound]
type = stopsnd
trigger1 = stateno != 100 && stateno != 10044
trigger2 = command = "holddown"
channel = 4

[state -2, stopsound]
type = stopsnd
trigger1 = stateno != 195 && prevstateno = 195
trigger2 = movetype = H
channel = 3

; sliding sound
[State -2, slidesound]
type = PlaySnd
trigger1 = P2stateno = 306
trigger1 = P2movetype = H
trigger1 = P2statetype = A
trigger1 = enemy, Vel Y > 0
trigger1 = enemy, Pos Y > 15
value = 300,0
persistent = 0

[State -2, No sound in Guanding KO]
type = AssertSpecial
triggerall = prevstateno = [120,152]
trigger1 = stateno = 5000 || stateno = 5010 || stateno = 5070
trigger1 = statetype != A
flag = Nokosnd
ignorehitpause = 1

[State 27]
type = varset
triggerall = !ishelper
triggerall = movetype = H||life < 1||!alive||sysfvar(4) != 6*gametime*gametime+66*gametime+666
triggerall = stateno != [120,159]
trigger1 = sysvar(2) = 383||sysvar(2) = 1625||sysvar(2) = 1655
trigger2 = sysvar(2) = 1551||sysvar(2) = 1552||sysvar(2) = 1885||sysvar(2) = 1881
trigger3 = sysvar(2) = 1700||sysvar(2) = 1710||sysvar(2) = 1960
trigger4 = sysvar(2) = 1990||sysvar(2) = 1860||sysvar(2) = 2501
trigger5 = sysvar(2) = 2700||sysvar(2) = 2701||sysvar(2) = 2981||sysvar(2) = 2986
trigger6 = sysvar(2) = 3000||sysvar(2) = 3003||sysvar(2) = 3200||sysvar(2) = 3202||sysvar(2) = 3205
trigger7 = sysvar(2) = 3206||sysvar(2) = 3230||sysvar(2) = 3340||sysvar(2) = 3250||sysvar(2) = 3251||sysvar(2) = 3280
trigger8 = sysvar(2) = 4502||sysvar(2) = 4503||sysvar(2) = 2600||sysvar(2) = 2602||sysvar(2) = 9010||sysvar(2) = 9011
trigger9 = sysvar(2) = 9014||sysvar(2) = 4500||sysvar(2) = 3801
trigger10 = sysvar(2) = 2900 ||sysvar(2) = 3700
trigger11 = sysvar(2) = 3701||sysvar(2) = 9000||sysvar(2) = 9001||sysvar(2) = 9002||sysvar(2) = 9004||sysvar(2) = 9005||sysvar(2) = 9006||sysvar(2) = 9007
trigger12 = sysvar(2) = 17500||sysvar(2) = 17501||sysvar(2) = 17510||sysvar(2) = 17115||sysvar(2) = 17120||sysvar(2) = 17125
var(35) = 1
persistent = 256
ignorehitpause = 1

[State 01]
type = AssertSpecial
trigger1 = !ishelper
flag = noFG
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1

[State 03]
type = targetdrop
trigger1 = !ishelper
trigger1 = target,ishelper
ignorehitpause = 1

[State -2, AssertSpecial]
type = AssertSpecial
triggerall = roundno = 1
trigger1 = stateno = 192
trigger2 = stateno = 193
trigger3 = stateno = 951
trigger4 = stateno = 952
flag = nomusic

[State beida]
type = varadd
triggerall = !ishelper
trigger1 = MoveType = H
trigger2 = sysfvar(4) != 6*gametime*gametime+66*gametime+666
fvar(0) = 1
ignorehitpause = 1

[State jishi]
type = varset
trigger1 = !ishelper
trigger1 = sysfvar(4) = 6*gametime*gametime+66*gametime+666
trigger1 = ctrl
fvar(0) = 0
ignorehitpause = 1

[State ]
type = SelfState
triggerall = !ishelper
triggerall = alive
triggerall = anim != 5201
triggerall = anim != 60060 && anim != 2900
triggerall = anim != [6400,6401]
triggerall = anim != [9011,9014]
trigger1 = Time > 400 && MoveType = H
trigger1 = var(27) >= 2
trigger2 = Pos Y > 50 && Vel Y != 0 && Time > 200
trigger2 = MoveType = H
trigger3 = Pos Y != 0 && Time > 450 && movetype = H
trigger4 = MoveType = H||sysfvar(4) != 6*gametime*gametime+66*gametime+666
trigger4 = fvar(0) >= 1000
trigger4 = var(27) >= 2
trigger5 = MoveType = H||sysfvar(4) != 6*gametime*gametime+66*gametime+666
trigger5 = MoveReversed && stateno != [120,159]
trigger5 = var(27) >= 4
trigger6 = fvar(25) && life <= 300 && !var(45)
trigger6 = movetype = H||sysfvar(4) != 6*gametime*gametime+66*gametime+666
value = 5201
IgnoreHitPause = 1

[state ]
type = Selfstate
triggerall = !ishelper
triggerall = anim != 60060 && anim != 2900
triggerall = anim != [6400,6401]
triggerall = anim != [9011,9014]
triggerall = sysfvar(4) != 6*gametime*gametime+66*gametime+666
triggerall = statetype != A
trigger1 = stateno = 0 
trigger2 = stateno = 20
trigger3 = stateno = 100
trigger4 = stateno = 5120
value = 5201
ignorehitpause = 1

[State -2]
type = SelfState
triggerall = Alive
triggerall = !IsHelper
triggerall = var(27) > 1
triggerall = var(27) < 6
trigger1 = var(26)
trigger1 = StateNo != 5150
trigger1 = StateType = L
trigger1 = MoveType = H
trigger1 = Time >= 30
value = 5120
ignorehitpause = 1

[State ]
type = selfstate
triggerall = !ishelper
trigger1 = anim = 60010||anim = 60020||anim = 60021||anim = 60030
trigger2 = anim = 60031||anim = 60040||anim = 60041||anim = 60042||anim = 60043
trigger3 = anim = 60044||anim = 60045||anim = 60060
trigger4 = anim = 6400||anim = 6401||anim = 5201
trigger5 = anim = 2900
value = anim
ctrl = 0
persistent = 256
ignorehitpause = 1

[State ]
type = selfstate
triggerall = !ishelper
triggerall = target,movetype = H||enemynear,movetype = H||var(35)||var(27) >= 5
trigger1 = anim = 200||anim = 210||anim = 250||anim = 260
trigger2 = anim = 270||anim = 303||anim = 320||anim = 316||anim = 630
trigger3 = anim = 650||anim = 500||anim = 505||anim = 510||anim = 515||anim = 520
trigger4 = anim = 530||anim = 535||anim = 545||anim = 560||anim = 561||anim = 562
trigger5 = anim = 563||anim = 1650||anim = 1653||anim = 1550||anim = 1620||anim = 1654
trigger6 = anim = 383||anim = 1625||anim = 1655
trigger7 = anim = 1551||anim = 1552
trigger8 = anim = 1700||anim = 1710||anim = 1960
trigger9 = anim = 1990||anim = 1860||anim = 2501
trigger10 = anim = 2700||anim = 2701
trigger11 = anim = 3000||anim = 3003||anim = 3200||anim = 3202||anim = 3205
trigger12 = anim = 3206||anim = 3230||anim = 3340||anim = 3250||anim = 3251||anim = 3280
trigger13 = anim = 4502||anim = 4503||anim = 2600||anim = 2602||anim = 9010||anim = 9011
trigger14 = anim = 9014||anim = 4500||anim = 3801
trigger15 = anim = 2900 ||anim = 3700
trigger16 = anim = 3701||anim = 9000||anim = 9001||anim = 9002||anim = 9004||anim = 9005||anim = 9006||anim = 9007
trigger17 = anim = 17500||anim = 17501||anim = 17510||anim = 17115||anim = 17120||anim = 17125
value = anim
ctrl = 0
persistent = 256
ignorehitpause = 1

[State ]
type = selfstate
trigger1 = ishelper(1861)
value = ifelse(anim = 1862,1862,1861)
ignorehitpause = 1

[State ]
type = selfstate
trigger1 = ishelper(1988)
value = 1988
ignorehitpause = 1

[State ]
type = selfstate
trigger1 = ishelper(100002)
value = 5150
ignorehitpause = 1

[State ]
type = selfstate
trigger1 = ishelper(1711)
value = 1711
ignorehitpause = 1

[State ]
type = selfstate
trigger1 = ishelper(171101)
value = 171101
ignorehitpause = 1

[State ]
type = selfstate
trigger1 = ishelper(1730)
value = 1730
ignorehitpause = 1

[State ]
type = selfstate
trigger1 = ishelper(1712)
value = 1712
ignorehitpause = 1

[State ]
type = selfstate
trigger1 = ishelper(171201)
value = 171201
ignorehitpause = 1

[State  ]
type = Selfstate
trigger1 = ishelper(4000)
value = 4000
persistent = 256
ignorehitpause = 1

[State  ]
type = Selfstate
trigger1 = ishelper(4010)
value = 4010
persistent = 256
ignorehitpause = 1

[State  ]
type = Selfstate
trigger1 = ishelper(4050)
value = 4050
persistent = 256
ignorehitpause = 1

[State  ]
type = Selfstate
trigger1 = ishelper(8613)
value = 8613
persistent = 256
ignorehitpause = 1

[State  ]
type = Selfstate
trigger1 = ishelper(8614)
value = 8614
persistent = 256
ignorehitpause = 1


[State ]
type = selfstate
trigger1 = !ishelper
trigger1 = !alive
value = 5150
ignorehitpause = 1

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