;marvelous!-----------------------------------------------------------------
;---------------------------------------------------------------------------
; aerial raved a
[statedef 715]
movetype= h
physics = n
velset = 0,0
ctrl = 0

[state 710,1]
type = selfstate
trigger1 = time = 0 && pos y >= 0 && command != "holddown"
value = 5000

[state 710,2]
type = selfstate
trigger1 = time = 0 && pos y >= 0 && command = "holddown"
value = 5010

[state 710,3]
type = statetypeset
trigger1 = time = 1
value = a

[state 710,4]
type = changeanim
trigger1 = 1
value = 5012+(200*var(40))

[state 710,5]
type = changestate
trigger1 = hitshakeover
value = 716
;---------------------------------------------------------------------------
; aerial raved b
[statedef 716]
type    = a
movetype= h
physics = n
ctrl = 0

[state 711, 1]
type = veladd
trigger1 = 1
y = 0.5

[state 711, 2]
type = hitvelset
trigger1 = time = 0
x = 1
y = 1

[state 711, 3]
type = changestate
trigger1 = animtime = 0 || time >= 10
value = 717

[state 711, 4]
type = screenbound
trigger1 = 1 
value = 1
movecamera = 1,1

[state 711, 2]
type = changeanim
trigger1 = selfanimexist(5060) && anim != 5060+(200*var(40))
value = 5060+(200*var(40))

[state 711, 6]
type = changestate
trigger1 = pos y >= 10 && vel y > 0
value = 328
;---------------------------------------------------------------------------
; aerial raved c
[statedef 717]
type    = a
movetype= h
physics = n
ctrl = 0

[state 712, 1]
type = veladd
trigger1 = 1
y = 0.5

[state 712, 2]
type = changeanim
trigger1 = selfanimexist(5060) && anim != 5060+(200*var(40))
value = 5060+(200*var(40))

[state 711, 2]
type = changeanim
trigger1 = anim != 5060
trigger1 = selfanimexist(5061) && anim != 5061+(200*var(40))
value = 5061+(200*var(40))

[state 712, 3]
type = screenbound
trigger1 = 1 
value = 1
movecamera = 1,1

[state 712, 3]
type = changestate
trigger1 = pos y >= 10 && vel y > 0 
value = 328

;------------------------------------------
; custom vs series hit back - shaking
[statedef 6010]
type    = a
movetype= h
physics = n
anim = 5012
velset = 0,0

[state 6000, 1]
type = changestate
trigger1 = hitshakeover
value = 6001

[state 6000, Ffb light]
type = ForcefeeDBack
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[state 6000, Ffb medium]
type = ForcefeeDBack
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[state 6000, Ffb hard]
type = ForcefeeDBack
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; not aerial raved a
[statedef 700]
movetype= h
physics = n
velset = 0,0
ctrl = 0

[state 700,1]
type = selfstate
trigger1 = time = 0 && pos y >= 0 && command != "holddown"
value = 5000

[state 700,2]
type = selfstate
trigger1 = time = 0 && pos y >= 0 && command = "holddown"
value = 5010

[state 700, 3]
type = statetypeset
trigger1 = time = 1
value = a

[state 700, 4]
type = changeanim
trigger1 = 1
value = 5012+(200*var(40))

[state 700, 5]
type = changestate
trigger1 = hitshakeover
value = 701
;---------------------------------------------------------------------------
; not aerial raved b
[statedef 701]
type    = a
movetype= h
physics = n
ctrl = 0

[state 701, 1]
type = veladd
trigger1 = 1
y = 0.5

[state 701, 2]
type = hitvelset
trigger1 = time = 0
x = 1
y = 1

[state 701, 3]
type = selfstate
trigger1 = !alive && pos y >= 0 && vel y > 0
value = 5100

[state 701, 4]
type = changestate
trigger1 = animtime = 0 || time >= 10
value = 702

[state 701, 5]
type = changestate
trigger1 = alive && pos y >= 10 && vel y > 0
value = 9040
;---------------------------------------------------------------------------
; not aerial raved c
[statedef 702]
type    = a
movetype= h
physics = n
ctrl = 0

[state 702, 1]
type = veladd
trigger1 = 1
y = 0.5

[state 702, 2]
type = changeanim
trigger1 = time = 0 && selfanimexist(5061)
value = 5061+(200*var(40))

[state 702, 3]
type = changestate
trigger1 = pos y >= 10 && vel y > 0 && alive
value = 9040

[state 702, 4]
type = selfstate
trigger1 = pos y >= 0 && vel y > 0 && !alive
value = 5100
;---------------------------------------------------------------------------
; not aerial raved D
[statedef 703]
type    = a
movetype= h
physics = n
anim = 5210
ctrl = 0

[state 703, 1]
type = posfreeze
trigger1 = time = 0
value = 4

[state 703, 2]
type = velset
trigger1 = time = 0
x = vel x / 2
y = -8

[state 703, 3]
type = turn
trigger1 = p2dist x < -10 && time = 0
persistent = 0

[state 703, 4]
type = nothitby
trigger1 = 1
value = sca
time = 1

[state 703, 5]
type = veladd
trigger1 = 1
y = .6

[state 703, 6]
type = selfstate
trigger1 = pos y >= 0 && vel y > 0
value = 52
ctrl = 1

; custom vs series hit Up - shaking
[statedef 6100]
type    = a
movetype= h
physics = n
anim = 5012+(200*var(40))
velset = 0,0

[state 326, 1]
type = changeanim
trigger1 = hitshakeover
value = 5051+var(40)

[state 6100, 1]
type = changestate
trigger1 = hitshakeover
value = 6101

;---------------------------------------------------------
; custom vs series hit Up - Fly Up
[statedef 6101]
type    = a
movetype= h
physics = n
ctrl = 0

[state 6101, 2]
type = hitvelset
trigger1 = time = 0
x = 1
y = 1

[state 6101, 3]
type = veladd
trigger1 = 1
y = gethitvar(yaccel)

[state 6101, 4]
type = changeanim
trigger1 = time = 0
trigger1 = selfanimexist(5035)
trigger1 = anim != [5051,5059] ;not if in hit Up anim
trigger1 = anim != 5090 ;not if hit off ground anim
value = 5035+(200*var(40))

;[state 6101, 5]
;type = changeanim
;triggerall = animtime = 0
;trigger1 = anim = 5030
;trigger2 = anim = 5035
;value = 5050

[state 6101, 6]
type = changestate
trigger1 = hitover
trigger2 = animtime = 0
trigger3 = vel y > 0
trigger3 = pos y >= 10
trigger4 = time = 0
trigger4 = anim != 5035 && anim != 5235
value = 6102

;---------------------------------------------------------
; custom vs series hit Up - recover
[statedef 6102]
type    = a
movetype= h
physics = n

[state 6102, 1]
type = changeanim
trigger1 = animtime = 0
value = 5051+var(40)
persistent = 0

[state 6102, 3]
type = veladd
trigger1 = 1
y = .42;gethitvar(yaccel)

[state 6102, 4]
type = selfstate
triggerall = alive = 1
trigger1 = (time = 15) || (vel y >= 0)
value = 5040

[state 6102, 4]
type = selfstate
triggerall = alive = 0
trigger1 = (time = 15) || (vel y >= 0)
value = 5050

[state 6102, 5]
type = selfstate
trigger1 = vel y > 0
trigger1 = pos y >= ifelse((anim = [5051+var(40),5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

;---------------------------------------------------------------------------
; waiting off screen after aerial rave
[statedef 710]
type    = s                     
physics = s                     
juggle  = 0                     
velset = 0,0                    
ctrl = 0                      
anim = 0                       
poweradd = 0                   
sprpriority = 2                 

[state 710,1]
type = nothitby
trigger1 = 1
value = sca
time = 2
ignorehitpause = 1

[state 710,2]
type = assertspecial
trigger1 = 1
flag = invisible

[state 710,3]
type = posset
trigger1 = Facing = 1
x = -200
y = 0

[state 710,4]
type = posset
trigger1 = Facing = -1
x = 200
y = 0

[state 710,5]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[state 710,6]
type = changestate
trigger1 = p2stateno = 328
trigger2 = time = 40
value = 100+(10*var(40))

;---------------------------------------------------------------------------
; tripped (shaking)
[statedef 326]
type    = a
movetype= h
physics = n
velset = 0,0

[state 326, 1]
type = changeanim 
trigger1 = 1
value = 5070+(200*var(40))

[state 326, 2]
type = changestate
trigger1 = hitshakeover
value = 327

[state 326, 3]
type = ForcefeeDBack
trigger1 = time = 0
time = 12
waveform = sinesquare
ampl = 140

[state 326,4]
type = nothitby
trigger1 = 1
value = sca, aa, ap, at, na, np, nt, sa, sp, st, ha, hp, ht
time = 2
ignorehitpause = 1

[state 326,5]
type = playerpush
trigger1 = 1
value = 0
;---------------------------------------------------------------------------
; tripped (fall through air)
[statedef 327]
type    = a
movetype= h
physics = n

[state 327, 1]
type = hitvelset
trigger1 = time = 0
x = 1
y = 1

[state 327, 2] ;acceleration
type = veladd
trigger1 = 1
y = gethitvar(yaccel)

[state 327, 3] ;hit ground
trigger1 = vel y > 0
trigger1 = pos y >= 15
type = changestate
value = 328

[state 327,4]
type = nothitby
trigger1 = 1
value = sca, aa, ap, at, na, np, nt, sa, sp, st, ha, hp, ht
time = 2
ignorehitpause = 1

[state 327,5]
type = playerpush
trigger1 = 1
value = 0
;---------------------------------------------------------------------------
; trip liedown
[statedef 328]
type    = l
movetype= h
physics = n

[state 328, envshake]
type = Fallenvshake
trigger1 = time = 0

[state 328, 2] ;hit ground anim (normal)
type = changeanim
trigger1 = time = 0
value = 5170+var(40)

[state 328, 4]
type = hitfalldamage
trigger1 = time = 0

[state 328, 5]
type = posset
trigger1 = time = 0
y = 0

[state 328, var]
type = varset
trigger1 = time = 0
trigger1 = gethitvar(fall.yvel) != 0
sysvar(1) = Floor(vel y)

[state 328, 6]
type = playsnd
triggerall = prevstateno != [715,720]
trigger1 = time = 0 && !sysvar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[state 328, 6]
type = playsnd
triggerall = prevstateno = 720
trigger1 = time = 0 && !sysvar(0)
value = F7, 2

[state 328, 8]
type = velset
trigger1 = 1
x = 0
y = 0

[state 328, 9]
type = changeanim
persistent = 0
triggerall = anim = 5170+var(40)
trigger1 = animtime = 0
trigger2 = sysvar(0)
value = 5110+(200*var(40))

[state 328, 11] ;if just Died
type = selfstate
triggerall = !alive
trigger1 = animtime = 0
trigger2 = sysvar(0) ;sysvar(0) = 1 avoids hit ground Frame
trigger3 = anim = 5110+(200*var(40))
trigger4 = time = 20
value = 5150

[state 328, 12]
type = varset
trigger1 = sysvar(0)
trigger1 = time = 0
sysvar(0) = 0

[state 328, 13] ;friction
type = velmul
trigger1 = 1
x = 0.85

[state 328,16]
type = playerpush
trigger1 = 1
value = 0

[state 328,17]
type = nothitby
trigger1 = time = 0
value = sca, aa, ap, at, na, np, nt, sa, sp, st, ha, hp, ht
time = 0
ignorehitpause = 1

[state 250,13]
type = envshake
trigger1 = time = 0 && prevstateno = 720
persistent = 0
time = 15
freq = 70
ampl = -4

[state 328,18]
type = selfstate
trigger1 = alive && time = 20 && (prevstateno != [700,709]) && prevstateno != 720
trigger2 = alive && time = 20 && prevstateno = [700,709]
trigger3 = alive && time = 20 && prevstateno = 720
value = 5120

;---------------------------------------------------------------------------
; hitg_shake
[statedef 9000]
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+(200*var(40)),5010+(200*var(40))) + gethitvar(animtype)

[state 5000, 2] ;anim For hit_back
type = changeanim
trigger1 = time = 0
trigger1 = gethitvar(animtype) = [3,5]
value = 5030+(200*var(40))

[state 5020, 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 = 5051+var(40)

[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
type = a

[state 5000, 6]
type = selfstate
trigger1 = hitshakeover
trigger1 = gethitvar(yvel) = 0
value = 5001 ;hitg_slide

[state 5000, 7]
type = changestate
trigger1 = hitshakeover
value = 9030

[state 5000, Ffb light]
type = ForcefeeDBack
trigger1 = anim = 5000+(200*var(40))
trigger2 = anim = 5010+(200*var(40))
persistent = 0
time = 6
waveform = square

[state 5000, Ffb medium]
type = ForcefeeDBack
trigger1 = anim = 5001+(200*var(40))
trigger2 = anim = 5011+(200*var(40))
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[state 5000, Ffb hard]
type = ForcefeeDBack
trigger1 = anim = 5012+(200*var(40))
trigger2 = anim = 5002+(200*var(40))
trigger3 = anim = 5030+(200*var(40))
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; hitc_shake
[statedef 9010]
type    = c
movetype= h
physics = n
velset = 0,0

[state 5010, 1] ;anim For hit_light to hit_hard
type = changeanim
trigger1 = time = 0
trigger1 = gethitvar(animtype) != [3,5]
value = 5020+(200*var(40)) + gethitvar(animtype)

[state 5010, 2] ;anim For hit_back
type = changeanim
trigger1 = time = 0
trigger1 = gethitvar(animtype) = [3,5]
value = 5030+(200*var(40))

[state 5020, 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 = 5051+var(40)

[state 5010, 4] ;freeze anim
type = changeanim
trigger1 = time > 0
value = anim

[state 5010, 5]
type = selfstate
trigger1 = hitshakeover
trigger1 = gethitvar(yvel) = 0
value = 5011 ;hitc_slide

[state 5010, 6]
type = changestate
trigger1 = hitshakeover
value = 9030

[state 5010, Ffb light]
type = ForcefeeDBack
trigger1 = anim = 5020+(200*var(40))
persistent = 0
time = 6
waveform = square

[state 5010, Ffb medium]
type = ForcefeeDBack
trigger1 = anim = 5021+(200*var(40))
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[state 5010, Ffb hard]
type = ForcefeeDBack
trigger1 = anim = 5022+(200*var(40))
persistent = 0
time = 15
waveform = sinesquare
ampl = 140


;---------------------------------------------------------------------------
; hita_shake
[statedef 9020]
type    = a
movetype= h
physics = n
velset = 0,0

[state 5020, 1] ;anim For hit_light to hit_hard
type = changeanim
trigger1 = time = 0
trigger1 = gethitvar(animtype) != [3,5]
value = ifelse((gethitvar(airtype) = 1),5000+(200*var(40)),5010+(200*var(40))) + gethitvar(animtype)

[state 5020, 2] ;anim For hit_back
type = changeanim
trigger1 = time = 0
trigger1 = gethitvar(animtype) = [3,5]
value = 5030+(200*var(40))

[state 5020, 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 = 5051+var(40)

[state 5020, 4] ;freeze anim
type = changeanim
trigger1 = time > 0
value = anim

[state 5020, 5]
type = changestate
trigger1 = hitshakeover
value = 9030

[state 5020, Ffb light]
type = ForcefeeDBack
trigger1 = anim = 5000+(200*var(40))
trigger2 = anim = 5010+(200*var(40))
persistent = 0
time = 6
waveform = square

[state 5020, Ffb medium]
type = ForcefeeDBack
trigger1 = anim = 5001+(200*var(40))
trigger2 = anim = 5011+(200*var(40))
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[state 5020, Ffb hard]
type = ForcefeeDBack
trigger1 = anim = 5012+(200*var(40))
trigger2 = anim = 5002+(200*var(40))
trigger3 = anim = 5030+(200*var(40))
trigger4 = anim = [5051+var(40),5059+(200*var(40))]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
;---------------------------------------------------------------------------
; hita_up (initial going Up)
[statedef 9030]
type    = a
movetype= h
physics = n
ctrl = 0

[state 5010, 4] ;freeze anim
type = changeanim
triggerall = vel Y < 0
trigger1 = anim = 5030+(200*var(40))
trigger1 = time > 0
trigger2 = anim = 5035+(200*var(40))
trigger2 = time > 0
value = anim

[state 5035, 1]
type = changeanim
trigger1 = animtime = 0
trigger1 = selfanimexist(5035)
trigger1 = anim != [5051+var(40),5059+(200*var(40))] ;not if in hit Up anim
trigger1 = anim != 5090+(200*var(40)) ;not if hit off ground anim
value = 5035+(200*var(40))

[state 5030, 1]
type = veladd
trigger1 = 1
y = gethitvar(yaccel)

[state 5030, 2]
type = hitvelset
trigger1 = time = 0
x = 1
y = 1

[state 5050, 2] ;coming Down anim
type = changeanim
trigger1 = vel y >= 0
value = 5060+(200*var(40))
persistent = 0

[state 711, 2]
type = changeanim
trigger1 = selfanimexist(5061) && anim != 5061+(200*var(40))
trigger1 = vel y >= 0
value = 5061+(200*var(40))

[state 5030, 3]
type = selfstate
triggerall = !hitfall
trigger1 = hitover
value = 5040 ;hita_recov

[state 5030, 3]
type = changestate
triggerall = !hitfall
trigger1 = vel y > 0    ;hit ground
trigger1 = pos y >= 10  ;.
value = 9040 ;hita_recov

[state 5030, 4]
type = selfstate
triggerall = hitfall
trigger1 = hitover
trigger2 = vel y > 0    ;hit ground
trigger2 = pos y >= 10  ;.
value = 5050 ;hita_fall

;---------------------------------------------------------------------------
; hita_recov (recovering in air, not Falling)
[statedef 9040]
type    = a
movetype= h
physics = n

[state 5100,2]
type = playsnd
trigger1 = Authorname = "Beximus"
trigger1 = time = 0
value = 0,32

[state 5100, 4]
type = posfreeze
trigger1 = 1
value = 1

[state 5040, 2]
type = velset
trigger1 = time = 1
trigger1 = gethitvar(animtype) = 0
y = -4

[state 5040, 2]
type = velset
trigger1 = time = 1
trigger1 = gethitvar(animtype) = 1
y = -4.9

[state 5040, 2]
type = velset
trigger1 = time = 1
trigger1 = gethitvar(animtype) = 2
y = -5.3

[state 5040, 2]
type = velset
trigger1 = time = 1
trigger1 = gethitvar(animtype) > 2
y = -5.3 - (vel y/10.0)

[state 5040, 2]
type = selfstate
trigger1 = time = 1
value = 5040

;------------------------------------------------------------
;
[statedef 9080]
type    = l
movetype= h
physics = n

[state 5080, 3] ;freeze
type = changeanim
trigger1 = 1
value = anim

[state 5080, 4]
type = selfstate
trigger1 = hitshakeover
trigger1 = gethitvar(yvel) = 0
value = 5081 ;hitl_slide

[state 5080, 5]
type = changestate
trigger1 = hitshakeover
trigger1 = gethitvar(yvel) != 0
value = 9081 ;hita_up


;---------------------------------------------------------------------------
; hita_up (initial going Up)
[statedef 9081]
type    = a
movetype= h
physics = n
ctrl = 0

[state 5030, 1]
type = veladd;gravity
trigger1 = 1
y = gethitvar(yaccel)

[state 5030, 2]
type = hitvelset
trigger1 = time = 0
x = 1
y = 1

[state 5030, 4]
type = changestate
triggerall = hitfall
trigger1 = hitover
trigger2 = vel y > 0    ;hit ground
trigger2 = pos y >= 10  ;.
value = 9082 ;hita_fall

;---------------------------------------------------------------------------
; hita_fall (knocked Up, Falling)
[statedef 9082]
type    = a
movetype= h
physics = n

[state 5050, 1] ;change anim when Done with transition
type = changeanim
trigger1 = animtime = 0
trigger1 = anim = 5035
trigger2 = time = 0     ;if no transition anim
trigger2 = anim != 5035
trigger2 = (anim != [5051+var(40), 5059+(200*var(40))]) && (anim != [5061+(200*var(40)), 5069+(200*var(40))])
trigger2 = anim != 5090 ;not if hit off ground anim
value = 5050+(200*var(40))

[state 5050, 2] ;coming Down anim
type = changeanim
trigger1 = anim = [5050+(200*var(40)),5059+(200*var(40))]
trigger1 = vel y >= ifelse(anim < 5052+(200*var(40)), 1, -2)
trigger1 = selfanimexist(anim+10)
value = anim+10
persistent = 0

[state 5050, 2] ;coming Down anim
type = changeanim
trigger1 = anim = 5051+var(40)
trigger1 = animtime = 0
value = 5061+(200*var(40))
persistent = 0

[state 5050, 3] ;gravity
type = veladd
trigger1 = 1
y = gethitvar(yaccel)

[state 5050, 6]
type = changestate
trigger1 = vel y > 0
trigger1 = pos y >= ifelse((anim = [5051+var(40),5059+(200*var(40))]) || (anim = [5061+(200*var(40)),5069+(200*var(40))]), 0, 25)
value = 9083 ;hit_bounce

;---------------------------------------------------------------------------
; hit_bounce (hit ground)
[statedef 9083]
type    = l
movetype= h
physics = n

[state 5100, 1]
type = velset
trigger1 = time = 0
trigger1 = gethitvar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[state 5100, envshake]
type = Fallenvshake
trigger1 = time = 0

[state 5100, 2] ;hit ground anim (normal)
type = changeanim
triggerall = time = 0
trigger1 = (anim != [5051+var(40),5059+(200*var(40))]) && (anim != [5061+(200*var(40)),5069+(200*var(40))])
trigger2 = !selfanimexist(5100 + (anim % 10))
value = 5100+(200*var(40))

[state 5100, 3] ;hit ground anim (for hit Up)
type = changeanim
trigger1 = time = 0
trigger1 = (anim = [5051+var(40),5059+(200*var(40))]) || (anim = [5061+(200*var(40)),5069+(200*var(40))])
trigger1 = selfanimexist(5100 + (anim % 10))
value = 5100+(200*var(40)) + (anim % 10)

[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 5100, 7]
type = selfstate
trigger1 = time = 0
trigger1 = gethitvar(fall.yvel) = 0
value = 5120 ;hit_liedown

;---------------------------
[statedef 60120]
type    = a
movetype= I
physics = N
ctrl = 0
anim = 9999

[state 250,11]
type = explod
trigger1 = p2stateno = 328
persistent = 0
anim = 6012
pos = -80,-5
postype = p2
sprpriority = 5
velocity = 0, 0
bindtime = 1
ownpal = 1

[state 250,12]
type = explod
trigger1 = p2stateno = 328 && p2movetype = h
persistent = 0
anim = 6013
pos = -80,-5
postype = p2
sprpriority = -5
velocity = 0, 0
bindtime = 1
ownpal = 1

[state 250,13]
type = envshake
trigger1 = p2stateno = 328
persistent = 0
time = 15
freq = 70
ampl = -4

[state 250,15]
type = playsnd
trigger1 = p2stateno = 328
persistent = 0
value = 0,11

[state 250,15]
type = destroyself
trigger1 = p2stateno != 328