

;==================================================================================
; Steel Rain Level 1
[Statedef 3000]
type = S
movetype = I
physics = S
ctrl= 0
anim = 3000
velset = 0,0
sprpriority = 2

[State 3000, Ready?]
type = PlaySnd
trigger1 = time = 0
value = 1,13
channel = 0

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 20

[State 3000, SuperPause]
type = SuperPause
trigger1 = time = 5
anim = 100
time = 45
pos = 77,-46
movetime = 45
poweradd = -2000



[State 3000, A-ismSuperSound]
type = PlaySnd
trigger1 = time = 5
value = 2,0
volume = 75

[State 3000, Baton Swipe]
type = PlaySnd
trigger1 = animelem = 4 || animelem = 15
value = 0,1

[State 3000, 7]
type = helper
trigger1 = animelem = 16
id = 3100
stateno = 3100
postype = p1
pos = 97, -153
ownpal = 1
keyctrl = 0

[State 3000, 9]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;--------------------
; Rain Level 1
[Statedef 3100]
type = A
movetype = I
physics = N
ctrl= 0
anim = 3100
velset = 0,0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 50

[State 3100, 0]
type = velset
trigger1 = time = 1
y = -8

[STate 3100, 5]
type = helper
trigger1 = time = 60
id = 3100
stateno = 3101
postype = p2
random = 0, 10
pos = 0, -255
ownpal = 1
keyctrl = 0

[STate 3100, 5]
type = helper
trigger1 = time = 60
id = 3100
stateno = 3101
postype = p2
random = 0, 10
pos = 15, -225
ownpal = 1
keyctrl = 0

[STate 3100, 5]
type = helper
trigger1 = time = 60
id = 3100
stateno = 3101
postype = p2
pos = -15, -240
ownpal = 1
keyctrl = 0

[State 3100, 9]
type = destroyself
trigger1 = time = 61

;======================================================================================
; Knife V
[Statedef 3101]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0, 8
anim = 3101

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 50

[State 3101, 3]
type = HitDef
trigger1 = animelem = 1
attr = A, SP
damage    = 65
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = 12,12
sparkno = 10
guard.sparkno = 40
sparkxy = -20,10
hitsound = S6,10
guardsound = S0,100
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 4
air.velocity = -4,-5
fall = 0
air.fall = 1



[State 3101, 5]
type = Changestate
trigger1 = moveguarded = 1
value = 1080

[State 3101, 6]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 1090

[State 3101,8]
type = PlaySnd
trigger1 = pos y >= 0
value = 0,11
persistent = 0

[State 3101,9]
type = DestroySelf
trigger1 = movehit = 1
trigger2 = time = 300
ignorehitpause = 1

[State 3101, Var(7)]
type = varset
trigger1 = pos y >= 0
v = 7
value = 1

[State 3101, 9]
type = ChangeState
trigger1 = pos y >= 0
value = 1090

;==================================================================================
; Mine Sweeper Level 1
[Statedef 3600]
type = S
movetype = A
physics = S
ctrl = 0
anim = 3600
velset = 0,0
sprpriority = 2

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 50

[State 3600, 1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 3600, MineSweep]
type = PlaySnd
trigger1 = animelem = 3
value = 1,14
channel = 0

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[State 3600, 2]
type = SuperPause
trigger1 = animelem = 3
anim = 100
time = 48
pos = 29,-56
movetime = 48
poweradd = -2000
sound = S2,0



[State 3600, 9]
type = changestate
trigger1 = animelem = 6,=1
value = 3610

; Mine Sweep Activation
[Statedef 3610]
type = C
movetype = A
physics = N
velset = -5,0
sprpriority = 2

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 50

[State 3610, 1]
type = helper
trigger1 = time = 0
trigger2 = animelem = 13, =1
helpertype = normal
name = "Grenade"
id = ifelse(time=0,3900,3901)
pos = 0,0
postype = p1
stateno = 3900
keyctrl = 0
ownpal = 1
superpause = 10

[State 3600, 7]
type = velset
trigger1 = animelem = 22
x = 0

[State 3610, Fire]
type = PlaySnd
trigger1 = animelem = 22
value = 1,12
channel = 0

[State 3600, 9]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

; Grenade in Air for Mine Sweeper
[Statedef 3900]
type = A
movetype = A
physics = N
anim = 3900123
sprpriority = 3
velset = 1, -16

[State 3900, 1]
type = veladd
trigger1 = 1
y = 1.3

[State 3900, 9]
type = changestate
trigger1 = pos y >= -10 && vel y > 0
value = 3901

; Grenade on the ground for Mine Sweeper
[Statedef 3901]
type = S
movetype = A
physics = N
velset = 1, 0
anim = 3901123

[State 3901, 0]
type = posset
trigger1 = time = 0
y = 0

[State 3901, 7]
type = changestate
trigger1 = time = 8
value = 3910

; Grenade Explode
[Statedef 3910]
movetype = A
velset = 0,0
anim = 3910
sprpriority = 1

[State 3910, Boom]
type = PlaySnd
trigger1 = time = 0
value = 11123,0

[State 3910, 1]
type = hitdef
trigger1 = animelem = 1
attr = S, HA
hitflag = MAF
guardflag = L
animtype = Back
damage = 102,7 ; done
priority = 6,hit
pausetime = 0, 6
sparkno = 3
guard.sparkno = 41
sparkxy = 5, -30
hitsound = -1
guardsound = S0,100
ground.velocity = 8,-4
air.velocity = 8,-4
guard.slidetime = 18
guard.hittime = 18
guard.velocity = 10
yaccel = 0.4
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 8
palfx.add = 64, 0, 0
palfx.mul = 300, 192, 192
fall.xvelocity = 4

[State 945, FireA]
type = Explod
trigger1 = movehit = 1
anim = 8300
id = 8300
postype = p2
pos = -5,-80
random = 35,35
bindtime = -1
sprpriority = 3
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 945, FireA]
type = Explod
trigger1 = movehit = 1
anim = 8300
id = 8300
postype = p2
pos = 5,-40
random = 10,10
bindtime = -1
sprpriority = 3
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 3910,2]
type = explod
trigger1 = time = 1
anim = 8150
id = 3911
pos = -40, -80
postype = p1
bindtime = -1
random = 20, 20
sprpriority = 0

[State 3910,3]
type = explod
trigger1 = time = 1
anim = 8150
id = 3912
pos = 20, -50
postype = p1
bindtime = -1
random = 20, 20
sprpriority = 0

[State 3910, 9]
type = destroyself
trigger1 = animtime = 0

;==================================================================================
; Mine Sweeper Level 1
[Statedef 360011]
type = S
movetype = A
physics = S
ctrl = 0
anim = 3600
velset = 0,0
sprpriority = 2

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 50

[State 3600, 1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 3600, MineSweep]
type = PlaySnd
trigger1 = animelem = 3
value = 1,14
channel = 0

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[State 3600, 2]
type = SuperPause
trigger1 = animelem = 3
anim = 100
time = 48
pos = 29,-56
movetime = 48
poweradd = -1000
sound = S2,0



[State 3600, 9]
type = changestate
trigger1 = animelem = 6,=1
value = 361011

; Mine Sweep Activation
[Statedef 361011]
type = C
movetype = A
physics = N
velset = -5,0
sprpriority = 2

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 50


[State 3610, 1]
type = helper
trigger1 = time = 0
trigger2 = animelem = 1 ;13, =1
helpertype = normal
name = "Grenade"
id = 390011 ;ifelse(time=0,390011,390111)
pos = 0,0
postype = p1
stateno = 390011
keyctrl = 0
ownpal = 1
superpause = 10

[State 3600, 7]
type = velset
trigger1 = animelem = 22
x = 0

[State 3610, Fire]
type = PlaySnd
trigger1 = animelem = 22
value = 1,12
channel = 0

[State 3600, 9]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

; Grenade in Air for Mine Sweeper
[Statedef 390011]
type = A
movetype = A
physics = N
anim = 3900123
sprpriority = 3
velset = 1, -16

[State 3900, 1]
type = veladd
trigger1 = 1
y = 1.3

[State 3900, 9]
type = changestate
trigger1 = pos y >= -10 && vel y > 0
value = 390111

; Grenade on the ground for Mine Sweeper
[Statedef 390111]
type = S
movetype = A
physics = N
velset = 1, 0
anim = 3901123

[State 3901, 0]
type = posset
trigger1 = time = 0
y = 0

[State 3901, 7]
type = changestate
trigger1 = time = 8
value = 391011

; Grenade Explode
[Statedef 391011]
movetype = A
velset = 0,0
anim = 3910
sprpriority = 1

[State 3910, Boom]
type = PlaySnd
trigger1 = time = 0
value = 11123,0

[State 3910, 1]
type = hitdef
trigger1 = animelem = 1
attr = S, HA
hitflag = MAF
guardflag = L
animtype = Back
damage = 155,7 ; done
priority = 6,hit
pausetime = 0, 6
sparkno = 3
guard.sparkno = 41
sparkxy = 0, -30
hitsound = -1
guardsound = S0,100
;ground.type = High
ground.velocity = -5,-4
air.velocity = -4,-3
guard.slidetime = 18
guard.hittime = 18
guard.velocity = 10
yaccel = 0.4
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 8
palfx.add = 64, 0, 0
palfx.mul = 300, 192, 192
;fall.xvelocity = 4

[State 945, FireA]
type = Explod
trigger1 = movehit = 1
anim = 8300
id = 8300
postype = p2
pos = -5,-80
random = 35,35
bindtime = -1
sprpriority = 3
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 945, FireA]
type = Explod
trigger1 = movehit = 1
anim = 8300
id = 8300
postype = p2
pos = 5,-40
random = 10,10
bindtime = -1
sprpriority = 3
ownpal = 1
ignorehitpause = 1
persistent = 0

;[State 945, FireA]
;type = Explod
;trigger1 = movehit = 1
;anim = 8300
;id = 8301
;postype = p2
;pos = -10,-80
;random = 50,30
;bindtime = -1
;sprpriority = 3
;ownpal = 1
;ignorehitpause = 1
;persistent = 0

[State 3910,2]
type = explod
trigger1 = time = 1
anim = 8150
id = 3911
pos = -40, -80
postype = p1
bindtime = -1
random = 20, 20
sprpriority = 0

;[State 3910,3]
;type = explod
;trigger1 = time = 1
;anim = 8150
;id = 3912
;pos = 20, -50
;postype = p1
;bindtime = -1
;random = 20, 20
;sprpriority = 0

[State 3910, 9]
type = destroyself
trigger1 = animtime = 0

;==================================================================================
; Mine Sweeper Level 1
[Statedef 360012]
type = S
movetype = A
physics = S
ctrl = 0
anim = 3600
velset = 0,0
sprpriority = 2

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 50

[State 3600, 1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 3600, MineSweep]
type = PlaySnd
trigger1 = animelem = 3
value = 1,14
channel = 0

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[State 3600, 2]
type = SuperPause
trigger1 = animelem = 3
anim = 100
time = 48
pos = 29,-56
movetime = 48
poweradd = -3000
sound = S2,0



[State 3600, 9]
type = changestate
trigger1 = animelem = 6,=1
value = 361012

; Mine Sweep Activation
[Statedef 361012]
type = C
movetype = A
physics = N
velset = -5,0
sprpriority = 2

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 50


[State 3610, 1]
type = helper
trigger1 = time = 0
trigger2 = animelem = 13, =1 
helpertype = normal
name = "Grenade"
id = ifelse(time=0,390012,390112)
pos = 0,0
postype = p1
stateno = 390012
keyctrl = 0
ownpal = 1
superpause = 10


[State 3610, 1]
type = helper
trigger1 = time = 24
trigger2 = animelem = 1 ;13, =1
helpertype = normal
name = "Grenade"
id = 390012 ;ifelse(time=0,390012,390112)
pos = 0,0
postype = p1
stateno = 390012
keyctrl = 0
ownpal = 1
superpause = 10

[State 3600, 7]
type = velset
trigger1 = animelem = 22
x = 0

[State 3610, Fire]
type = PlaySnd
trigger1 = animelem = 22
value = 1,12
channel = 0

[State 3600, 9]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

; Grenade in Air for Mine Sweeper
[Statedef 390012]
type = A
movetype = A
physics = N
anim = 3900123
sprpriority = 3
velset = 1, -16

[State 3900, 1]
type = veladd
trigger1 = 1
y = 1.3

[State 3900, 9]
type = changestate
trigger1 = pos y >= -10 && vel y > 0
value = 390112

; Grenade on the ground for Mine Sweeper
[Statedef 390112]
type = S
movetype = A
physics = N
velset = 1, 0
anim = 3901123

[State 3901, 0]
type = posset
trigger1 = time = 0
y = 0

[State 3901, 7]
type = changestate
trigger1 = time = 8
value = 391012

; Grenade Explode
[Statedef 391012]
movetype = A
velset = 0,0
anim = 3910
sprpriority = 1

[State 3910, Boom]
type = PlaySnd
trigger1 = time = 0
value = 11123,0

[State 3910, 1]
type = hitdef
trigger1 = animelem = 1
attr = S, HA
hitflag = MAF
guardflag = L
animtype = Back
damage = 84,7 ; done
priority = 6,hit
pausetime = 0, 6
sparkno = 3
guard.sparkno = 41
sparkxy = 5, -30
hitsound = -1
guardsound = S0,100
ground.velocity = 8,-4
air.velocity = 8,-4
guard.slidetime = 28
guard.hittime = 18
guard.velocity = 10
yaccel = 0.4
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 8
palfx.add = 64, 0, 0
palfx.mul = 300, 192, 192
fall.xvelocity = 4

[State 945, FireA]
type = Explod
trigger1 = movehit = 1
anim = 8300
id = 8300
postype = p2
pos = -5,-80
random = 35,35
bindtime = -1
sprpriority = 3
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 945, FireA]
type = Explod
trigger1 = movehit = 1
anim = 8300
id = 8300
postype = p2
pos = 5,-40
random = 10,10
bindtime = -1
sprpriority = 3
ownpal = 1
ignorehitpause = 1
persistent = 0


[State 3910,2]
type = explod
trigger1 = time = 1
anim = 8150
id = 3911
pos = -40, -80
postype = p1
bindtime = -1
random = 20, 20
sprpriority = 0

[State 3910,3]
type = explod
trigger1 = time = 1
anim = 8150
id = 3912
pos = 20, -50
postype = p1
bindtime = -1
random = 20, 20
sprpriority = 0

[State 3910, 9]
type = destroyself
trigger1 = animtime = 0



;==================================================================================
; Take No Prisoners Level 1
[Statedef 4000]
type = S
movetype = A
physics = S
ctrl = 0
anim = 4000
velset = 0,0
sprpriority = 2

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "'Vega'"
trigger2 = P4Name = "'Vega'"
value = 195

[State 4000, NotHitBy]
type = NotHitBy
trigger1 = time <= 7 || movehit = 1
value = SCA
time = 1

[State 4000, DamageVarSet]
type = VarSet
trigger1 = time = 0
v = 7
value = 4

[State 4000, Width1]
type = width
trigger1 = animelem = 2, >= 0
value = 25

[State 4000, GetSet]
type = PlaySnd
trigger1 = animelem = 1
value = 1, 10
channel = 0

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 50


[State 4000, SuperPause]
type = SuperPause
trigger1 = animelem = 1
anim = 100
time = 53
pos = 19,-3
movetime = 4
poweradd = -1000



[State 4000, A-ismSuperSound]
type = PlaySnd
trigger1 = animelem = 3
value = 2,0
volume = 75

[State 4000, StringPull]
type = PlaySnd
trigger1 = animelem = 4
value = 2,1
volume = 75

[State 4000, WireSpark 1 & 2]
type = Explod
triggerall = movecontact = 0
trigger1 = animelem = 4 || animelem = 9
anim = 7700
id = 7700
postype = p1
pos = ifelse(numexplod(7700)=1,7,45),4
sprpriority = 1
ownpal = 1

[State 4000, WireSpark_3]
type = Explod
triggerall = movecontact = 0
trigger1 = animelem = 14 || animelem = 19
anim = 7700
id = 7700
postype = p1
pos = ifelse(time<30,83,130),4
sprpriority = 1
ownpal = 1

[State 4000, Wire Hit]
type = HitDef
triggerall = moveguarded = 0
trigger1 = time = 0
attr = S, HA
id = 4000
animtype = Medium
guardflag = L
hitflag = MF-
priority = 6, Hit
pausetime = 0,40
guard.pausetime = 12, 12
sparkno = 3
guard.sparkno = 41
sparkxy = 10,-3
hitsound = S6,3
guardsound = S6,0
ground.type = Low
p1stateno = 4101
p2facing = 1
p2getp1state = 1
p2stateno = 4400
fall.recover = 0



[State 4000, Guarded]
type = ChangeState
trigger1 = moveguarded = 1
ignorehitpause = 1
value = 4090

[State 4000, Shit!]
type = playsnd
trigger1 = movecontact = 0
trigger1 = animelem = 21
value = 1, 9
volume = 50

[State 4000, 9]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;==================================================================================
; Take No Prisoners Level 2
[Statedef 4030]
type = S
movetype = A
physics = S
ctrl = 0
anim = 4030
velset = 0,0
poweradd = -2000
sprpriority = 2

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 50

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "'Vega'"
trigger2 = P4Name = "'Vega'"
value = 195


[State 4030, NotHitBy]
type = NotHitBy
trigger1 = time <= 7 || movehit = 1
value = SCA
time = 1 

[State 4030, DamageVarSet]
type = VarSet
trigger1 = time = 0
v = 7
value = 4

[State 4030, Width1]
type = width
trigger1 = animelem = 2, >= 0
value = 25

[State 4030, GetSet]
type = PlaySnd
trigger1 = animelem = 1
value = 1, 10
channel = 0

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[State 4030, SuperPause]
type = SuperPause
trigger1 = animelem = 1
anim = 100
pos = 19, -3
time = 53
movetime = 4



[State 4030, V-ismSuperSound]
type = PlaySnd
trigger1 = animelem = 3
value = 2,2
volume = 75

[State 4030, StringPull]
type = PlaySnd
trigger1 = animelem = 4
value = 2,1
volume = 75

[State 4030, WireSpark 1 & 2]
type = Explod
triggerall = movecontact = 0
trigger1 = animelem = 9 || animelem = 18
anim = 7700
id = 7700
postype = p1
pos = ifelse(numexplod(7700)=1,45,120),4
sprpriority = 1
ownpal = 1

[State 4030, WireSpark 3 & 4]
type = Explod
triggerall = movecontact = 0
trigger1 = animelem = 27 || animelem = 36
anim = 7700
id = 7700
postype = p1
pos = ifelse(time<36,190,250),4
sprpriority = 1
ownpal = 1

[State 4030, Wire Hit]
type = HitDef
triggerall = moveguarded = 0
trigger1 = time = 0
attr = S, HA
id = 4000
animtype = Medium
guardflag = L
hitflag = MF-
priority = 6, Hit
pausetime = 0,40
guard.pausetime = 12, 12
sparkno = 3
guard.sparkno = 41
sparkxy = 10,-3
hitsound = S6,3
guardsound = S6,0
ground.type = Low
p1stateno = 410122
p2facing = 1
p2getp1state = 1
p2stateno = 4400
fall.recover = 0

[State 4030, Guarded]
type = ChangeState
trigger1 = moveguarded = 1
ignorehitpause = 1
value = 4090

[State 4030, Shit!]
type = playsnd
trigger1 = movecontact = 0
trigger1 = animelem = 36
value = 1, 9
volume = 50

[State 4030, 9]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;==================================================================================
; Take No Prisoners Level 3
[Statedef 4060]
type = S
movetype = A
physics = S
ctrl = 0
anim = 4060
velset = 0,0
poweradd = -3000
sprpriority = 2

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 50

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "'Vega'"
trigger2 = P4Name = "'Vega'"
value = 195


[State 4060, NotHitBy]
type = NotHitBy
trigger1 = time <= 10 || movehit = 1
value = SCA
time = 1 

[State 4060, DamageVarSet]
type = VarSet
trigger1 = time = 0
v = 7
value = 4

[State 4060, Width1]
type = width
trigger1 = animelem = 2, >= 0
value = 25

[State 4060, GetSet]
type = PlaySnd
trigger1 = animelem = 1
value = 1, 10
channel = 0

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[State 4060, SuperPause]
type = SuperPause
trigger1 = animelem = 1
anim = 100
time = 54
pos = 19,-3
movetime = 4



[State 4060, X-ismSuperSound]
type = PlaySnd
trigger1 = animelem = 3
value = 2,3
volume = 75

[State 4060, StringPull]
type = PlaySnd
trigger1 = animelem = 4
value = 2,1
volume = 75

[State 4060, WireSpark_1]
type = Explod
triggerall = movecontact = 0
trigger1 = animelem = 7 || animelem = 15
anim = 7700
id = 7700
postype = p1
pos = ifelse(numexplod(7700)=1,55,120),4
sprpriority = 1
ownpal = 1

[State 4060, WireSpark_3]
type = Explod
triggerall = movecontact = 0
trigger1 = animelem = 22 || animelem = 28
anim = 7700
id = 7700
postype = p1
pos = ifelse(time<28,200,285),4
sprpriority = 1
ownpal = 1

[State 4060, Wire Hit]
type = HitDef
triggerall = moveguarded = 0
trigger1 = time = 0
attr = S, HA
id = 4000
animtype = Medium
guardflag = L
hitflag = MF-
priority = 6, Hit
pausetime = 0,40
guard.pausetime = 12, 12
sparkno = 3
guard.sparkno = 41
sparkxy = 10,-3
hitsound = S6,3
guardsound = S6,0
ground.type = Low
p1stateno = 410133
p2facing = 1
p2getp1state = 1
p2stateno = 4400
fall.recover = 0

[State 4060, Guarded]
type = ChangeState
trigger1 = moveguarded = 1
ignorehitpause = 1
value = 4090

[State 4060, Shit!]
type = playsnd
trigger1 = movecontact = 0
trigger1 = animelem = 32
value = 1, 9
volume = 50

[State 4060, 9]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------------------
; Take No Priosner Guarded
[Statedef 4090]
type = S
movetype = I
physics = S
velset = 0,0
anim = 4090

[State 4090, 1]
type = Explod
trigger1 = animelem = 2
anim = 4095
id = 4095
postype = p1
pos = floor(p2dist x), 0
ontop = 1

[State 4090, 9]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------------------
; Ranged Gauge
[Statedef 4101]
type = S
movetype = I
physics = S
velset = 0,0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 50

[State 4101, disp]
type = null;displaytoclipboard
trigger1 = 1
text = "p2dist = %d"
params = floor(p2dist x)

[State 4101, below frame 10]
type = ChangeAnim
trigger1 = p2dist x <= 54
trigger1 = time = 0
value = 4101
elem = 1
ignorehitpause = 1

[State 4101, Between frame 2 and 28]
type = ChangeAnim
triggerall = p2dist x > 54 && p2dist x < 286
trigger1 = time = 0
value = 4101
elem = ceil((p2dist x-55)/8)
ignorehitpause = 1

[State 4101, frame 29 Onwards]
type = ChangeAnim
trigger1 = p2dist x >= 286
trigger1 = time = 0
value = 4101
elem = 29
ignorehitpause = 1

[State 4101, Hangman]
type = Helper
trigger1 = time = 10
name = "The Hang Man"
id = 4900
postype = p1
pos = 21,-200
stateno = 4900
keyctrl = 0
ownpal = 1

[State 4101, Ready to Go Up Frame]
type = ChangeAnim
trigger1 = time = 40
value = 4300

[State 4101, 9]
type = ChangeState
trigger1 = anim = 4300 && animtime = 0
value = 4310


;--------------------------
; Going Up To HangMan!
[Statedef 4310]
type = A
movetype = I
physics = N
anim = 4310

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 50

State 4310, ScreenBound]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0

[State 4310, 1]
type = SprPriority
trigger1 = time = 0
value = -1

[State 4310, 3]
type = velset
trigger1 = time = 0
x = 3.5
y = -4

[State 4310, 4]
type = veladd
trigger1 = time >= 0
trigger1 = anim = 4310
y = 0.275

[State 4310, Cling]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = anim = 4310
value = 2,10

[State 4310, 5]
type = posfreeze
trigger1 = time >= 16
trigger1 = time < 20

[State 4310, 6]
type = ChangeAnim
trigger1 = time = 20
value = 4320

[State 4310, 7]
type = velset
trigger1 = time = 20
x = 0
y = 0

[State 4310, 8]
type = gravity
trigger1 = time >= 20

[State 4310, 9]
type = ChangeState
trigger1 = pos Y >= -5
trigger1 = vel Y > 0
value = 4320

;----------------------------------------
; Land and Jerk!
[Statedef 4320]
type = S
movetype = A
physics = S
anim = 4330
velset = 0,0
ctrl = 0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 50

[State 4400, ScreenBound]
type = null;screenbound
trigger1 = 1
movecamera = 0,0
value = 1

[State 4320, T1]
type = TargetBind
trigger1 = animelem = 3
pos = -10, -135
time = 50

[State 4320, 1]
type = posset
trigger1 = time = 0
y = 0

[State 4320, Zing]
type = PlaySnd
trigger1 = Time = 0
value = 2, 11

[State 4320, Go]
type = PlaySnd
trigger1 = Time = 0
value = 1, 8

[State 4320, Damage]
type = TargetLifeAdd
trigger1 = animelem = 4
value = -150



[State 4320, EnvShake]
type = EnvShake
trigger1 = animelem = 4
time = 15
freq = 90

[State 4320, Twang]
type = PlaySnd
trigger1 = Animelem = 7
value = 2, 12

[State 4310, T2]
type = TargetBind
trigger1 = animelem = 9
pos = -10, -135
time = 1

[State = 4320, TargetState]
type = targetState
trigger1 = animelem = 9
value = 4450

[State 4460, 0]
type = PLaySnd
trigger1 = p2stateno = 4460
;trigger1 = time = 0
;value = 0,17
value = F7,2
persistent = 0

[State 4320, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------------------
; Ranged Gauge
[Statedef 410122]
type = S
movetype = I
physics = S
velset = 0,0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 50

[State 4101, disp]
type = null;displaytoclipboard
trigger1 = 1
text = "p2dist = %d"
params = floor(p2dist x)

[State 4101, below frame 10]
type = ChangeAnim
trigger1 = p2dist x <= 54
trigger1 = time = 0
value = 4101
elem = 1
ignorehitpause = 1

[State 4101, Between frame 2 and 28]
type = ChangeAnim
triggerall = p2dist x > 54 && p2dist x < 286
trigger1 = time = 0
value = 4101
elem = ceil((p2dist x-55)/8)
ignorehitpause = 1

[State 4101, frame 29 Onwards]
type = ChangeAnim
trigger1 = p2dist x >= 286
trigger1 = time = 0
value = 4101
elem = 29
ignorehitpause = 1

[State 4101, Hangman]
type = Helper
trigger1 = time = 10
name = "The Hang Man"
id = 490022
postype = p1
pos = 21,-200
stateno = 490022
keyctrl = 0
ownpal = 1

[State 4101, Ready to Go Up Frame]
type = ChangeAnim
trigger1 = time = 40
value = 4300

[State 4101, 9]
type = ChangeState
trigger1 = anim = 4300 && animtime = 0
value = 431022


;--------------------------
; Going Up To HangMan!
[Statedef 431022]
type = A
movetype = I
physics = N
anim = 4310

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 50

State 4310, ScreenBound]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0

[State 4310, 1]
type = SprPriority
trigger1 = time = 0
value = -1

[State 4310, 3]
type = velset
trigger1 = time = 0
x = 3.5
y = -4

[State 4310, 4]
type = veladd
trigger1 = time >= 0
trigger1 = anim = 4310
y = 0.275

[State 4310, Cling]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = anim = 4310
value = 2,10

[State 4310, 5]
type = posfreeze
trigger1 = time >= 16
trigger1 = time < 20

[State 4310, 6]
type = ChangeAnim
trigger1 = time = 20
value = 4320

[State 4310, 7]
type = velset
trigger1 = time = 20
x = 0
y = 0

[State 4310, 8]
type = gravity
trigger1 = time >= 20

[State 4310, 9]
type = ChangeState
trigger1 = pos Y >= -5
trigger1 = vel Y > 0
value = 432022

;----------------------------------------
; Land and Jerk!
[Statedef 432022]
type = S
movetype = A
physics = S
anim = 4330
velset = 0,0
ctrl = 0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 50

[State 4400, ScreenBound]
type = null;screenbound
trigger1 = 1
movecamera = 0,0
value = 1

[State 4320, T1]
type = TargetBind
trigger1 = animelem = 3
pos = -10, -135
time = 50

[State 4320, 1]
type = posset
trigger1 = time = 0
y = 0

[State 4320, Zing]
type = PlaySnd
trigger1 = Time = 0
value = 2, 11

[State 4320, Go]
type = PlaySnd
trigger1 = Time = 0
value = 1, 8



[State 4320, Damage]
type = TargetLifeAdd
trigger1 = animelem = 4
value = -200



[State 4320, EnvShake]
type = EnvShake
trigger1 = animelem = 4
time = 15
freq = 90

[State 4320, Twang]
type = PlaySnd
trigger1 = Animelem = 7
value = 2, 12

[State 4310, T2]
type = TargetBind
trigger1 = animelem = 9
pos = -10, -135
time = 1

[State = 4320, TargetState]
type = targetState
trigger1 = animelem = 9
value = 4450

[State 4460, 0]
type = PLaySnd
trigger1 = p2stateno = 4460
;trigger1 = time = 0
;value = 0,17
value = F7,2
persistent = 0

[State 4320, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;--------------------------------------------------------------------------------------
; Ranged Gauge
[Statedef 410133]
type = S
movetype = I
physics = S
velset = 0,0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 50

[State 4101, disp]
type = null;displaytoclipboard
trigger1 = 1
text = "p2dist = %d"
params = floor(p2dist x)

[State 4101, below frame 10]
type = ChangeAnim
trigger1 = p2dist x <= 54
trigger1 = time = 0
value = 4101
elem = 1
ignorehitpause = 1

[State 4101, Between frame 2 and 28]
type = ChangeAnim
triggerall = p2dist x > 54 && p2dist x < 286
trigger1 = time = 0
value = 4101
elem = ceil((p2dist x-55)/8)
ignorehitpause = 1

[State 4101, frame 29 Onwards]
type = ChangeAnim
trigger1 = p2dist x >= 286
trigger1 = time = 0
value = 4101
elem = 29
ignorehitpause = 1

[State 4101, Hangman]
type = Helper
trigger1 = time = 10
name = "The Hang Man"
id = 490033
postype = p1
pos = 21,-200
stateno = 490033
keyctrl = 0
ownpal = 1

[State 4101, Ready to Go Up Frame]
type = ChangeAnim
trigger1 = time = 40
value = 4300

[State 4101, 9]
type = ChangeState
trigger1 = anim = 4300 && animtime = 0
value = 431033


;--------------------------
; Going Up To HangMan!
[Statedef 431033]
type = A
movetype = I
physics = N
anim = 4310

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 50

State 4310, ScreenBound]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0

[State 4310, 1]
type = SprPriority
trigger1 = time = 0
value = -1

[State 4310, 3]
type = velset
trigger1 = time = 0
x = 3.5
y = -4

[State 4310, 4]
type = veladd
trigger1 = time >= 0
trigger1 = anim = 4310
y = 0.275

[State 4310, Cling]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = anim = 4310
value = 2,10

[State 4310, 5]
type = posfreeze
trigger1 = time >= 16
trigger1 = time < 20

[State 4310, 6]
type = ChangeAnim
trigger1 = time = 20
value = 4320

[State 4310, 7]
type = velset
trigger1 = time = 20
x = 0
y = 0

[State 4310, 8]
type = gravity
trigger1 = time >= 20

[State 4310, 9]
type = ChangeState
trigger1 = pos Y >= -5
trigger1 = vel Y > 0
value = 432033

;----------------------------------------
; Land and Jerk!
[Statedef 432033]
type = S
movetype = A
physics = S
anim = 4330
velset = 0,0
ctrl = 0

[State 3020, 2]
type = AfterImage
trigger1 = AnimElem = 2
time = 1

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact = 0
time = 2

[State 3020, 2]
type = AfterImageTime
trigger1 = MoveContact
time = 50

[State 4400, ScreenBound]
type = null;screenbound
trigger1 = 1
movecamera = 0,0
value = 1

[State 4320, T1]
type = TargetBind
trigger1 = animelem = 3
pos = -10, -135
time = 50

[State 4320, 1]
type = posset
trigger1 = time = 0
y = 0

[State 4320, Zing]
type = PlaySnd
trigger1 = Time = 0
value = 2, 11

[State 4320, Go]
type = PlaySnd
trigger1 = Time = 0
value = 1, 8

[State 4320, Damage]
type = TargetLifeAdd
trigger1 = animelem = 4
value = -250



[State 4320, EnvShake]
type = EnvShake
trigger1 = animelem = 4
time = 15
freq = 90

[State 4320, Twang]
type = PlaySnd
trigger1 = Animelem = 7
value = 2, 12

[State 4310, T2]
type = TargetBind
trigger1 = animelem = 9
pos = -10, -135
time = 1

[State = 4320, TargetState]
type = targetState
trigger1 = animelem = 9
value = 4450

[State 4460, 0]
type = PLaySnd
trigger1 = p2stateno = 4460
;trigger1 = time = 0
;value = 0,17
value = F7,2
persistent = 0

[State 4320, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;=====================================================================================
; Hit by Wire!
[Statedef 4400]
type = A
movetype = H
physics = N
velset = 0,0	

State 4400, ScreenBound]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0

[State 4400, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 4400, 2]
type = ChangeAnim2
trigger1 = time = 0
value = 4400

[State 4400, 2]
type = ChangeAnim2
trigger1 = time = 0
triggerall= name="J_Rose" 
value = 4400111


[State 4400, 3]
type = veladd
trigger1 = animelemtime(3) >= 0 && animelemtime(5) < 0
y = -0.18

[State 4400, 4]
type = varset
trigger1 = time = 58
v = 2
value = ceil(p2dist x/19)

[State 4400, 5]
type = posadd
triggerall = p2dist x > -15
trigger1 = time > 58 ; && time <= 78
x = var(2)

;=====================================================================================
; Hit by Wire!
[Statedef 44002]
type = A
movetype = H
physics = N
velset = 0,0	

State 4400, ScreenBound]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0

[State 4400, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 4400, 2]
type = ChangeAnim2
trigger1 = time = 0
value = 4400

[State 4400, 2]
type = ChangeAnim2
trigger1 = time = 0
triggerall= name="J_Rose" 
value = 4400111


[State 4400, 3]
type = veladd
trigger1 = animelemtime(3) >= 0 && animelemtime(5) < 0
y = -0.18

[State 4400, 4]
type = varset
trigger1 = time = 58
v = 2
value = ceil(p2dist x/19)

[State 4400, 5]
type = posadd
triggerall = p2dist x > -15
trigger1 = time > 58 ; && time <= 78
x = var(2)


;---------------------
; Hanged
[Statedef 4450]
type = A
movetype = H
physics = N

State 4450, ScreenBound]
type = screenbound
trigger1 = 1
movecamera = 0,0
value = 1

[State 4450, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 4450

[State 4450, 2]
type = veladd
trigger1 = time >= 0
y = 0.7

[State 4450,9]
type = ChangeState
trigger1 = pos y >= -25
trigger1 = vel y > 0
value = 4460

; Bounced from Land
[Statedef 4460]
type = A
movetype = H
physics = N
velset = 0,0 

[State 4460, 1]
type = changeanim2
trigger1 = time = 0
value = 4460

[State 4460, 2]
type = posset
trigger1 = time = 0
y = 0

[State 44 60, bwhahahaha I ownz!]
type = explod
trigger1 = time <= 1
anim = F60
postype = p2
pos = -40, (time*-10)
sprpriority = time
 
[State 4460, 4]
type = posfreeze
trigger1 = time = 0
time = 2

[State 4460, 5]
type = velset
trigger1 = time = 2
y = -5.5
x = 4.5

[State 4460, 6]
type = veladd
trigger1 = time >= 2
y = 0.43

[State 4460, 9]
type = SelfState
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 5100

;=====================================================================================
; Hang Man Himself!
[Statedef 4900]
type = A
movetype = I
physics = N
anim = 6300

[State 4900, Chain Sound]
type = PlaySnd
trigger1 = time = 0
value = 0, 16

[State 4900, 1]
type = ChangeAnim
trigger1 = parent, stateno = 4310
trigger1 = parent, statetime = 11
value = 6310

[State 4900, 2]
type = ChangeAnim
trigger1 = parent, stateno = 4310
trigger1 = parent, anim = 4320
value = 6320

[State 4900, 3]
type = ChangeAnim
trigger1 = parent, stateno = 4320
trigger1 = parent, statetime = 70
value = 6330

[State 4900, 9]
type = destroyself
trigger1 = anim = 6330
trigger1 = animtime = 0
trigger2 = time = 400

;=====================================================================================
; Hang Man Himself!
[Statedef 490022]
type = A
movetype = I
physics = N
anim = 6300

[State 4900, Chain Sound]
type = PlaySnd
trigger1 = time = 0
value = 0, 16

[State 4900, 1]
type = ChangeAnim
trigger1 = parent, stateno = 431022
trigger1 = parent, statetime = 11
value = 6310

[State 4900, 2]
type = ChangeAnim
trigger1 = parent, stateno = 431022
trigger1 = parent, anim = 4320
value = 6320

[State 4900, 3]
type = ChangeAnim
trigger1 = parent, stateno = 432022
trigger1 = parent, statetime = 70
value = 6330

[State 4900, 9]
type = destroyself
trigger1 = anim = 6330
trigger1 = animtime = 0
trigger2 = time = 400

;=====================================================================================
; Hang Man Himself!
[Statedef 490033]
type = A
movetype = I
physics = N
anim = 6300

[State 4900, Chain Sound]
type = PlaySnd
trigger1 = time = 0
value = 0, 16

[State 4900, 1]
type = ChangeAnim
trigger1 = parent, stateno = 431033
trigger1 = parent, statetime = 11
value = 6310

[State 4900, 2]
type = ChangeAnim
trigger1 = parent, stateno = 431033
trigger1 = parent, anim = 4320
value = 6320

[State 4900, 3]
type = ChangeAnim
trigger1 = parent, stateno = 432033
trigger1 = parent, statetime = 70
value = 6330

[State 4900, 9]
type = destroyself
trigger1 = anim = 6330
trigger1 = animtime = 0
trigger2 = time = 400



