

;RAW!
[Statedef 6969]
type = S
ctrl = 0
anim = 9741
velset = 0,0

[State 0, ChangeState]
type = ChangeState
trigger1 = root,stateno = 180 || root,prevstateno = 180
trigger1 = root,var(10)=0
value = 6968

[Statedef 6968]
type = S
ctrl = 0
anim = 9741
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 50
value = S6969,0
abspan = 0

[State 0, Explod]
type = Explod
trigger1 = time = 50
anim = 6969
pos = 40,120
postype = back  ;p2,front,back,left,right
facing = facing
bindtime = -1
scale = .5,.5
sprpriority = 70
ontop = 0
ownpal = 1

[Statedef 6960] ; Ranking
type = S
ctrl = 0
anim = 9741
velset = 0,0

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 2    ;fv = 10
value = parent,fvar(2)
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 3    ;fv = 10
value = parent,fvar(3)
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 4    ;fv = 10
value = parent,fvar(4)
[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 5    ;fv = 10
value = parent,fvar(5)

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "fvar(2) = %d  fvar(3) = %d  fvar(4) = %d\nfvar(5) = %d"
params = fvar(2),fvar(3),fvar(4),fvar(5)
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = root,stateno = 180 || root,prevstateno = 180
value = 6961
[Statedef 6961]
type = S
ctrl = 0
anim = 9741
velset = 0,0

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "fvar(2) = %d  fvar(3) = %d  fvar(4) = %d\nfvar(5) = %d"
params = fvar(2),fvar(3),fvar(4),fvar(5)
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
fv = 11    ;fv = 10
value = -100

[State 0, VarSet]
type = Varadd
trigger1 = time < 10
fv = 11    ;fv = 10
value = 10

[State 0, VarSet]
type = Varadd
trigger1 = time = [10,60]
fv = 11    ;fv = 10
value = .2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S6961,0
abspan = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = root,lifemax = root,life && !time
value = S6961,1
abspan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S6960,0
abspan = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = S6960,1
abspan = 0

[State 0, Explod]
type = Explod
trigger1 = 1
anim = 6960+(facing = -1)
ID = 6960
facing = facing
pos = ceil(fvar(11)),50
postype = back  ;p2,front,back,left,right
bindtime = -1
removetime = 1
pausemovetime = 9999
supermovetime = 9999
scale = .5,.5
sprpriority = 60
ownpal = 1

;Icon
[State 0, Explod]
type = Explod
trigger1 = 1
anim = 6966
ID = 6966
facing = 1
pos = ceil(fvar(11))+13/2.0,50+13/2.0
postype = back  ;p2,front,back,left,right
bindtime = -1
removetime = 1
pausemovetime = 9999
supermovetime = 9999
scale = 1,1
sprpriority = 61
ownpal = 0

; LIFE

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 11
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = [10,20]
v = 11
value = root,life*(root,time-10)/10.0

[State 0, Explod]
type = Explod
trigger1 = 1
anim = 6962+(var(11)>=lifemax/4.0)+(var(11)>=lifemax/4.0*2)+(var(11)>=lifemax/4.0*3)
ID = 6961
facing = 1
pos = ceil(fvar(11)+127/2.0),ceil(50+19/2.0)
postype = back  ;p2,front,back,left,right
bindtime = -1
removetime = 1
pausemovetime = 9999
supermovetime = 9999
scale = .5*var(11)/lifemax,.5
sprpriority = 61
ownpal = 1

; ATK

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 12
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = [20,30]
v = 12
value = fvar(2)*(time-20)/10.0

[State 0, Explod]
type = Explod
trigger1 = 1
anim = 6962+(var(12)>=1000/4.0)+(var(12)>=1000/4.0*2)+(var(12)>=1000/4.0*3)
ID = 6961
facing = 1
pos = ceil(fvar(11)+127/2.0),ceil(50+39/2.0)
postype = back  ;p2,front,back,left,right
bindtime = -1
removetime = 1
pausemovetime = 9999
supermovetime = 9999
scale = .5*(var(12)/1000.0),.5
sprpriority = 61
ownpal = 1

; SPECIAL

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 13
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = [30,40]
v = 13
value = fvar(3)*(time-30)/10.0

[State 0, Explod]
type = Explod
trigger1 = 1
anim = 6962+(var(13)>=1000/4.0)+(var(13)>=1000/4.0*2)+(var(13)>=1000/4.0*3)
ID = 6961
facing = 1
pos = ceil(fvar(11)+127/2.0),ceil(50+59/2.0)
postype = back  ;p2,front,back,left,right
bindtime = -1
removetime = 1
pausemovetime = 9999
supermovetime = 9999
scale = .5*(var(13)/1000.0),.5
sprpriority = 61
ownpal = 1

; STYLE

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 14
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = [40,50]
v = 14
value = fvar(4)*(time-40)/10.0

[State 0, Explod]
type = Explod
trigger1 = 1
anim = 6962+(var(14)>=1000/4.0)+(var(14)>=1000/4.0*2)+(var(14)>=1000/4.0*3)
ID = 6961
facing = 1
pos = ceil(fvar(11)+127/2.0),ceil(50+79/2.0)
postype = back  ;p2,front,back,left,right
bindtime = -1
removetime = 1
pausemovetime = 9999
supermovetime = 9999
scale = .5*(var(14)/1000.0),.5
sprpriority = 61
ownpal = 1

; FINAL RANK (average)

[State 0, VarSet]
type = VarSet
trigger1 = time = [60,120]
v = 18
value = fvar(5)*(time-60)/60.0

[State 0, VarSet]
type = VarSet
trigger1 = var(18) = [0,1000/5.0-1]
fv = 18    ;fv = 10
value = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = var(18) = [1000/5.0,1000/5.0*2-1]
trigger1 = fvar(18) < 1
trigger2 = var(18) = [1000/5.0*2,1000/5.0*3-1]
trigger2 = fvar(18) < 2
trigger3 = var(18) = [1000/5.0*3,1000/5.0*4-1]
trigger3 = fvar(18) < 3
trigger4 = var(18) = [1000/5.0*4,1000/5.0*5-1]
trigger4 = fvar(18) < 4
value = S6970,0
abspan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 120
value = S6970,1
abspan = 0
volumescale = 200

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 120
value = S6970,2
abspan = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time < 300
flag = roundnotover

[State 0, VarSet]
type = VarSet
trigger1 = var(18) = [1000/5.0,1000/5.0*2-1]
fv = 18    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = var(18) = [1000/5.0*2,1000/5.0*3-1]
fv = 18    ;fv = 10
value = 2

[State 0, VarSet]
type = VarSet
trigger1 = var(18) = [1000/5.0*3,1000/5.0*4-1]
fv = 18    ;fv = 10
value = 3

[State 0, VarSet]
type = VarSet
trigger1 = var(18) = [1000/5.0*4,1000/5.0*5-1]
fv = 18    ;fv = 10
value = 4

[State 0, VarSet]
type = VarSet
trigger1 = var(18) >= 1000/5.0*5
fv = 18    ;fv = 10
value = 5

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
fv = 16    ;fv = 10
value = 5

[State 0, VarSet]
type = Varadd
trigger1 = time >= 120
fv = 16    ;fv = 10
value = -.083

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 150 && fvar(18) >= 3
value = S6971,0+(fvar(18) >= 4)+(fvar(18) >= 5)
abspan = 0
[State 0, Explod]
type = Explod
trigger1 = time >= 60
anim = 6970+(var(18)>=1000/5.0)+(var(18)>=1000/5.0*2)+(var(18)>=1000/5.0*3)+(var(18)>=1000/5.0*4)+(var(18)>=1000/5.0*5)
ID = 6961
facing = 1
pos = ceil(fvar(11)+90),ifelse((time = [60,90]),75+sin((time-60)*(pi/60))*60,ifelse((time=[120,180]),135+sin((time-120)*1.5)*fvar(16),135))
postype = back  ;p2,front,back,left,right
bindtime = -1
removetime = 1
pausemovetime = 9999
supermovetime = 9999
scale = .25,.25
sprpriority = 55
ownpal = 1
