[Statedef 500]
type    = S
movetype= A
physics = S
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(3) < 0
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 500
value = 500
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 250

[State ]
type = velset
trigger1 = animelem = 1
X = 0
Y = 0

[State 500, 1]
type = PlaySnd
trigger1 = (animelem = 1) && (random < 800)
value = 400,0

[State 500, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 600,1

[State 500, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = ,SA
animtype  = medium
damage    = 50,10
getpower  = 45
givepower = 22
hitflag = M
guardflag = MAF
pausetime = 10,12
sparkxy = -10,-70
sparkno = s6003
hitsound   = S9999,6
guardsound = S150,1
ground.type = Low
ground.slidetime = 16
ground.hittime  = 99
ground.velocity = -5
airguard.velocity = -4.0,-3.0
air.velocity = -4,-5
air.fall = 1
air.recover = 0
fall.recover = 0
air.animtype = Back
palfx.time = 20
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
EnvShake.time = 20
EnvShake.freq = 100
EnvShake.ampl = -4


[State 500, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = ,SA
animtype  = medium
damage    = 35,10
getpower  = 45
givepower = 22
hitflag = M
guardflag = MAF
pausetime = 11,12
sparkxy = -10,-70
sparkno = s6003
Guard.Sparkno = S6005
hitsound   = S9999,6
guardsound = S150,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -6
airguard.velocity = -4.0,-3.0
air.velocity = -4,-5
air.fall = 1
air.recover = 0
fall.recover = 0
air.animtype = Back
guard.slidetime = 30
guard.velocity = -11
palfx.time = 20
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
EnvShake.time = 20
EnvShake.freq = 100
EnvShake.ampl = -4

[State 500, 3]
type = Velset
trigger1 = AnimElem = 2
x = 10

[State 500, 3]
type = Velset
trigger1 = AnimElem = 9
x = 0

[State 1000, Explod]
type = Explod
trigger1 = animelem = 2
anim = 3299
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5 && movehit
value = S2000,0

[State 500, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[statedef 510]
type    = S
movetype= A
physics = S
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(5) < 0
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 510
value = 510
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 250

[State ]
type = velset
trigger1 = animelem = 1
X = 0
Y = 0

[State 500, 1]
type = PlaySnd
trigger1 = (animelem = 1) && (random < 800)
value = 400,1

[State 500, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 2041,0

[state 510,1]
type = velset
trigger1 = animelem = 4
x = 10

[state 510,2]
type = velset
trigger1 = animelem = 6
x = 1.5

[state 510,2]
type = posadd
trigger1 = animelem = 5
trigger2 = animelem = 6
x = 10


[State 510, 3]
type = HitDef
trigger1 = !movecontact
attr = ,SA
animtype  = Hard
damage    = 40
getpower  = 45
givepower = 22
hitflag = MAF
guardflag = H
pausetime = 14,16
sparkxy = -10,-70
sparkno = s6003
Guard.Sparkno = S6005
hitsound   = S9999,6
guardsound = S150,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -6
airguard.velocity = -4.0,-3.0
air.velocity = -4,-5
air.fall = 1
air.recover = 0
fall.recover = 0
air.animtype = Back
guard.slidetime = 30
guard.velocity = -11
palfx.time = 20
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
EnvShake.time = 20
EnvShake.freq = 100
EnvShake.ampl = -4

[State ]
type = ReversalDef
triggerall = !ishelper
trigger1 = movehit
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 2
anim = 3301
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[State 510, 3]
type = EnvShake
trigger1 = animelem = 5
ampl = -2
time = 20

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = movehit = 1
value = S2000,0

[State 510, 3]
type = Velset
trigger1 = AnimElem = 7
x = 0

[State 500, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[statedef 520]
type    = S
movetype= A
physics = S
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(6) < 0
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 520
value = 520
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 250

[State ]
type = velset
trigger1 = animelem = 1
X = 0
Y = 0

[State 1000, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 1500,1

[State 1000, 0]
type = PlaySnd
trigger1 = animelem = 4
value = 2000,0

[state 520,1]
type = velset
trigger1 = animelem = 2
x = 10

[state 520,2]
type = velset
trigger1 = animelem = 4
x = 2.5

[State 1000, Explod]
type = Explod
trigger1 = animelem = 2
anim = 3293
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = movehit = 1
value = S2000,0
persistent = 0
ignorehitpause = 1

[State 520, 3]
type = HitDef
trigger1 = AnimElem = 5
attr = ,SA
animtype  = Hard
damage = 54,10
getpower = 45
givepower = 22
hitflag = MAF
guardflag = M
pausetime = 20,22
sparkxy = -10,-70
sparkno = s6003
Guard.Sparkno = S6005
hitsound = S2200,0
guardsound = s150,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 25
ground.velocity = -5
airguard.velocity = -4.0,-3.0
air.velocity = -4,-5
air.recover = 0
fall.recover = 0
fall = 0
air.fall = 1
fall.recover = 0
guard.slidetime = 30
guard.velocity = -11
palfx.time = 20
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
EnvShake.time = 20
EnvShake.freq = 100
EnvShake.ampl = -4

[State ]
type = ReversalDef
triggerall = !ishelper
trigger1 = movehit
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 520, 3]
type = EnvShake
trigger1 = animelem = 5
ampl = -4
time = 30

[State 520, 3]
type = Velset
trigger1 = AnimElem = 6
x = 0

[State 520, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;1 attack
[Statedef 505]
type    = S
movetype= A
physics = S
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(3) < 0
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 505
value = 505
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 250

[State ]
type = velset
trigger1 = animelem = 1
X = 0
Y = 0

[State 500, 1]
type = PlaySnd
trigger1 = (animelem = 1) && (random < 800)
value = 400,0

[State 500, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 600,1

[State 500, 2]
type = HitDef
trigger1 = animelem = 3
attr = ,SA
animtype  = Hard
damage = 50,10
getpower  = 45
givepower = 22
hitflag = MAF
guardflag = M
pausetime = 11,13
sparkxy = -15,-60
sparkno = s6003
Guard.Sparkno = S6005
hitsound   = S9999,6
guardsound = S150,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 99
ground.velocity = -6
airguard.velocity = -4.0,-3.0
guard.slidetime = 30
guard.velocity = -11
air.velocity = -4,-5
ground.cornerpush.veloff = 0
air.fall = 1
air.recover = 0
fall.recover = 0
air.animtype = Back
palfx.time = 20
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
EnvShake.time = 20
EnvShake.freq = 100
EnvShake.ampl = -4

[State 1000, Explod]
type = Explod
trigger1 = animelem = 2
anim = 3304
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[State 500, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = ,SA
animtype  = Hard
damage = 45,10
getpower  = 45
givepower = 22
hitflag = MAFL
guardflag = M
pausetime = 11,12
sparkxy = -10,-70
sparkno = s6003
Guard.Sparkno = S6005
hitsound   = s9999,2
guardsound = S150,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -6
airguard.velocity = -4.0,-3.0
guard.slidetime = 30
guard.velocity = -5
air.velocity = -4,-5
air.fall = 1
air.recover = 0
fall.recover = 0
air.animtype = Back
palfx.time = 20
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
EnvShake.time = 20
EnvShake.freq = 100
EnvShake.ampl = -4

[State 500, 3]
type = Velset
trigger1 = AnimElem = 1
x = 10

[State 500, 3]
type = Velset
trigger1 = AnimElem = 9
x = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5 && movehit
value = S2000,0

[State 500, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;second combo
[statedef 515]
type    = S
movetype= A
physics = S
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(7) < 0
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 515
value = 515
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 250

[State ]
type = velset
trigger1 = animelem = 1
X = 0
Y = 0


[State 500, 1]
type = PlaySnd
trigger1 = (animelem = 1) && (random < 800)
value = 400,1

[State 500, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 2041,0

[State 1000, Explod]
type = Explod
trigger1 = animelem = 2
anim = 3303
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[state 510,1]
type = velset
trigger1 = animelem = 3
x = 10

[state 510,2]
type = velset
trigger1 = animelem = 6
trigger2 = animelem = 7
x = 1.5

[state 510,2]
type = posadd
trigger1 = animelem = 5
trigger2 = animelem = 6
x = 10


[State 510, 3]
type = HitDef
trigger1 = animelem = 7
attr = ,SA
animtype  = Hard
damage    = 50
getpower  = 45
givepower = 22
hitflag = MAFL
guardflag = H
pausetime = 14,16
sparkxy = -10,-70
sparkno = s6003
Guard.Sparkno = S6005
hitsound   = S9999,6
guardsound = S150,1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -5
airguard.velocity = -4.0,-3.0
guard.slidetime = 30
guard.velocity = -11
air.velocity = -4,-5
air.fall = 1
air.recover = 0
fall.recover = 0
air.animtype = Back
palfx.time = 20
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
EnvShake.time = 20
EnvShake.freq = 100
EnvShake.ampl = -6

[State ]
type = ReversalDef
triggerall = !ishelper
trigger1 = movehit
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = movehit = 1
value = S2000,0
persistent = 0
ignorehitpause = 1

[State 510, 3]
type = EnvShake
trigger1 = animelem = 8
ampl = -2
time = 20

[State 510, 3]
type = Velset
trigger1 = AnimElem = 10
x = 0

[State 500, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;second combo
[statedef 530]
type    = S
movetype= A
physics = S
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(4) < 0
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 530
value = 530
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 250

[State ]
type = velset
trigger1 = animelem = 1
X = 0
Y = 0

[State 500, 1]
type = PlaySnd
trigger1 = (animelem = 1) && (random < 800)
value = 400,1

[State 500, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 2041,0


[state 510,1]
type = velset
trigger1 = animelem = 1
x = 5

[state 510,2]
type = velset
trigger1 = animelem = 6
trigger2 = animelem = 7
x = 2.5

[state 510,2]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 12


[State 510, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = ,SA
animtype  = Hard
damage = 45,10
getpower  = 45
givepower = 22
hitflag = MAFL
guardflag = H
pausetime = 10,16
sparkxy = -10,-30
sparkno = s6003
Guard.Sparkno = S6005
hitsound   = S240,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 30
ground.velocity = -5
airguard.velocity = -4.0,-3.0
guard.slidetime = 30
guard.velocity = -11
air.velocity = -4,-5
air.fall = 1
air.recover = 0
fall.recover = 0
air.animtype = Back
EnvShake.time = 20
EnvShake.freq = 100
EnvShake.ampl = -4

[State ]
type = ReversalDef
triggerall = !ishelper
trigger1 = movehit
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 2
anim = 3302
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[State 510, 3]
type = EnvShake
trigger1 = animelem = 8
ampl = -2
time = 20

[State 510, 3]
type = Velset
trigger1 = AnimElem = 10
x = 0

[State 500, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[statedef 535]
type    = S
movetype= A
physics = S
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(5) < 0
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 535
value = 535
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 250

[State ]
type = velset
trigger1 = animelem = 1
X = 0
Y = 0

[State 1000, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 1500,1

[State 1000, 0]
type = PlaySnd
trigger1 = animelem = 3
value = 2000,0


[state 520,1]
type = velset
trigger1 = animelem = 2
x = 10

[state 520,2]
type = velset
trigger1 = animelem = 18
x = 2.5

;[state 510,2]
;type = posadd
;trigger1 = animelem = 3
;trigger2 = animelem = 4
;x = 10


[State 520, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = , SA
animtype  = Diagup
damage = 45,10
getpower  = 45
givepower = 22
hitflag = MAFL
guardflag = M
pausetime = 35,36
sparkxy = -10,-70
sparkno = s6003
Guard.Sparkno = S6005
hitsound = S2200,1
guardsound = s150,1
guardsound = 6,0
;ground.type = High
ground.slidetime = 14
ground.hittime  = 20
ground.velocity = -7,-5
;airguard.velocity = -4.0,-3.0
air.velocity = -4,-5
guard.slidetime = 30
guard.velocity = -11
fall.recover = 0
;air.animtype = Back
fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
EnvShake.time = 20
EnvShake.freq = 100
EnvShake.ampl = -6

[State ]
type = ReversalDef
triggerall = !ishelper
trigger1 = movehit
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State ]
type = targetstate
trigger1 = !ishelper
trigger1 = movehit = 1
value = 390
ignorehitpause = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 2
anim = 3295
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[State 520, 3]
type = EnvShake
trigger1 = animelem = 4
ampl = -4
time = 30

[State 520, 3]
type = Velset
trigger1 = AnimElem = 22
x = 0

[State 520, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;third combo I
[statedef 545]
type    = S
movetype= A
physics = S
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(6) < 0
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 545
value = 545
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 250

[State ]
type = velset
trigger1 = animelem = 1
X = 0
Y = 0

[State 1000, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 1500,1

[State 1000, 0]
type = PlaySnd
trigger1 = animelem = 3
value = 2000,0

[state 520,1]
type = velset
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 4
x = 15

[state 520,2]
type = velset
trigger1 = animelem = 6
x = 3

[State 520, 3]
type = HitDef
trigger1 = !movecontact
attr = , SA
animtype  = Hard
damage    = 55
getpower  = 85
givepower = 22
hitflag = MAFL
guardflag = M
pausetime = 35,36
sparkxy = -50,-100
sparkno = s6003
Guard.Sparkno = S6005
hitsound = S2200,1
guardsound = S150,1
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -1.5, -12
air.velocity = -1.5, -12
air.animtype = Back
fall = 0
air.fall = 0
fall.recover = 0
envshake.ampl = 7
envshake.time = 20
envshake.phase = 90
palfx.time = 30
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
P2stateno = 1041

[State ]
type = ReversalDef
triggerall = !ishelper
trigger1 = movehit
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 4
anim = 3306
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[State 520, 3]
type = EnvShake
trigger1 = animelem = 5
ampl = 7
time = 30

[State 520, 3]
type = Velset
trigger1 = AnimElem = 7
x = 0

[State 520, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[statedef 560]
type    = S
movetype= A
physics = S
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(6) < 0
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 560
value = 560
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 250

[State ]
type = velset
trigger1 = animelem = 1
X = 0
Y = 0

[State ]
type = AfterImage
trigger1 = !ishelper
trigger1 = animelemtime(1) = 0
time = 2
PalBright = -160,-120,0
PalContrast = 256,0,0
PalAdd = 0, 0, 0
PalMul = 1,1,1
Length = 8
FrameGap = 1
TimeGap = 4
Trans = add
IgnoreHitPause = 1 

[State ]
type = AfterImageTime
trigger1 = !ishelper
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(6) < 0
time = 2
IgnoreHitPause = 1 

[State ]
Type = width
trigger1 = !ishelper
edge = 40,0
IgnoreHitPause = 1 

[State ]
Type = playsnd
trigger1 = !ishelper
trigger1 = animelemtime(6) = 0
value = S560,0
volunme = 255
IgnoreHitPause = 1 

[State ]
Type = playsnd
trigger1 = !ishelper
trigger1 = animelemtime(6) = 0
value = S560,2
volunme = 255
IgnoreHitPause = 1 

[State ]
Type = envshake
trigger1 = !ishelper
trigger1 = animelemtime(6) = 0
ampl = 10
time = 20
freq = 100
IgnoreHitPause = 1 

[state 520,1]
type = velset
trigger1 = animelem = 2
x = 12

[state 520,2]
type = velset
trigger1 = animelem = 4
x = 2.5

[State ]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(6) = 0
anim = 1755
sprpriority = -1
postype = p1
pos = 0,0
scale = 0.4,0.4
bindtime = 1
removetime = -2
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = movehit = 1
value = S2000,0
persistent = 0
ignorehitpause = 1

[State 520, 3]
type = HitDef
trigger1 = AnimElem = 6
attr = ,SA
animtype  = Hard
damage = 50,10
getpower = 25
givepower = 22
hitflag = MAF
guardflag = M
pausetime = 20,22
sparkxy = -10,-70
sparkno = S6014
Guard.Sparkno = S6005
hitsound = S221,0
guardsound = s150,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 25
ground.velocity = -5
airguard.velocity = -4.0,-3.0
air.velocity = -4,-5
air.recover = 0
fall.recover = 0
fall = 0
air.fall = 1
fall.recover = 0
guard.slidetime = 30
guard.velocity = -11
palfx.time = 20
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
EnvShake.time = 20
EnvShake.freq = 100
EnvShake.ampl = -4

[State ]
type = ReversalDef
triggerall = !ishelper
trigger1 = movehit
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 520, 3]
type = Velset
trigger1 = AnimElem = 6
x = 0

[State 520, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[statedef 561]
type    = S
movetype= A
physics = S
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(7) < 0
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 561
value = 561
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 250

[State ]
type = velset
trigger1 = animelem = 1
X = 0
Y = 0

[State ]
type = AfterImage
trigger1 = !ishelper
trigger1 = animelemtime(1) = 0
time = 2
PalBright = -160,-120,0
PalContrast = 256,0,0
PalAdd = 0, 0, 0
PalMul = 1,1,1
Length = 8
FrameGap = 1
TimeGap = 4
Trans = add
IgnoreHitPause = 1 

[State ]
type = AfterImageTime
trigger1 = !ishelper
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(8) < 0
time = 2
IgnoreHitPause = 1 

[State ]
Type = width
trigger1 = !ishelper
edge = 40,0
IgnoreHitPause = 1 

[State ]
Type = playsnd
trigger1 = !ishelper
trigger1 = animelemtime(7) = 0
value = S560,0
volunme = 255
IgnoreHitPause = 1 

[State ]
Type = playsnd
trigger1 = !ishelper
trigger1 = animelemtime(7) = 0
value = S560,1
volunme = 255
IgnoreHitPause = 1 

[State ]
Type = envshake
trigger1 = !ishelper
trigger1 = animelemtime(7) = 0
ampl = 10
time = 20
freq = 100
IgnoreHitPause = 1 

[state 520,1]
type = velset
trigger1 = animelem = 2
x = 12

[state 520,2]
type = velset
trigger1 = animelem = 4
x = 2.5

[State ]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(7) = 0
anim = 1756
sprpriority = 666
postype = p1
pos = 90,-210
scale = 0.7,0.7
bindtime = 1
removetime = -2
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1


[State 1000, PlaySnd]
type = PlaySnd
trigger1 = movehit = 1
value = S2000,0
persistent = 0
ignorehitpause = 1

[State 520, 3]
type = HitDef
trigger1 = AnimElem = 7
attr = ,SA
animtype  = Hard
damage = 50,10
getpower = 25
givepower = 22
hitflag = MAF
guardflag = M
pausetime = 20,22
sparkxy = -10,-70
sparkno = S6014
Guard.Sparkno = S6005
hitsound = S221,0
guardsound = s150,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 25
ground.velocity = -5
airguard.velocity = -4.0,-3.0
air.velocity = -4,-5
air.recover = 0
fall.recover = 0
fall = 0
air.fall = 1
fall.recover = 0
guard.slidetime = 30
guard.velocity = -11
palfx.time = 20
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
EnvShake.time = 20
EnvShake.freq = 100
EnvShake.ampl = -4

[State ]
type = ReversalDef
triggerall = !ishelper
trigger1 = movehit
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 520, 3]
type = Velset
trigger1 = AnimElem = 7
x = 0

[State 520, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[statedef 562]
type    = S
movetype= A
physics = S
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(4) < 0
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 562
value = 562
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 250

[State ]
type = velset
trigger1 = animelem = 1
X = 0
Y = 0

[State ]
type = AfterImage
trigger1 = !ishelper
trigger1 = animelemtime(1) = 0
time = 2
PalBright = -160,-120,0
PalContrast = 256,0,0
PalAdd = 0, 0, 0
PalMul = 1,1,1
Length = 8
FrameGap = 1
TimeGap = 4
Trans = add
IgnoreHitPause = 1 

[State ]
type = AfterImageTime
trigger1 = !ishelper
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(4) < 0
time = 2
IgnoreHitPause = 1 

[State ]
Type = width
trigger1 = !ishelper
edge = 40,0
IgnoreHitPause = 1 

[State ]
Type = playsnd
trigger1 = !ishelper
trigger1 = animelemtime(4) = 0
value = S560,0
volunme = 255
IgnoreHitPause = 1 

[State ]
Type = playsnd
trigger1 = !ishelper
trigger1 = animelemtime(4) = 0
value = S560,2
volunme = 255
IgnoreHitPause = 1 

[State ]
Type = envshake
trigger1 = !ishelper
trigger1 = animelemtime(4) = 0
ampl = 10
time = 20
freq = 100
IgnoreHitPause = 1 

[state 520,1]
type = velset
trigger1 = animelem = 2
x = 12

[state 520,2]
type = velset
trigger1 = animelem = 4
x = 0

[State ]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(4) = 0
anim = 1757
sprpriority = 666
postype = p1
pos = 120,0
scale = 0.45,0.45
bindtime = 1
removetime = -2
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = movehit = 1
value = S2000,0
persistent = 0
ignorehitpause = 1

[State 520, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = ,SA
animtype  = Hard
damage = 50,10
getpower = 25
givepower = 22
hitflag = MAF
guardflag = M
pausetime = 20,22
sparkxy = -10,-70
sparkno = S6014
Guard.Sparkno = S6005
hitsound = S221,0
guardsound = s150,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 25
ground.velocity = -5
airguard.velocity = -4.0,-3.0
air.velocity = -4,-5
air.recover = 0
fall.recover = 0
fall = 0
air.fall = 1
fall.recover = 0
guard.slidetime = 30
guard.velocity = -11
palfx.time = 20
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
EnvShake.time = 20
EnvShake.freq = 100
EnvShake.ampl = -4
P2stateno = 580

[State ]
type = ReversalDef
triggerall = !ishelper
trigger1 = movehit
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 3000, 7]
type = TargetState
trigger1 = target,prevstateno = 580
trigger1 = target,movetype != H
value = 581
ignorehitpause = 1

[State 520, 3]
type = Velset
trigger1 = AnimElem = 8
x = 0

[State 520, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[statedef 563]
type    = S
movetype= A
physics = N
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(6) < 0
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 563
value = 563
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 250

[State ]
type = velset
trigger1 = animelem = 1
X = 0
Y = 0

[State ]
type = AfterImage
trigger1 = !ishelper
trigger1 = animelemtime(1) = 0
time = 2
PalBright = -160,-120,0
PalContrast = 256,0,0
PalAdd = 0, 0, 0
PalMul = 1,1,1
Length = 8
FrameGap = 1
TimeGap = 4
Trans = add
IgnoreHitPause = 1 

[State ]
type = AfterImageTime
trigger1 = !ishelper
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(6) < 0
time = 2
IgnoreHitPause = 1 

[State ]
Type = width
trigger1 = !ishelper
edge = 40,0
IgnoreHitPause = 1 

[State ]
Type = playsnd
trigger1 = !ishelper
trigger1 = animelemtime(6) = 0
value = S560,0
volunme = 255
IgnoreHitPause = 1 

[State ]
Type = playsnd
trigger1 = !ishelper
trigger1 = animelemtime(6) = 0
value = S560,1
volunme = 255
IgnoreHitPause = 1 

[State ]
Type = envshake
trigger1 = !ishelper
trigger1 = animelemtime(6) = 0
ampl = 10
time = 20
freq = 100
IgnoreHitPause = 1 

[state 520,1]
type = velset
trigger1 = animelem = 2
x = 12

[State ]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(6) = 0
anim = 1757
sprpriority = 666
postype = p1
pos = 120,0
scale = 0.45,0.45
bindtime = 1
removetime = -2
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
ignorehitpause = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = movehit = 1
value = S2000,0
persistent = 0
ignorehitpause = 1

[State 520, 3]
type = HitDef
trigger1 = AnimElem = 6
attr = ,SA
animtype  = Hard
damage = 50,10
getpower = 25
givepower = 22
hitflag = MAF
guardflag = M
pausetime = 5,10
sparkxy = -10,-70
sparkno = S6014
Guard.Sparkno = S6005
hitsound = S240,0
guardsound = s150,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 25
ground.velocity = -5
airguard.velocity = -4.0,-3.0
air.velocity = -4,-5
air.recover = 0
fall.recover = 0
fall = 0
air.fall = 1
fall.recover = 0
guard.slidetime = 30
guard.velocity = -11
palfx.time = 20
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
EnvShake.time = 20
EnvShake.freq = 100
EnvShake.ampl = -4
P2stateno = 580

[State ]
type = ReversalDef
triggerall = !ishelper
trigger1 = movehit
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 3000, 7]
type = TargetState
trigger1 = target,prevstateno = 580
trigger1 = target,movetype != H
value = 581
ignorehitpause = 1

[State 520, 3]
type = Velset
trigger1 = AnimElem = 8
x = 0

[State 520, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 580]
type = S
movetype = H
physics = N
velset = 5,4
facep2 = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 13121]
type = lifeset
trigger1 = life <= 5
ignorehitpause = 1
value = 0

[State 865, 2]
type = VelAdd
trigger1 = 1
y = .4

[State 865, 3]
type = ChangeAnim2
trigger1 = Time = 0
value = 580

[State 865, 5]
type = ChangeState
trigger1 = Pos Y >= 1
trigger1 = Vel Y > 0
trigger2 = time >= 10
value = 581

[Statedef 581]
type     = A
movetype = H
physics  = N

[State 1028, Velset]
type = VelSet
trigger1 = Time = 0
y = -7

[State 1028, Velset]
type = VelSet
trigger1 = Time = 0
x = -5

[State 1028, VelAdd]
type = VelAdd
trigger1 = 1
y = .27

[State 1028, ChangeAnim]
type = ChangeAnim2
trigger1 = Time = 0
value = 581

[State 1000, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 1
under = 1

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 13121]
type = lifeset
trigger1 = life <= 5
ignorehitpause = 1
value = 0

[State 1000, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 10
freq = 30
ampl = -10

[State 1028, SelfState]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;---------------------
; 1040 fwd_D shell
[Statedef 1040]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State ]
type = changeanim
trigger1 = anim != 1040
value = 1040
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 80

[State 1000, Pause]
type = Pause
triggerall = RoundState = 2
triggerall = time = [8,30]
trigger1 = p2movetype = H
time = 1
movetime = 1
ignorehitpause = 1

[State 1040, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 1040,1

[State 1040, 0]
type = PlaySnd
trigger1 = animelem = 5
value = 1040,0

[State 1040, Nothitby]
type = NotHitBy
trigger1 = Time = 5
value = SA
time = 3

[State 1040, 2]
type = explod
trigger1 = animelem = 1
Anim = 1002
Removetime = -2
bindtime = 1
pos = 4,-45
sprpriority = 2
shadow = 68,68,68

[State 1040, Projectile]
type = Projectile
trigger1 = AnimElem = 3
ProjRemoveTime = 23
ProjAnim = 1030
ProjHitAnim = 1030
ProjID = 1030
offset = 12,-2
velocity = 0,0
accel = 0,0
attr = SCA,SA
hitflag = MAF
guardflag = M
projshadow = 68,68,68
damage = 62,10
animtype = Hard
getpower = 62
givepower = 50
guardflag = L
pausetime = 6,14
guard.pausetime = 0,8
sparkno = S6003
sparkxy = 100,-75
guard.sparkno = s6005
yaccel = 0.48
hitsound = s9999,12
guardsound = s150,1
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -2.5, -10
air.velocity = -2.5, -10 
air.animtype = Back
fall = 0
air.fall = 0
fall.recover = 0
envshake.Time = 10
envshake.ampl = 5
envshake.phase = 90
palfx.time = 60
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
P2stateno = 1041


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

[Statedef 1041]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 1041, 0]
type = ChangeAnim2
trigger1 = hitshakeover = 0
value = 1041

[State 1041, 0]
type = ForceFeedBack
trigger1 = hitshakeover = 0
time = 1
waveform = square

[State 1041, 0]
type = ChangeState
trigger1 = hitshakeover = 1
value = 1042

;part2
[Statedef 1042]
type = A
movetype= H
physics = N
ctrl = 0

[State 1042, 0]
type = changeanim2
trigger1 = time = 0
value = 1041

[State 1042, 2]
type = ChangeAnim
trigger1 = anim = 1041
trigger1 = animtime = 0
trigger1 = AnimExist(5035)
value = 5030

[State 1042, 2]
type = ChangeAnim
trigger1 = anim = 5030
trigger1 = animtime = 0
trigger1 = AnimExist(5035)
value = 5035

[State 1042, 2]
type = ChangeAnim
triggerall = Anim = 5030 || Anim = 5035
trigger1 = AnimTime = 0
trigger1 = AnimExist(5050)
value = 5050

[State 1042, 2]
type = ChangeAnim
triggerall = Anim = 5050
trigger1 = AnimTime = 0
trigger1 = AnimExist(5060)
value = 5060

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 1042, 0]
type = HitVelSet
trigger1 = time = 0
x = 1
y = 1

[State 1042, 1]
type = VelAdd
trigger1 = 1
y = ifelse( GetHitVar(yaccel)!=0 , GetHitVar(yaccel) , 0.45)

[State 1042, 10]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y > 15
value = 5100


[Statedef 1500]
type	= S
movetype= A
physics = S
ctrl = 0
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 1500
value = 1500
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 200

[State 1500, burn]
type = varset
trigger1 = movehit
var(3) = 1

[State 1500, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 1500,1

[State 1500, 0]
type = PlaySnd
trigger1 = animelem = 5
value = 2041,0
persistent = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 1500,0
persistent = 0

[State 1500, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 5

[State 1500, 2]
type = PosAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
x = 8

[State 1000, 0]
type = PlaySnd
trigger1 = movehit = 1
value = 9999,12
persistent = 0

[State 1500, 5]
type = Explod
trigger1 = animelem = 2, = 0
anim = 1530
postype = p1
pos = -10,-26
sprpriority = -2
bindtime = 1
ownpal = 1

[State 1500, 6]
type = Explod
trigger1 = animelem = 4, = 2
anim = 1520
postype = p1
pos = -20,-34
ID = 1500
sprpriority = 3
ignorehitpause = 0
bindtime = 1
ownpal = 1

[State 1200, 1]
type = ReversalDef
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(4) < 0
attr = ,SP
reversal.attr = SCA, AA, AP, AT
numhits = 0
pausetime = 13,17
sparkxy = 10, -0
sparkno = s-1
hitsound = s-1
guardsound = S-1
p2facing = 1

[State 1500, 3]
type = HitDef
trigger1 = animelem = 4
trigger2 = animelem = 5
attr = ,SA
animtype = Medium
damage = 100,12
getpower = 63
sparkno = s6011
priority = 6
guardflag = M
yaccel = 0.5
sparkxy = -10,-55
pausetime = 12,12
hitsound = S9999,1
guardsound = S150,1
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -2.0,-10
guard.velocity = -3.5
air.velocity = -2.0,-10
air.animtype = Back
fall = 1
fall.recover = 0
EnvShake.time = 10
EnvShake.freq = 100
EnvShake.ampl = -4
palfx.time = 50
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0

[State 1500, 4]
type = HitDef
trigger1 = animelem = 6
attr = ,SA
animtype = Medium
damage = 40,12
getpower = 42
sparkno = s6011
priority = 6
guardflag = M
yaccel = 0.5
sparkxy = -10,-55
pausetime = 14,14
hitsound = S9999,1
guardsound = S150,1
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3.0 + (movehit)*1,-10
guard.velocity = -4.0
air.velocity = -2.0,-12
air.animtype = Back
fall = 1
fall.recover = 0
EnvShake.time = 10
EnvShake.freq = 100
EnvShake.ampl = -4
palfx.time = 50
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0

[State 1500, 5]
type = Explod
trigger1 = animelem = 6, = 1
anim = 1510
postype = p1
pos = 24,-36
ID = 1500
shadow = 64,64,64
sprpriority = 2
ignorehitpause = 0
bindtime = 22
ownpal = 1

[State 1500, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1501

;------------------In Air
[Statedef 1501]
type = A
movetype = A
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 1501
value = 1501
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 200

[State ]
type = velset
trigger1 = animelem = 1
X = 0
Y = -5

;[State 1500, burn]
;type = varset
;trigger1 = movehit
;var(3) = 1

[State 1501, 2]
type = VelAdd
trigger1 = animelemtime(1) > 0
y = 0.48

[State 1501, 0]
type = PlaySnd
trigger1 = animelem = 5
value = 1500,0
persistent = 0

[State 1501, 6]
type = HitDef
trigger1 = animelem = 1
attr = , SA
animtype = Hard
damage = 100,12
getpower = 63
sparkno =s6011
sparkxy = 0,-60
hitflag = MAF
guardflag = M
yaccel = 0.5
pausetime = 8,8
hitsound = S9999,1
guardsound = S150,1
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1.5,-10
air.velocity = -1.5,-10
air.animtype = Back
fall = 1
fall.recover = 0
EnvShake.time = 10
EnvShake.freq = 100
EnvShake.ampl = -4
palfx.time = 40
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
P2stateno = 1590

[State 1501, 8]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 312
ctrl = 0

[Statedef 1590]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 1041, 0]
type = ChangeAnim2
trigger1 = hitshakeover = 0
value = 1041

[State 1041, 0]
type = ForceFeedBack
trigger1 = hitshakeover = 0
time = 1
waveform = square

[State 1041, 0]
type = ChangeState
trigger1 = hitshakeover = 1
value = 1042

;part2
[Statedef 1591]
type = A
movetype= H
physics = N
ctrl = 0

[State 1042, 0]
type = changeanim2
trigger1 = time = 0
value = 1041

[State 1042, 2]
type = ChangeAnim
trigger1 = anim = 1041
trigger1 = animtime = 0
trigger1 = AnimExist(5035)
value = 5030

[State 1042, 2]
type = ChangeAnim
trigger1 = anim = 5030
trigger1 = animtime = 0
trigger1 = AnimExist(5035)
value = 5035

[State 1042, 2]
type = ChangeAnim
triggerall = Anim = 5030 || Anim = 5035
trigger1 = AnimTime = 0
trigger1 = AnimExist(5050)
value = 5050

[State 1042, 2]
type = ChangeAnim
triggerall = Anim = 5050
trigger1 = AnimTime = 0
trigger1 = AnimExist(5060)
value = 5060

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 1042, 0]
type = HitVelSet
trigger1 = time = 0
x = 1
y = 1

[State 1042, 1]
type = VelAdd
trigger1 = 1
y = ifelse( GetHitVar(yaccel)!=0 , GetHitVar(yaccel) , 0.45)

[State 1042, 10]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y > 15
value = 5100

[Statedef 1503]
type	= S
movetype= A
physics = S
ctrl = 0
velset = 0,0
facep2 = 1
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 1503
value = 1503
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 200

[State 1200, 1]
type = ReversalDef
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(4) < 0
attr = ,SP
reversal.attr = SCA, AA, AP, AT
numhits = 0
pausetime = 13,17
sparkxy = 10, -0
sparkno = s-1
hitsound = s-1
guardsound = S-1
p2facing = 1

[State 1500, 0]
type = PlaySnd
trigger1 = animelem = 3
value = 1500,0
volume = 255

[State 1503, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 1500,1

[State 1503, 0]
type = PlaySnd
trigger1 = animelem = 5
value = 2041,0
persistent = 0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 5

[State 1500, burn]
type = varset
trigger1 = movehit
var(3) = 1

[State 1503, 2]
type = PosAdd
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
x = 10

[State 1503, 3]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
attr = ,SA
animtype = Medium
damage = 42,9
getpower = 25,25
givepower = 16,16
hitflag = HLAFD
guardflag = M
sparkno = s6003
sparkxy = -10,-55
pausetime = 12,12
hitsound = S9999,6
guardsound = S150,1
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -3
air.velocity = -1,-4
air.animtype = Back
fall.recover = 0
air.fall = 1
EnvShake.time = 10
EnvShake.freq = 100
EnvShake.ampl = -4
palfx.time = 18
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0

[State 1503, 3]
type = HitDef
trigger1 = AnimElem = 6
attr = , SA
animtype = hard
damage = 42,9
getpower = 25,25
givepower = 16,16
hitflag = MAF
guardflag = MA
sparkno = s6003
sparkxy = -10,-55
pausetime = 12,12
hitsound = S9999,6
guardsound = S150,1
ground.type = Low
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -2,-6
air.velocity = -2,-5
air.animtype = Back
fall = 1
fall.recover = 0
air.fall = 1
EnvShake.time = 10
EnvShake.freq = 100
EnvShake.ampl = -4
palfx.time = 60
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
ID = 1503

[State 1000, Target]
type = TargetBind
triggerall = numtarget(1503)
triggerall = !target,ishelper
trigger1 = movehit
trigger1 = !win
trigger1 = enemynear(fvar(37)),statetype = A
pos = 40,0-(0.01*time)
ignorehitpause = 1

[State 1503, 4]
type = Explod
trigger1 = animelem = 1
anim = 1530
postype = p1
pos = -16,-26
sprpriority = -2
bindtime = 1
ownpal = 1

[State 1503, 5]
type = explod
trigger1 = animelem = 4, = 2
Anim = 1520
pos = -20,-34
sprpriority = 3
postype = p1
ID = 1500
bindtime = 18
ownpal = 1

[State 1503, 5]
type = Explod
trigger1 = animelem = 6, = 1
anim = 1510
postype = p1
pos = 24,-36
ID = 1500
shadow = 64,64,64
sprpriority = 2
ignorehitpause = 0
bindtime = 22
ownpal = 1

[State 1503, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 1504

;------------------In Air
[Statedef 1504]
type = A
movetype = A
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 1504
value = 1504
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 20

[State ]
type = velset
trigger1 = animelem = 1
X = 5
Y = -10

[State 1504, 1]
type = VelAdd
trigger1 = animelemtime(1) > 0
y = 0.55

[State 1500, burn]
type = varset
trigger1 = movehit
var(3) = 1

[State 1504, 4]
type = HitDef
trigger1 = AnimElem = 2
attr = ,SA
animtype = Hard
damage = 40,10
getpower = 25,25
givepower = 16,16
sparkno = s6003; 2
sparkxy = 0,-60
pausetime = 12,12
guardflag = MA
hitsound = S9999,6
guardsound = S150,1
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -2,-9
air.velocity = -2,-9
air.animtype = Back
fall = 1
fall.recover = 0
air.fall = 1
EnvShake.time = 10
EnvShake.freq = 100
EnvShake.ampl = -4
palfx.time = 60
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
yaccel = .5
ID = 1504

[State 1000, Target]
type = TargetBind
triggerall = numtarget(1504)
triggerall = !target,ishelper
trigger1 = movehit
trigger1 = !win
trigger1 = enemynear(fvar(37)),statetype = A
pos = 40,0-(0.01*time)
ignorehitpause = 1

[State 1504, 4]
type = ChangeState
trigger1 = var(59)
trigger1 = AnimElem = 3, = 4
trigger1 = movecontact
value = ifelse(random<500,1970,1505)
ctrl = 0

[State 1504, 4]
type = ChangeState
trigger1 = !var(59)
trigger1 = AnimElemtime(4) >= 0
trigger1 = movecontact
trigger1 = command = "y"
value = 1505
ctrl = 0


[State 1504, 6]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 312
ctrl = 0

;--------------------
;1505 fwd_D in air
[Statedef 1505]
type = A
movetype = A
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 1505
value = 1505
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 250

[State 1505 , 4]
type = VelAdd
trigger1 = animelemtime(1) > 0
y = 0.45

[State 1000, 0]
type = PlaySnd
trigger1 = animelemtime(2) = 1
value = s400,1

[State 1000, 0]
type = PlaySnd
trigger1 = movehit
value = s2000,0
persistent = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3, = 1
value = S1040,0
volume = 255

[State 1505 , 5]
type = explod
trigger1 = animelem = 3, = 1
Anim = 1540
pos = 20,-80
sprpriority = 2
shadow = 64,64,64
postype = p1
bindtime = 13
ownpal = 1

[State 1000, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 5
y = -1.5

[State 1505 , 6]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = (AnimElem = 5) && (!movecontact)
trigger3 = (AnimElem = 6) && (!movecontact)
attr = ,SA
animtype = Hard
damage = 40,9
getpower = 25,25
givepower = 16,16
sparkno = s6003
hitflag = MAF
guardflag = L
sparkxy = -30,-60
pausetime = 18,20
hitsound = S240,0
guardsound = S150,1
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -10,10
air.velocity = -10,10
air.animtype = Back
fall = 1
fall.recover = 0
air.fall = 1
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -15
palfx.time = 36
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
p2stateno = 1290

[State 1505 , 10]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 312
ctrl = 0


[Statedef 1290]
type    = S
movetype= H
physics = N
velset = 0,0

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 5000, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 1291 ;HITG_SLID

[State 5000, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 1291
;-------------------------------------------------------------------------------
[Statedef 1291]
type    = A
movetype= H
physics = N
ctrl = 0

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5040, 4]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5030, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)

[State 5210, 1]
type = changeanim
trigger1 = Time = 0
value = 5050

[State 1830]
type = changeState
triggerall = alive = 1
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1292

[State 1000, ChangeState]
type = SelfState
triggerall = alive = 0
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100
;---------------------------------------------------------------------------
[Statedef 1292]
type    = A
movetype= H
physics = N
facep2  = 1

[State 1000, PosSet]
type = PosSet
trigger1 = time = [0,4]
y = -30

[State 1000, VelSet]
type = VelSet
trigger1 = time = [0,4]
x = 0

[State 1000, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 1
under = 1

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 1000, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 50
freq = 100
ampl = -10

[State 1000, Explod]
type = Explod
trigger1 = time = 0
anim = f65
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[State 1000, Explod]
type = Explod
trigger1 = time = 0
anim = f64
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = -9999

[State 1000, Explod]
type = Explod
trigger1 = time = 0
anim = f62
pos = 0,3
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[State 1000, Explod]
type = Explod
trigger1 = time = 0
anim = f63
pos = 0,3
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = -9

[State 1027, PlaySound]
type = PlaySnd
trigger1 = Time = 0
value = F7,2

[State 1000, LifeAdd]
type = LifeAdd
trigger1 = Time = 0
value = -100
kill = 1

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 52, 1]
type = VelSet
trigger1 = time = 5
x = -1.7
y = -7

[State 52, 2]
type = Veladd
trigger1 = AnimElemtime(3) >= 0
y = .50

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1290

[State 1830]
type = SelfState
triggerall = AnimElemtime(4) >= 0
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5110


[Statedef 1300]
type	= S
movetype= I
physics = S
ctrl = 0
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 1300
value = 1300
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 160

[State 1300,0]
type = ReversalDef
trigger1 = 1
reversal.attr = SA,NA,SA
numhits = 0
pausetime = 15,20
sparkno = S6005
hitsound = 150,1

[State 1300, 1]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 8

[State 1300, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 1300,0

[State 1300, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1301

; 1301 minute spike B attack
[Statedef 1301]
type	= A
movetype= A
physics = N
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 1301
value = 1301
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 250

[State ]
type = velset
trigger1 = animelem = 1
X = 6
Y = -1.2

[State 1300, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 1300,1

[State 1301, 1]
type = PosAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
x = 8

[State 1301, 2]
type = VelAdd
trigger1 = animelemtime(5) > 0
y = .55

[State 1301, 3]
type = velset
trigger1 = animelemtime(9) = 1
x = 3

[State 1301, 4]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = (animelem = 6) && (!movecontact)
attr = ,SA
animtype = diagup
damage = 110,20
getpower = 63
guardflag = M
pausetime = 10,12
sparkxy = -10,-70
sparkno = S6003
guard.sparkno = s6005
yaccel = 0.45
hitsound = S240,0
guardsound = S150,1
guard.velocity = -14 
ground.slidetime = 8
ground.hittime = 8
ground.velocity = -6 ,-8
air.velocity = -6,-7
airguard.velocity = -3,-2
fall = 1
fall.recover = 0
EnvShake.time = 10
EnvShake.freq = 100
EnvShake.ampl = -4

[state -1]
type = changestate
value = 1310
triggerall = !var(59)
triggerall = power < 1000
triggerall = p2statetype = A
trigger1 = movehit
Trigger1 = RoundState = 2

[State 1301, 5]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 312
ctrl = 0

[Statedef 1302]
type	= A
movetype= A
physics = N
ctrl = 0
anim = 1302
poweradd = 146
velset = 0,0

[State 1302, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1300,0

[State 1302, 0]
type = PlaySnd
trigger1 = Time = 5
value = 1300,1

[State 1302, 1]
type = PosAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = animelem = 9
x = 8

[State 1302, 2]
type = Velset
trigger1 = animelem = 3
x = 6
y = -1.2

[State 1302, 3]
type = Veladd
trigger1 = Time > 11
y = 0.55

[State 1302, 4]
type = velset
trigger1 = time > 14
x = 3

[State 1300,0]
type = ReversalDef
trigger1 = time >= 0
reversal.attr = SA,NA,SA
numhits = 0
pausetime = 12,20
sparkno = 6005
hitsound = 6,0

[State 1302, 5]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = (Animelem = 6) && (!movecontact)
attr = ,SA
animtype = Diagup
damage = 110,20
getpower = 63
sparkno = S6003
guard.sparkno = s6005
sparkxy = -40,-60
pausetime = 10,12
guardflag = MA
yaccel = 0.45
hitsound = S240,0
guardsound = S150,1
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -6,-7
air.velocity = -6,-7
fall = 1
fall.recover = 0
EnvShake.time = 10
EnvShake.freq = 100
EnvShake.ampl = -4

[state -1]
type = changestate
value = 1310
triggerall = !var(59)
triggerall = power < 1000
triggerall = p2statetype = A
trigger1 = movehit
Trigger1 = RoundState = 2

[State 1302, 6]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 312
ctrl = 0

[Statedef 1305]
type	= S
movetype= I
physics = S
ctrl = 0
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 1305
value = 1305
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 150

[State 810]
type = Width
trigger1 = 1
edge = 30,0

[State 1300,0]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
numhits = 0
pausetime = 15,20
sparkno = s6005
hitsound = 6,0

[State 1305, 1]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 8

[State 1305, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 1300,0

[State 1305, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1306

; 1306 shala! Minute Spike D attack
[Statedef 1306]
type	= A
movetype= A
physics = N
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 1306
value = 1306
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 250

[State ]
type = velset
trigger1 = animelem = 1
X = 8
Y = -2

[State 810]
type = Width
trigger1 = 1
edge = 30,0

[State 1305, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 1300,1

[State 1306, 1]
type = PosAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = animelem = 9
x = 8

[State 1306, 2]
type = VelAdd
trigger1 = animelemtime(3) > 4
y = .55

[State 1306, 3]
type = velset
trigger1 = animelemtime(7) = 2
x = 3

[State 1306, 4]
type = HitDef
trigger1 = AnimElem = 2
attr = , SA
animtype = Hard
guardflag = M
damage = 40,0
getpower = 30
sparkno = S6003
guard.sparkno = s6005
sparkxy = 0,-60
yaccel = 0.45
pausetime = 10,12
hitsound = S240,0
guardsound = S150,1
guard.velocity = -5
ground.slidetime = 15
ground.hittime = 10
ground.velocity = -2 ,0
air.velocity = -7,-7
fall = 0
fall.recover = 0
EnvShake.time = 10
EnvShake.freq = 100
EnvShake.ampl = -4

[State 1306, 4]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = (Animelem = 6) && (!movecontact)
attr = , SA
animtype = diagup
guardflag = M
damage = 100,0
getpower = 33
sparkno = S6003
guard.sparkno = s6005
sparkxy = -10,-60
yaccel = 0.45
pausetime = 10,12
hitsound = S240,0
guardsound = S150,1
guard.velocity = -14
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -6 ,-9
air.velocity = -7,-9
fall = 1
fall.recover = 0
EnvShake.time = 10
EnvShake.freq = 100
EnvShake.ampl = -4
ID = 1306

[state -1]
type = changestate
value = 1310
triggerall = !var(59)
triggerall = command = "A"
trigger1 = movehit
Trigger1 = RoundState = 2
trigger2 = var(59)
trigger2 = power < 1000
trigger2 = movehit
Trigger2 = RoundState = 2

[State 1306, 5]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 312
ctrl = 0

[Statedef 1307]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1307
poweradd = 160
velset = 0,0,0

[State 1307,0]
type = ReversalDef
trigger1 = time >= 0
reversal.attr = SA,NA,SA
numhits = 0
pausetime = 12,20
sparkno = 6007
hitsound = 6,0

[State 1307, 1]
type = Velset
trigger1 = animelem = 3
x = 8
y = -2

[State 1300, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1300,0

[State 1300, 0]
type = PlaySnd
trigger1 = Time = 6
value = 1300,1

[State 1307, 2]
type = PosAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = animelem = 9
x = 8

[State 1307, 3]
type = Veladd
trigger1 = Time > 11
y = 0.52

[State 1307, 3]
type = Veladd
trigger1 = Time > 15
x = -0.3

[State 1307, 5]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = (Animelem = 6) && (!movecontact)
attr = A, SA
animtype = DiagUp
damage = 123,20
getpower = 63
sparkno = S6003
guard.sparkno = s6005
guardflag = MA
sparkxy = -40,-60
pausetime = 10,12
yaccel = 0.45
hitsound = S240,0
guardsound = S150,1
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -7,-7 ; 
air.velocity = -7,-7
fall = 1
fall.recover = 0
EnvShake.time = 10
EnvShake.freq = 100
EnvShake.ampl = -4

[State 1307, 6]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 312
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 1310]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 2
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(3) < 0
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 1310
value = 1310
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 50

[state ]
type = velset
trigger1 = !ishelper
trigger1 = animelem = 1
X = 8.5
Y = -4.4

[State 1000, AfterImage]
type = Afterimage
trigger1 = animelem = 1
time = 2
length = 11
timegap = 1
paladd = 60,20,100
PalContrast = 220,200,350
palcolor = 0
framegap = 3

[State 1000, AfterImageTime]
type = Afterimagetime
trigger1 = gametime%2
time = 2

[State 1503, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 1500,1

[State 106, 2]
type = posadd
trigger1 = animelem = 1
x = 5

[State 106, 2];y = -24
type = posadd
trigger1 = animelem = 2
y = -24

[State 106, 2]
type = VelAdd
trigger1 = animelemtime(1) >= 0
y = 0.4

[State 400, 2]
type = HitDef
trigger1 = !movecontact
attr = ,SA
damage    = 80, 10
animtype  = hard
getpower  = 30
givepower = 10
hitflag = MAF
sparkno = s6003
guard.sparkno = s6005
pausetime = 20,21
guard.pausetime = 9,12
sparkxy = -10,-9
hitsound  = s240,0
guardsound = s150,1
guardflag = MA
ground.type = high
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -2,-12
air.velocity = -4,-15
guard.velocity = -9
airguard.velocity = -3,-4
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0
envshake.time = 30
envshake.ampl = -6
palfx.time = 40
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
p2stateno = 2120

[State 3002, 1.5]
type = PlaySnd
trigger1 = movehit = 1
value = 221,2
ignorehitpause = 1
persistent = 0
volume = -50

[State 3002, 1.5]
type = PlaySnd
trigger1 = movehit = 1
value = 221,2
ignorehitpause = 1
persistent = 0

[State 6841 , 6]
type = Explod
triggerall = NumExplod(2200) < 6
triggerall = Random < 750
trigger1 = (AnimElemTime(27) >= 0) && (movehit)
trigger1 = movehit = 1
anim = 2200
ID = 2200
ownpal = 1
sprpriority = 5
postype = p2
pos = 0,-60
random = 100,100
bindtime = 10
ignorehitpause = 5

[State 1000, Explod]
type = Explod
triggerall = NumExplod(2200) < 6
triggerall = Random < 750
trigger1 = (AnimElemTime(27) >= 0) && (movehit)
trigger1 = movehit = 1
anim = 2210
ID = 2210
ownpal = 1
sprpriority = 5
postype = p2
pos = 0,-60
random = 100,100
bindtime = 10
ignorehitpause = 5

[State 106, 3]
type = ChangeState
trigger1 = (Vel y > 0) && (Pos y >= -30)
value = 1311

;---------------------------------------------------------------------------
[Statedef 1311]
type    = C
movetype= A
physics = C
poweradd= 0
ctrl = 0
sprpriority = 2

[State ]
type = changeanim
trigger1 = anim != 1311
value = 1311
ignorehitpause = 1

[State ]
type = nothitby
trigger1 = 1
value = SCA
time = 10

[State 106, 2]
type = posset
trigger1 = 1
y = 0

[State 106, 2]
type = posadd
trigger1 = animelem = 1
x = 7

[State 106, 2]
type = VelAdd
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(4) < 2
x = -1

[State 106, 2]
type = velset
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(4) < 2
x = 1.9

[State 106, 2]
type = velset
trigger1 = animelemtime(4) = 2
x = 1

[State 410, 4]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[Statedef 1620]
type     = S
movetype = A
physics  = S
ctrl     = 0
sprpriority = 3
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(2) < 0
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 1620
value = 1620
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 100

[State 810]
type = Width
trigger1 = 1
edge = 30,0

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 2
value = s9999,39

[State 1000]
type = Velset
trigger1 = animelem = 1
x = 0

[State 1000]
type = Velset
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(6) <= 0
x = 9

[State 1000]
type = Velset
trigger1 = Animtime = 7
x = 0

[State 1000, Explod]
type = Explod
trigger1 = Animelem = 2
anim = 2050
pos = 0,0
postype = p1
bindtime = -1
removetime = -2
supermove
scale = 1,1
sprpriority = 5
ignorehitpause = 1
persistent = 1

[State 200]
type = HitDef
trigger1 = !numtarget(1620)
attr = , SA
damage = 70, 6
animtype = Hard
guardflag = L
hitflag = MAF
priority = 5, Hit
pausetime = 10,12
sparkno = s6002
guard.sparkno = s6004
sparkxy = -20,-10
hitsound = s220,0
guardsound = s150,1
ground.type = Low
ground.slidetime = 25
ground.hittime = 9999
ground.velocity = -3
guard.velocity = -3
ground.cornerpush.veloff = 0
air.type = High
air.velocity = -3,-4
air.hittime = 12
ID = 1620
P2stateno = 2022

[State 1000]
type = ChangeState
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(5) <= 0
trigger1 = movecontact = 1
value = 1625

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

;---------------------------------------------------------------------------
;Target
[Statedef 1625]
type     = S
movetype = A
physics  = S
ctrl     = 0
sprpriority = 5
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 1625
value = 1625
ignorehitpause = 1

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 5
value = s9999,37

[State ]
type = ReversalDef
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 2
value = s9999,38

[State 810]
type = Width
trigger1 = 1
edge = 30,0

[State 1000]
type = Posadd
trigger1 = AnimElem = 2
x = 10

[State 1000]
type = Posadd
trigger1 = AnimElem = 6
x = -10

[State 1000]
type = Velset
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(3) < 0
x = 8

[State 1000]
type = Velset
trigger1 = AnimElem = 5
x = 0

[State 0, TargetBind]
type = TargetBind
trigger1 =animelemtime(1) = 0
pos = 80,0
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
trigger1 =animelemtime(3) >= 0
trigger1 =animelemtime(6) < 0
pos = 70,0
ignorehitpause = 1

[State ]
type = nothitby
triggerall = !ishelper
trigger1 = 1
value = SCA
time = 3

[State ]
Type = targetstate
Trigger1 = !ishelper
Trigger1 = animelem =1
Value = 1680
ignorehitpause = 1

[State ]
Type = targetstate
Trigger1 = !ishelper
Trigger1 = animelemtime(6) = 15
Value = 390
ignorehitpause = 1

[State 810, 1]
type = Targetlifeadd
trigger1 = !fvar(27)
trigger1 = animelemtime(6) = 15
value = -110*fvar(5)
kill = 1
absolute = 1
persistent = 1
ignorehitpause = 1

[State 810, 1]
type = Targetlifeadd
trigger1 = fvar(27)
trigger1 = animelemtime(6) = 15
value = -55
kill = 1
absolute = 1
persistent = 1
ignorehitpause = 1

[State 2OS]
type = playsnd
trigger1 = animelemtime(6) = 1
value = 9999,6
volume = 255
channel = 10

[State ]
type = Explod
triggerall = !target,ishelper
trigger1 = animelemtime(6) = 1
anim = 6003
sprpriority = 13
pos =  70, -55+random%10
scale = 1,1
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State ]
Type = envshake
Triggerall = !ishelper
trigger1 = animelem = 6
ampl = -8
time = 20
freq = 255
phase = 90
ignorehitpause = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 6
anim = 936
ID = 936
pos = 75,-25
postype = p1
bindtime = 1
removetime = -2
supermove = 1
scale = 1,1
sprpriority = 7
ignorehitpause = 1
persistent = 1


[State 3250, 0]
type = PlaySnd
trigger1 = animelem = 6
value = 2200,0

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 1625
sysvar(2) = 1625
ignorehitpause = 1

[State ]
type = varset
Trigger1 = !ishelper
Trigger1 = anim = 1625
trigger1 = animtime = 0
sysvar(2) = 0
ignorehitpause = 1

[State 210]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[statedef 1680]
type = S
physics = N
movetype = H
velset = 0,0
facep2 = 1

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

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State ]
type = Posset
trigger1 = 1
Y = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1078

[State 820, 1]
type = selfState
trigger1 = time >= 315
value = 5100
ctrl = 0

[statedef 1681]
type = S
physics = N
movetype = H
velset = 0,0
facep2 = 1

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

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State ]
type = Posset
trigger1 = 1
Y = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1079

[State 820, 1]
type = selfState
trigger1 = time >= 315
value = 5100
ctrl = 0

[Statedef 1685]
type = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper


[State 1000, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0
ignorehitpause = 1

[State 5400, 0]
type = ChangeAnim
trigger1 = !Time
value = 5051

[State 5400, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 1686

;-----------------------------
[Statedef 1686]
type = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 1000, VelSet]
type = VelSet
triggerall = Hitshakeover
trigger1 = Anim != [5400,5410]
x = (GetHitVar(xvel)*Facing)
y = GetHitVar(yvel)


[State 5050, 3]
type = VelAdd
triggerall = Hitshakeover
trigger1 = 1
y = GetHitVar(yaccel)

[State 1000, VelMul]
type = VelMul
trigger1 = 1
x = 8

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper


[State 5401, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 5401,3]
type = AfterImage
trigger1 = time = 5
time = 20
TimeGap = 1
FrameGap = 4
length = 10
trans = add1
PalBright = 0, 0, 0
PalContrast = 128,128,128
PalAdd = 0, 0, 0
PalMul = 1,1,1

[State 5401, 4]
type = ChangeAnim
trigger1 = SelfAnimExist(5010) && !Time
value = 5010


[State 5401, 6]
type = turn
triggerall = facing = enemy,facing
trigger1 = !Time

[State 5401,10]
type = HitVelSet
trigger1 = !Time
x = 1

[State 5401,11]
type = PlaySnd
trigger1 = time > 0
trigger1 = backedgedist <= 20 ||Frontedgedist <= 20
value = F7,1

[State 5401,12]
type = EnvShake
trigger1 = time > 0
trigger1 = backedgedist <= 20||Frontedgedist <= 20
time = 20;10
ampl = 8
freq = 120
phase = 0

[State 5401,13]
type = ChangeState
trigger1 = time > 0
trigger1 = backedgedist <= 20||Frontedgedist <= 20
value = 1264

[State 5401,14]
type = SelfState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5100

[Statedef 1264]
type    = A
movetype= H
physics = N

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper


[State 1027, Pos]
type = PosAdd
trigger1 = Time = 0
x = 10 - BackEdgeBodyDist

[State 1027, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1027, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 5, floor (screenpos y) - 50
postype = back
sprpriority = -1

[State 1027, Spark]
type = Explod
trigger1 = Time = 0
anim = F73
pos = 5, floor (screenpos y) - 50
postype = back
sprpriority = 9

[State 1000, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 1
under = 1

[State 1000, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 50
freq = 100
ampl = -10

[State 1027, Anim]
type = ChangeAnim
trigger1 = 1
value = 5017

[State 1027, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F6,2
volumescale = 255

[State 1027, State]
type = ChangeState
trigger1 = time >= 15
value = 1265

;------------------
[Statedef 1265]
type    = A
movetype= H
physics = N

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper


[State 1028, Velset]
type = VelSet
trigger1 = Time = 0
y = -8

[State 1028, Velset]
type = VelSet
trigger1 = Time = 0
x = 2.6

[State 1028, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 1028, VelAdd]
type = VelAdd
trigger1 = 1
y = .35

[State 1028, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1028, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1028, ChangeAnim]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1028, ChangeAnim]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 1028, SelfState]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100


[Statedef 1650]
type     = S
movetype = A
physics  = S
ctrl     = 0
sprpriority = 5
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(3) < 0
ignorehitpause = 1


[State ]
type = changeanim
trigger1 = anim != 1650
value = 1650
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 150

[State 1000, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
Y = 0

[State 1000, VelSet]
type = VelSet
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
x = 2

[State 1000, Width]
type = Width
trigger1 = 1
edge = 50,0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S3200,2

[State 1015, 1]
type = HitDef
trigger1 = !movecontact
attr = , SA
damage = 40,20
animtype = diagup
guardflag = 
hitflag = MAF
getpower = 20,20
pausetime = 0,15
sparkno = s6003
guard.sparkno = S6005
sparkxy = -5, -70
hitsound = S240,0
guardsound = S150,1
ground.type = High;Low,Trip
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0,-7
air.velocity = 0,-7
yaccel = .30
fall = 1
fall.recover = 0
p2facing = 1
kill = 0
envshake.time = 15
envshake.ampl = 4
ID = 1650

[State ]
Type = targetstate
Trigger1 = !ishelper
Trigger1 = movehit = 1
trigger2 = numtarget(1650)
trigger2 = target,stateno != [120,159]
Value = 2030
ignorehitpause = 1

[State ]
Type = changestate
Triggerall = !ishelper
triggerall = animelemtime(4) >= 1
triggerall = !target,ishelper
triggerall = target,stateno != [120,155]
Trigger1 = movehit
Trigger2 = numtarget(1650)
trigger2 = target,stateno != [120,159]
Value = 1652
ignorehitpause = 1

[State 300, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1652]
type     = S
movetype = A
physics  = S
poweradd = 0
ctrl     = 0
velset   = 0,0
sprpriority = 5
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 1652
value = 1652
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 30

[State ]
type = ReversalDef
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 37
value = S9999,35
volume = 255

[State 1500]
type = Width
Trigger1 = 1
edge = 50,0

[state -2]
type = TargetBind
Trigger1 = AnimElem = 37,<0
pos = 50,0
ignorehitpause = 1

[State 0, TargetBind]
type = Targetfacing
trigger1 = numtarget
trigger1 =AnimElem = 37,<0
value = -1
ignorehitpause = 1

[State ]
Type = targetstate
Triggerall = !ishelper
Trigger1 = animelem =9
Trigger2 = animelem =28
Value = 2022
ignorehitpause = 1

[State ]
Type = targetstate
Trigger1 = !ishelper
Trigger1 = animelem =18
Value = 2030
ignorehitpause = 1

[State ]
Type = targetstate
Trigger1 = !ishelper
Trigger1 = animelem =37
Value = 1554
ignorehitpause = 1

[State 810, 1]
type = Targetlifeadd
triggerall = !fvar(27)
Trigger1 = animelem =9
Trigger2 = animelem =18
Trigger3 = animelem =28
Trigger4 = animelem =37
value = -25*fvar(5)
kill = 1
absolute = 1
ignorehitpause = 1

[State 810, 1]
type = Targetlifeadd
triggerall = fvar(27)
Trigger1 = animelem =9
Trigger2 = animelem =18
Trigger3 = animelem =28
Trigger4 = animelem =37
value = -10
kill = 1
absolute = 1
ignorehitpause = 1

[State 2OS]
type = playsnd
Trigger1 = animelem =9
Trigger2 = animelem =18
Trigger3 = animelem =28
Trigger4 = animelem =37
value = 240,0
volume = 255
channel = 10

[State ]
type = Explod
triggerall = !target,ishelper
Trigger1 = animelem =9
anim = 6003
sprpriority = 13
pos =  50,-134
scale = 1,1
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State ]
type = Explod
triggerall = !target,ishelper
Trigger1 = animelem =28
anim = 6003
sprpriority = 13
pos =  56,-26
scale = 1,1
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State ]
type = Explod
triggerall = !target,ishelper
Trigger1 = animelem =18
anim = 6003
sprpriority = 13
pos = 50,-115
scale = 1,1
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State ]
type = Explod
triggerall = !target,ishelper
Trigger1 = animelem =37
anim = 6003
sprpriority = 13
pos =  50,-115
scale = 1,1
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State ]
Type = envshake
Triggerall = !ishelper
Trigger1 = animelem =9
Trigger2 = animelem =18
Trigger3 = animelem =28
ampl = 10
time = 16
persistent = 1
ignorehitpause = 1

[State ]
Type = envshake
Triggerall = !ishelper
Trigger1 = animelem =37
ampl = 12
time = 20
persistent = 1
ignorehitpause = 1

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 1652
sysvar(2) = 1652
ignorehitpause = 1

[State ]
type = varset
Trigger1 = !ishelper
Trigger1 = anim = 1625
trigger1 = animtime = 0
sysvar(2) = 0
ignorehitpause = 1

[state 1000, ChangeState]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1554]
type = A
movetype = H
physics = N
velset = 0,-10.5
facep2 = 1

[State 1000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 865, 2]
type = VelAdd
trigger1 = 1
y = .4

[State 865, 3]
type = ChangeAnim2
trigger1 = Time = 0
value = 1553

[State 865, 5]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100


[Statedef 2022]
type    = A
movetype= H
physics = N
velset = 0,0

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 1000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

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

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

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2022

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

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

[Statedef 2030]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

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

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

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2030

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

[Statedef 1653]
type     = S
movetype = A
physics  = S
ctrl     = 0
sprpriority = 5
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(5) < 0
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 1653
value = 1653
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 100

[State 1000, Width]
type = Width
trigger1 = 1
edge = 50,0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S600,1

[State 1000, HitDef]
type = HitDef
trigger1 = !movecontact
attr = , SA
damage = 40,20
animtype = diagup
guardflag = M
hitflag = MAF
getpower = 20,20
pausetime = 0,15
sparkno = s6003
guard.sparkno = S6005
sparkxy = -5, -70
hitsound = S240,0
guardsound = S150,1
ground.type = High;Low,Trip
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = -3,0
air.velocity = -1,0
fall = 0
fall.recover = 0
envshake.time = 15
envshake.ampl = 6
ID = 1653
;p1stateno = 1654
;P2stateno = 1680

[State ]
Type = targetstate
Trigger1 = !ishelper
Trigger1 = movehit = 1
trigger2 = numtarget(1653)
trigger2 = target,stateno != [120,159]
Value = 1680
ignorehitpause = 1

[State ]
Type = changestate
Triggerall = !ishelper
triggerall = animelemtime(5) >= 2
triggerall = !target,ishelper
triggerall = target,stateno != [120,155]
Trigger1 = movehit
Trigger2 = numtarget(1653)
trigger2 = target,stateno != [120,159]
Value = 1654
ignorehitpause = 1


[State 1000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1654]
type     = S
movetype = A
physics  = S
poweradd = 0
ctrl     = 0
velset   = 0,0
sprpriority = 5
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 1654
value = 1654
ignorehitpause = 1

[State 1000, Width]
type = Width
trigger1 = 1
edge = 50,0

[State 0, TargetBind]
type = TargetBind
trigger1 =!ishelper
pos = 70,0
ignorehitpause = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 11
value = S9999,16

[State 1000, HitDef]
type = HitDef
trigger1 = AnimElem = 11
attr = , SA
damage = 80,20
animtype = hard
guardflag = M
hitflag = MAF
getpower = 30,20
pausetime = 38,30
sparkno = s6003
guard.sparkno = S6005
sparkxy = -10,-100
hitsound = S221,2
guardsound = S150,1
ground.type = Low;Low,Trip
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = -3
air.velocity = -3
fall = 0
fall.recover = 0
P2stateno = 1681
envshake.time = 25
envshake.ampl = 12

[State 1000]
type = ChangeState
trigger1 = AnimTime = 0
value = 1655
ctrl = 0

[Statedef 1655]
type     = S
movetype = A
physics  = S
ctrl     = 0
sprpriority = 5
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 1655
value = 1655
ignorehitpause = 1

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 5
value = s9999,37

[State ]
type = ReversalDef
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 2
value = s9999,38

[State 810]
type = Width
trigger1 = 1
edge = 30,0

[State 1000]
type = Posadd
trigger1 = AnimElem = 6
x = 30


[State 1000]
type = Velset
trigger1 = AnimElem = 5
x = 0


[State 0, TargetBind]
type = TargetBind
trigger1 =animelemtime(1) = 0
pos = 80,0
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
trigger1 =animelemtime(3) >= 0
trigger1 =animelemtime(6) < 0
pos = 70,0
ignorehitpause = 1

[State ]
type = nothitby
triggerall = !ishelper
trigger1 = 1
value = SCA
time = 3

[State ]
Type = targetstate
Trigger1 = !ishelper
Trigger1 = animelem =1
Value = 1680
ignorehitpause = 1

[State ]
Type = targetstate
Trigger1 = !ishelper
Trigger1 = animelemtime(6) = 1
Value = 1690
ignorehitpause = 1

[State 810, 1]
type = Targetlifeadd
trigger1 = !fvar(27)
trigger1 = animelemtime(6) = 1
value = -80*fvar(5)
kill = 1
absolute = 1
persistent = 1
ignorehitpause = 1

[State 810, 1]
type = Targetlifeadd
trigger1 = fvar(27)
trigger1 = animelemtime(6) = 1
value = -40
kill = 1
absolute = 1
persistent = 1
ignorehitpause = 1

[State 2OS]
type = playsnd
trigger1 = animelemtime(6) = 1
value = 9999,6
volume = 255
channel = 10

[State ]
type = Explod
triggerall = !target,ishelper
trigger1 = animelemtime(6) = 1
anim = 6003
sprpriority = 13
pos =  70, -55+random%10
scale = 1,1
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State ]
Type = envshake
Triggerall = !ishelper
trigger1 = animelem = 6
ampl = -15
time = 20
freq = 120
phase = 90
ignorehitpause = 1

[State 9989, flash2]
type = Explod
trigger1 = animelemtime(6) = 1
anim = 931
postype = p1
pos = 65,5
sprpriority = 10
supermove = 1
bindtime = 1
ownpal = 1

[State 3250, 0]
type = PlaySnd
trigger1 = animelemtime(6) = 1
value = 240,0

[State 3250, 0]
type = PlaySnd
trigger1 = animelemtime(6) = 1
value = 2200,0

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 1655
sysvar(2) = 1655
ignorehitpause = 1

[State ]
type = varset
Trigger1 = !ishelper
Trigger1 = anim = 1655
trigger1 = animtime = 0
sysvar(2) = 0
ignorehitpause = 1

[State 210]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1690]
type = A
movetype = H
physics = N
velset = 0,-14
facep2 = 1

[State 1000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[state 52]
type = palfx
trigger1 = time = 0
time = 85
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0

[State 865, 2]
type = VelAdd
trigger1 = 1
y = .4

[State 865, 3]
type = ChangeAnim2
trigger1 = Time = 0
value = 1553

[State 865, 5]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100


[Statedef 1550]
type     = S
movetype = A
physics  = S
ctrl     = 0
sprpriority = 5
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(3) < 0
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 1550
value = 1550
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 50

[State ]
type = velset
trigger1 = animelem = 1
X = 0
Y = 0

[State 1010, 1]
type = NotHitBy
trigger1 = AnimElem = 7,< 0
value = SCA

[State 1000, VelSet]
type = VelSet
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
x = 2

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S400,1
volume = 240

[State 1000, Width]
type = Width
trigger1 = 1
edge = 50,0

[State 1000, HitDef]
type = HitDef
trigger1 = !movecontact
attr = ,HA
getpower = 50,0
givepower = 0,0
damage = 50,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 0,0
sparkno = s6003
sparkxy = -12,-80
hitsound = s240,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 50
ground.velocity = 0
air,velocity = 0
kill = 0
p2facing = 1
EnvShake.time = 30
EnvShake.freq = 100
EnvShake.ampl = -6
ID = 1550


[State ]
Type = targetstate
Trigger1 = !ishelper
Trigger1 = movehit = 1
trigger2 = numtarget(1550)
trigger2 = target,stateno != [120,159]
Value = 2022
ignorehitpause = 1

[State ]
Type = changestate
Triggerall = !ishelper
triggerall = animelemtime(4) >= 2
triggerall = !target,ishelper
triggerall = target,stateno != [120,155]
Trigger1 = movehit
Trigger2 = numtarget(1550)
trigger2 = target,stateno != [120,159]
Value = 1551
ignorehitpause = 1

[State 300, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 1551]
type     = S
movetype = A
physics  = S
ctrl     = 0
sprpriority = 5

[State ]
type = changeanim
trigger1 = anim != 1551
value = 1551
ignorehitpause = 1

[State ]
type = ReversalDef
trigger1 = numtarget
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State ]
type = posset
trigger1 = !ishelper
y = 0
ignorehitpause = 1

[State ]
Type = velset
trigger1 = !ishelper
X = 0
y = 0
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 50

[State 1010, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S1500,1

[State 1000, Width]
type = Width
trigger1 = 1
edge = 50,0

[State 3002,1]
type = allPalfx
trigger1 = animelem = 5
add = 512,512,512
time = 1
ignorehitpause = 1
persistent = 0

[State ]
type = targetfacing
Trigger1 = !ishelper
trigger1 = animelem = 1
value = -1
ignorehitpause = 1

[State 0, TargetDrop]
type = TargetDrop
trigger1 = Numtarget
trigger1 = target,ishelper
keepone = 1
ignorehitpause = 1

[State 3000, 7]
type = TargetState
trigger1 = Animelemtime(5) = 0
value = 1553
ignorehitpause = 1

[state 3901 ,shake]
type = envshake
trigger1 = Animelem = 5
time = 20
ampl = -8
phase = 90
persistent = 1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = !fvar(27)
trigger1 = Animelem = 5
value = -40*fvar(5)
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = fvar(27)
trigger1 = Animelem = 5
value = -20
kill = 1
absolute = 1
ignorehitpause = 1

[state ]
type = explod
trigger1 = Animelem = 5
postype = p1
pos = 65, -70
sprpriority = 7
ID = 6003
anim = 6003
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 3000, ]
type = PlaySnd
trigger1 = animelemtime(5) = 0
value = s240,0
channel = 5

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 1551
sysvar(2) = 1551
ignorehitpause = 1

[State ]
type = varset
Trigger1 = !ishelper
Trigger1 = anim = 1551
trigger1 = animtime = 0
sysvar(2) = 0
ignorehitpause = 1

[State 300, 2]
type = ChangeState
trigger1 = animelem = 6
value = 1552
ctrl = 0


[Statedef 1552]
type     = S
movetype = A
physics  = S
ctrl     = 0
sprpriority = 5

[State ]
type = changeanim
trigger1 = anim != 1552
value = 1552
ignorehitpause = 1

[State ]
type = ReversalDef
trigger1 = numtarget
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State ]
type = posset
trigger1 = !ishelper
trigger1 = animelem = 1
y = 0
ignorehitpause = 1

[State ]
type = posset
trigger1 = !ishelper
trigger1 = animelem >= 28
trigger2 = Pos Y >= 0
y = 0
ignorehitpause = 1

[State ]
Type = velset
trigger1 = !ishelper
trigger1 = animelem = 1
X = 0
y = 0
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 80

[State 1010, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, Pause]
type = Pause
trigger1 = animelemtime(19) >= 0
trgiger1 = animelemtime(25) < 0
time = 1
movetime = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 10
value = S9999,29

[State 1000, PosAdd]
type = PosAdd
trigger1 = AnimElem = 19
trigger2 = AnimElem = 20
trigger3 = AnimElem = 21
trigger4 = AnimElem = 22
trigger5 = AnimElem = 23
trigger6 = AnimElem = 24
x = 5
y = -2.5

[State 1000, AfterImage]
type = AfterImage
trigger1 = time = 55
time = 3
trans = add
length = 7
timeGap = 2
frameGap = 1
palBright = 0,0,0
palContrast = 80,80,80
palAdd = 0,0,0
palMul = 1,1,1
ignorehitpause = 1

[State 1000, fterimagetime]
type = Afterimagetime
trigger1 = Gametime%2 = 1
time = 2


[State ]
type = targetfacing
Trigger1 = !ishelper
trigger1 = animelem = 1
value = -1
ignorehitpause = 1

[State 0, TargetDrop]
type = TargetDrop
trigger1 = Numtarget
trigger1 = target,ishelper
keepone = 1
ignorehitpause = 1

[State 3000, 7]
type = TargetState
trigger1 = Animelemtime(24) = 0
value = 2475
ignorehitpause = 1

[State 3000, 7]
type = TargetState
trigger1 = target,prevstateno = 2475
trigger1 = target,movetype != H
value = 2476
ignorehitpause = 1

[state 3901 ,shake]
type = envshake
trigger1 = Animelem = 24
time = 20
ampl = -8
phase = 90
persistent = 1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = !fvar(27)
trigger1 = Animelem = 24
value = -100*fvar(5)
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = fvar(27)
trigger1 = Animelem = 24
value = -50
kill = 1
absolute = 1
ignorehitpause = 1

[state ]
type = explod
trigger1 = Animelem = 24
postype = p1
pos = 65, -70
sprpriority = 7
ID = 6003
anim = 6003
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 3000, ]
type = PlaySnd
trigger1 = animelemtime(24) = 0
value = S221,2
channel = 5

[State 300, 1]
type = BGPalFX
trigger1 = animelem = 24
time = 1
add = 255,255,255
persistent = 0
ignorehitpause = 1

[State 1000, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(27) >= 4
y = .5

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 1552
sysvar(2) = 1552
ignorehitpause = 1

[State ]
type = varset
Trigger1 = !ishelper
Trigger1 = anim = 1625
trigger1 = animtime = 0
sysvar(2) = 0
ignorehitpause = 1

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

[Statedef 1553]
type = A
movetype = H
physics = N
velset = 0,-8
facep2 = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 


[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 865, 2]
type = Veladd
trigger1 = 1
y = .2

[State 865, 3]
type = ChangeAnim2
trigger1 = Time = 0
value = 1553

[State 865, 5]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

[Statedef 2475]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 


[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 52, 1]
type = VelSet
trigger1 = time = 5
x = 0
y = 23

[State 52, 2]
type = Veladd
trigger1 = time >= 10
y = .5

[State 810,]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ampl = 10
freq = 120
time = 10

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5030

[State 1830]
type = changestate
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 2476

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

[Statedef 2476]
type    = L
movetype= H
physics = N

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5100

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75


[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 


[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP
;-------------------------------------------------------------------------------

[State 1000, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 20
freq = 100
ampl = -4

[State 1000, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 2
under = 1

[State 1000, Pause]
type = Pause
triggerall = RoundState = 2
trigger1 = time = [0,50]
time = 1
movetime = 1
ignorehitpause = 1


[State 5100, 13]
type = PosFreeze
trigger1 = 1

[State 5100, 14]
type = ChangeState
trigger1 = time = 1
value = 2477

;-------------------------------------------------------------------------------
[Statedef 2477]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 


[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 52, 1]
type = VelSet
trigger1 = time = 5
x = -1
y = -10

[State 52, 2]
type = Veladd
trigger1 = time >= 5
y = 0.7

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5050

[State 1830]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100


[Statedef 1700]
type = S
movetype = A
physics = N
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 1700
value = 1700
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 130


[State ]
type = ReversalDef
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 1051, 0]
type = helper
triggerall = fvar(21) && !ishelper
trigger1 = animelem = 1
ID = 1711
helpertype = player
postype = p1
pos = 0,0
stateno = 1711
size.xscale = 1
size.yscale = 1
SuperMoveTime = 9999999999
PauseMoveTime = 9999999999
ignorehitpause = 1
persistent = 1

[State 1051, 0]
type = helper
triggerall = fvar(21) && !ishelper
trigger1 = animelem = 1
ID = 171101
helpertype = player
postype = p1
pos = 0,0
stateno = 171101
size.xscale = 1
size.yscale = 1
SuperMoveTime = 9999999999
PauseMoveTime = 9999999999
ignorehitpause = 1
persistent = 1

[State 1051, 0]
type = helper
triggerall = fvar(21) && !ishelper
trigger1 = animelem = 7
ID = 1730
helpertype = player
postype = p1
pos = 0,0
stateno = 1730
size.xscale = 1
size.yscale = 1
SuperMoveTime = 9999999999
PauseMoveTime = 9999999999
ignorehitpause = 1
persistent = 1

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 35

[State 1700, 0]
type = velset
trigger1 = animelem = 1
X = 0

[State 1700, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 1700,2

[State 1700, 0]
type = PlaySnd
trigger1 = animelem = 3, = 3
value = 1700,4

[State 1100]
type = VelSet
Trigger1 = AnimElem = 6
x = 15.3

[State 1100]
type = VelSet
Trigger1 = AnimElem = 8
x = 0

[State 1700, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 1700, 4]
type = AfterImage
trigger1 = AnimElem = 5, = 0
time = 12
length = 5
framegap = 3
PalBright   = 0,0,0
PalContrast = 255,255,255

[State 1700, turn]
type = turn
trigger1 = animtime = 0 && P2dist X < 0

[State 1110]
type = Width
trigger1 = 1
edge = -5,-5

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 1700
sysvar(2) = 1700
ignorehitpause = 1

[State ]
type = varset
Trigger1 = !ishelper
Trigger1 = anim = 1700
trigger1 = animtime = 0
sysvar(2) = 0
ignorehitpause = 1

[State 1700, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1710]
type = S
movetype = A
physics = N
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 1710
value = 1710
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 130


[State ]
type = ReversalDef
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1


[State 1051, 0]
type = helper
triggerall = fvar(21) && !ishelper
trigger1 = animelem = 1
ID = 1712
helpertype = player
postype = p1
pos = 0,0
stateno = 1712
size.xscale = 1.1
size.yscale = 1.1
ignorehitpause = 1
SuperMoveTime = 9999999999
PauseMoveTime = 9999999999
persistent = 1

[State 1051, 0]
type = helper
triggerall = fvar(21) && !ishelper
trigger1 = animelem = 1
ID = 171201
helpertype = player
postype = p1
pos = 0,0
stateno = 171201
size.xscale = 1.1
size.yscale = 1.1
ignorehitpause = 1
SuperMoveTime = 9999999999
PauseMoveTime = 9999999999
persistent = 1

[State 1051, 0]
type = helper
triggerall = fvar(21) && !ishelper
trigger1 = animelem = 7
ID = 1730
helpertype = player
postype = p1
pos = 0,0
stateno = 1730
size.xscale = 1
size.yscale = 1
SuperMoveTime = 9999999999
PauseMoveTime = 9999999999
ignorehitpause = 1
persistent = 1


[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 35
ignorehitpause = 1

[State 1710, turn]
type = turn
trigger1 = animtime = 0 && P2dist X < 0

[State 1710, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 1700,0

[State 1710, 0]
type = PlaySnd
trigger1 = animelem = 3, = 3
value = 1700,4

[State 1000, StopSnd]
type = StopSnd
trigger1 = animelem = 1
channel = 3

[State 1710, velset]
type = velset
trigger1 = animelem = 5
x = 20

[State 1710, velset]
type = velset
trigger1 = animelem = 11
x = 0

[State 1710, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 1710, 4]
type = AfterImage
trigger1 = AnimElem = 4, = 1
time = 10
framegap = 4
length = 6
PalBright   = 0,0,0
PalContrast = 255,255,255

[State 1110]
type = Width
trigger1 = 1
edge = -5,-5

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 1710
sysvar(2) = 1710
ignorehitpause = 1

[State ]
type = varset
Trigger1 = !ishelper
Trigger1 = anim = 1710
trigger1 = animtime = 0
sysvar(2) = 0
ignorehitpause = 1

[State 1710, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1711]
type    = S
movetype = A
physics = N
sprpriority = 6
juggle  = 0
velset = 0,0
movehitpersist = 1
hitdefpersist = 1


[State ]
type = changeanim
trigger1 = anim != 1711
value = 1711
ignorehitpause = 1

[State 1711]
type = angledraw
trigger1 = 1
scale = 0.7,1

[State 191, Snd 1]
type = PlaySnd
trigger1 = animelemtime(1) = 2
value = 9999,18

[State 100, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 240, 6] 
type = HitDef
trigger1 = !movecontact
attr = ,SA
animtype  = medium
damage = 30,6
priority = 5
hitflag = MAF
guardflag = 
animtype = Hard
givepower = 9
pausetime = 0,20
guard.pausetime = 0,15
sparkno = s6011
guard.sparkno = s6005
sparkxy = -11+random%5,-15+random%6
hitsound = S9999,6
guardsound = S150,1
ground.type = low
ground.slidetime = 19
ground.hittime = 35
ground.velocity = -4
guard.velocity = -3.9
guard.ctrltime = 17
guard.hittime = 17
airguard.velocity = -2.0,-2.5
air.velocity = -2.5,-4.5
air.recover = 0
air.fall=1
fall.recover = 0
guard.dist = 38
palfx.time = 65
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
ground.cornerpush.veloff=0
persistent = 1

[State 0, TargetState]
type = TargetState
triggerall = enemynear,stateno != 32080
trigger1 = movehit
value = 32080
ignorehitpause = 1

[State 10000, 1]
type = poweradd
trigger1 = movecontact=1
value=10
persistent = 1


[State 1000, Explod]
type = Explod
trigger1 = animelem >= 2
trigger1 = random<100
anim = 2203+random%3
pos = 0,-3
postype = p1
sprpriority = 4+random%4
bindtime = 1
random = 90,4
ownpal = 1
ignorehitpause = 1
vel = 1-random%20*0.1,-random%10*0.1
persistent = 3

[State 1000, Explod]
type = Explod
trigger1 = animelem >= 2
trigger1 = random<100
anim = 2210
pos = 0,3
postype = p1
sprpriority = -2
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 28
scale=3,0.1

[State 10000, 1]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 3000, 00]
type = destroyself
trigger1 = animtime = 0
ignorehitpause = 1

[Statedef 1712]
type    = S
movetype = A
physics = N
sprpriority = 6
juggle  = 0
velset = 0,0
movehitpersist = 1
hitdefpersist = 1


[State ]
type = changeanim
trigger1 = anim != 1712
value = 1712
ignorehitpause = 1

[State 191, Snd 1]
type = PlaySnd
trigger1 = animelemtime(1) = 2
value = 9999,18

[State 100, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 240, 6] 
type = HitDef
trigger1 = !movecontact
attr = ,SA
animtype  = medium
damage = 30,6
priority = 5
hitflag = MAF
guardflag = 
animtype = Hard
givepower = 9
pausetime = 0,20
guard.pausetime = 0,15
sparkno = s6011
guard.sparkno = s6005
sparkxy = -11+random%5,-15+random%6
hitsound = S9999,6
guardsound = S150,1
ground.type = low
ground.slidetime = 19
ground.hittime = 35
ground.velocity = -4
guard.velocity = -3.9 ; -4
guard.ctrltime = 17
guard.hittime = 35
airguard.velocity = -2.0,-2.5
air.velocity = -2.5,-4.5
air.recover = 0
air.fall=1
fall.recover = 0
guard.dist = 38
palfx.time = 35
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
ground.cornerpush.veloff=0
persistent = 1

[State 0, TargetState]
type = TargetState
triggerall = enemynear,stateno != 32080
trigger1 = movehit
value = 32080
ignorehitpause = 1

[State 10000, 1]
type = poweradd
trigger1 = movecontact=1
value=10
persistent = 1


[State 1000, Explod]
type = Explod
trigger1 = animelem >= 2
trigger1 = random<100
anim = 2203+random%3
pos = 0,-3
postype = p1
sprpriority = 4+random%4
bindtime = 1
random = 90,4
ownpal = 1
ignorehitpause = 1
vel = 1-random%20*0.1,-random%10*0.1
persistent = 3

[State 1000, Explod]
type = Explod
trigger1 = animelem >= 2
;trigger1 = random<100
anim = 2210
pos = 0,3
postype = p1
sprpriority = -2
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 28
scale=3,0.1

[State 10000, 1]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 3000, 00]
type = destroyself
trigger1 = animtime = 0
ignorehitpause = 1

[Statedef 1730]
type    = S
movetype = A
physics = N
sprpriority = 6
juggle  = 0
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State ]
type = changeanim
trigger1 = anim != 1730
value = 1730
ignorehitpause = 1

[State 191, Snd 1]
type = PlaySnd
trigger1 = animelemtime(1) = 2
value = 9999,18

[State 100, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 240, 6] 
type = HitDef
trigger1 = !movecontact
attr = ,SA
animtype  = medium
damage = 30,6
priority = 5
hitflag = MAF
guardflag = 
animtype = Hard
givepower = 9
pausetime = 0,20
guard.pausetime = 0,15
sparkno = s6011
guard.sparkno = s6005
sparkxy = -11+random%5,-15+random%6
hitsound = S9999,6
guardsound = S150,1
ground.type = low
ground.slidetime = 19
ground.hittime = 35
ground.velocity = -4
guard.velocity = -3.9
guard.ctrltime = 17
guard.hittime = 17
airguard.velocity = -2.0,-2.5
air.velocity = -2.5,-4.5
air.recover = 0
air.fall=1
fall.recover = 0
guard.dist = 38
palfx.time = 65
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
ground.cornerpush.veloff=0
persistent = 1

[State 0, TargetState]
type = TargetState
triggerall = enemynear,stateno != 32080
trigger1 = movehit
value = 32080
ignorehitpause = 1

[State 10000, 1]
type = poweradd
trigger1 = movecontact=1
value=10
persistent = 1


[State 1000, Explod]
type = Explod
trigger1 = random<100
anim = 2203+random%3
pos = 0,-3
postype = p1
sprpriority = 4+random%4
bindtime = 1
random = 90,4
ownpal = 1
ignorehitpause = 1
vel = 1-random%20*0.1,-random%10*0.1
persistent = 3

[State 1000, Explod]
type = Explod
trigger1 = random<100
anim = 2210
pos = 0,3
postype = p1
sprpriority = -2
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 28
scale=3,0.1


[State ]
type = Explod
triggerall = !numexplod(511111)
trigger1 = AnimElemtime(1) = 0
anim = 511111
ID = 511111
postype = P1
pos = 20,0
sprpriority = 2147483645
trans = add
ontop = 1
bindtime = 1
scale = 0.5,0.5
removetime = 90
pausemovetime = 2147483648
supermovetime = 2147483648
ignorehitpause = 1

[State ]
type = Explod
triggerall = !numexplod(511112)
trigger1 = AnimElemtime(1) = 90
anim = 511112
ID = 511112
postype = P1
pos = 20,0
sprpriority = 2147483645
trans = add
ontop = 1
scale = 0.5,0.5
bindtime = 1
removetime = -2
pausemovetime = 2147483648
supermovetime = 2147483648
ignorehitpause = 1

[State 10000, 1]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 3000, 00]
type = destroyself
trigger1 = animtime = 0
ignorehitpause = 1


[Statedef 171101]
type = S
velset = 0,0
movetype = A
physics = N
sprpriority = 5
ctrl = 0

[State ]
type = changeanim
trigger1 = anim != 171101
value = 171101
ignorehitpause = 1

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = Invisible
ignorehitpause = 1

[state a]
type = bindtoroot
trigger1 = 1
pos = 0,0
ignorehitpause = 1

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[state a]
type = reversaldef
trigger1 = 1
reversal.attr = SCA,AA,AP,AT
pausetime = 0,0
sparkno = s6011
guard.sparkno = s6005
sparkxy = -11+random%5,-15+random%6
hitsound = S9999,6
guardsound = S150,1
p2stateno = 32080
numhits = 0

[state a]
type = targetdrop
trigger1 = numtarget >= 8
trigger2 = target,ishelper
excludeID = -1

[State 200, 7]
type = destroyself
trigger1 = animtime = 0
ignorehitpause = 1

[Statedef 171201]
type = S
velset = 0,0
movetype = A
physics = N
sprpriority = 5
ctrl = 0

[State ]
type = changeanim
trigger1 = anim != 171201
value = 171201
ignorehitpause = 1

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = Invisible
ignorehitpause = 1

[state a]
type = bindtoroot
trigger1 = 1
pos = 0,0
ignorehitpause = 1

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[state a]
type = reversaldef
trigger1 = 1
reversal.attr = SCA,AA,AP,AT
pausetime = 0,0
sparkno = s6011
guard.sparkno = s6005
sparkxy = -11+random%5,-15+random%6
hitsound = S9999,6
guardsound = S150,1
p2stateno = 32080
numhits = 0

[state a]
type = targetdrop
trigger1 = numtarget >= 8
trigger2 = target,ishelper
excludeID = -1

[State 200, 7]
type = destroyself
trigger1 = animtime = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
[Statedef 32080]
type    = S
movetype= H
physics = N
velset = 0,0

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[state 52]
type = palfx
trigger1 = time = 0
time = 35
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0

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

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

[State 52, 2]
type = PosSet
trigger1 = 1
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 32080

[State 1830]
type = SelfState
trigger1 = !alive
value = 5030
ctrl = 0

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

[Statedef 1949]
type     = S
movetype = A
physics  = N
velset   = 0,0
ctrl     = 0
sprpriority = 4

[State ]
type = changeanim
trigger1 = anim != 1949
value = 1949
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = p2dist x < 0

[State 1500,]
type = notHitBy
trigger1 = 1
value = SCA
time = 10

[State 1000, TargetBind]
type = TargetBind
triggerall = !ishelper
triggerall = animelemtime(1) >= 0
trigger1 = numtarget
pos = 20,0

[State ]
type = ReversalDef
trigger1 = numtarget
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1


[State ]
type = posset
trigger1 = !ishelper
y = 0
ignorehitpause = 1

[State ]
Type = velset
trigger1 = !ishelper
y = 0
ignorehitpause = 1

[State 800, ]
type = ReversalDef
trigger1 = !numtarget
trigger1 = p2stateno != [150,152]
hitflag = MF
reversal.attr = SCA,NA,SA,HA,NP,SP,HP
numhits = 0
pausetime = 0,2
sparkno = -1
hitsound = -1
p1stateno = 1949
p2stateno = 32082
ignorehitpause = 1

[State 800, ]
type = Projectile
trigger1 = animelemtime(1) = 0
projanim = 4105
ProjID = 1949
projscale = 1,1
projremovetime = 3
ProjEdgeBound = 1000000
ProjStageBound = 1000000
ProjHeightBound = -1000000, 1000000
AnimType  = hard
attr = S,SA
Damage = 1,0
HitFlag = MAFLD
GuardFlag = 
numhits = 0
priority = 7
sparkno = -1
sparkxy = 40,-80
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
guard.dist = 0
persistent = 0

[State ]
Type = targetstate
Trigger1 = !ishelper
Trigger1 = projhittime(1949) = 0
trigger2 = numtarget
Value = 32080
ignorehitpause = 1

[State ]
Type = changestate
Triggerall = !ishelper
triggerall = !target,ishelper
triggerall = target,stateno != [120,155]
Trigger1 = projhittime(1960) = 0
Trigger2 = numtarget
trigger2 = target,stateno != [120,159]
Value = 1960
ignorehitpause = 1

[state a]
type = targetdrop
trigger1 = numtarget >= 8
trigger2 = target,ishelper
excludeID = -1

[State 800, ]
type = ChangeState
triggerall = var(59)
trigger1 = animtime = 0
value = 1700
ctrl = 0

[State 800, ]
type = ChangeState
triggerall = !var(59)
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1960]
type = S
movetype = A
physics = N
velset = 0, 0
ctrl = 0

[State ]
Type = ChangeAnim
Trigger1 = !ishelper
Trigger1 = anim != 1960
Value = 1960
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 130

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 215,2

[State 29983]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AP,AT
pausetime = 1,9
sparkno = -1
hitsound = -1
numhits = 0
fall.damage = 0
ignorehitpause = 1

[State ]
type = nothitby
trigger1 = !ishelper
value = SCA
time = 15

[State 1000, AfterImage]
type = Afterimage
trigger1 = animelem = 1
time = 20
length = 11
timegap = 1
paladd = 60,20,100
PalContrast = 220,200,350
palcolor = 0
framegap = 3

[State 1000, AfterImage]
type = Afterimagetime
trigger1 = gametime%2
time = 2

[State 1000, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = !fvar(27)
trigger1 = AnimElem = 5
value = -10*fvar(5)
kill = 1
absolute = 1
ignorehitpause = 1

[State 1000, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = fvar(27)
trigger1 = AnimElem = 5
value = -5
kill = 1
absolute = 1
ignorehitpause = 1

[state -2]
type = Width
Trigger1 = 1
edge = 40,0

[State 3542]
type = targetbind
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(8) < 0
pos = 40,0

[State 3542]
type = playerpush
trigger1 = 1
value = 1

[State ]
type = targetstate
trigger1 = animelem = 1
value = 32080
ignorehitpause = 1

[State ]
type = targetstate
triggerall = target,stateno != 1961
trigger1 = animelem = 2
value = 1961
ignorehitpause = 1

[state 192]
type = explod
trigger1 = AnimElem = 2
ID = 6009
anim = 6009
postyoe = p2
pos = 28,-65
removetime = -2
sprpriority = 9
scale = 1,1
ignorehitpause = 1

[State 1400, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 9999,14

[State 1000, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 938
ID = 938
pos = 55,-5
postype = p1
removetime = 60
scale = 0.7,0.7
sprpriority = 4
ignorehitpause = 1
supermove = 1
bindtime = 1
ownpal = 1

[State 9989, flash2]
type = Explod
trigger1 = animelem = 4
anim = 933
id = 9011
postype = p1
pos = 55,5
sprpriority = 5
supermove = 1
bindtime = 1
ownpal = 1

[State 1000, Explod]
type = Explod
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(5) <= 50
anim = 2205
pos = 30,0
postype = p1
sprpriority = 9
bindtime = 1
random = 120,120
ownpal = 1
supermove = 1
ignorehitpause = 1

[state 13101]
type = envcolor
trigger1 = animelem = 1
value = 240,240,240
time = 2
under = 0

[State 1000, EnvShake]
type = EnvShake
trigger1 = animelem = 4
time = 50
freq = 100
ampl = -10

[State 1000, EnvShake]
type = EnvShake
trigger1 = animelem = 5,20
time = 140
freq = 100
phase = 80
ampl = -4

[State 13501]
type = PlaySnd
trigger1 = animelem = 4
value = 215,13

[State 1000, EnvShake]
type = EnvShake
trigger1 = animelem = 8
time = 120
ampl = 10
phase = 90
persistent = 1

[State 1000, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = !fvar(27)
trigger1 = AnimElem = 8
value = -90*fvar(5)
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 1

[State 1000, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = fvar(27)
trigger1 = AnimElem = 8
value = -40
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S2200,0
volume = 255
channel = 14


[State 2200, 7]
type = Explod
trigger1 = AnimElem = 8
anim = 931
pos = 50,10
postype = p1
sprpriority = 7
supermove = 1
bindtime = 1

[State ]
type = targetstate
trigger1 = animelemtime(8) = 28
value = 1962
ignorehitpause = 1

[State 1000, Explod]
type = Explod
triggerall = NumExplod(2200) < 1
triggerall = Random < 250
trigger1 = (AnimElemTime(8) >= 20) 
anim = 2200
ID = 2200
ownpal = 1
sprpriority = 6
postype = p2
pos = 0,-60
random = 200,100
bindtime = 1
ignorehitpause = 1

[State 1000, Explod]
type = Explod
triggerall = NumExplod(2210) < 1
triggerall = Random < 600
trigger1 = (AnimElemTime(8) >= 20) 
anim = 2210
ID = 2200
ownpal = 1
sprpriority = 6
postype = p2
pos = 0,-60
random = 200,100
bindtime = 1
ignorehitpause = 1

[State 1000, Explod]
type = Explod
triggerall = NumExplod(2205) < 1
triggerall = Random < 600
trigger1 = (AnimElemTime(8) >= 20)
anim = 2205
ID = 2200
ownpal = 1
sprpriority = 12
postype = p2
pos = 0,-60
random = 200,100
bindtime = 1
ignorehitpause = 1

[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = unguardable
ignorehitpause = 1
persistent = 1

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 1960
sysvar(2) = 1960
ignorehitpause = 1

[State ]
type = varset
Trigger1 = !ishelper
Trigger1 = anim = 1960
trigger1 = animtime = 0
sysvar(2) = 0
ignorehitpause = 1

[state 3802]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
[Statedef 1961]
type = S
movetype = H
physics = N
ctrl = 0
velset = 0, 0

[State 2205, 2]
type = posset
trigger1 = 1
y = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 13121]
type = lifeset
trigger1 = life <= 5
ignorehitpause = 1
value = 0

[state 3810]
type = changeanim2
trigger1 = time = 0
value = 1961

[State 3200,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
[Statedef 1962]
type = A
movetype = H
physics = N
ctrl = 0
anim = 9013

[State 1000, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[state 52]
type = palfx
trigger1 = time = 0
time = 70
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 13121]
type = lifeset
trigger1 = life <= 5
ignorehitpause = 1
value = 0

[State 3010, 1]
type = DefenceMulSet
trigger1 = time = 0
value = 1

[State 3010, 5]
type = PosFreeze
trigger1 = HitShakeOver = 0

[State 3010, 6]
type = ForceFeedBack
trigger1 = HitShakeOver = 0
time = 1
waveform = square

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = -1.5
y = -8

[State 52, 2]
type = Veladd
trigger1 = time >= 2
y = .5

[State 810,]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ampl = 10
freq = 120
time = 10

[State 3010, 8]
type = EnvColor
trigger1 = (time = 0) && (life > 0)
time = 2
value = 240,240,240
under = 1
ignorepausetime = 1

[State 3010, 9]
type = ChangeAnim2
trigger1 = HitShakeOver = 1
persistent = 0
value = 9013

[State 3010, 12]
type = SelfState
triggerall = Anim = 9013
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100

[Statedef 32082]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 13121]
type = lifeset
trigger1 = life <= 5
ignorehitpause = 1
value = 0

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

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

[State 52, 2]
type = PosSet
trigger1 = 1
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 32080

[State 1830]
type = SelfState
trigger1 = !alive
value = 5030
ctrl = 0

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

[Statedef 1970]
type = A
movetype = A
physics = N
ctrl = 0
velset   = 0,0
sprpriority = 2

[State 0, Turn]
type = Turn
trigger1 = p2dist x < 0

[State ]
type = changeanim
trigger1 = anim != 1970
value = 1970
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 130

[State ]
type = ReversalDef
trigger1 = numtarget
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 1500,]
type = notHitBy
trigger1 = 1
value = SCA
time = 15

[State 1000, TargetBind]
type = TargetBind
triggerall = !ishelper
triggerall = animelemtime(1) >= 0
trigger1 = numtarget
pos = 20,0

[State 800, ]
type = ReversalDef
trigger1 = !numtarget
trigger1 = p2stateno != [150,152]
reversal.attr = SCA,AA,AT,AP
numhits = 0
pausetime = 0,2
sparkno = -1
hitsound = -1
p1stateno = 1971
p2stateno = 1980
ignorehitpause = 1

[State 800, ]
type = Projectile
trigger1 = animelemtime(1) >= 0
projanim = 1974
ProjID = 1974
projscale = 1,1
projremovetime = 1
ProjEdgeBound = 1000000
ProjStageBound = 1000000
ProjHeightBound = -1000000, 1000000
AnimType  = hard
attr = S,SA
Damage = 1,0
HitFlag = MAFLD
GuardFlag = 
numhits = 0
priority = 7
sparkno = -1
sparkxy = 40,-80
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
guard.dist = 0
persistent = 0

[State ]
Type = targetstate
Trigger1 = !ishelper
Trigger1 = projhittime(1974) = 0
trigger2 = numtarget
Value = 1980
ignorehitpause = 1

[State ]
Type = changestate
Triggerall = !ishelper
triggerall = !target,ishelper
triggerall = target,stateno != [120,155]
Trigger1 = projhittime(1974) = 0
Trigger2 = numtarget
trigger2 = target,stateno != [120,159]
Value = 1971
ignorehitpause = 1

[state a]
type = targetdrop
trigger1 = numtarget >= 8
trigger2 = target,ishelper
excludeID = -1

[State 800, ]
type = ChangeState
trigger1 = animtime = 0
value = 5201
ctrl = 0


[Statedef 1971]
type     = S
movetype = A
physics  = N
velset   = 0,0
ctrl     = 0
sprpriority = 3

[State ]
type = changeanim
trigger1 = anim != 1971
value = 1971
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 80

[State 1000, AfterImage]
type = Afterimagetime
trigger1 = gametime%2
time = 2

[State 810, ]
type = Width
trigger1 = 1
edge = 50,0

[State 0, TargetFacing]
type = TargetFacing
trigger1 = 1
value = -1

[State 29983]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AP,AT
pausetime = 1,9
sparkno = -1
hitsound = -1
numhits = 0
fall.damage = 0
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 3

[State ]
type = velset
trigger1 = 1
X = 0
Y = 0

[state 192]
type = explod
trigger1 = AnimElem = 6
ID = 6009
anim = 6009
postyoe = p2
pos = 28,-65
removetime = -2
sprpriority = 9
scale = 1,1
ignorehitpause = 1

[State 1400, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 9999,14

[State 1000, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = !fvar(27)
trigger1 = AnimElem = 6
value = -90*fvar(5)
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 1

[State 1000, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = fvar(27)
trigger1 = AnimElem = 6
value = -40
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 1

[State 0, TargetBind]
type = Targetstate
trigger1 = animelem = 6
value = 1981
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S1700,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12
value = S240,0

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 1
pos = 35,-40
ignorehitpaus

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 6
pos = 12,-28
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 7
pos = 11,-27
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 8
pos = 10,-35
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 9
pos = 20,-15
ignorehitpause = 1

[State 197, quake]
type = EnvShake
trigger1 = animelem = 11
time = 22
ampl = 4
freq = 70

[State 1040, 0]
type = PlaySnd
trigger1 = animelem = 9
value = 1300,1

[State 1040, 0]
type = PlaySnd
trigger1 = animelem = 8
value = 600,1

[State 1700, 0]
type = PlaySnd
trigger1 = animelem = 13
value = 1700,4

[State 0, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1973
ctrl = 0

[Statedef 1973]
type     = S
movetype = A
physics  = N
velset   = 0,0
ctrl     = 0
sprpriority = 3
facep2 = 1

[State ]
type = changeanim
trigger1 = anim != 1973
value = 1973
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 80


[State 810, ]
type = Width
trigger1 = 1
edge = 40,0

[State 0, TargetFacing]
type = TargetFacing
trigger1 = 1
value = -1

[State 0, PosAdd]
type = velset
trigger1 = 1
x = 0
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = animelem = 1
X = enemynear(fvar(37)),Pos X
y = 0

[State 1040, 0]
type = PlaySnd
trigger1 = animelem = 3
value = 600,1

[State 29983]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AP,AT
pausetime = 1,9
sparkno = -1
hitsound = -1
numhits = 0
fall.damage = 0
ignorehitpause = 1

[State 0, TargetBind]
type = Targetstate
trigger1 = animelem = 5
trigger1 = target,stateno != 1982
value = 1982

[State 0, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1980]
type    = S
movetype= H
physics = N
velset = 0,0

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

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


[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 13121]
type = lifeset
trigger1 = life <= 5
ignorehitpause = 1
value = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1980

[State 1830]
type = SelfState
trigger1 = time > 120
value = 5000

[Statedef 1981]
type    = A
movetype= H
physics = N
velset = 0,0

[State a]
type = velset
trigger1 = time >= 37
X = 15
Y = 3

[State a]
type = veladd
trigger1 = time >= 37
X = 2
Y = 2


[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 13121]
type = lifeset
trigger1 = life <= 5
ignorehitpause = 1
value = 0

[State 1000, PalFX]
type = PalFX
trigger1 = !time
time = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1981

[State 810, 3]
type = SprPriority
Trigger1 = 1
value = -1

[State 0, Turn]
type = Turn
trigger1 = Enemynear,Facing = Facing

[State 13302, 2]
type = ScreenBound
trigger1 = Animelem = 3,>= 0
value = 0
movecamera = 0,0

[State 1351,]
type = changestate
trigger1 = Pos Y >= 10
trigger1 = Vel Y > 0
value = 1982

[Statedef 1982]
type     = A
movetype = H
physics  = N

[State 1028, Velset]
type = VelSet
trigger1 = Time = 0
y = -8

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0


[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 13121]
type = lifeset
trigger1 = life <= 5
ignorehitpause = 1
value = 0

[State 1028, Velset]
type = VelSet
trigger1 = Time = 0
x = 0

[State 1028, VelAdd]
type = VelAdd
trigger1 = 1
y = .27

[State 1028, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1028, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1028, ChangeAnim]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1028, ChangeAnim]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 1000, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 1
under = 1

[State 1000, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 50
freq = 100
ampl = -10

[State 1028, SelfState]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

[Statedef 1989]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
facep2 = 1

[State ]
type = changeanim
trigger1 = anim != 1989
value = 1989
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 80

[State 3600]
Type = AttackDist
Trigger1 = 1
Value = 0

[State 3600]
type = NOTHitBy
trigger1 = !var(26)
trigger1 = AnimElem = 1,> 0 && AnimElem = 2,< 0
value = SCA

[State 3600]
type = nothitby
trigger1 = var(26)
value = SCA
time = 3

[State 3600]
type = VelSet
Trigger1 = AnimElem = 1,> 0 && AnimElem = 6,< 0
x = const(velocity.walk.fwd.x)

[State 3000, fterimagetime]
type = Afterimagetime
trigger1 = gametime%2 = 0
time = 2

[State ]
type = posset
trigger1 = !ishelper
y = 0
ignorehitpause = 1

[State ]
type = ReversalDef
trigger1 = numtarget
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 3600]
type = ReversalDef
Triggerall = !numtarget
Trigger1 = 1
reversal.attr = SCA,AA,AT
pausetime = 0,0
sparkno = S-1
sparkxy = 20,0
hitsound = s-1
numhits = 0
p1stateno = 1990
p2stateno = 1994

[state a ]
type = helper
triggerall = !ishelper
trigger1 = !numhelper(1988)
id = 1988
name = "killer"
pos = 0,0
postype = p1
stateno = 1988
helpertype = player
keyctrl = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State ]
Type = Projectile
trigger1 = !ishelper
trigger1 = anim = 1989
ProjID = 1989
ProjAnim = 4105
ProjScale = 1,1
ProjRemove = 0
ProjRemoveTime = 1
ProjHits = 1
ProjPriority = 99999
ProjsprPriority = 8
ProjEdgeBound = 1000000
ProjStageBound = 1000000
ProjHeightBound = -1000000, 1000000
Offset = 0,0
Postype = P1
Attr =  S, NA
AnimType  = hard
Damage = 1,0
HitFlag = MAFLD
GuardFlag = 
GetPower = 30
GivePower = 0,0
PauseTime = 0,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2,0
hitsound   = S-1
guardsound = S-1
sparkno = S-1
Guard.Sparkno = S-1
sparkxy = 60,-66
kill = 0
SuperMoveTime = 9999999999
PauseMoveTime = 9999999999
ignorehitpause = 1

[State ]
Type = targetstate
triggerall = animelemtime(1) >= 0
Trigger1 = !ishelper
Trigger1 = projhittime(1989) = 0
trigger2 = numtarget
Value = 1994
ignorehitpause = 1

[State ]
Type = changestate
Triggerall = !ishelper
triggerall = animelemtime(1) >= 0
triggerall = !target,ishelper
triggerall = target,stateno != [120,155]
Trigger1 = projhittime(1989) = 0
Trigger2 = numtarget
trigger2 = target,stateno != [120,159]
Value = 1990
ignorehitpause = 1


[State 3600]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1990]
type = S
movetype = A
physics = S
velset = 0
ctrl = 0

[State ]
type = changeanim
trigger1 = anim != 1990
value = 1990
ignorehitpause = 1

[State 1225, bind]
type = TargetBind
trigger1 = animelem = 1
pos = 50,0

[State 810]
type = Width
trigger1 = 1
edge = 80,0

[State ]
Type = targetstate
triggerall = animelem = 1
Trigger1 = !ishelper
trigger1 = numtarget
Value = 1994
ignorehitpause = 1

[state ]
type = changestate
trigger1 = animelem = 1
trigger1 = !numtarget
value = 1700

[State 29983]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AP,AT
pausetime = 1,9
sparkno = -1
hitsound = -1
numhits = 0
fall.damage = 0
ignorehitpause = 1

[State ]
type = posset
trigger1 = !ishelper
y = 0
ignorehitpause = 1

[State ]
Type = velset
trigger1 = !ishelper
y = 0
ignorehitpause = 1


[state 192]
type = explod
trigger1 = AnimElem = 5
ID = 6009
anim = 6009
postyoe = p2
pos = 58,-35
removetime = -2
sprpriority = 9
scale = 1,1
ignorehitpause = 1

[State 1400, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 9999,14

[State 1000, targetstate]
type = targetstate
trigger1 = animelem = 5
value = 1995

[State 1000, targetstate]
type = targetstate
trigger1 = animelemtime(6) = 70
value = 1996

[State 1225, bind]
type = TargetBind
trigger1 = animelem = 5
pos = 70,-85

[State 1225, bind]
type = TargetBind
trigger1 = animelem = 6
pos = 68,-115

[State 200, 1]
type = PlaySnd
trigger1 = random<200
trigger1 = AnimElem = 1
value = 9999,15

[State 197, quake]
type = EnvShake
trigger1 = animelemtime(6) = 47
time = 22
ampl = 4
freq = 70

[State 200, 1]
type = PlaySnd
trigger1 = animelemtime(6) = 47
trigger2 = animelemtime(6) = 52
trigger3 = animelemtime(6) = 57
value = 2200,0

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = !fvar(27)
trigger1 = animelemtime(6) = 47
trigger2 = animelemtime(6) = 52
trigger3 = animelemtime(6) = 57
value = -40*fvar(5)
absolute = 1
kill = 1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = fvar(27)
trigger1 = animelemtime(6) = 47
trigger2 = animelemtime(6) = 52
trigger3 = animelemtime(6) = 57
value = -20
absolute = 1
kill = 1
ignorehitpause = 1

[State 1100, 1]
type = Explod
trigger1 = animelemtime(6) = 47
anim = 936
ID = 936
postype = p1
pos = 20,-90
bindtime = 1
sprpriority = 3
supermovetime = 30
ownpal = 1

[State 1100, 1]
type = Explod
trigger1 = animelemtime(6) = 47
anim = 936
ID = 936
postype = p1
pos = 60,-50
bindtime = 1
sprpriority = 3
supermovetime = 30
ownpal = 1

[State 1100, 1]
type = Explod
trigger1 = animelemtime(6) = 52
anim = 936
ID = 936
postype = p1
pos = 70,-70
bindtime = 1
sprpriority = 3
supermovetime = 30
ownpal = 1

[State 1100, 1]
type = Explod
trigger1 = animelemtime(6) = 52
anim = 936
ID = 936
postype = p1
pos = 100,-80
bindtime = 1
sprpriority = 3
supermovetime = 30
ownpal = 1

[State 1100, 1]
type = Explod
trigger1 = animelemtime(6) = 57
anim = 936
ID = 936
postype = p1
pos = -10,-60
bindtime = 1
sprpriority = 3
supermovetime = 30
ownpal = 1

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 1990
sysvar(2) = 1990
ignorehitpause = 1

[State ]
type = varset
Trigger1 = !ishelper
Trigger1 = anim = 1990
trigger1 = animtime = 0
sysvar(2) = 0
ignorehitpause = 1

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1994]
type    = S
movetype= H
physics = N
velset = 0,0

[State 5255, DestroySelf]
type = DestroySelf
trigger1 = Ishelper

[State 5255,velset]
type = velset
trigger1 = time = 0
X = 0
Y = 0

[State 1830]
type = ChangeAnim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State ]
Type = removeexplod
Trigger1 = 1
IgnoreHitPause = 1 

[State ]
Type = Destroyself
Trigger1 = ishelper
IgnoreHitPause = 1 

[State ]
Type = ScreenBound
Trigger1 = 1
value = 1
movecamera = 0,0
IgnoreHitPause = 1 

[State ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP
IgnoreHitPause = 1 

[State 5255, 9]
type = SelfState
trigger1 = time >= 100
value = 0
ctrl = 1

[Statedef 1995]
type = A
movetype = H
physics = N
velset = 0
ctrl = 0
facep2 = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[state 52]
type = palfx
trigger1 = time = 45
time = 70
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State ]
Type = removeexplod
Trigger1 = 1
IgnoreHitPause = 1 

[State ]
Type = Destroyself
Trigger1 = ishelper
IgnoreHitPause = 1 

[State ]
Type = ScreenBound
Trigger1 = 1
value = 1
movecamera = 0,0
IgnoreHitPause = 1 

[State ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP
IgnoreHitPause = 1 

[State 1226, anim]
Type = Changeanim2
Trigger1 = Time = 0
value = 1995

[State 200, 3]
type = ChangeState
trigger1 = time = 58
value = 1996

[Statedef 1996]
type = A
movetype = H
physics = N
velset = -1,-11

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 

[State ]
Type = removeexplod
Trigger1 = 1
IgnoreHitPause = 1 

[State ]
Type = Destroyself
Trigger1 = ishelper
IgnoreHitPause = 1 

[State ]
Type = ScreenBound
Trigger1 = 1
value = 1
movecamera = 0,0
IgnoreHitPause = 1 

[State ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP
IgnoreHitPause = 1 

[state 52]
type = palfx
trigger1 = time = 0
time = 70
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0

[State 865, 2]
type = VelAdd
trigger1 = 1
y = .55

[State 865, 3]
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 865, 4]
type = ChangeAnim
trigger1 = Time = 10
value = 5050

[State 865, 5]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

[statedef 1988]
type    = S
movetype= A
physics = S
ctrl = 0

[State ]
type = changeanim
trigger1 = anim != 1988
value = 1988
ignorehitpause = 1

[State ]
Type = ScreenBound
Trigger1 = 1
value = 1
movecamera = 0,0
IgnoreHitPause = 1 

[State ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP
IgnoreHitPause = 1 

[state a]
type=posset
trigger1=1
x=root,pos x
y=root,pos y

[State ]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[state destroyself]
type=destroyself
trigger1=root,anim!=1989
trigger1=root,anim!=9010
trigger1=root,anim!=1880
trigger1=root,anim!=2980

[Statedef 1800]
type     = S
movetype = A
physics  = N
velset   = 0,0
ctrl     = 0
sprpriority = 4

[State ]
type = changeanim
trigger1 = anim != 1800
value = 1800
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 30

[State ]
type = ReversalDef
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State ]
type = posset
trigger1 = !ishelper
y = 0
ignorehitpause = 1

[State ]
Type = velset
trigger1 = !ishelper
y = 0
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = p2dist x < 0

[State 1500,]
type = notHitBy
trigger1 = 1
value = SCA
time = 4

[State 1000, TargetBind]
type = TargetBind
trigger1 = !target,ishelper
trigger1 = numtarget
pos = 60,0
ignorehitpause = 1

[State 800, ]
type = ReversalDef
trigger1 = !numtarget
trigger1 = p2stateno != [150,152]
hitflag = MF
reversal.attr = SCA,NA,SA,HA,NP,SP,HP
numhits = 0
pausetime = 0,2
sparkno = -1
hitsound = -1
p1stateno = 1801
p2stateno = 1802
ignorehitpause = 1

[State ]
Type = Projectile
trigger1 = !ishelper
trigger1 = anim = 1800
ProjID = 1800
ProjAnim = 4105
ProjScale = 1,1
ProjRemove = 0
ProjRemoveTime = 3
ProjHits = 1
ProjPriority = 99999
ProjsprPriority = 8
ProjEdgeBound = 1000000
ProjStageBound = 1000000
ProjHeightBound = -1000000, 1000000
Offset = 0,0
Postype = P1
Attr =  S, NA
AnimType  = hard
Damage = 1,0
HitFlag = MAFLD
GuardFlag = 
GetPower = 30
GivePower = 0,0
PauseTime = 0,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2,0
hitsound   = S-1
guardsound = S-1
sparkno = S-1
Guard.Sparkno = S-1
sparkxy = 60,-66
kill = 0
SuperMoveTime = 9999999999
PauseMoveTime = 9999999999
ignorehitpause = 1


[State ]
Type = targetstate
Trigger1 = !ishelper
Trigger1 = projhittime(1800) = 0
trigger2 = numtarget
Value = 1802
ignorehitpause = 1

[State ]
Type = changestate
Triggerall = !ishelper
triggerall = !target,ishelper
triggerall = target,stateno != [120,155]
Trigger1 = projhittime(1800) = 0
Trigger2 = numtarget
trigger2 = target,stateno != [120,159]
Value = 1801
ignorehitpause = 1

[State 800, ]
type = ChangeState
Trigger1 = animtime = 0
value = 1801
ctrl = 0

[statedef 1801]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0

[State ]
type = changeanim
trigger1 = anim != 1801
value = 1801
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 200

[State ]
Type = targetstate
Trigger1 = !ishelper
trigger1 = numtarget
trigger1 = animelem = 1
Value = 1802
ignorehitpause = 1

[State ]
type = ReversalDef
trigger1 = numtarget
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 1000, TargetBind]
type = TargetBind
triggerall = !ishelper
triggerall = animelem = 1
trigger1 = numtarget
pos = 70,0


[State ]
type = posset
trigger1 = !ishelper
y = 0
ignorehitpause = 1

[State ]
Type = velset
trigger1 = !ishelper
y = 0
ignorehitpause = 1

[State 1500,]
type = notHitBy
trigger1 = 1
value = SCA
time = 15

[state 200]
type = Turn
trigger1 = animelem = 1 && P2dist X < 0

[state 190]
type = PlaySND
triggerall = !Ishelper
trigger1 = AnimElem=3, =1
value = 600,1
channel = 10

[state 190]
type = PlaySND
triggerall = !Ishelper
trigger1 = AnimElem=4, =1
value = 1300,0
channel = 1

[state 190]
type = PlaySND
triggerall = !Ishelper
trigger1 = Animelemtime(3) = 1
value = 1800,0
channel = 500
volume = 12

[State 1500, 6]
type = Explod
trigger1 = Animelemtime(3) = 1
anim = 1805
postype = p1
pos = 10,-120
ID = 1805
sprpriority = 13
ignorehitpause = 1
bindtime = 1
ownpal = 1

[State 1503, 5]
type = Explod
trigger1 = Animelemtime(3) = 1
anim = 1804
postype = p1
pos = 54,-120
ID = 1804
shadow = 64,64,64
sprpriority = 13
ignorehitpause = 1
bindtime = 24
ownpal = 1


[State ]
Type = Projectile
trigger1 = !ishelper
trigger1 = anim = 1801
trigger1 = animelemtime(4) = 0
ProjID = 1801
ProjAnim = 1803
ProjScale = 1,1
ProjRemove = 0
ProjRemoveTime = 12
ProjHits = 1
ProjPriority = 99999
ProjsprPriority = 8
ProjEdgeBound = 1000000
ProjStageBound = 1000000
ProjHeightBound = -1000000, 1000000
Offset = 0,0
Postype = P1
Attr =  S, SA
AnimType  = Hard
Damage = 150,2
HitFlag = MAFD
GuardFlag = 
GetPower = 60
GivePower = 0,0
PauseTime = 0,12
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,0
air.animtype = Back
air.velocity = -4.5,-4
airguard.velocity = -5.5,-2.5
air.hittime = 0
guard.slidetime = 15
hitsound   = S240,0
guardsound = S-1
sparkno = s6011
Guard.Sparkno = S-1
sparkxy = 70,-55
SuperMoveTime = 9999999999
PauseMoveTime = 9999999999
envshake.time = 10
envshake.ampl = -10
envshake.freq = 20
palfx.time = 40
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
ignorehitpause = 1

[State ]
Type = targetstate
Triggerall = !ishelper
trigger1 = projhit1801 = 1
Value = 391
ignorehitpause = 1

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 1801
sysvar(2) = 1801
ignorehitpause = 1

[State ]
type = varset
Trigger1 = !ishelper
Trigger1 = anim = 1801
trigger1 = animtime = 0
sysvar(2) = 0
ignorehitpause = 1

[state 1320]
type = ChangeState
trigger1 = AnimTime=0
value = 0
ctrl = 1

;Guard Crush 
[Statedef 1802]
type    = S
movetype= H
physics = N
velset = 0,0

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State ]
type = Posset
trigger1 = 1
Y = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 5255,velset]
type = velset
trigger1 = time = 0
X = 0
Y = 0

[State 1830]
type = ChangeAnim2
trigger1 = time = 0
value = 1802
ignorehitpause = 1

[State 5255, 9]
type = SelfState
trigger1 = time >= 100
value = 0
ctrl = 1

[Statedef 1850]
type = A
movetype= H
physics = N
velset = 0,0
facep2 = 1
ctrl = 0

[State 1000, HitFallSet]
type = HitFallSet
trigger1 = !Time
value = 0
ignorehitpause = 1

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 5400, 0]
type = ChangeAnim
trigger1 = !Time
value = 5051

[State 5400, 1]
type = ChangeAnim
trigger1 = !AnimTime
value = 5051
elem = 2

[State 5400, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 1851

;-----------------------------
[Statedef 1851]
type = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 1000, VelSet]
type = VelSet
triggerall = Hitshakeover
trigger1 = facing = 1
trigger1 = Anim != [5400,5410]
x = -GetHitVar(xvel)
y = GetHitVar(yvel)

[State 1000, VelSet]
type = VelSet
triggerall = Hitshakeover
trigger1 = facing = -1
trigger1 = Anim != [5400,5410]
x = GetHitVar(xvel)
y = GetHitVar(yvel)

[State 5050, 3]
type = VelAdd
triggerall = Hitshakeover
trigger1 = 1
y = GetHitVar(yaccel)

[State 1000, VelMul]
type = VelMul
trigger1 = 1
x = 8

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1

[State 5401, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 5401,3]
type = AfterImage
trigger1 = time = 5
time = 20
TimeGap = 1
FrameGap = 4
length = 10
trans = add1
PalBright = 0, 0, 0
PalContrast = 128,128,128
PalAdd = 0, 0, 0
PalMul = 1,1,1

[State 5401, 4]
type = ChangeAnim
trigger1 = SelfAnimExist(5010) && !Time
value = 5010

[State 5401,10]
type = HitVelSet
trigger1 = !Time
x = 1

[State 5401,12]
type = EnvShake
trigger1 = time > 0
trigger1 = backedgedist <= 20||Frontedgedist <= 20
time = 20;10
ampl = 8
freq = 120
phase = 0

[State 5401,13]
type = ChangeState
trigger1 = time > 0
trigger1 = backedgedist <= 20||Frontedgedist <= 20
value = 1852

[State 5401,14]
type = SelfState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5100

[Statedef 1852]
type    = A
movetype= H
physics = N

[State 1027, Pos]
type = PosAdd
trigger1 = Time = 0
x = 10 - BackEdgeBodyDist

[State 1027, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1000, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 1
under = 1

[State 1000, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 50
freq = 100
ampl = -10

[State 1027, Anim]
type = ChangeAnim
trigger1 = 1
value = 5017

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 1027, State]
type = ChangeState
trigger1 = time >= 15
value = 1853

;------------------
[Statedef 1853]
type    = A
movetype= H
physics = N

[State 1028, Velset]
type = VelSet
trigger1 = Time = 0
y = -8

[State 1028, Velset]
type = VelSet
trigger1 = Time = 0
x = 2.6

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 1028, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 1028, VelAdd]
type = VelAdd
trigger1 = 1
y = .35

[State 1028, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1028, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1028, ChangeAnim]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1028, ChangeAnim]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 1028, SelfState]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

[Statedef 1880]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
facep2 = 1

[State ]
type = changeanim
trigger1 = anim != 1880
value = 1880
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 80

[State 3600]
Type = AttackDist
Trigger1 = 1
Value = 0

[State 3600]
type = NOTHitBy
trigger1 = !var(26)
trigger1 = AnimElem = 1,> 0 && AnimElem = 2,< 0
value = SCA

[State 3600]
type = nothitby
trigger1 = var(26)
value = SCA
time = 3

[State 3600]
type = VelSet
Trigger1 = AnimElem = 1,> 0 && AnimElem = 6,< 0
x = const(velocity.walk.fwd.x)

[State 3000, fterimagetime]
type = Afterimagetime
trigger1 = gametime%2 = 0
time = 2

[State ]
type = posset
trigger1 = !ishelper
y = 0
ignorehitpause = 1

[State ]
type = ReversalDef
trigger1 = numtarget
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 3600]
type = ReversalDef
Triggerall = !numtarget
Trigger1 = 1
reversal.attr = SCA,AA,AT
pausetime = 0,0
sparkno = S-1
sparkxy = 20,0
hitsound = s-1
numhits = 0
p1stateno = 1881
p2stateno = 32080

[state a ]
type = helper
triggerall = !ishelper
trigger1 = !numhelper(1988)
id = 1988
name = "killer"
pos = 0,0
postype = p1
stateno = 1988
helpertype = player
keyctrl = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State ]
Type = Projectile
trigger1 = !ishelper
trigger1 = anim = 1880
ProjID = 1880
ProjAnim = 4105
ProjScale = 1,1
ProjRemove = 0
ProjRemoveTime = 1
ProjHits = 1
ProjPriority = 99999
ProjsprPriority = 8
ProjEdgeBound = 1000000
ProjStageBound = 1000000
ProjHeightBound = -1000000, 1000000
Offset = 0,0
Postype = P1
Attr =  S, NA
AnimType  = hard
Damage = 1,0
HitFlag = MAFLD
GuardFlag = 
GetPower = 30
GivePower = 0,0
PauseTime = 0,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2,0
hitsound   = S-1
guardsound = S-1
sparkno = S-1
Guard.Sparkno = S-1
sparkxy = 60,-66
kill = 0
SuperMoveTime = 9999999999
PauseMoveTime = 9999999999
ignorehitpause = 1

[State ]
Type = targetstate
triggerall = animelemtime(1) >= 0
Trigger1 = !ishelper
Trigger1 = projhittime(1880) = 0
trigger2 = numtarget
Value = 32080
ignorehitpause = 1

[State ]
Type = changestate
Triggerall = !ishelper
triggerall = animelemtime(1) >= 0
triggerall = !target,ishelper
triggerall = target,stateno != [120,155]
Trigger1 = projhittime(1860) = 0
Trigger2 = numtarget
trigger2 = target,stateno != [120,159]
Value = 1881
ignorehitpause = 1


[State 3600]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1881]
type     = S
movetype = A
physics  = S
ctrl     = 0
sprpriority = 5
movehitpersist = 1
hitdefpersist = 1

[State 1000, MoveHitReset]
type = MoveHitReset
trigger1 = animelem = 1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = anim != 1881
value = 1881
ignorehitpause = 1

[State 1000, Pause]
type = Pause
triggerall = RoundState = 2
triggerall = animelemtime(4) >=0
triggerall = animelemtime(5) < 25
trigger1 = p2movetype = H
time = 1
movetime = 1
ignorehitpause = 1

[State 1040, 0]
type = PlaySnd
trigger1 = Time = 1
value = 1040,1

[State 1040, 0]
type = PlaySnd
trigger1 = animelem = 5
value = 1040,0

[State 1040, Nothitby]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10

[State ]
type = ReversalDef
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 810]
type = Width
trigger1 = 1
edge = 30,0

[State 0, TargetBind]
type = TargetBind
trigger1 =animelemtime(1) = 0
pos = 60,0
ignorehitpause = 1


[State ]
Type = targetstate
Trigger1 = !ishelper
Trigger1 = animelem =1
Value = 32080
ignorehitpause = 1


[State ]
Type = targetstate
Trigger1 = !ishelper
Trigger1 = animelemtime(4) = 5
Value = 1882
ignorehitpause = 1

[State 810, 1]
type = Targetlifeadd
trigger1 = !fvar(27)
trigger1 = animelemtime(5) = 1
value = -50*fvar(5)
kill = 0
absolute = 1
persistent = 1
ignorehitpause = 1

[State 810, 1]
type = Targetlifeadd
trigger1 = fvar(27)
trigger1 = animelemtime(5) = 1
value = -20
kill = 0
absolute = 1
persistent = 1
ignorehitpause = 1

[State ]
Type = envshake
Triggerall = !ishelper
trigger1 = animelem = 5
ampl = -8
time = 10
freq = 255
phase = 90
ignorehitpause = 1

[State 1000, Explod]
type = Explod
trigger1 = animelemtime(4) = 3
anim =1030
ID = 1030
pos = 12,-5
postype = p1
bindtime = 1
removetime = -2
supermove = 1
scale = 1,1
sprpriority = 7
ignorehitpause = 1
persistent = 1

[state x]
type = Explod
trigger1 = animelemtime(5) = 1
anim = 6003
postype = p1
pos = 60,-70
sprpriority = 22
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(5) = 1
value = S220,0
channel = 6

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 1881
sysvar(2) = 1881
ignorehitpause = 1

[State ]
type = varset
Trigger1 = !ishelper
Trigger1 = anim = 1881
trigger1 = animtime = 0
sysvar(2) = 0
ignorehitpause = 1

[State 1000, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 1885

[Statedef 1882]
type = A
movetype = H
physics = N
velset = -2,-10
facep2 = 1

[State 13121]
type = lifeset
trigger1 = life <= 4
ignorehitpause = 1
value = 0

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[state 52]
type = palfx
trigger1 = time = 0
time = 80
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State 865, 2]
type = VelAdd
trigger1 = 1
y = .4

[State 865, 3]
type = ChangeAnim2
trigger1 = Time = 0
value = 1553

[State 865, 5]
type = SelfState
triggerall = animelemtime(2) > 0
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

[Statedef 1885]
movetype= A
ctrl = 0
sprpriority=2

[State ]
type = changeanim
trigger1 = anim != 1885
value = 1885
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 100

[State 1500,]
type = notHitBy
trigger1 = 1
value = SCA
time = 15

[state ]
type=statetypeset
trigger1=animelemtime(2)<=0
statetype=S
movetype=A
physics=S
ignorehitpause=1

[state ]
type=statetypeset
trigger1=animelemtime(3)>=0
statetype=A
movetype=A
physics=N
ignorehitpause=1

[State 1000, AfterImage]
type = Afterimage
trigger1 = animelem = 1
time = 20
length = 11
timegap = 1
paladd = 60,20,100
PalContrast = 220,200,350
palcolor = 0
framegap = 3

[State 1000, AfterImage]
type = Afterimagetime
trigger1 = gametime%2
time = 2

[state ]
type=turn
triggerall=animelem=1
trigger1=pos x<enemynear(fvar(37)),pos x&&facing=-1
trigger2=pos x>enemynear(fvar(37)),pos x&&facing=1
ignorehitpause=1

[state ]
type=playsnd
trigger1=animelem=2
value=s40,0

[state ]
type=velset
trigger1=animelem=1
x=0
y=0

[state ]
type=velset
trigger1=animelem=3
x=6
y=-12

[state ]
type=velset
trigger1=animelem=4
x=4.6
y=-6.5

[state ]
type=veladd
trigger1 = animelemtime(1) >= 0
trigger1=animelemtime(1)<=100
y=0.6

[state ]
type=targetbind
trigger1= animelem = 1
pos=65,0

[state ]
type=targetbind
trigger1= animelemtime(3) >= 0
trigger1= animelemtime(4) < 0
pos=-30,-90

[state ]
type=targetbind
trigger1= animelemtime(4) >= 0
pos=-30,-110

[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = unguardable
ignorehitpause = 1
persistent = 1

[State ]
Type = targetstate
Trigger1 = !ishelper
trigger1 = numtarget
trigger1 = !target,ishelper
trigger1= animelem = 1
Value = 32080
ignorehitpause = 1


[state ]
type=targetstate
trigger1 = !target,ishelper
trigger1 = animelemtime(3) >= 0
trigger1=numtarget>0
value=1886
ignorehitpause=1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = s1880,0

[state ]
type=playsnd
trigger1=animelem=4
value=s1880,1

[State 29983]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AP,AT
pausetime = 1,9
sparkno = -1
hitsound = -1
numhits = 0
fall.damage = 0
ignorehitpause = 1

[state -2]
type = Width
Trigger1 = 1
edge = 40,0

[State 3542]
type = playerpush
trigger1 = 1
value = 1

[state 192]
type = explod
trigger1 = AnimElem = 3
ID = 6009
anim = 6009
postyoe = p2
pos = 28,-85
removetime = -2
sprpriority = 9
scale = 1,1
ignorehitpause = 1

[State 1400, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 9999,14

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 1885
sysvar(2) = 1885
ignorehitpause = 1

[State ]
type = varset
Trigger1 = !ishelper
Trigger1 = anim = 1885
trigger1 = animtime = 0
sysvar(2) = 0
ignorehitpause = 1

[state ]
type=changestate
trigger1 = animelemtime(4) >= 0
trigger1=(vel y>0)&&(pos y>=0)
value=1889

[statedef 1886]
type=A
movetype=H
physics=N
velset=0,0
sprpriority=7
facep2=1

[State 0]
type = DestroySelf
trigger1 = ishelper

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

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1 


[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP


[state ]
type=changeanim2
Trigger1=time=0
value=1886

[state ]
type=selfstate
triggerall=!ishelper
trigger1=time>=180
value=5050

[Statedef 1887]
type = A
movetype = H
physics = N
ctrl = 0
anim = 9013

[State 1000, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[state 52]
type = palfx
trigger1 = time = 0
time = 150
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper

[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State 13121]
type = lifeset
trigger1 = life <= 5
ignorehitpause = 1
value = 0

[State 3010, 1]
type = DefenceMulSet
trigger1 = time = 0
value = 1

[State 3010, 5]
type = PosFreeze
trigger1 = HitShakeOver = 0

[State 3010, 6]
type = ForceFeedBack
trigger1 = HitShakeOver = 0
time = 1
waveform = square

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = -1.5
y = -14

[State 52, 2]
type = Veladd
trigger1 = time >= 2
y = .3

[State 810,]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ampl = 10
freq = 120
time = 10

[State 3010, 8]
type = EnvColor
trigger1 = (time = 0) && (life > 0)
time = 2
value = 240,240,240
under = 1
ignorepausetime = 1

[State 3010, 9]
type = ChangeAnim2
trigger1 = HitShakeOver = 1
persistent = 0
value = 9013

[State 3010, 12]
type = SelfState
triggerall = Anim = 9013
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100

[statedef 1889]
type=C
movetype=A
physics=C
ctrl=0
sprpriority=2
hitdefpersist=1

[state ]
type=changeanim
trigger1=anim!=1889
value=1889
ignorehitpause=1

[state ]
type=nothitby
trigger1=1
value=SCA
time=1
ignorehitpause=1

[State ]
type = targetstate
trigger1 = animelemtime(1) = 0
value = 1886
ignorehitpause = 1

[State ]
type = targetstate
trigger1 = animelemtime(2) = 0
value = 1887
ignorehitpause = 1

[state ]
type=width
trigger1=animelem=2
edge=100, 0

[state ]
type=hitadd
trigger1=animelem=2
value=1

[state ]
type=envshake
trigger1=animelem=2
time=60
freq=100
ampl=-10
phase=80

[State 1000, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = !fvar(27)
trigger1 = AnimElem = 2
value = -90*fvar(5)
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 1

[State 1000, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = fvar(27)
trigger1 = AnimElem =2
value = -40
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 1

[State 1000, AfterImage]
type = Afterimage
trigger1 = animelem = 1
time = 20
length = 11
timegap = 1
paladd = 60,20,100
PalContrast = 220,200,350
palcolor = 0
framegap = 3

[State 1000, AfterImage]
type = Afterimagetime
trigger1 = gametime%2
time = 2

[State 3542]
type = playerpush
trigger1 = 1
value = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2200,0
volume = 255
channel = 14

[State 1000, Explod]
type = Explod
trigger1 = animelem = 2
anim = 936
ID = 930
pos = 55,10
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 7
ignorehitpause = 1
persistent = 1

[State 9989, flash2]
type = Explod
trigger1 = animelem = 2
anim = 933
id = 9011
postype = p1
pos = 55,5
sprpriority = 5
supermove = 1
bindtime = 1
ownpal = 1

[state ]
type=playsnd
trigger1=animelem=2
value=s1880,2

[State 1000, Explod]
type = Explod
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(2) <= 20
anim = 2205
pos = 30,0
postype = p1
sprpriority = 9
bindtime = 1
random = 120,120
ownpal = 1
supermove = 1
ignorehitpause = 1

[state 13101]
type = envcolor
trigger1 = animelem = 2
value = 240,240,240
time = 2
under = 0

[State 13501]
type = PlaySnd
trigger1 = animelem = 2
value = 215,13

[state ]
type=posset
trigger1=animelem=1
y=0

[state ]
type=velset
trigger1=animelem=1
x=0
y=0

[State 1000, Explod]
type = Explod
triggerall = NumExplod(2200) < 1
triggerall = Random < 250
trigger1 = (AnimElemTime(8) >= 20) 
anim = 2200
ID = 2200
ownpal = 1
sprpriority = 6
postype = p2
pos = 0,-60
random = 200,100
bindtime = 1
ignorehitpause = 1

[State 1000, Explod]
type = Explod
triggerall = NumExplod(2210) < 1
triggerall = Random < 600
trigger1 = (AnimElemTime(8) >= 20) 
anim = 2210
ID = 2200
ownpal = 1
sprpriority = 6
postype = p2
pos = 0,-60
random = 200,100
bindtime = 1
ignorehitpause = 1

[State 1000, Explod]
type = Explod
triggerall = NumExplod(2205) < 1
triggerall = Random < 600
trigger1 = (AnimElemTime(8) >= 20)
anim = 2205
ID = 2200
ownpal = 1
sprpriority = 12
postype = p2
pos = 0,-60
random = 200,100
bindtime = 1
ignorehitpause = 1

[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = unguardable
ignorehitpause = 1
persistent = 1

[state ]
type=targetbind
trigger1=animelem=1
pos=10,-40

[state a]
type=targetbind
trigger1=animelem=2
pos=80,0

[state ]
type=reversaldef
trigger1=1
reversal.attr=SCA,AA,AT,AP
pausetime=0,0
sparkno=-1
sparkxy=-1
hitsound=-1
numhits=0
ignorehitpause=1

[State ]
type = varset
trigger1 = !ishelper
Trigger1 = anim = 1889
sysvar(2) = 1889
ignorehitpause = 1

[State ]
type = varset
Trigger1 = !ishelper
Trigger1 = anim = 1889
trigger1 = animtime = 0
sysvar(2) = 0
ignorehitpause = 1

[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1

[Statedef 1900]
type    = S
movetype= A
physics = S
ctrl = 0

[State ]
type = changeanim
trigger1 = anim != 1900
value = 1900
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 200

[State 1500,]
type = notHitBy
trigger1 = 1
value = SCA
time = 15

[State ]
type = ReversalDef
trigger1 = !ishelper
trigger1 = numtarget
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State ]
type = posset
trigger1 = !ishelper
y = 0
ignorehitpause = 1

[State ]
Type = velset
trigger1 = !ishelper
y = 0
ignorehitpause = 1

[State ]
Type = velset
trigger1 = !ishelper
trigger1 = animelem = 1
X = 0
ignorehitpause = 1

[State ]
Type = velset
trigger1 = !ishelper
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(15) < 0
x = 16
IgnoreHitPause = 1 

[State ]
Type = velset
trigger1 = !ishelper
trigger1 = animelemtime(20) >= 0
x = 0
IgnoreHitPause = 1 

[State ]
Type = envshake
trigger1 = !ishelper
trigger1 = animelemtime(4) = 0
ampl = 4
time = 10
freq = 70
IgnoreHitPause = 1

[State ]
type = AfterImage
trigger1 = !ishelper
trigger1 = anim = 1900
trigger1 = animelemtime(1) = 0
time = 2
PalBright = -160,-120,0
PalContrast = 256,0,0
PalAdd = 0, 0, 0
PalMul = 1,1,1
Length = 8
FrameGap = 1
TimeGap = 4
Trans = add
IgnoreHitPause = 1 

[State ]
type = AfterImageTime
trigger1 = !ishelper
trigger1 = anim = 1900
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(20) < 0
time = 2
IgnoreHitPause = 1

[State -2, Turn]
type = Turn
trigger1 = animelem = 1
trigger1 = P2Dist X < 0

[State ]
Type = playsnd
triggerall = !ishelper
trigger1 = animelemtime(6) = 0
Value = S1300,1
IgnoreHitPause = 1 

[State 1000, ReversalDef]
type = ReversalDef
trigger1 = !numtarget
reversal.attr = SCA,AA,AT,AP
pausetime = 5,10
sparkno = s6003
sparkxy = 0,0
hitsound = s150,1
p2facing = 1
P2stateno = 1902

[State ]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(20) < 0
trigger1 = animelemtime(4)%8 = 0
anim = 1902
sprpriority = 666
postype = p1
pos = 0,0
scale = 0.8,0.8
bindtime = 1
removetime = -2
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1000, TargetBind]
type = TargetBind
trigger1 = !target,ishelper
trigger1 = target,stateno != 1902
trigger1 = numtarget
trigger1 = P2bodydist X < 60
pos = 60,0
ignorehitpause = 1

[State 1000, TargetBind]
type = Targetstate
trigger1 = P2bodydist X < 60
trigger1 = numtarget
trigger1 = !target,ishelper
trigger1 = target,stateno != 1902
value = 1680
ignorehitpause = 1

[State ]
Type = Projectile
triggerall = !ishelper
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(21) < 0
trigger1 = gametime%8 = 0
ProjID = 1900
ProjAnim = 1901
ProjScale = 1,1
;velocity = 16,0
ProjRemove = 0
ProjRemoveTime = 50
ProjHits = 1
ProjPriority = 99999
ProjsprPriority = 6
ProjEdgeBound = 1000000
ProjStageBound = 1000000
ProjHeightBound = -1000000,1000000
Offset = 0,0
Postype = P1
Attr =  S, SA
AnimType  = Hard
Air.AnimType = Back
Damage = 30
HitFlag = MAFDL
GuardFlag =                             
GetPower = 40
GivePower = 0
PauseTime = 0
Ground.Type = hard
Fall = 0
Air.Fall = 1
Fall.Recover = 0
hitsound   = S2000,0
guardsound = -1
sparkno = s6003
Guard.Sparkno = -1
sparkxy = P2bodydist X,-60
envshake.ampl = 8
envshake.time = 10
envshake.freq = 70
p2stateno = 1902
SuperMoveTime = 9999999999
PauseMoveTime = 9999999999
ignorehitpause = 1

[State ]
Type = targetstate
Trigger1 = !ishelper
Trigger1 = projhittime(1900) = 0
trigger2 = numtarget
trigger2 = target,statetype != L
trigger2 = animelemtime(4) >= 4
trigger3 = projhit = 1
Value = 1902
ignorehitpause = 1


[State 1800, snd]
type = PlaySnd
trigger1 = animelem= 5
value = S1700,1

[State 1800, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1902]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0]
type = DestroySelf
trigger1 = ishelper

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1


[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State ]
type = Posset
trigger1 = 1
Y = 0

[state 52]
type = palfx
trigger1 = time = 0
time = 100
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0

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

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

[State 52, 2]
type = PosSet
trigger1 = 1
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 32080

[State 1830]
type = SelfState
trigger1 = !alive
value = 5030
ctrl = 0

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

;---------------------------------------------------------------------------
[Statedef 1905]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0]
type = DestroySelf
trigger1 = ishelper

[State ]
Type = lifeset
Trigger1 = life < 5
value = 0
IgnoreHitPause = 1


[State  ]
type = hitby
trigger1 = 1
value = SCA,AA,AT,AP

[State ]
type = Posset
trigger1 = 1
Y = 0

[state 52]
type = palfx
trigger1 = time = 0
time = 100
add = -70,-70,-70
mul = 256,256,256
sinadd = 120,120,120,15
invertall = 1
color = 0

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

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

[State 52, 2]
type = PosSet
trigger1 = 1
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 32080

[State 1830]
type = SelfState
trigger1 = !alive
value = 5030
ctrl = 0

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

[Statedef 1950]
type = S
movetype = A
physics = N
velset = 0,0
ctrl = 0

[State ]
type = changeanim
trigger1 = anim != 1950
value = 1950
ignorehitpause = 1

[State ]
type = poweradd
trigger1 = animelem = 1
value = 120

[State ]
type = ReversalDef
trigger1 = !ishelper
reversal.attr = SCA,AA,AT,AP
sparkxy = -1
numhits = 0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 1900]
type = nothitby
trigger1 = var(26)
value = SCA
time = 20

[State ]
type = posset
trigger1 = !ishelper
y = 0
ignorehitpause = 1

[State ]
Type = velset
trigger1 = !ishelper
y = 0
ignorehitpause = 1

[State 1000, 0]
type = PlaySnd
trigger1 = animelemtime(3) = 1
value = 1020,0

[State 0, Helper]
type = Helper
trigger1 = numhelper(1951) < 3
trigger1 = AnimElemTime(5) = 3
helpertype = player
name = "1951"
ID = 1951
stateno = 1951
pos = 80*floor(Const(size.xscale)),-65*floor(Const(size.yscale))
postype = p1
facing = 1
ownpal = 1
size.xscale = 1.2
size.yscale = 1.2

[State 0, Helper]
type = Helper
trigger1 = numhelper(1951) < 3
trigger1 = AnimElemTime(5) = 3
helpertype = player
name = "1951"
ID = 1951
stateno = 1951
pos = 80*floor(Const(size.xscale)),-100*floor(Const(size.yscale))
postype = p1
facing = 1
ownpal = 1
size.xscale = 1.2
size.yscale = 1.2

[State 0, Helper]
type = Helper
trigger1 = numhelper(1951) < 3
trigger1 = AnimElemTime(5) = 3
helpertype = player
name = "1951"
ID = 1951
stateno = 1951
pos = 80*floor(Const(size.xscale)),-30*floor(Const(size.yscale))
postype = p1
facing = 1
ownpal = 1
size.xscale = 1.2
size.yscale = 1.2

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

[Statedef 1951]
type = S
movetype = A
physics = N
juggle = 0
ctrl = 0
poweradd = 0

[State ]
type = changeanim
trigger1 = anim != 1020
value = 1020
ignorehitpause = 1

[state 0]
type = ScreenBound
trigger1 = ishelper
movecamera = 0,0
ignorehitpause = 1

[State 1900]
type = nothitby
trigger1 = 1
value = SCA

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 10
ignorehitpause = 1

[State 1993]
Type = SelfState
Trigger1 = !IsHelper
Value = 0

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

[State 0, ]
Type = VarSet
triggerall = Anim = 1020
Triggerall = roundstate = 2
Trigger1 = P2Dist X!=0
fvar(2) = P2Dist X+vel x*24

[State 0,]
Type = VarSet
triggerall = Anim = 1020
Triggerall = roundstate = 2
Trigger1 = fvar(2)=0
fvar(2) = 0.0000001+vel x*24

[State 0, ]
Type = VarSet
triggerall = Anim = 1020
Triggerall = roundstate = 2
Trigger1 = 1
fvar(3) = (P2Dist Y-95)+vel y*24

[State 0, ]
Type = VarSet
Trigger1 = fvar(2)>0
Trigger1 = fvar(3)>=0
fvar(1) = atan(abs((fvar(3))/fvar(2)))

[State 0, ]
Type = VarSet
Trigger1 = fvar(2)<0
Trigger1 = fvar(3)>=0
fvar(1) = PI-atan(abs((fvar(3))/fvar(2)))

[State 0, ]
Type = VarSet
Trigger1 = fvar(2)<0
Trigger1 = fvar(3)<=0
fvar(1) = PI+atan(abs((fvar(3))/fvar(2)))

[State 0, ]
Type = VarSet
Trigger1 = fvar(2)>0
Trigger1 = fvar(3)<=0
fvar(1) = PI*2-atan(abs((fvar(3))/fvar(2)))

[State 0, ]
Type = VelSet
Trigger1 = 1
x = 12 * cos(fvar(1))
y = 12 * sin(fvar(1))

[State 0, ]
Type = AngleSet
Trigger1 = 1
Value = ATan(Vel Y/Vel X)*(-180.0/Pi)+((Vel X<0)*180)

[State 0, ]
Type = AngleDraw
Trigger1 = 1
;-------------------------------------------------------
[State 3200 , 1]
type = Projectile
trigger1 = anim = 1020
trigger1 = gametime%10 = 0
ProjID = 1021
projanim = 1021
projshadow = 128,128,128
projremove = 1
projremovetime = 1
projmisstime = 1
velocity = vel x,vel y
hitflag = MAF
offset = 0,0
postype = P1
ProjHits = 3
attr = SCA,SA
animtype  = hard
getpower = 0,0
;givepower = 60,0
damage = 15,5
guardflag = M
pausetime = 0,20
sparkno = s6003
guard.sparkno = s6005
sparkxy = 10+random%10,-5+random%10
hitsound = S2000,0
guardsound = S150,4
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3.1
air.velocity = -4.7,-6.2
yaccel = 0.52
air.cornerpush.veloff = 0
fall = 0
fall.recover = 0
palfx.time = 18
palfx.add = -70,-70,-70
palfx.mul = 256,256,256
palfx.sinadd = 120,120,120,15
palfx.invertall = 1
palfx.color = 0
P2stateno = 1902

[State ]
Type = targetstate
Trigger1 = !ishelper
Trigger1 = projhittime(1021) = 0
trigger2 = projhit = 1
Value = 1902
ignorehitpause = 1

[State 1000, ReversalDef]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkxy = 10,0
sparkno = s-1
numhits = 0
pausetime = 0,10
P2Stateno = 1902
hitsound = s-1

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 99999
ignorehitpause = 1


[State 200, 7]
type = destroyself
trigger1 = time >= 190
