[Data]
life=1000
attack=100
defence=100
fall.defence_up=50
liedown.time=40
airjuggle=18
sparkno=2
guard.sparkno=40
volume=255
echo=0

[Size]
xscale=1
yscale=1
z.width=3
ground.back=20
ground.front=20
air.back=20
air.front=20
height=0
attack.width=0
attack.dist=160
proj.attack.dist=90
proj.doscale=0

[Movement]
airjump.num=0
airjump.height=35
yaccel=0.6
crouch.friction=0.82
stand.friction=0.85

[Velocity]
walk.fwd=4
walk.back=-3.6
run.fwd=8,0
run.back=-7,0
runjump.back=-7,-26
runjump.fwd=7,-26
jump.neu=0,-11
jump.back=-3.8,-20
jump.fwd=4,-20
airjump.neu=0,-8.1
airjump.back=-2.55,-8.1
airjump.fwd=2.5,-8.1

[Quotes]
victory1 = Fear and respect... the supreme energy that is Psycho Power!
victory2 = I torment you, hoping you will return to better entertain me!
victory3 = I will CRUSH YOU!!!
victory4 = I'm happy you are alive. You are still capable of feeling pain.
victory5 = If you wish to live, make your vow of servitude to me... Now!
victory6 = My every victory signifies the crumbling of justice!
victory7 = The feelings of terror only prove your inferiority.
victory8 = What strikes horror into your heart, is simply humor to me.

[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0,0

[State 170 , 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[Statedef 180]
type = S

[State 180 , 1]
type = ChangeState
trigger1 = Time = 0
value = 181

[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0,0

[State 181, ChangeState]
type = ChangeState
triggerall = Time = 0
triggerall = Facing = -1
trigger1 = P2Name = "Kogason"
trigger2 = P4Name = "Kogason"
trigger3 = P2Name = "Gideon"
trigger4 = P2Name = "Gideon"
value = 185

[State 181, RoundNotOver]
type = AssertSpecial
trigger1 = Time = [0,100]
flag = RoundNotOver

[State 181, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 4
range = 1

[State 181, ChangeState]
type = ChangeState
trigger1 = Var(4) = 1
value = 182

[State 181 , PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,4

[State 181 , NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[Statedef 182]
type = S
ctrl = 0
velset = 0,0
anim = 2000

[State 182, RoundNotOver]
type = AssertSpecial
trigger1 = Time >= 0
flag = RoundNotOver

[State 182, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0 
value = SCA

[State 182 , 1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 40
value = 2000

[State 182 , 1]
type = PlaySnd
trigger1 = Time = 31
value = 9, 0

[State 182 , 1]
type = VelMul
trigger1 = Anim = 2000
trigger1 = Time >= 5
y = 0
x = 0

[State 182 , 1]
type = PlayerPush
trigger1 = Anim = 2000
trigger1 = StateNo = 9499
value = 0

[State 182 , 1]
type = PosSet
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
x = 0
y = -80

[State 182 , 0]
type = Turn
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
trigger1 = P2Dist X < 0

[State 182 , 1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 2000
value = 2001

[State 182 , 1]
type = VelMul
trigger1 = Anim = 2001
y = 0
x = 0

[State 182 , 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Anim = 2001
value = 183
ctrl = 1

[Statedef 183]
type = A
physics = N
ctrl = 0
anim = 89598

[State 183, RoundNotOver]
type = AssertSpecial
trigger1 = Time = [0,100]
flag = RoundNotOver

[State 183 , PlaySnd]
type = PlaySnd
trigger1 = Time = 10 
value = 0,1

[Statedef 185]
type = S
physics = S
ctrl = 0

[State 185, ScreenBound]
type = ScreenBound
trigger1 = Time >= 0
movecamera = 0,0
value = 0

[State 185, ChangeAnim1]
type = ChangeAnim
triggerall = Vel X > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 185, ChangeAnim2]
type = ChangeAnim
triggerall = Vel X < 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 185, Turn]
type = Turn
trigger1 = Facing = -1

[State 185, PlaySnd]
type = PlaySnd
trigger1 = Time = 10
value = 0,4

[State 185, VelSetX]
type = VelSet
trigger1 = Time >= 0
x = const(velocity.walk.fwd.x)

[Statedef 191]
type = S
physics = N
anim = 4001
ctrl = 0
velset = 0,0,0

[State 191, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,80]
flag = Intro

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 4001

[State 191 , 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Charlie"
trigger2 = P4Name = "Charlie"
trigger3 = P2Name = "Charlie Nash"
trigger4 = P4Name = "Charlie Nash"
value = 193

[State 191 , 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Gideon"
trigger2 = P4Name = "Gideon"
value = 194

[State 191 , 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Guile-Zero"
trigger2 = P4Name = "Guile-Zero"
trigger3 = P2Name = "GuileZero"
trigger4 = P4Name = "GuileZero"
trigger5 = P2Name = "Guile Zero"
trigger6 = P4Name = "Guile Zero"
value = 194

[State 191 , 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Guile"
trigger2 = P4Name = "Guile"
value = 194

[State 191 , 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Chun-Li"
trigger2 = P4Name = "Chun-Li"
trigger3 = P2Name = "ChunLi"
trigger4 = P4Name = "ChunLi"
trigger5 = P2Name = "Chun Li"
trigger6 = P4Name = "Chun Li"
value = 196

[State 191 , 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Cammy"
trigger2 = P4Name = "Cammy"
value = 197

[State 191 , 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Dark Chun Li"
trigger2 = P4Name = "Dark Chun Li"
trigger3 = P2Name = "Kogason"
trigger4 = P4Name = "Kogason"
value = 300

[State 191 , 1]
type = ChangeState
triggerall = Time = 0
trigger1 = Random <= 499
value = 192

[State 191 , 1]
type = VarSet
trigger1 = Time = 0
v = 9
value = 1

[State 191 , 3]
type = Projectile
trigger1 = Time = 0
projanim = 192
offset = 0, -250
velocity = 0,2
accel = 0, 0
projremovetime = 100
projremanim = 193
sprpriority = 2

[State 191 , 3]
type = Projectile
trigger1 = Time = 0
projanim = 190
offset = 0, -250
velocity = 0,2
accel = 0, 0
projremovetime = 128
projremanim = -1
sprpriority = -2

[State 191 , 3]
type = Projectile
trigger1 = Time = 121
projanim = 198
offset = 0, 0
velocity = 0.0001,0.0001
projremovetime = 20
projremanim = -1

[State 191 , 3]
type = Projectile
trigger1 = Time = 0
projanim = 199
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
offset = 0, 0
velocity = 0.0001,0.0001
projremovetime = 126
projremanim = -1

[State 191 , 2]
type = PlaySnd
trigger1 = Time = 0
value = 0,1

[State 191 , 4]
type = ChangeAnim
trigger1 = Time = 128
value = 191
ctrl = 0

[State 191 , 2]
type = playsnd
trigger1 = time = 123
value = 21,4

[State 191 , 2]
type = velset
trigger1 = pos y >=0
trigger1 = vel y > 0
y = 0

[State 191 , 2]
type = PlaySnd
trigger1 = time = 120
value = 0,2

[State 191 , 4]
type = VarSet
trigger1 = time = 150
v = 9
value = 0

[Statedef 192]
type = S
ctrl = 0
physics = N
anim = 4001
velset = 0,0,0

[State 192, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,50]
flag = Intro

[State 192 , 1]
type = VarSet
trigger1 = Time = 0
v = 9
value = 1

[State 192 , 3]
type = Projectile
trigger1 = Time = 0
projanim = 190
offset = 0, -250
velocity = 0,2
accel = 0, 0
projremovetime = 128
projremanim = -1
sprpriority = -2

[State 192 , 2]
type = PlaySnd
trigger1 = Time = 30
value = 0,0

[State 192 , 4]
type = ChangeAnim
trigger1 = Time = 128
value = 191
ctrl = 0

[State 192 , 2]
type = playsnd
trigger1 = time = 123
value = 21,4

[State 192 , 2]
type = velset
trigger1 = pos y >=0
trigger1 = vel y > 0
y = 0

[State 192 , 3]
type = Projectile
trigger1 = Time = 121
projanim = 198
offset = 0, 0
velocity = 0.0001,0.0001
projremovetime = 20
projremanim = -1

[State 192 , 4]
type = VarSet
trigger1 = time = 150
v = 9
value = 0

[Statedef 193]
type = S
ctrl = 0
physics = N
anim = 4001
velset = 0,0,0

[State 193, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,50]
flag = Intro

[State 193 , 1]
type = VarSet
trigger1 = Time = 0
v = 9
value = 1

[State 193 , 3]
type = Projectile
trigger1 = Time = 10
projanim = 2001
offset = 0, -78
velocity = 0.0001,0.0001
accel = 0, 0
projremovetime = 10
projremanim = -1
sprpriority = -2

[State 193 , 3]
type = Projectile
trigger1 = Time = 20
projanim = 190
offset = 0, -80
velocity = 0,2
accel = 0, 0
projremovetime = 123
projremanim = -1
sprpriority = -2

[State 193 , 2]
type = PlaySnd
trigger1 = Time = 16
value = 0,3
          
[State 193 , 1]
type = PlaySnd
trigger1 = Time = 10
value = 9, 0

[State 193 , 4]
type = ChangeAnim
trigger1 = Time = 60
value = 191
ctrl = 0

[State 193 , 2]
type = playsnd
trigger1 = time = 60
value = 21,4

[State 193 , 2]
type = velset
trigger1 = pos y >=0
trigger1 = vel y > 0
y = 0

[State 193 , 2]
type = playsnd
trigger1 = pos y >=0
trigger1 = vel y > 0
value = 21,4

[State 193 , 3]
type = Projectile
trigger1 = Time = 60
projanim = 198
offset = 0, 0
velocity = 0.0001,0.0001
projremovetime = 20
projremanim = -1

[State 193 , 4]
type = VarSet
trigger1 = time = 120
v = 9
value = 0

[Statedef 194]
type = S
ctrl = 0
physics = N
anim = 194
velset = 0,0,0

[State 194, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,50]
flag = Intro

[State 194 , 1]
type = VarSet
trigger1 = Time = 0
v = 9
value = 1

[State 194 , 2]
type = PlaySnd
trigger1 = AnimElem = 2, -2
value = 0,6

[State 194 , 4]
type = VarSet
trigger1 = time = 42
v = 9
value = 0

[Statedef 196]
type = S
ctrl = 0
physics = N
anim = 196
velset = 0,0,0

[State 196, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,50]
flag = Intro

[State 196 , 1]
type = VarSet
trigger1 = Time = 0
v = 9
value = 1

[State 196 , 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,8

[State 196 , 4]
type = VarSet
trigger1 = time = 190
v = 9
value = 0

[Statedef 197]
type = S
ctrl = 0
physics = N
anim = 197
velset = 0,0,0

[State 197, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,50]
flag = Intro

[State 197 , 1]
type = VarSet
trigger1 = Time = 0
v = 9
value = 1

[State 197 , 2]
type = PlaySnd
trigger1 = AnimElem = 15
value = 0,7

[State 197 , 4]
type = VarSet
trigger1 = time = 68
v = 9
value = 0

[Statedef 195]
type = S
ctrl = 0
velset = 0,0
anim = 195

[State 195, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,50]
flag = Intro

[State 191, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0,1

[State 195 , 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 300]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 50
ctrl = 0
velset = 0,0
anim = 2000

[State 9500, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0, 80] 
flag = Intro

[State 9499 , 1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 40
value = 2000

[State 9499 , 1]
type = PlaySnd
trigger1 = Time = 31
value = 9, 0

[State 9499 , 1]
type = VelMul
trigger1 = Anim = 2000
trigger1 = Time >= 5
y = 0
x = 0

[State 9494 , 1]
type = PlayerPush
trigger1 = Anim = 2000
trigger1 = StateNo = 9499
value = 0

[State 9494 , 1]
type = ScreenBound
trigger1 = Time >= 0 
movecamera = 1,0
value = 0

[State 300, PosSet]
type = PosSet
trigger1 = Time = 0
y = -500

[State 9499 , 1]
type = PosAdd
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
y = 500

[State 500, 0]
type = Turn
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
trigger1 = P2Dist X < 0

[State 9499 , 1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 2000
value = 2001

[State 9499 , 1]
type = VelMul
trigger1 = Anim = 2001
y = 0
x = 0

[State 9499 , 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Anim = 2001
value = 0

;---------------------------------------------------------------------------
[Statedef 200]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 200 
poweradd = 20

[State 200 , 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA   
damage    = 40 
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkno = 2
sparkxy = -10,-70
hitsound = S20,0
guardsound = S20,6
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.velocity = -1,-3

[State 200 , 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,1

[State 200 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statet 200 , Contact1]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = MoveContact = 1
value = 204

[Statedef 201]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 201
poweradd = 30

[State 201 , 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA  
damage    = 60 
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkno = 2
sparkxy = -10,-70
hitsound = S20,1
guardsound = S20,6
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2,-3
palfx.time = 30
palfx.color = 60

[State 1300, 6]
type = Explod
trigger1 = MoveHit = 1
anim = 89986
postype = p2
pos = 0,-65
bindtime = 44
sprpriority = 1

[State 201 , 7]
type = Playsnd
trigger1 = AnimElem = 4
value = 21,2

[State 201 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statet 201 , Contact1]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = MoveContact = 1
value = 205

[Statedef 202]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 202 
poweradd = 40

[State 202 , 1]
type = HitDef
trigger1 = AnimElem = 9
attr = S, NA   
damage    = 80 
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = 2
sparkxy = -10,-70
hitsound = S20,2
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5,-8
air.velocity = -4,-3
palfx.time = 30
palfx.color = 60

[State 1300, 6]
type = Explod
trigger1 = MoveHit = 1
anim = 89986
postype = p2
pos = 0,-65
bindtime = 44
sprpriority = 1

[State 202 , 7]
type = Playsnd
trigger1 = AnimElem = 6
value = 21,3

[State 202 , 7]
type = Playsnd
trigger1 = AnimElem = 7
value = 1,0

[State 202 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statet 202 , Contact1]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = MoveContact = 1
value = 206

[Statedef 203]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 203 
poweradd = 50

[State 203 , 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA   
damage    = 80,5 
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,10
sparkno = 2
sparkxy = -10,-70
hitsound   = S20,2
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6,-8
air.velocity = -10,-3
air.fall = 1
palfx.time = 30
palfx.color = 60

[State 1300, 6]
type = Explod
trigger1 = MoveHit = 1
anim = 89986
postype = p2
pos = 0,-65
bindtime = 44
sprpriority = 1

[State 203 , 7]
type = Playsnd
trigger1 = AnimElem = 7
value = 21,3

[State 203 , 7]
type = Playsnd
trigger1 = AnimElem = 3
value = 8,0

[State 203 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 204]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 204 
poweradd = 20

[State 204 , 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA   
damage    = 40 
animtype = Light
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkno = 2
sparkxy = -10,-70
hitsound = S20,3
guardsound = S20,6
ground.type = Low
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.velocity = -1,-3

[State 204 , 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,1

[State 204 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statet 204 , Contact1]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = MoveContact = 1
value = 201

[Statedef 205]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 205
poweradd = 30

[State 205 , 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA  
damage    = 60 
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkno = 2
sparkxy = -10,-70
hitsound = S20,4
guardsound = S20,6
ground.type = low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2,-3

[State 205 , 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,2

[State 205 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statet 205 , Contact1]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = MoveContact = 1
value = 402

[Statedef 206]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 206 
poweradd = 40

[State 206 , 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA   
damage    = 40 
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = 2
sparkxy = -10,-70
hitsound = S20,5
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4
air.velocity = -4,-3

[State 206 , 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 80 
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 12,12
sparkno = 2
sparkxy = -10,-70
hitsound = S20,5
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6
air.velocity = -4,-5

[State 206 , 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,3

[State 206 , 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 1,0

[State 206 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statet 200 , Contact1]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = MoveHit = 1
value = 1510

[Statedef 207]
type    = S     
movetype= A     
physics = S     
juggle  = 9     
velset = 0,0
ctrl = 0  
anim = 207
poweradd = 30

[State 207 , 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA  
damage    = 60 
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkno = 2
sparkxy = -10,-70
hitsound = S20,1
guardsound = S20,6
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2,-3
palfx.time = 30
palfx.color = 60

[State 1300, 6]
type = Explod
trigger1 = MoveHit = 1
anim = 89986
postype = p2
pos = 0,-65
bindtime = 44
sprpriority = 1
        
[State 207 , 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,2

[State 207 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statet 207 , Contact1]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = MoveContact = 1
value = 205

[Statedef 208]
type    = S     
movetype= A     
physics = S     
juggle  = 9     
velset = 0,0
ctrl = 0  
anim = 208
poweradd = 30

[State 208 , 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA  
damage    = 60 
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkno = 2
sparkxy = -10,-70
hitsound = S20,4
guardsound = S20,6
ground.type = low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2,-3

[State 208 , 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,2

[State 208 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 208, Next]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = MoveContact = 1
value = 202

[Statedef 209]
type    = S     
movetype= A     
physics = S     
juggle  = 9     
velset = 0,0
ctrl = 0  
anim = 209
poweradd = 40

[State 209 , 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA   
damage    = 45 
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,13
sparkno = 2
sparkxy = -10,-70
hitsound = S20,5
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4
air.velocity = -4,-3

[State 209 , 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA   
damage    = 45 
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 12,12
sparkno = 2
sparkxy = -10,-70
hitsound = S20,5
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6
air.velocity = -4,-5

[State 209 , 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,3

[State 209 , 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 1,0

[State 209 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 209, Next]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = MoveHit = 1
value = 1520

[Statedef 210]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 210 
poweradd = 40

[State 210 , 1]
type = HitDef
trigger1 = AnimElem = 10
attr = S, NA   
damage    = 80 
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = 2
sparkxy = -10,-70
hitsound = S20,2
guardsound = S20,6
ground.type = High
ground.type = High
ground.velocity = 0,-10.4   
air.velocity = -4,-6
guard.velocity = -3   
airguard.velocity = -3   
palfx.time = 30
palfx.color = 60

[State 1300, 6]
type = Explod
trigger1 = MoveHit = 1
anim = 89986
postype = p2
pos = 0,-65
bindtime = 44
sprpriority = 1

[State 210 , 7]
type = Playsnd
trigger1 = AnimElem = 8
value = 21,3

[State 210 , 7]
type = Playsnd
trigger1 = AnimElem = 8
value = 2,0

[State 402 , Contact]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = MoveHit = 1
value = 41

[State 210 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 9
poweradd= 20
ctrl = 0
anim = 400

[State 400 , 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA   
damage    = 40 
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkno = 2
sparkxy = -10,-70
hitsound = S20,0
guardsound = S20,6
ground.type = Low
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.velocity = -1,-3

[State 400 , 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,1

[State 400 , Contact]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = MoveContact = 1
value = 404

[State 400 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 401]
type    = C     
movetype= A     
physics = C     
juggle  = 9     
velset = 0,0
ctrl = 0  
anim = 401
poweradd = 30

[State 401 , 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA  
damage    = 60 
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkno = 2
sparkxy = -10,-70
hitsound = S20,1
guardsound = S20,6
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2,-3
palfx.time = 30
palfx.color = 60

[State 1300, 6]
type = Explod
trigger1 = MoveHit = 1
anim = 89986
postype = p2
pos = 0,-65
bindtime = 44
sprpriority = 1

[State 401 , 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,2

[State 401 , Contact]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = MoveContact = 1
value = 405

[State 401 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 402]
type    = C     
movetype= A     
physics = C     
juggle  = 9     
velset = 0,0
ctrl = 0  
anim = 402 
poweradd = 40

[State 402 , 1]
type = HitDef
trigger1 = AnimElem = 10
attr = C, NA   
damage    = 80 
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10,8
sparkno = 2
sparkxy = -10,-70
hitsound = S20,2
guardsound = S20,6
ground.type = low
ground.slidetime = 15
ground.hittime  = 20
air.hittime = 20
ground.velocity = 0,-10.4   
air.velocity = -4,-6
guard.velocity = -3   
airguard.velocity = -3   
fall.recover = 0
palfx.time = 30
palfx.color = 60

[State 1300, 6]
type = Explod
trigger1 = MoveHit = 1
anim = 89986
postype = p2
pos = 0,-65
bindtime = 44
sprpriority = 1

[State 402 , 7]
type = Playsnd
trigger1 = AnimElem = 8
value = 21,3

[State 402 , Contact]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = MoveHit = 1
value = 41

[State 402 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 403]
type    = C     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 403 
poweradd = 50

[State 403 , 1]
type = HitDef
trigger1 = AnimElem = 6
attr = C, SA   
damage    = 80,5 
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,10
sparkno = 2
sparkxy = -10,-70
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6
air.velocity = -10,-3
air.fall = 1
palfx.time = 30
palfx.color = 60

[State 1300, 6]
type = Explod
trigger1 = MoveHit = 1
anim = 89986
postype = p2
pos = 0,-65
bindtime = 44
sprpriority = 1

[State 403 , 7]
type = Playsnd
trigger1 = AnimElem = 7
value = 21,3

[State 403 , 7]
type = Playsnd
trigger1 = AnimElem = 3
value = 8,0

[State 403 , Contact]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = MoveContact = 1
value = 9599

[State 403 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 404]
type    = C     
movetype= A     
physics = C     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 404 
poweradd = 20

[State 404 , 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA   
damage    = 40 
animtype = Light
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkno = 2
sparkxy = -10,-17
hitsound = S20,3
guardsound = S20,6
ground.type = Low
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.velocity = -1,-3
down.velocity = 0,0

[State 404 , 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,1

[State 404 , Contact]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = MoveContact = 1
value = 401

[State 404 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 405]
type    = C     
movetype= A     
physics = C     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 405
poweradd = 30

[State 405 , 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA  
damage    = 60 
animtype = Medium
guardflag = L
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkno = 2
sparkxy = -10,-17
hitsound = S20,4
guardsound = S20,6
ground.type = low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2,-3
down.velocity = 0,0

[State 405 , 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,2

[State 405 , Contact]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = MoveContact = 1
value = 402

[State 405 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 406]
type    = C     
movetype= A     
physics = N
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 406 
poweradd = 40

[State 406 , 1]
type = Velset
trigger1 = AnimElem = 2
x = 11.5

[State 406 , 1]
type = VelAdd
trigger1 = time >= 12
trigger1 = time <= 27
trigger1 = Vel X >= 0
x = -0.7          

[State 406 , 1]
type = playerpush
trigger1 = time >= 8
trigger1 = time <= 27
value = 0
 
[State 406 , 1]
type = Velset
trigger1 = time = 27
x = 0

[State 406 , 6]
type = MakeDust
trigger1 = Time = 1
pos = -25,3
spacing = 2

[State 406 , 6]
type = MakeDust
trigger1 = time >= 8
trigger1 = time <= 22
pos = -15,3

[State 406 , 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA   
damage    = 80 
animtype = Heavy
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 10,8
sparkno = 2
sparkxy = -10,-17
hitsound = S20,5
guardsound = S20,6
ground.type = trip
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 0   
air.velocity = -1,-4
air.type = trip
down.velocity = 0,0
fall = 1
air.fall = 1
fall.animtype = back
down.bounce = 1
bounce = 1

[State 406 , 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,5

[State 406 , 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 2,0

[State 406 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 600]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 600 
poweradd = 20

[State 600 , 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA   
damage    = 40 
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkno = 2
sparkxy = -10,-70
hitsound = S20,0
guardsound = S20,6
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.velocity = -2,-3

[State 600 , 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,1

[State 600, PosAdd]
type = PosAdd
trigger1 = MoveHit = 1
trigger1 = P2StateType = A
y = -2

[State 600, Next]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = MoveContact = 1
value = 604

[Statedef 601]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 601
poweradd = 30

[State 601 , 1]
type = HitDef
trigger1 = AnimElem = 6
attr = A, NA  
damage    = 60 
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkno = 2
sparkxy = -10,-70
hitsound = S20,1
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-3
palfx.time = 30
palfx.color = 60

[State 601, 6]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = animTime = 0
anim = 89986
postype = p2
pos = 0,-65
bindtime = 44
sprpriority = 1

[State 601 , 7]
type = Playsnd
trigger1 = AnimElem = 5
value = 21,2

[State 601, PosAdd]
type = PosAdd
trigger1 = MoveHit = 1
trigger1 = P2StateType = A
y = -2

[State 601, Next1a]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = Random <= 499
trigger1 = Power = [2000, 2999]
trigger1 = MoveHit = 1
value = 3510

[State 601, Next1b]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = Random > 499
trigger1 = Power = [2000, 2999]
trigger1 = MoveHit = 1
value = 9999

[State 601, Next2]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = Power >= 3000
trigger1 = MoveHit = 1
value = 3550

[State 601, Next3]
type = ChangeState
triggerall = Var(1) = 1
trigger1 = MoveGuarded = 1
trigger2 = MoveHit = 1
trigger2 = Power < 1000
value = 605

[Statedef 602]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 602 
poweradd = 40

[State 602 , 1]
type = HitDef
trigger1 = AnimElem = 8
attr = A, NA   
damage    = 90 
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = 2
sparkxy = -10,-70
hitsound = S20,2
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
air.velocity = -8.5,8
air.fall = 1
palfx.time = 30
palfx.color = 60

[State 602, 6]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = animTime = 0
anim = 89986
postype = p2
pos = 0,-65
bindtime = 44
sprpriority = 1

[State 602 , 7]
type = Playsnd
trigger1 = AnimElem = 7
value = 21,3

[State 602, ScreenBound]
type = ScreenBound
trigger1 = MoveHit = 1
trigger2 = P2StateType = A && P2MoveType = H
trigger2 = P2StateNo != [130, 160]
value = 0
movecamera = 1,0

[State 602, PosAdd]
type = PosAdd
trigger1 = MoveHit = 1
trigger1 = P2StateType = A
y = -2

[State 602, Next]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = MoveContact = 1
value = 603

[Statedef 603]
type    = A
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 603 
poweradd = 50

[State 603 , 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA   
damage    = 80,5
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = 10,10
sparkno = 2
sparkxy = -10,-70
hitsound = S20,2
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6
air.velocity = -10.5,11
palfx.time = 30
palfx.color = 60
air.fall = 1
fall.recover = 0

[State 1300, 6]
type = Explod
trigger1 = MoveHit = 1
anim = 89986
postype = p2
pos = 0,-65
bindtime = 44
sprpriority = 1

[State 603 , 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,3

[State 603 , 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 8,0

[State 603, ScreenBound]
type = ScreenBound
trigger1 = MoveHit = 1
trigger2 = P2StateType = A && P2MoveType = H
trigger2 = P2StateNo != [130, 160]
value = 0
movecamera = 1,0

[State 603, PosAdd]
type = PosAdd
trigger1 = MoveHit = 1
trigger1 = P2StateType = A
y = -2

[Statedef 607]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 607
poweradd = 30

[State 607 , 1]
type = HitDef
trigger1 = AnimElem = 6
attr = A, NA  
damage    = 60 
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkno = 2
sparkxy = -10,-70
hitsound = S20,1
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-3
palfx.time = 30
palfx.color = 60

[State 607, 6]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = animTime = 0
anim = 89986
postype = p2
pos = 0,-65
bindtime = 44
sprpriority = 1

[State 607 , 7]
type = Playsnd
trigger1 = AnimElem = 4
value = 21,2

[State 607, PosAdd]
type = PosAdd
trigger1 = MoveHit = 1
trigger1 = P2StateType = A
y = -2

[State 601, Next1]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = Power = [1000, 1999]
trigger1 = MoveHit = 1
value = 3500

[State 601, Next2a]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = Random > 499
trigger1 = Power = [2000, 2999]
trigger1 = MoveHit = 1
value = 9999

[State 601, Next2b]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = Random <= 499
trigger1 = Power = [2000, 2999]
trigger1 = MoveHit = 1
value = 3510

[State 601, Next3]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = Power >= 3000
trigger1 = MoveHit = 1
value = 3550

[State 601, Next4]
type = ChangeState
triggerall = Var(1) = 1
trigger1 = MoveGuarded = 1
trigger2 = MoveHit = 1
trigger2 = Power < 1000
value = 605

[Statedef 604]
type    = A     
movetype= A     
physics = A    
juggle  = 1     
ctrl = 0  
anim = 604 
poweradd = 20

[State 604 , 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA   
damage    = 40 
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkno = 2
sparkxy = -10,-70
hitsound = S20,3
guardsound = S20,6
ground.type = Low
air.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.velocity = -1,-3

[State 604 , 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,1

[State 604, PosAdd]
type = PosAdd
trigger1 = MoveHit = 1
trigger1 = P2StateType = A
y = -2

[State 604, Next1]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = MoveHit = 1
trigger1 = Vel X = 0
value = 607

[State 604, Next2]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = MoveHit = 1
trigger1 = Vel X != 0
value = 601

[Statedef 605]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 605
poweradd = 30

[State 605 , 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA  
damage    = 60 
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkno = 2
sparkxy = -10,-70
hitsound = S20,4
guardsound = S20,6
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-8
air.fall = 1

[State 605 , 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,2

[State 605, PosAdd]
type = PosAdd
trigger1 = MoveHit = 1
trigger1 = P2StateType = A
y = -2

[State 605, Next1]
type = ChangeState
triggerall = Var(1) = 1
trigger1 = MoveGuarded = 1
trigger2 = MoveHit = 1
trigger2 = Random <= 499
value = 603

[State 605, Next2]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = MoveHit = 1
trigger1 = Random > 499
value = 1510
 
[Statedef 606]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 606 
poweradd = 40

[State 606 , 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA   
damage    = 80 
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 15,12
sparkno = 2
sparkxy = -10,-17
hitsound = S20,5
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
air.type = Low
air.velocity = -10,8
air.fall = 1

[State 606 , 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,3

[State 606, PosAdd]
type = PosAdd
trigger1 = MoveHit = 1
trigger1 = P2StateType = A
y = -2

[State 606, ScreenBound]
type = ScreenBound
trigger1 = MoveHit = 1
trigger2 = P2StateType = A && P2MoveType = H
trigger2 = P2StateNo != [130, 160]
value = 0
movecamera = 1,0

[Statedef 608]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 608
poweradd = 30

[State 608 , 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA  
damage    = 60 
animtype = Medium
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkno = 2
sparkxy = -10,-70
hitsound = S20,4
guardsound = S20,6
ground.type = low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-3

[State 608 , 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,2

[State 608, PosAdd]
type = PosAdd
trigger1 = MoveHit = 1
trigger1 = P2StateType = A
y = -2

[State 608, Next]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = MoveContact = 1
value = 606

[Statedef 7999]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
poweradd = 50        
anim = 9599

[State 9598 , 2]
type = ChangeState
trigger1 = Time = 0
value = 7998

[Statedef 7998]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 9598

[State 202, 1]
type = Velset
trigger1 = time = 0
x = 6
y = -12

[State 191, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1,0

[State 3020, 6]
type = ChangeState
triggerall = Time >= 15
trigger1 = Command = "x"
trigger2 = Command = "y"
trigger3 = Command = "z"
trigger4 = Command = "a"
trigger5 = Command = "b"
trigger6 = Command = "c"
value = 99999
ctrl = 1

[State 9598 , 6]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState
value = 0
ctrl = 1

[Statedef 9599]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
poweradd = 50        
anim = 9599

[State 191, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1,0

[State 9598 , 2]
type = ChangeState
trigger1 = Time = 0
trigger1 = P2dist X < 10
value = 8998

[State 9598 , 2]
type = ChangeState
trigger1 = Time = 0
trigger1 = P2dist X < 150
trigger1 = P2dist X >= 10
value = 9598

[State 9598 , 2]
type = ChangeState
trigger1 = Time = 0
trigger1 = P2dist X >= 150
trigger1 = P2dist X < 200
value = 8899

[State 9598 , 2]
type = ChangeState
trigger1 = Time = 0
trigger1 = P2dist X >= 200
value = 8699

[Statedef 8699]
type    = A     
movetype= A     
juggle  = 1     
ctrl = 0  
anim = 9598

[State 202, 1]
type = Velset
trigger1 = time = 0
x = 8
y = -14

[State 1031, 4]
type = ChangeState
trigger1 = P2dist X < 250
trigger1 = P2dist X >= 200
value = 8599
ctrl = 1

[State 1031, 4]
type = ChangeState
trigger1 = P2dist X >= 250
value = 8499
ctrl = 1

[State 9598 , 6]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState
value = 0
ctrl = 1

[Statedef 8499]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 8998

[State 800, 1]
type = VelMul 
trigger1 = time = 0
y = .75

[State 800, 1]
type = HitDef
Trigger1 = AnimElem = 2
attr = A,S, NT
hitflag = MA
hitflag = MAFDL
guardflag = HA
priority = 1
pausetime = 0,10
sparkno = 2
p1stateno = 8597

[State 9598 , 6]
type = ChangeState
trigger1 = moveguarded = 1
value = 8597
ctrl = 1

[State 9598 , 6]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState
value = 0
ctrl = 1

[Statedef 8599]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 8998

[State 800, 1]
type = VelMul 
trigger1 = time = 0
y = .75

[State 800, 1]
type = HitDef
Trigger1 = AnimElem = 2
attr = A,S, NT
hitflag = MA
hitflag = MAFDL
guardflag = HA
priority = 1
pausetime = 0,10
sparkno = 2
p1stateno = 8597

[State 9598 , 6]
type = ChangeState
trigger1 = moveguarded = 1
value = 8597
ctrl = 1

[State 9598 , 6]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState
value = 0
ctrl = 1

[Statedef 8597]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 9596

[State 1040, 5]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage = 150,10
animtype = Med
hitflag = MAFDL
guardflag = MA
pausetime = 3,7
sparkno = 2
ground.type = high
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -5
guard.velocity = -5.5
air.velocity = -1,-2
airguard.velocity = -1   
p1stateno = 99999
hitsound = S20,4
guardsound = S20,6


[State 9598 , 6]
type = ChangeState
trigger1 = moveguarded = 1
value = 99999
ctrl = 1

[State 9598 , 6]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState
value = 0
ctrl = 1

[Statedef 8899]
type    = A     
movetype= A     
juggle  = 1     
ctrl = 0  
anim = 9598

[State 202, 1]
type = Velset
trigger1 = time = 0
x = 7
y = -12

[State 1031, 4]
type = ChangeState
trigger1 = P2dist X < 160
trigger1 = P2dist X >= 150
value = 8898
ctrl = 1

[State 1031, 4]
type = ChangeState
trigger1 = P2dist X >= 160
value = 8799
ctrl = 1

[State 9598 , 6]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState
value = 0
ctrl = 1

[Statedef 8799]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 8998

[State 800, 1]
type = VelMul 
trigger1 = time = 0
y = .85

[State 800, 1]
type = HitDef
Trigger1 = AnimElem = 2
attr = A,S, NT
hitflag = MA
hitflag = MAFDL
guardflag = HA
priority = 1
pausetime = 0,10
sparkno = 2
p1stateno = 8797

[State 9598 , 6]
type = ChangeState
trigger1 = moveguarded = 1
value = 8797
ctrl = 1

[State 9598 , 6]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState
value = 0
ctrl = 1

[Statedef 8797]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 9596

[State 1040, 5]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage = 150,10
animtype = Med
hitflag = MAFDL
guardflag = MA
pausetime = 3,7
sparkno = 2
ground.type = high
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -5
guard.velocity = -5.5
air.velocity = -1,-2
airguard.velocity = -1   
p1stateno = 99999
hitsound = S20,4
guardsound = S20,6


[State 9598 , 6]
type = ChangeState
trigger1 = moveguarded = 1
value = 99999
ctrl = 1

[State 9598 , 6]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState
value = 0
ctrl = 1

[Statedef 8898]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 8998

[State 800, 1]
type = VelMul 
trigger1 = time = 0
y = 0.75 

[State 800, 1]
type = HitDef
Trigger1 = AnimElem = 2
attr = A,S, NT
hitflag = MA
hitflag = MAFDL
guardflag = HA
priority = 1
pausetime = 0,10
sparkno = 2
p1stateno = 8897

[State 9598 , 6]
type = ChangeState
trigger1 = moveguarded = 1
value = 8897
ctrl = 1

[State 9598 , 6]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState
value = 0
ctrl = 1

[Statedef 8897]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 9596

[State 1040, 5]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage = 150,10
animtype = Med
hitflag = MAFDL
guardflag = MA
pausetime = 3,7
sparkno = 2
ground.type = high
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -5
guard.velocity = -5.5
air.velocity = -1,-2
airguard.velocity = -1   
p1stateno = 99999
hitsound = S20,4
guardsound = S20,6


[State 9598 , 6]
type = ChangeState
trigger1 = moveguarded = 1
value = 99999
ctrl = 1

[State 9598 , 6]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState
value = 0
ctrl = 1

[Statedef 9598]
type    = A     
movetype= A     
juggle  = 1     
ctrl = 0  
anim = 9598

[State 202, 1]
type = Velset
trigger1 = time = 0
x = 5
y = -8

[State 1031, 4]
type = ChangeState
trigger1 = Time >= 15
value = 9597
ctrl = 1

[State 1031, 4]
type = ChangeState
trigger1 = P2dist X < 15
trigger1 = P2dist X >= 10
value = 8999
ctrl = 1

[State 1031, 4]
type = ChangeState
trigger1 = P2dist X < 15
trigger1 = P2dist X >= 10
trigger1 = P2bodydist Y <= -1
value = 7998
ctrl = 1

[State 1031, 4]
type = ChangeState
trigger1 = P2dist X < 10
trigger1 = P2bodydist Y <= -1
value = 7998
ctrl = 1

[Statedef 7998]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
velset = 2,-12
anim = 7998

[State 800, 1]
type = HitDef
Trigger1 = AnimElem = 2
attr = A,S, NT
hitflag = MA
hitflag = MAFDL
guardflag = HA
priority = 1
pausetime = 0,10
;snap = 20;-40, 0, 0
sparkno = 2
p1stateno = 7997

[State 9598 , 6]
type = ChangeState
trigger1 = moveguarded = 1
value = 7997
ctrl = 1

[State 9598 , 6]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState
value = 0
ctrl = 1

[Statedef 7997]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 9596

[State 1040, 5]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage = 150,10
animtype = Med
hitflag = MAFDL
guardflag = MA
pausetime = 3,7
sparkno = 2
ground.type = high
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -5
guard.velocity = -5.5
air.velocity = -1,-2
airguard.velocity = -1   
p1stateno = 99999
hitsound = S20,4
guardsound = S20,6


[State 9598 , 6]
type = ChangeState
trigger1 = moveguarded = 1
value = 99999
ctrl = 1

[State 9598 , 6]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState
value = 0
ctrl = 1

[Statedef 8998]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
velset = 0,-10
anim = 8998

[State 800, 1]
type = HitDef
Trigger1 = AnimElem = 2
attr = A,S, NT
hitflag = MA
hitflag = MAFDL
guardflag = HA
priority = 1
pausetime = 0,10
sparkno = 2
p1stateno = 8997

[State 9598 , 6]
type = ChangeState
trigger1 = moveguarded = 1
value = 8997
ctrl = 1

[State 9598 , 6]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState
value = 0
ctrl = 1

[Statedef 8997]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 9596

[State 1040, 5]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage = 150,10
animtype = Med
hitflag = MAFDL
guardflag = MA
pausetime = 3,7
sparkno = 2
ground.type = high
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -5
guard.velocity = -5.5
air.velocity = -1,-2
airguard.velocity = -1   
p1stateno = 99999
hitsound = S20,4
guardsound = S20,6

[State 9598 , 6]
type = ChangeState
trigger1 = moveguarded = 1
value = 99999
ctrl = 1

[State 9598 , 6]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState
value = 0
ctrl = 1

[Statedef 8999]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
velset = 0,-8
anim = 8999

[State 800, 1]
type = HitDef
Trigger1 = AnimElem = 2
attr = A,S, NT
hitflag = MA
hitflag = MAFDL
guardflag = HA
priority = 1
pausetime = 0,10
sparkno = 2
p1stateno = 8996

[State 9598 , 6]
type = ChangeState
trigger1 = moveguarded = 1
value = 8996
ctrl = 1

[State 9598 , 6]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState
value = 0
ctrl = 1

[Statedef 8996]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
velset = 0,0
anim = 9596

[State 1040, 5]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage = 150,10
animtype = Med
hitflag = MAFDL
guardflag = MA
pausetime = 3,7
sparkno = 2
ground.type = high
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -5
guard.velocity = -5.5
air.velocity = -1,-2
airguard.velocity = -1   
p1stateno = 99999
hitsound = S20,4
guardsound = S20,6

[State 9598 , 6]
type = ChangeState
trigger1 = moveguarded = 1
value = 99999
ctrl = 1

[State 9598 , 6]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState
value = 0
ctrl = 1

[Statedef 9597]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
velset = 3,-2
anim = 9597

[State 800, 1]
type = HitDef
Trigger1 = AnimElem = 1
attr = A,S, NT
hitflag = MA
hitflag = MAFDL
guardflag = HA
priority = 1
pausetime = 0,10
;snap = 20;-40, 0, 0
sparkno = 2
p1stateno = 8995

[State 9598 , 6]
type = ChangeState
trigger1 = moveguarded = 1
value = 8995
ctrl = 1

[State 9598 , 6]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState
value = 0
ctrl = 1

[Statedef 8995]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 9596

[State 1040, 5]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage = 150,10
animtype = Med
hitflag = MAFDL
guardflag = MA
pausetime = 3,7
sparkno = 2
ground.type = high
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -5
guard.velocity = -5.5
air.velocity = -1,-2
airguard.velocity = -1   
p1stateno = 99999
hitsound = S20,4
guardsound = S20,6

[State 9598 , 6]
type = ChangeState
trigger1 = moveguarded = 1
value = 99999
ctrl = 1

[State 9598 , 6]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState
value = 0
ctrl = 1

[Statedef 89999]
type    = S     
movetype= A     
physics = S      
ctrl = 0  
anim = 89999

[State 3305, 4]
type = lifeadd
trigger1 = time >= 1
value = -1

[State 3305, 4]
type = poweradd
trigger1 = time >= 1
value = -3

[State -2, 4]
type = PlaySnd
trigger1 = time = 1
trigger2 = time = 281
trigger3 = time = 321
trigger4 = time = 361
value = 12,5

[State -2, 4]
type = PlaySnd
trigger1 = time = 41
value = 12,3

[State -2, 4]
type = PlaySnd
trigger1 = time = 81
value = 12,4

[State 3020, 6]
type = ChangeState
triggerall = Time >= 120
trigger1 = Command = "cure"
value = 89998
ctrl = 1

[Statedef 89998]
type    = S     
movetype= A     
physics = S      
ctrl = 0  
anim = 89998

[State -2, 4]
type = PlaySnd
trigger1 = time = 1
value = 12,6

[State 3305, 4]
type = Changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 99999]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
velset = -3,-12
anim = 99999

[State 106, 1]
type = VelAdd
trigger1 = Time > 25
x = .3
y = -.3

[State 106, 1]
type = VelAdd
trigger1 = command = "holdfwd"
x = .3

[State 106, 1]
type = VelAdd
trigger1 = command = "holdback"
x = -.3

[State 3020, 6]
type = ChangeState
triggerall = Time >= 15
trigger1 = Command = "x"
trigger2 = Command = "y"
trigger3 = Command = "z"
value = 99998
ctrl = 1

[State 3020, 6]
type = ChangeState
triggerall = Time >= 15
trigger1 = Command = "a"
trigger2 = Command = "b"
trigger3 = Command = "c"
value = 99997
ctrl = 1

[State 9598 , 6]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState
value = 0
ctrl = 1

[Statedef 99998]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 99998
velset = 0,0

[State 106, 1]
type = VelAdd
trigger1 = Time > 0
x = .25
y = -0.3

[State 200, 7]
type = Playsnd
trigger1 = time = 0
value = 2,0

[State 106, 1]
type = VelAdd
trigger1 = command = "holdfwd"
x = .3

[State 106, 1]
type = VelAdd
trigger1 = command = "holdback"
x = -.3

[State 201 , 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA  
damage    = 80,10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkno = 2
sparkxy = -10,-70
hitsound = S20,1
guardsound = S20,6
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2,-3
palfx.time = 30
palfx.color = 60
air.fall = 1
fall = 1

[State 1300, 6]
type = Explod
trigger1 = MoveHit = 1
anim = 89986
postype = p2
pos = 0,-65
bindtime = 44
sprpriority = 1

[State 9598 , 6]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState
value = 0
ctrl = 1

[Statedef 99997]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 99997
velset = 0,0

[State 106, 1]
type = VelAdd
trigger1 = Time > 0
x = .25
y = -0.3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 8,0

[State 106, 1]
type = VelAdd
trigger1 = command = "holdfwd"
x = .3

[State 106, 1]
type = VelAdd
trigger1 = command = "holdback"
x = -.3

[State 201 , 1]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA  
damage    = 80,10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9,11
sparkno = 2
sparkxy = -10,-70
hitsound = S20,1
guardsound = S20,6
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2,-3
palfx.time = 30
palfx.color = 60
air.fall = 1

[State 1300, 6]
type = Explod
trigger1 = MoveHit = 1
anim = 89986
postype = p2
pos = 0,-65
bindtime = 44
sprpriority = 1

[State 9598 , 6]
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState
value = 0
ctrl = 1

[Statedef 89599]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,-3
anim = 190
juggle = 0

[State 202, 1]
type = Velset
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
y = -3

[State 9598 , 6]
trigger1 = Animtime = 0
type = ChangeState
value = 89598
ctrl = 1

[Statedef 89598]
type = A
ctrl = 0
anim = 89598
velset = 0,0,0

[State 3305, 4]
type = VarAdd
trigger1 = Var(0) = 0 && Time = 0
v = 0
value = 800

[State 2000, Stop1]
type = VelSet
trigger1 = command != "holdfwd"
trigger2 = command != "holdback"
trigger3 = command != "holdup"
trigger4 = command != "holddown"
trigger5 = Pos Y < -205
trigger6 = Pos Y > -20
x = 0
y = 0

[State 2000, Stop2]
type = ChangeAnim
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
triggerall = anim != 89598
value = 89598

[State 2000, GoBackAnim]
type = ChangeAnim
triggerall = command = "holdback"
trigger1 = command = "holdup"
trigger2 = command = "holddown"
triggerall = animtime = 0
value = 21

[State 2000, GoBackAnim]
type = ChangeAnim
triggerall = command = "holdfwd"
trigger1 = command = "holdup"
trigger2 = command = "holddown"
triggerall = animtime = 0
value = 20

[State 2000, GoBackAnim]
type = ChangeAnim
trigger1 = command = "holdup"
triggerall = command != "holdback"
triggerall = command != "holdfwd"
trigger1  = animtime = 0
value = 89599

[State 2000, GoBackAnim]
type = ChangeAnim
trigger1 = command = "holdback"
triggerall = command != "holdup"
triggerall = command != "holddown"
trigger1 = animtime = 0
value = 105

[State 2000, GoBackAnim]
type = ChangeAnim
trigger1 = command = "holdfwd"
triggerall = command != "holdup"
triggerall = command != "holddown"
trigger1 = animtime = 0
value = 100

[State 2000,Turn]
type = Turn
trigger1 = P2bodydist X < -60

[State 2000,Land]
type = ChangeState
trigger1 = Pos Y >= 0
value = 51
ctrl = 1

[State 2000,GoUp2]
type = VelSet
trigger1 = command = "holdup"
y = -5

[State 2000,GoDown2]
type = VelSet
trigger1 = command = "holddown"
y = 5

[State 2000,GoBack2]
type = VelSet
trigger1 = command = "holdback"
x = -5

[State 2000,GoFwd2]
type = VelSet
trigger1 = command = "holdfwd"
x = 5

[State 2000, UpBorder]
type = PosSet
trigger1 = Pos Y < -200
y = -200

[State 2000, UpBorder]
type = PosSet
trigger1 = Pos Y > -20
y = -20

[State 9598 , 6]
trigger1 = command = "CCF_a"
trigger2 = Var(0) = 0
trigger3 = Win = 1
trigger4 = Lose = 1
type = ChangeState
value = 50
ctrl = 1

[State 9598 , 6]
trigger1 = command = "x"
type = ChangeState
value = 99600
ctrl = 1

[State 9598 , 6]
trigger1 = command = "y"
type = ChangeState
value = 99601
ctrl = 1

[State 9598 , 6]
triggerall = command != "holddown"
trigger1 = command = "z"
type = ChangeState
value = 99602
ctrl = 1

[State 9598 , 6]
triggerall = command = "holddown"
trigger1 = command = "z"
type = ChangeState
value = 99603
ctrl = 1

[State 9598 , 6]
trigger1 = command = "a"
type = ChangeState
value = 99604
ctrl = 1

[State 9598 , 6]
trigger1 = command = "b"
type = ChangeState
value = 99605
ctrl = 1

[State 9598 , 6]
trigger1 = command = "c"
type = ChangeState
value = 99606
ctrl = 1

; JUMP A
[Statedef 99604]
type    = A     
movetype= A        
juggle  = 1     
ctrl = 0  
anim = 99604 
velset= 0,0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA   
damage    = 20 
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkno = 2
sparkxy = -10,-70
hitsound = S20,3
guardsound = S20,6
ground.type = Low
air.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.velocity = -1,-3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 89598
ctrl = 1

[Statet 200 , Contact1]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = MoveContact = 1
trigger1 = P2BodyDist X <= 40
value = 99601

[Statet 200 , Contact2]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = MoveContact = 1
trigger1 = P2BodyDist X > 40
value = 99606

;---------------------------------------------------------------------------
; JUMP B
[Statedef 99605]
type    = A     
movetype= A     
juggle  = 1     
ctrl = 0  
anim = 605
velset= 0,0

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA  
damage    = 40 
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkno = 2
sparkxy = -10,-70
hitsound = S20,4
guardsound = S20,6
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-8
air.fall = 1

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,2

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 89598
ctrl = 1

;---------------------------------------------------------------------------
;JUMP C
[Statedef 99606]
type    = A     
movetype= A         
juggle  = 1     
ctrl = 0  
anim = 606
velset= 0,0 

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA   
damage    = 65 
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = 2
sparkxy = -10,-70
hitsound = S20,5
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
air.type = Low
air.velocity = -10,8
air.fall = 1

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,3

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 89598
ctrl = 1

[Statedef 99600]
type    = A     
movetype= A     
juggle  = 1     
ctrl = 0  
anim = 600 
velset= 0,0

[State 600 , 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA   
damage    = 40 
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkno = 2
sparkxy = -10,-70
hitsound = S20,0
guardsound = S20,6
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.velocity = -2,-3

[State 600 , 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 89598
ctrl = 1

;---------------------------------------------------------------------------
; JUMP Y
[Statedef 99601]
type    = A     
movetype= A       
juggle  = 1     
ctrl = 0  
anim = 601
velset= 0,0

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = A, NA  
damage    = 40 
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkno = 2
sparkxy = -10,-70
hitsound = S20,1
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 5
value = 21,2

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 89598
ctrl = 1

;---------------------------------------------------------------------------
; JUMP Z
[Statedef 99602]
type    = A     
movetype= A       
juggle  = 1     
ctrl = 0  
anim = 602 
velset= 0,0

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 8
attr = A, NA   
damage    = 60 
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = 2
sparkxy = -10,-70
hitsound = S20,2
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
air.velocity = -8.5,8
air.fall = 1

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 7
value = 21,3


[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 89598
ctrl = 1
;---------------------------------------------------------------------------
; JUMP Z (SHIN)
[Statedef 99603]
type    = A
movetype= A       
juggle  = 1     
ctrl = 0  
anim = 603 
velset= 0,0

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA   
damage    = 75,5
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = 10,10
sparkno = 2
sparkxy = -10,-70
hitsound = S20,2
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6
air.velocity = -10.5,11
;PalFX
palfx.time = 30
palfx.color = 60
air.fall = 1
fall.recover = 0

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 8,0

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 89598
ctrl = 1

[Statedef 950]
type    = A
movetype= A
physics = A
ctrl = 0
velset = 0,0
anim = 89994
juggle = 0

[State 950, 1]
type = HitDef
trigger1 = time = 1
attr = A, NT   
p2facing = 1
damage = 0
numhits = 0
animtype = Heavy
guardflag = 
hitflag = A
priority = 1, Hit
pausetime = 0,0
snap = 20
sparkno = -1
p1stateno = 7489
p2stateno = 7488

[State 950, 2]
type = Explod
trigger1 = MoveHit = 1
anim = 89986
postype = p2
pos = 0,-65
bindtime = 44
sprpriority = 1

[Statedef 7489]
type    = A
movetype= A
physics = N
anim = 89993
velset = 0,0

[State 925, 1]
type = PlaySnd
trigger1 = Time = 1
value = S8,0

[State 925, 3]
type = TargetBind
Trigger1 = AnimElem = 1
pos = 60,-57
time = 5

[State 925, 3]
type = TargetBind
Trigger1 = AnimElem = 2
Trigger2 = AnimElem = 3
Trigger3 = AnimElem = 4
Trigger4 = AnimElem = 5
Trigger5 = AnimElem = 6
pos = 60,-57
time = 1

[State 925, 1]
type = PlaySnd
trigger1 = Time = 6
value = S20,3

[State 925, 6]
type = TargetLifeAdd
Trigger1 = AnimElem = 1
value = -130

[State 925, 10]
type = ChangeState
Trigger1 = animTime = 0
value = 50
ctrl = 1

[Statedef 7488]
type    = A
movetype= H
physics = N
ctrl = 0
velset = 0,0

[State 930, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 89992

[State 2020, 1] 
type = PalFX
trigger1 = Time = 0
time = 35
color = 0

[State 1300, 6]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = time = 1
anim = 89986
postype = p1
pos = 0,-65
bindtime = 44
sprpriority = 1

[State 930, 7]
type = ChangeState
Trigger1 = AnimElem = 7
value = 7487

[Statedef 7487]
type    = A
movetype= H ;Get hit
physics = N
velset = -2.5,5.5

[State 7487, 3]
type = PosAdd
Trigger1 = AnimElem = 6
x = 15

[State 7487, 4] ;Acceleration
type = VelAdd
Trigger1 = 1
y = .35

[State 7487, 5.1]
type = PowerAdd
trigger1 = (Vel Y > 0) && (Pos Y > 0)
value = 70

[State 7487, 5.2]
type = SelfState
trigger1 = (Vel Y > 0) && (Pos Y > 0)
value = 5100

[State 7487, 6] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive = 1
triggerall = CanRecover = 1
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 7487, 7] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > -1
triggerall = Vel Y < 40 ;4
triggerall = alive = 1
triggerall = CanRecover = 1
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[Statedef 7499]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0
anim = 89997
juggle = 0

[State 800, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NT
hitflag = M
guardflag = 
priority = 1
pausetime = 0,10
snap = -40, 0, 0
sparkno = -1
p2facing = 1
p1stateno = 7498
p2stateno = 7497
p2getp1state = 1
hitsound = S20,3

[State 920, End]
type = ChangeState
trigger1 = Var(1) = 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 920, AIEnd]
type = ChangeState
trigger1 = Var(1) = 1
trigger1 = AnimTime = 0
value = 9599

[Statedef 7498]
type    = S
movetype= A
physics = N
anim = 89996

[State 925, 1]
type = PlaySnd
trigger1 = Time = 1
value = S8,0

[State 925, 2]
type = VelSet
trigger1 = Time >= 0
x = 0

[State 925, 3]
type = TargetBind
Trigger1 = Time >= 0
Trigger1 = AnimElem = 1,0
pos = -68,-79
time = 1

[State 925, 3]
type = TargetBind
Trigger1 = AnimElem = 2,0
pos = 37,-100
time = 1

;[State 925, 4]
;type = TargetBind
;Trigger1 = AnimElem = 3,0
;pos = 28,-84
;time = 1

[state 963, 0]
type = turn
trigger1 = time = 0

[State 925, 6]
type = TargetLifeAdd
Trigger1 = AnimElem = 3
value = -130

[State 925, 10]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 7497]
type    = A
movetype= H
physics = N
ctrl = 0
velset = 0,0

[State 930, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 89995

[State 930, 7]
type = ChangeState
Trigger1 = AnimElem = 3
value = 7496

[Statedef 7496]
type    = L
movetype= H
physics = N
velset =  6,-1

[State 931, 1]
type = VelAdd
trigger1 = Time >= 0
y = .3

[State 1000, 2]
type = envshake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 5
ampl = 6

[State 931, 2] 
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive = 1
triggerall = CanRecover = 1
trigger1 = Command = "recovery"
value = 5200

[State 931, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5050;5110


[Statedef 3500]
type    = S
movetype= A
physics = S
juggle  = 1
velset =  0,0,0
ctrl = 0        
anim = 3500     
poweradd = -1000

[State 3500 , 1]
type = changeanim
trigger1 = time = 0
trigger1 = ScreenPos Y <= 200
value = 7500 

[State 3500 , 1]
type = SuperPause
trigger1 = time = 0
movetime = 20
time = 20
pos = -33, -71
anim = 101

[State 3500 , 1]
type = changeanim
trigger1 = time = 22
value = 3501

[State 3500 , 1]
type = PlaySnd
trigger1 = Time = 2
value = 9, 1

[State 3500 , 1]
type = PlaySnd
trigger1 = Time = 22
value = 9, 3

[State 3500 , 1]
type = changestate
trigger1 = time = 24
value = 3501

[Statedef 3501]
type    = S
movetype= A
physics = N
velset =  12,0,0
ctrl = 0        
anim = 3502

[State 9087, .5]
type = NotHitBy
trigger1 = Time = 0
value = S, SP
Time = 28

[State 9087, .5]
type = NotHitBy
trigger1 = Time = 0
value = A, SP
Time = 28

[State 9087, .5]
type = AfterImage
trigger1 = Time = 0
palfx.time = 105
palfx.add = 0,100,0
Time = 28
Trans = Add

[State 3501 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 10, 2

[State 3501 , 7]
type = Playerpush
trigger1 = time >= 0
value = 0

[State 3501 , 3]
type = hitdef
trigger1 = AnimElem = 1
persistent = 0
damage = 80,30
attr = S, HA
givepower = 30,10
getpower = 0,0
hitflag = MAF
guardflag = MHC
pausetime = 4,10
sparkxy = 0,-70
hitsound   = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = -6   
airguard.velocity = -6   
air.type = Low
air.velocity = -6,-6
air.juggle = 2
priority = 2
juggle = 1
air.fall = 1
down.hittime = 20
fall.recover = 0
fall = 1
fall.animtype = Hard
palfx.time = 30
palfx.color = 60

[State 3501 , 3]
type = hitdef
trigger1 = AnimElem = 2
persistent = 0
damage = 80,30
attr = S, HA
givepower = 30,10
getpower = 0,0
hitflag = MAF
guardflag = MHC
pausetime = 4,10
sparkxy = 0,-70
hitsound   = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = -6   
airguard.velocity = -6   
air.type = Low
air.velocity = -6,-6
air.juggle = 2
priority = 2
juggle = 1
air.fall = 1
down.hittime = 20
fall.recover = 0
fall = 1
fall.animtype = Hard
palfx.time = 30
palfx.color = 60

[State 3501 , 3]
type = hitdef
trigger1 = AnimElem = 3
persistent = 0
damage = 80,30
attr = S, HA
givepower = 30,10
getpower = 0,0
hitflag = MAF
guardflag = MHC
pausetime = 4,10
sparkxy = 0,-70
hitsound   = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = -6   
airguard.velocity = -6   
air.type = Low
air.velocity = -6,-6
air.juggle = 2
priority = 2
juggle = 1
air.fall = 1
down.hittime = 20
fall.recover = 0
fall = 1
fall.animtype = Hard
palfx.time = 30
palfx.color = 60

[State 3501 , 3]
type = hitdef
trigger1 = AnimElem = 4
persistent = 0
damage = 80,30
attr = S, HA
givepower = 30,10
getpower = 0,0
hitflag = MAF
guardflag = MHC
pausetime = 4,10
sparkxy = 0,-70
hitsound   = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = -6   
airguard.velocity = -6   
air.type = Low
air.velocity = -6,-6
air.juggle = 2
priority = 2
juggle = 1
air.fall = 1
down.hittime = 20
fall.recover = 0
fall = 1
fall.animtype = Hard
palfx.time = 30
palfx.color = 60

[State 1300, 6]
type = Explod
trigger1 = MoveHit = 1
trigger1 = animelem = 4
anim = 89986
postype = p2
pos = 0,-65
bindtime = 80
sprpriority = 1

[State 3501 , 1]
type = Playerpush
Trigger1 = frontedgedist = 0
value = 1

[State 3501 , 7]
type = Playerpush
trigger1 = time = 30
value = 1

[State 3501 , 1]
type = ChangeState
Trigger1 = frontedgedist = 0
value = 3530
ctrl = 0

[State 3501 , 7]
type = ChangeState
trigger1 = time = 30
value = 3530
ctrl = 0

[Statedef 3530]
type    = S
movetype= A
physics = N
juggle  = 1
velset =  0,0,0
ctrl = 0        
anim = 3530

[State 9598 , 6]
trigger1 = POS Y < -5
trigger1 = time = 0
type = ChangeState
value = 50
ctrl = 1

[State 3530 , 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 3510]
type    = S
movetype= A
physics = S
juggle  = 1
velset =  0,0,0
ctrl = 0        
anim = 3500     
poweradd = -2000   

[State 3510 , 1]
type = changeanim
trigger1 = time = 0
trigger1 = ScreenPos Y <= 200
value = 7500 

[State 3510 , 1]
type = SuperPause
trigger1 = time = 0
movetime = 20
time = 20
pos = -33, -71
anim = 101

[State 3510 , 1]
type = changeanim
trigger1 = time = 22
value = 3510

[State 3510 , 1]
type = PlaySnd
trigger1 = Time = 2
value = 9, 1

[State 3510 , 1]
type = PlaySnd
trigger1 = Time = 22
value = 9, 4

[State 3510 , 1]
type = changestate
trigger1 = time = 24
value = 3511

[Statedef 3511]
type    = S
movetype= A
physics = N
velset =  14,0,0
ctrl = 0        
anim = 3511

[State 9087, .5]
type = NotHitBy
trigger1 = Time = 0
value = S, SP
Time = 28

[State 9087, .5]
type = NotHitBy
trigger1 = Time = 0
value = A, SP
Time = 28

[State 9087, .5]
type = AfterImage
trigger1 = Time = 0
palfx.time = 105
palfx.add = 0,100,0
Time = 28
Trans = Add

[State 3511 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 10, 2

[State 3511 , 7]
type = Playerpush
trigger1 = time >= 0
value = 0

[State 3511 , 3]
type = hitdef
trigger1 = AnimElem = 1
persistent = 0
damage = 115,10
attr = S, HA
hitflag = MAF
givepower = 10,10
getpower = 0,0
guardflag = MHC
pausetime = 4,10
sparkxy = 0,-70
hitsound   = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = -12   
airguard.velocity = -6   
air.type = Low
air.velocity = -7,-7
air.juggle = 2
priority = 2
juggle = 1
air.fall = 1
down.hittime = 20
fall.recover = 0
fall = 1
fall.animtype = Hard
palfx.time = 30
palfx.color = 60

[State 3511 , 3]
type = hitdef
trigger1 = AnimElem = 3
persistent = 0
damage = 40,10
attr = S, HA
hitflag = MAF
givepower = 30,10
getpower = 0,0
guardflag = MHC
pausetime = 4,10
sparkxy = 0,-70
hitsound   = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = -10   
airguard.velocity = -6   
air.type = Low
air.velocity = -7,-7
air.juggle = 2
priority = 2
juggle = 1
air.fall = 1
down.hittime = 20
fall.recover = 0
fall = 1
fall.animtype = Hard
palfx.time = 30
palfx.color = 60

[State 3511 , 3]
type = hitdef
trigger1 = AnimElem = 5
persistent = 0
damage = 40,10
attr = S, HA
hitflag = MAF
givepower = 30,10
getpower = 0,0
guardflag = MHC
pausetime = 4,10
sparkxy = 0,-70
hitsound   = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = -8.5   
airguard.velocity = -6   
air.type = Low
air.velocity = -7,-7
air.juggle = 2
priority = 2
juggle = 1
air.fall = 1
down.hittime = 20
fall.recover = 0
fall = 1
fall.animtype = Hard
palfx.time = 30
palfx.color = 60

[State 3511 , 3]
type = hitdef
trigger1 = AnimElem = 7
persistent = 0
damage = 40,10
attr = S, HA
hitflag = MAF
givepower = 30,10
getpower = 0,0
guardflag = MHC
pausetime = 4,10
sparkxy = 0,-70
hitsound   = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = -8   
airguard.velocity = -6   
air.type = Low
air.velocity = -7,-7
air.juggle = 2
priority = 2
juggle = 1
air.fall = 1
down.hittime = 20
fall.recover = 0
fall = 1
fall.animtype = Hard
palfx.time = 30
palfx.color = 60

[State 3511 , 3]
type = hitdef
trigger1 = AnimElem = 9
persistent = 0
damage = 40,10
attr = S, HA
givepower = 30,10
getpower = 0,0
hitflag = MAF
guardflag = MHC
pausetime = 4,10
sparkxy = 0,-70
hitsound   = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = -7.5   
airguard.velocity = -6   
air.type = Low
air.velocity = -7,-7
air.juggle = 2
priority = 2
juggle = 1
air.fall = 1
down.hittime = 20
fall.recover = 0
fall = 1
fall.animtype = Hard
palfx.time = 30
palfx.color = 60

[State 3511 , 3]
type = hitdef
trigger1 = AnimElem = 11
persistent = 0
damage = 40,10
attr = S, HA
givepower = 30,10
getpower = 0,0
hitflag = MAF
guardflag = MHC
pausetime = 4,10
sparkxy = 0,-70
hitsound   = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = -7   
airguard.velocity = -6   
air.type = Low
air.velocity = -7,-7
air.juggle = 2
priority = 2
juggle = 1
air.fall = 1
down.hittime = 20
fall.recover = 0
fall = 1
fall.animtype = Hard
palfx.time = 30
palfx.color = 60

[State 3511 , 3]
type = hitdef
trigger1 = AnimElem = 13
persistent = 0
damage = 40,10
attr = S, HA
givepower = 30,10
getpower = 0,0
hitflag = MAF
guardflag = MHC
pausetime = 4,10
sparkxy = 0,-70
hitsound   = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = -7   
airguard.velocity = -6   
air.type = Low
air.velocity = -7,-7
air.juggle = 2
priority = 2
juggle = 1
air.fall = 1
down.hittime = 20
fall.recover = 0
fall = 1
fall.animtype = Hard
palfx.time = 30
palfx.color = 60

[State 3511 , 3]
type = hitdef
trigger1 = AnimElem = 15
persistent = 1
damage = 115,10
attr = S, HA
hitflag = MAF
givepower = 30,10
getpower = 0,0
guardflag = MHC
pausetime = 4,10
sparkxy = 0,-70
hitsound   = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = -7   
airguard.velocity = -6   
air.type = Low
air.velocity = -7,-7
air.juggle = 2
priority = 2
juggle = 1
air.fall = 1
down.hittime = 20
fall.recover = 0
fall = 1
fall.animtype = Hard
palfx.time = 30
palfx.color = 60


[State 1300, 6]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = animelem = 15
anim = 89986
postype = p2
pos = 0,-65
bindtime = 44
sprpriority = 1

[State 3511 , 1]
type = Playerpush
Trigger1 = frontedgedist = 0
value = 1

[State 3511 , 7]
type = Playerpush
trigger1 = time = 30
value = 1

[State 3511 , 1]
type = ChangeState
Trigger1 = frontedgedist = 0
value = 3530
ctrl = 0

[State 3511 , 7]
type = ChangeState
trigger1 = time = 30
value = 3530
ctrl = 0

[Statedef 3550]
type    = S
movetype= A
physics = S
juggle  = 1
velset =  0,0,0
ctrl = 0        
anim = 3500     
poweradd = -3000   

[State 3550 , 1]
type = changeanim
trigger1 = time = 0
trigger1 = ScreenPos Y <= 200
value = 7500 

[State 3550 , 1]
type = SuperPause
trigger1 = time = 0
movetime = 20
time = 20
pos = -33, -71
anim = 101

[State 3550 , 1]
type = changeanim
trigger1 = time = 22
value = 3501

[State 3550 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 9, 2

[State 3550 , 1]
type = PlaySnd
trigger1 = Time = 2
value = 9, 1

[State 3550 , 1]
type = PlaySnd
trigger1 = Time = 22
value = 9, 5

[State 3550 , 1]
type = changestate
trigger1 = time = 24
value = 3551

[Statedef 3551]
type    = S
movetype= A
physics = N
velset =  16,0,0
ctrl = 0        
anim = 3550

[State 9087, .5]
type = NotHitBy
trigger1 = Time = 0
value = S, SP
Time = 23

[State 9087, .5]
type = NotHitBy
trigger1 = Time = 0
value = A, SP
Time = 23

[State 9087, .5]
type = AfterImage
trigger1 = Time = 0
palfx.time = 105
palfx.add = 0,100,0
Time = 23
Trans = Add

[State 3551 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 10, 2

[State 3551 , 7]
type = Playerpush
trigger1 = time >= 0
value = 0

[State 3551 , 3]
type = hitdef
trigger1 = AnimElem = 1
damage = 60,10
attr = S, HA
hitflag = MAF
givepower = 30,10
getpower = 0,0
guardflag = MHC
pausetime = 4,4
sparkxy = 0,-70
hitsound   = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = -6   
airguard.velocity = -6   
air.type = Low
air.velocity = -6,-6
air.juggle = 2
priority = 2
juggle = 1
air.fall = 1
down.hittime = 20
fall.recover = 0
fall = 1
fall.animtype = Hard
palfx.time = 30
palfx.color = 60

[State 3551 , 3]
type = hitdef
trigger1 = AnimElem = 2
damage = 35,10
attr = S, HA
hitflag = MAF
givepower = 30,10
getpower = 0,0
guardflag = MHC
pausetime = 4,4
sparkxy = 0,-70
hitsound   = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = -6   
airguard.velocity = -6   
air.type = Low
air.velocity = -6,-6
air.juggle = 2
priority = 2
juggle = 1
air.fall = 1
down.hittime = 20
fall.recover = 0
fall = 1
fall.animtype = Hard
palfx.time = 30
palfx.color = 60

[State 3551 , 3]
type = hitdef
trigger1 = AnimElem = 3
damage = 35,10
attr = S, HA
hitflag = MAF
givepower = 30,10
getpower = 0,0
guardflag = MHC
pausetime = 4,4
sparkxy = 0,-70
hitsound   = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = -6   
airguard.velocity = -6   
air.type = Low
air.velocity = -6,-6
air.juggle = 2
priority = 2
juggle = 1
air.fall = 1
down.hittime = 20
fall.recover = 0
fall = 1
fall.animtype = Hard
palfx.time = 30
palfx.color = 60

[State 3551 , 3]
type = hitdef
trigger1 = AnimElem = 4
damage = 35,10
attr = S, HA
hitflag = MAF
givepower = 30,10
getpower = 0,0
guardflag = MHC
pausetime = 4,4
sparkxy = 0,-70
hitsound   = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = -6   
airguard.velocity = -6   
air.type = Low
air.velocity = -6,-6
air.juggle = 2
priority = 2
juggle = 1
air.fall = 1
down.hittime = 20
fall.recover = 0
fall = 1
fall.animtype = Hard
palfx.time = 30
palfx.color = 60

[State 3551 , 3]
type = hitdef
trigger1 = AnimElem = 5
damage = 35,10
attr = S, HA
hitflag = MAF
givepower = 30,10
getpower = 0,0
guardflag = MHC
pausetime = 4,4
sparkxy = 0,-70
hitsound   = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = -6   
airguard.velocity = -6   
air.type = Low
air.velocity = -6,-6
air.juggle = 2
priority = 2
juggle = 1
air.fall = 1
down.hittime = 20
fall.recover = 0
fall = 1
fall.animtype = Hard
palfx.time = 30
palfx.color = 60

[State 3551 , 3]
type = hitdef
trigger1 = AnimElem = 6
damage = 35,10
attr = S, HA
hitflag = MAF
guardflag = MHC
pausetime = 4,4
givepower = 30,10
getpower = 0,0
sparkxy = 0,-70
hitsound   = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = -6   
airguard.velocity = -6   
air.type = Low
air.velocity = -6,-6
air.juggle = 2
priority = 2
juggle = 1
air.fall = 1
down.hittime = 20
fall.recover = 0
fall = 1
fall.animtype = Hard
palfx.time = 30
palfx.color = 60

[State 3551 , 3]
type = hitdef
trigger1 = AnimElem = 7
damage = 30,10
attr = S, HA
hitflag = MAF
guardflag = MHC
pausetime = 4,4
givepower = 35,10
getpower = 0,0
sparkxy = 0,-70
hitsound   = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = -6   
airguard.velocity = -6   
air.type = Low
air.velocity = -6,-6
air.juggle = 2
priority = 2
juggle = 1
air.fall = 1
down.hittime = 20
fall.recover = 0
fall = 1
fall.animtype = Hard
palfx.time = 30
palfx.color = 60

[State 3551 , 3]
type = hitdef
trigger1 = AnimElem = 8
damage = 60,10
attr = S, HA
hitflag = MAF
guardflag = MHC
givepower = 30,10
getpower = 0,0
pausetime = 4,4
sparkxy = 0,-70
hitsound   = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = -6   
airguard.velocity = -6   
air.type = Low
air.velocity = -6,-6
air.juggle = 2
priority = 2
juggle = 1
air.fall = 1
down.hittime = 20
fall.recover = 0
fall = 1
fall.animtype = Hard
palfx.time = 30
palfx.color = 60

[State 1300, 6]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-65
bindtime = 44
sprpriority = 1

[State 3551 , 1]
type = Playerpush
Trigger1 = frontedgedist = 0
value = 1

[State 3551 , 7]
type = Playerpush
trigger1 = time = 30
value = 1

[State 3551 , 1]
type = ChangeState
Trigger1 = frontedgedist = 0
value = 3530
ctrl = 0

[State 3551 , 7]
type = ChangeState
trigger1 = time = 20
value = 3530
ctrl = 0

[Statedef 4000]
type    = S
movetype= A
physics = N
juggle  = 1
velset =   0,0,0
anim = 4002     
ctrl = 0        
poweradd = -3000   

[State 4000 , 3]
type = Projectile
trigger1 = Time = 75
damage = 80,40
attr = S, HA
hitflag = MAF
guardflag = M
projid = 4000
projanim = 4000
projshadow = -1
projheightbound = -250,100
projedgebound = 20000
projstagebound = 20000
projhitanim = 4005
projremanim = 4005
projmisstime = 0
projpriority = 99999
remvelocity = 20,0
givepower = 3000,100
getpower = 0,0
projhits = 9
pausetime = 5,10
velocity = 20,0
offset = -200,0
sparkxy = 30,-90
hitsound   = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = -20    
airguard.velocity = -20    
air.type = Low
air.velocity = -20,-10
air.juggle = 0
air.fall = 1
down.hittime = 30
fall.recover = 0
fall = 1
fall.animtype = Hard
palfx.time = 30
palfx.color = 60

[State 1300, 6]
type = Explod
trigger1 = projHit = 9
anim = 89986
postype = p2
pos = 0,-65
bindtime = 400
sprpriority = 1

[State 4000 , 1]
type = SuperPause
trigger1 = time = 0
movetime = 70
time = 70
pos = -40, -100
anim = 102

[State 4000 , 1]
type = changeanim
trigger1 = time = 70
value = 4001

[State 4000 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 9, 1

[State 4000 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 10, 0

[State 4000 , 1]
type = PlaySnd
trigger1 = Time = 70
value = 10, 1

[State 4000 , 1]
type = PlaySnd
trigger1 = Time = 70
value = 10, 2

[State 4000 , 7]
type = ChangeState
trigger1 = time = 170
value = 4002
ctrl = 0

[State 4000 , 7]
type = ChangeState
trigger1 = projcontact(4000) = 1
value = 4003
ctrl = 0

[Statedef 4002]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0,0
anim = 4001
         
[State 4002 , 7]
type = ChangeAnim
trigger1 = Time = 0
value = 2001
            
[State 4002 , 1]
type = PlaySnd
trigger1 = Time = 0
value = 9, 0

[State 4002 , 7]
type = ChangeState
trigger1 = Time = 25
value = 0
ctrl = 1
           
[Statedef 4003]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0,0
anim = 4001

[State 4003 , 1]
type = PlaySnd
trigger1 = Time = 132
value = 9, 0

[State 4003 , 7]
type = ChangeAnim
trigger1 = Time = 132
value = 2001

[State 4003 , 7]
type = ChangeState
trigger1 = Time = 157
value = 0
ctrl = 1

[Statedef 3600]
type    = S
movetype= A
physics = S
velset = 0,0,0
juggle = 0
ctrl = 0
anim = 89991
poweradd = -1000

[State 3600 , 1]
type = SuperPause
trigger1 = time = 0
movetime = 20
time = 20
pos = 70, -71
anim = 101

[State 3600 , 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3,0

[State 3600 , 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,1

[State 3600, 4]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
name = "psychodevastator"
id = 1001
postype = p1
pos = 70,-70
stateno = 3601
keyctrl = 0
ownpal = 1

[state 200, 3]
type = VarSet
trigger1 = AnimElem = 2
var(8) = 0

[State 1000 , 8]
type = ChangeState
trigger1 = Time = 65
trigger1 = Var(8) = 1
value = 195
ctrl = 1

[State 1000 , 8]
type = ChangeState
trigger1 = Time = 65
value = 0
ctrl = 1

[Statedef 3601]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 5, 0
anim = 89989

[State 9087, .5]
type = AfterImage
trigger1 = Time = 0
palfx.time = 105
palfx.add = 0,100,0
Time = 80
;Trans = Add

[state 555, 3]
type = BGPalFX 
trigger1 = p2bodydist y >= -10
trigger1 = p2bodydist x <= 20
trigger1 = p2bodydist x >= -10
value = 231,231,231 
time = 10 

[state 200, 3]
type = ChangeAnim
trigger1 = Anim != 3600
trigger1 = p2bodydist y >= -10
trigger1 = p2bodydist x <= 20
trigger1 = p2bodydist x >= -10
value = 3600

[state 200, 3]
type = ParentVarSet
trigger1 = Anim = 3600
var(8) = 1

[state 200, 3]
type = PlayerPush
trigger1 = Anim = 3600
value = 0

[state 200, 3]
type = Velset
trigger1 = Anim = 3600
x = 0.02

[State 1000 , 7]
type = HitDef
triggerall = Anim = 3600
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
attr = S, HA
damage   = 43,15
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,20
hitsound   = S20,2
guardsound = S20,6
sparkxy = 0,0
guardsound = S1,10
ground.type = Low
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.animtype = Back
air.velocity = -3,0
palfx.time = 30
palfx.color = 60
fall = 1
fall.recover = 0
givepower = 25,10

[State 1300, 6]
type = Explod
trigger1 = MoveHit = 1
trigger1 = AnimElem = 8
anim = 89986
postype = p2
pos = 0,-65
bindtime = 400
sprpriority = 1

[state 555, 2]
type = destroyself
triggerall = Anim = 3600
trigger1 = animtime = 0

[state 200, 3]
type = ParentVarSet
trigger1 = Anim = 3600
trigger1 = animtime = 0
var(8) = 0

[state 555, 3]
type = changestate
trigger1 = time = 120
value = 3602

[Statedef 3602]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0
anim = 1002

[state 555, 2]
type = destroyself
trigger1 = animtime = 0

[Statedef 3610]
type    = S
movetype= A
physics = S
velset = 0,0,0
juggle = 0
ctrl = 0
anim = 89991
poweradd = -2000

[State 3600 , 1]
type = SuperPause
trigger1 = time = 0
movetime = 20
time = 20
pos = 70, -71
anim = 101

[State 3600 , 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3,0

[State 3600 , 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,1

[State 3600, 4]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
name = "psychodevastator"
id = 1001
postype = p1
pos = 70,-70
stateno = 3611
keyctrl = 0
ownpal = 1

[state 200, 3]
type = VarSet
trigger1 = AnimElem = 2
var(8) = 0

[State 1000 , 8]
type = ChangeState
trigger1 = Time = 65
trigger1 = Var(8) = 1
value = 195
ctrl = 1

[State 1000 , 8]
type = ChangeState
trigger1 = Time = 65
value = 0
ctrl = 1

[Statedef 3611]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 5, 0
anim = 89989

[State 9087, .5]
type = AfterImage
trigger1 = Time = 0
palfx.time = 105
palfx.add = 0,100,0
Time = 80
;Trans = Add

[state 555, 3]
type = BGPalFX 
trigger1 = p2bodydist y >= -10
trigger1 = p2bodydist x <= 20
trigger1 = p2bodydist x >= -10
value = 231,231,231 
time = 10 

[state 200, 3]
type = ChangeAnim
trigger1 = Anim != 3610
trigger1 = p2bodydist y >= -10
trigger1 = p2bodydist x <= 20
trigger1 = p2bodydist x >= -10
value = 3610

[state 200, 3]
type = ParentVarSet
trigger1 = Anim = 3610
var(8) = 1

[state 200, 3]
type = PlayerPush
trigger1 = Anim = 3610
value = 0

[state 200, 3]
type = Velset
trigger1 = Anim = 3610
x = 0.02

[State 1000 , 7]
type = HitDef
triggerall = Anim = 3610
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
trigger9 = AnimElem = 11
attr = S, HA
damage   = 45,15
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 0,0
guardsound = S1,20
ground.type = Low
ground.slidetime = 0
ground.hittime  = 25
ground.velocity = -6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.animtype = Back
air.velocity = -3,0
palfx.time = 30
palfx.color = 60
fall = 1
fall.recover = 0
givepower = 25,10

[State 1300, 6]
type = Explod
trigger1 = MoveHit = 1
trigger1 = AnimElem = 11
anim = 89986
postype = p2
pos = 0,-65
bindtime = 400
sprpriority = 1

[state 200, 3]
type = ParentVarSet
trigger1 = Anim = 3610
trigger1 = animtime = 0
var(8) = 0

[state 555, 2]
type = destroyself
triggerall = Anim = 3610
trigger1 = animtime = 0

[state 555, 3]
type = changestate
trigger1 = time = 180
value = 3602

[Statedef 3650]
type    = S
movetype= A
physics = S
velset = 0,0,0
juggle = 0
ctrl = 0
anim = 89991
poweradd = -3000

[State 3600 , 1]
type = SuperPause
trigger1 = time = 0
movetime = 20
time = 20
pos = 70, -71
anim = 101

[State 3600 , 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3,0

[State 3600 , 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,1

[State 3600, 4]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
name = "psychodevastator"
id = 1001
postype = p1
pos = 70,-70
stateno = 3651
keyctrl = 0
ownpal = 1

[state 200, 3]
type = VarSet
trigger1 = AnimElem = 2
var(8) = 0

[State 1000 , 8]
type = ChangeState
trigger1 = Time = 65
trigger1 = Var(8) = 1
value = 195
ctrl = 1

[State 1000 , 8]
type = ChangeState
trigger1 = Time = 65
value = 0
ctrl = 1

[Statedef 3651]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 5, 0
anim = 89989

[State 9087, .5]
type = AfterImage
trigger1 = Time = 0
palfx.time = 105
palfx.add = 0,100,0
Time = 80
;Trans = Add

[state 555, 3]
type = BGPalFX 
trigger1 = p2bodydist y >= -10
trigger1 = p2bodydist x <= 20
trigger1 = p2bodydist x >= -10
value = 231,231,231 
time = 10 

[state 200, 3]
type = ChangeAnim
trigger1 = Anim != 3650
trigger1 = p2bodydist y >= -10
trigger1 = p2bodydist x <= 20
trigger1 = p2bodydist x >= -10
value = 3650

[state 200, 3]
type = ParentVarSet
trigger1 = Anim = 3650
var(8) = 1

[state 200, 3]
type = PlayerPush
trigger1 = Anim = 3650
value = 0

[state 200, 3]
type = Velset
trigger1 = Anim = 3650
x = 0.02

[State 1000 , 7]
type = HitDef
triggerall = Anim = 3650
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
trigger9 = AnimElem = 11
trigger10 = AnimElem = 12
trigger11 = AnimElem = 13
trigger12 = AnimElem = 14
attr = S, HA
damage   = 47,15
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,20
hitsound   = S20,2
guardsound = S20,6
sparkxy = 0,0
guardsound = S1,10
ground.type = Low
ground.slidetime = 0
ground.hittime  = 25
ground.velocity = -6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.animtype = Back
air.velocity = -3,0
palfx.time = 30
palfx.color = 60
fall = 1
fall.recover = 0
givepower = 25,10

[State 1300, 6]
type = Explod
trigger1 = MoveHit = 1
trigger1 = AnimElem = 14
anim = 89986
postype = p2
pos = 0,-65
bindtime = 400
sprpriority = 1

[state 200, 3]
type = ParentVarSet
trigger1 = Anim = 3650
trigger1 = animtime = 0
var(8) = 0

[state 555, 2]
type = destroyself
triggerall = Anim = 3650
trigger1 = animtime = 0

[state 555, 3]
type = changestate
trigger1 = time = 180
value = 3602

[Statedef 89987]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = 100
juggle = 0
ctrl = 0
anim = 89991

[State 1000 , 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3,0

[State 1000 , 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,1

[State 8999, 1]
type = Helper
trigger1 = AnimElem = 2
trigger1 = numhelper = 0
helpertype = normal
name = "power"
id = 89987
postype = p1
pos = 70,-70
stateno = 77798
keyctrl = 0
ownpal = 1
priority = 1

[State 1000 , 8]
type = ChangeState
trigger1 = Time = 60
value = 0
ctrl = 1

[Statedef 77798]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 1.5, 0
anim = 89989

[state 200, 3]
type = destroyself
;trigger1 = frontedgedist = 0
trigger1 = time = 40

[State 1000 , 7]
type = Projectile
trigger1 = time = 40
projremovetime = 35
projhits = 3
projanim = 89988
projhitanim = 89987
projremanim = 89987
projpriority = 1
projshadow = -1
offset = 0,0
velocity = -0.8,-2
accel= 0.1,0.03
attr = S, SP
damage   = 15,1
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
guardsound = S1,10
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -3,0
palfx.time = 30
palfx.color = 60

[State 1000 , 7]
type = Projectile
trigger1 = time = 40
projremovetime = 35
projhits = 3
projanim = 89988
projhitanim = 89987
projremanim = 89987
projpriority = 1
projshadow = -1
offset = 0,0
velocity = 1.732,1
accel= -0.05,0.05
attr = S, SP
damage   = 15,1
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
guardsound = S1,10
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -3,0
palfx.time = 30
palfx.color = 60

[State 1000 , 7]
type = Projectile
trigger1 = time = 40
projremovetime = 35
projhits = 3
projanim = 89988
projhitanim = 89987
projremanim = 89987
projpriority = 1
projshadow = -1
offset = 0,0
velocity = -2,1.2
accel= 0.01,-0.06
attr = S, SP
damage   = 15,1
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
guardsound = S1,10
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -3,0
palfx.time = 30
palfx.color = 60

[Statedef 89986]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = 100
juggle = 0
ctrl = 0
anim = 89991

[State 1000 , 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3,0

[State 1000 , 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,1

[State 8999, 1]
type = Helper
trigger1 = AnimElem = 2
trigger1 = numhelper = 0
helpertype = normal
name = "power"
id = 89986
postype = p1
pos = 70,-70
stateno = 77799
keyctrl = 0
ownpal = 1
priority = 1

[State 1000 , 8]
type = ChangeState
trigger1 = Time = 60
value = 0
ctrl = 1

[Statedef 77799]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 1.5, 0
anim = 89989

[state 200, 3]
type = destroyself
;trigger1 = frontedgedist = 0
trigger1 = time = 70

[State 1000 , 7]
type = Projectile
trigger1 = time = 70
projremovetime = 35
projhits = 3
projanim = 89988
projhitanim = 89987
projremanim = 89987
projpriority = 1
projshadow = -1
offset = 0,0
velocity = -0.8,-2
accel= 0.1,0.03
attr = S, SP
damage   = 15,1
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
guardsound = S1,10
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -3,0
palfx.time = 30
palfx.color = 60

[State 1000 , 7]
type = Projectile
trigger1 = time = 70
projremovetime = 35
projhits = 3
projanim = 89988
projhitanim = 89987
projremanim = 89987
projpriority = 1
projshadow = -1
offset = 0,0
velocity = 1.732,1
accel= -0.05,0.05
attr = S, SP
damage   = 15,1
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
guardsound = S1,10
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -3,0
palfx.time = 30
palfx.color = 60

[State 1000 , 7]
type = Projectile
trigger1 = time = 70
projremovetime = 35
projhits = 3
projanim = 89988
projhitanim = 89987
projremanim = 89987
projpriority = 1
projshadow = -1
offset = 0,0
velocity = -2,1.2
accel= 0.01,-0.06
attr = S, SP
damage   = 15,1
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
guardsound = S1,10
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -3,0
palfx.time = 30
palfx.color = 60

[Statedef 89985]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = 100
juggle = 0
ctrl = 0
anim = 89991

[State 1000 , 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3,0

[State 1000 , 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,1

[State 8999, 1]
type = Helper
trigger1 = AnimElem = 2
trigger1 = numhelper = 0
helpertype = normal
name = "power"
id = 89989
postype = p1
pos = 70,-70
stateno = 79999
keyctrl = 0
ownpal = 1
priority = 1

[State 1000 , 8]
type = ChangeState
trigger1 = Time = 60
value = 0
ctrl = 1

[Statedef 79999]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 1.5, 0
anim = 89989

[state 200, 3]
type = destroyself
;trigger1 = frontedgedist = 0
trigger1 = time = 100

[State 1000 , 7]
type = Projectile
trigger1 = time = 100
projremovetime = 35
projhits = 3
projanim = 89988
projhitanim = 89987
projremanim = 89987
projpriority = 1
projshadow = -1
offset = 0,0
velocity = -0.8,-2
accel= 0.1,0.03
attr = S, SP
damage   = 15,1
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
guardsound = S1,10
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -3,0
palfx.time = 30
palfx.color = 60

[State 1000 , 7]
type = Projectile
trigger1 = time = 100
projremovetime = 35
projhits = 3
projanim = 89988
projhitanim = 89987
projremanim = 89987
projpriority = 1
projshadow = -1
offset = 0,0
velocity = 1.732,1
accel= -0.05,0.05
attr = S, SP
damage   = 15,1
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
guardsound = S1,10
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -3,0
palfx.time = 30
palfx.color = 60

[State 1000 , 7]
type = Projectile
trigger1 = time = 100
projremovetime = 35
projhits = 3
projanim = 89988
projhitanim = 89987
projremanim = 89987
projpriority = 1
projshadow = -1
offset = 0,0
velocity = -2,1.2
accel= 0.01,-0.06
attr = S, SP
damage   = 15,1
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
guardsound = S1,10
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -3,0
palfx.time = 30
palfx.color = 60

[Statedef 89990]
type    = S
movetype= A
physics = S
velset = 0,0,0
juggle = 0
poweradd = -100
ctrl = 0
anim = 89990

[State 1000 , 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,0

[State 1000 , 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,1

[State 8999, 1]
type = Helper
trigger1 = Time = 2
trigger1 = numhelper = 0
helpertype = normal
name = "psychopower"
id = 1001
postype = p1
pos = 60,0
stateno = 89799
keyctrl = 0
ownpal = 1

[State 1000 , 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 89799]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 4, 0
anim = 1004

[State 1000, 7]
type = hitdef
triggerall = p2bodydist y < 0
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
attr = S, SP
damage   = 0,0
animtype = light
sparkxy = -20, -50
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
guard.pausetime = 10,10
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,5.5
air.fall = 1
fall.recover = 0

[State 1000, 7]
type = hitdef
triggerall = p2bodydist y >= 0
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
attr = S, SP
damage   = 0,0
animtype = light
sparkxy = -20, -50
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
guard.pausetime = 10,10
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,5.5
p2stateno = 5300
p2getp1state = 1
palfx.time = 30
palfx.color = 60

[State 1000, 8]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-65
bindtime = 44
sprpriority = 1

[State 200, 2]
type = HitOverride
trigger1 = time = 0
time = -1    
attr = SCA, AA, AP ,AT 
slot = 0   
stateno = 89797  

;[state 200, 3]
;type = destroyself
;trigger1 = movehit = 1
;trigger2 = moveguarded = 1
;trigger3 = frontedgedist = 0
;trigger4 = movecontact = 1

[state 555, 3]
type = changestate
trigger1 = movehit = 1
trigger2 = moveguarded = 1
trigger3 = frontedgedist = 0
trigger4 = movecontact = 1
value = 89797

[state 555, 3]
type = changestate
trigger1 = time = 80
value = 89797

[Statedef 89797]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0
anim = 1002

[state 555, 2]
type = destroyself
trigger1 = animtime = 0

[Statedef 8001]
type = S
movetype = H

[State 8001, 2]
type = SelfState
trigger1 = alive = 0
;trigger1 = time = 0
;trigger2 = animtime = 0
;trigger2 = alive = 0
value = 5070

[State 8001, 1]
type = ChangeAnim2
trigger1 = time = 0
trigger1 = alive = 1
value = 2801

[State 8001, VelSet]
type = VelSet
trigger1 = time = 8
x = -10

[State 8001, 2]
type = VelMul
trigger1 = time >= 0
x = 0.9

[State 8001, 9]
type = ChangeState
trigger1 = animtime = 0
trigger1 = alive = 1
value = 5300

[Statedef 5300]
type = S
movetype = H
velset = 0,0

[State 8002, 4]
type = ChangeANim2
trigger1 = alive = 1
trigger1 = time = 0
value = 5301

[State 8002, 3]
type = ChangeANim
trigger1 = alive = 1
trigger1 = time = 0
trigger1 = selfanimexist(5300)
value = 5300

[State 8002, 9]
type = SelfState
trigger1 = time = 150
value = 0
ctrl = 1

[Statedef 89989]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = -100
juggle = 0
ctrl = 0
anim = 89990

[State 1000 , 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,0

[State 1000 , 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,1

[State 1000 , 7]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1001
projhitanim = 1002
projpriority = 1
projshadow = -1
projheightbound = -240,100
offset = 30,0
velocity = 2, -4.2
accel = 0, .24
velmul = 1.06, 1
attr = S, SP
damage   = 45,15
animtype = hard
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
guardsound = S1,10
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
air.animtype = Back
air.velocity = -3,-6
air.juggle = 3
air.fall = 1
down.velocity = -3,-6
down.hittime = 30
down.bounce = 0

[State 1001 , 7]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1001
projhitanim = 1002
projpriority = 1
projshadow = -1
offset = 30,0
velocity = 2
velmul = 1.06, 1
attr = S, SP
damage   = 45,15
animtype = hard
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
guardsound = S1,10
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
air.animtype = Back
air.velocity = -3,-6
air.juggle = 3
air.fall = 1
down.velocity = -3,-6
down.hittime = 30
down.bounce = 0

[State 1002 , 7]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1001
projhitanim = 1002
projheightbound = -240,100
projpriority = 1
projshadow = -1
offset = 30,0
velocity = 2,6
accel = 0,-.32
velmul = 1.07,1
attr = S, SP
damage   = 45,15
animtype = hard
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
guardsound = S1,10
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
air.animtype = Back
air.velocity = -3,-6
air.juggle = 3
air.fall = 1
down.velocity = -3,-6
down.hittime = 30
down.bounce = 0
palfx.time = 30
palfx.color = 60

[State 1002, 8]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-65
bindtime = 44
sprpriority = 1

[State 1000 , 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 89988]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = -100
juggle = 0
ctrl = 0
anim = 89990

[State 1000 , 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,0

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 1,1

[State 1000 , 7]
type = Projectile
trigger1 = time = 2
trigger2 = time = 3
projanim = 1003 ;1001
projhitanim = -1
projhits = 2
projpriority = 1
projshadow = -1
givepower = -40
offset = 31,-58
velocity = 4.5
attr = S, SP
damage   = 0,0
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
sparkxy = 500,500
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -3,0
palfx.time = 30
palfx.color = 60

[State 1000, 8]
type = Explod
trigger1 = ProjHit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-65
bindtime = 44
sprpriority = 1

[State 1000 , 7]
type = Projectile
trigger1 = time = 2
trigger2 = time = 3
projanim = 1001
projhitanim = 1002
projmisstime = 1
projhits = 2
projpriority = 1
projshadow = -1
givepower = -40
offset = 30,0
velocity = 4.5
attr = S, SP
damage   = 40,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
guardsound = S1,10
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -3,0
palfx.time = 30
palfx.color = 60

[State 1000, 8]
type = Explod
trigger1 = ProjHit = 1
;trigger1 = animelem = 8
anim = 89986
postype = p2
pos = 0,-65
bindtime = 44
sprpriority = 1

[State 1000 , 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 1000]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = 100
juggle = 0
ctrl = 0
anim = 1000

[State 1000 , 2]
type = PlaySnd
trigger1 = AnimElem = 11
value = 1,0

[State 1000 , 5]
type = PlaySnd
trigger1 = AnimElem = 11
value = 1,1

[State 1000 , 7]
type = Projectile
trigger1 = AnimElem = 11
projanim = 1001
projhitanim = 1002
projpriority = 1
projshadow = -1
projheightbound = -240,100
offset = 0,0
velocity = 2, -6.2
accel = 0, .45
velmul = 1.06, 1
attr = S, SP
damage   = 110,15
animtype = hard
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
guardsound = S1,10
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
air.animtype = Back
air.velocity = -3,-6
air.juggle = 3
air.fall = 1
down.velocity = -3,-6
down.hittime = 30
down.bounce = 0

[State 1000 , 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1001]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = 100
juggle = 0
ctrl = 0
anim = 1000

[State 1001 , 2]
type = PlaySnd
trigger1 = AnimElem = 11
value = 1,0

[State 1001 , 5]
type = PlaySnd
trigger1 = AnimElem = 11
value = 1,1

[State 1001 , 7]
type = Projectile
trigger1 = AnimElem = 11
projanim = 1001
projhitanim = 1002
projpriority = 1
projshadow = -1
offset = 0,0
velocity = 2
velmul = 1.06, 1
attr = S, SP
damage   = 105,15
animtype = hard
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
guardsound = S1,10
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
air.animtype = Back
air.velocity = -3,-6
air.juggle = 3
air.fall = 1
down.velocity = -3,-6
down.hittime = 30
down.bounce = 0

[State 1001 , 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1002]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = 100
juggle = 0
ctrl = 0
anim = 1000

[State 1002 , 2]
type = PlaySnd
trigger1 = AnimElem = 11
value = 1,0

[State 1002 , 5]
type = PlaySnd
trigger1 = AnimElem = 11
value = 1,1

[State 1002 , 7]
type = Projectile
trigger1 = AnimElem = 11
projanim = 1001
projhitanim = 1002
projheightbound = -240,100
projpriority = 1
projshadow = -1
offset = 0,0
velocity = 2,8
accel = 0,-.61
velmul = 1.07,1
attr = S, SP
damage   = 100,15
animtype = hard
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
guardsound = S1,10
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
air.animtype = Back
air.velocity = -3,-6
air.juggle = 3
air.fall = 1
down.velocity = -3,-6
down.hittime = 30
down.bounce = 0

[State 1002 , 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 9999]
type    = S     
movetype= A     
physics = S     
velset = 0,0
ctrl = 0
anim = 9998
poweradd = -1000

[State 9999 , 1]
type = SuperPause
trigger1 = time = 0
movetime = 20
time = 20
pos = 30, -71
anim = 101

[State 9999 , 1]
type = PlaySnd
trigger1 = Time = 2
value = 9, 1

[State 9999 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 9998

[Statedef 9998]
type    = A     
movetype= A     
physics = A     
juggle  = 18     
ctrl = 0  
anim = 1501

[State 9087, .5]
type = AfterImage
trigger1 = Time = 0
palfx.time = 105
palfx.add = 0,100,0
Time = 28
Trans = Add

[State 9998 , 7]
type = Playsnd
trigger1 = time = 0
value = 2,0

[State 9998 , 1]
type = Velset
trigger1 = time = 0
x = 6
y = -6

[State 9998 , 1]
type = Velset
trigger1 = time = 0
trigger1 = pos y < -20
x = 6
y = -3

[State 9998 , 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 21,2

[State 9998 , 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 21,3

[State 9998 , 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA   
damage    = 75,10 
givepower = 10,10
getpower = 0,0
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = 2
sparkxy = 0,0 ;-50
hitsound   = S20,5
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -7.5
air.velocity = -5,-3
airguard.velocity = -3.5,-3

[State 9998 , 1]
type = HitDef
trigger1 = AnimElem = 4
attr = A, HA   
damage    = 75,10 
givepower = 10,10
getpower = 0,0
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 8,8
sparkno = 2
sparkxy = 0,0 ;-50
hitsound   = S20,5
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -7.5
air.velocity = -5,-3
airguard.velocity = -3.5,-3

[State 9998 , 7]
type = ChangeState
trigger1 = Time = 15
value = 9996

[Statedef 9996]
type    = S     
movetype= A     
physics = S     
ctrl = 0
anim = 1500

[State 9996 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 9995

[Statedef 9995]
type    = A     
movetype= A     
physics = A     
juggle  = 18     
ctrl = 0  
anim = 1501

[State 9995 , 7]
type = Playsnd
trigger1 = time = 0
value = 2,0

[State 9995 , 1]
type = Velset
trigger1 = time = 0
x = 6
y = -6

[State 9995 , 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 21,2

[State 9995 , 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 21,3

[State 9995 , 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA   
damage    = 75,10 
givepower = 10,10
getpower = 0,0
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = 2
sparkxy = 0,0 ;-50
hitsound   = S20,5
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -7.5
air.velocity = -5,-3
airguard.velocity = -3.5,-3

[State 9995 , 1]
type = HitDef
trigger1 = AnimElem = 4
attr = A, HA   
damage    = 75,10
givepower = 10,10
getpower = 0,0
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 12,12
sparkno = 2
sparkxy = 0,0 ;-50
hitsound   = S20,5
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -7.5
air.velocity = -5,-3
airguard.velocity = -3.5,-3
down.velocity = 0,0
down.bounce = 1
fall = 1
air.fall = 1

[State 9995 , 7]
type = ChangeState
trigger1 = Time = 20
value = 9994

[Statedef 9994]
type    = A     
movetype= A     
physics = A     
ctrl = 0
anim = 1502

[State 9994 , 2]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1503

[Statedef 9899]
type    = S     
movetype= A     
physics = S     
velset = 0,0
ctrl = 0
anim = 9998
poweradd = -2000

[State 9899 , 1]
type = SuperPause
trigger1 = time = 0
movetime = 20
time = 20
pos = 30, -71
anim = 101

[State 9899 , 1]
type = PlaySnd
trigger1 = Time = 2
value = 9, 1

[State 9899 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 9898

[Statedef 9898]
type    = A     
movetype= A     
physics = A     
juggle  = 18     
ctrl = 0  
anim = 1501

[State 9087, .5]
type = AfterImage
trigger1 = Time = 0
palfx.time = 105
palfx.add = 0,100,0
Time = 38
Trans = Add

[State 9898 , 7]
type = Playsnd
trigger1 = time = 0
value = 2,0

[State 9898 , 1]
type = Velset
trigger1 = time = 0
x = 6
y = -6

[State 9998 , 1]
type = Velset
trigger1 = time = 0
trigger1 = pos y < -20
x = 6
y = -3

[State 9898 , 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 21,2

[State 9898 , 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 21,3

[State 9898 , 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA   
damage    = 80,10 
givepower = 10,10
getpower = 0,0
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = 2
sparkxy = 0,0 ;-50
hitsound   = S20,5
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -7.5
air.velocity = -5,-3
airguard.velocity = -3.5,-3

[State 9898 , 1]
type = HitDef
trigger1 = AnimElem = 4
attr = A, HA   
damage    = 80,10 
givepower = 10,10
getpower = 0,0
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 8,8
sparkno = 2
sparkxy = 0,0 ;-50
hitsound   = S20,5
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -7.5
air.velocity = -5,-3
airguard.velocity = -3.5,-3

[State 9898 , 7]
type = ChangeState
trigger1 = Time = 15
value = 9896

[Statedef 9896]
type    = S     
movetype= A     
physics = S     
ctrl = 0
anim = 1500

[State 9896 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 9895

[Statedef 9895]
type    = A     
movetype= A     
physics = N     
juggle  = 18     
ctrl = 0  
anim = 1501

[State 9895 , 7]
type = Playsnd
trigger1 = time = 0
value = 2,0

[State 9895 , 1]
type = Velset
trigger1 = time = 0
x = 6
y = -6

[State 9895 , 2]
type = VelAdd
trigger1 = Time >= 0
y = .8

[State 9895 , 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 21,2

[State 9895 , 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 21,3

[State 9895 , 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA   
damage    = 80,10 
givepower = 10,10
getpower = 0,0
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = 2
sparkxy = 0,0 ;-50
hitsound   = S20,5
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -7.5
air.velocity = -5,-3
airguard.velocity = -3.5,-3

[State 9895 , 1]
type = HitDef
trigger1 = AnimElem = 4
attr = A, HA   
damage    = 80,10
givepower = 10,10
getpower = 0,0
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 12,12
sparkno = 2
sparkxy = 0,0 ;-50
hitsound   = S20,5
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -7.5
air.velocity = -5,-3
airguard.velocity = -3.5,-3

[State 9895 , 7]
type = ChangeState
trigger1 = Pos Y >= 0;-3
trigger1 = Vel Y > 0
value = 9893

[Statedef 9893]
type    = S     
movetype= A     
physics = S  
velset = 0,0
ctrl = 0  
anim = 406 

[State 9893 , 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 9893 , 1]
type = Velset
trigger1 = AnimElem = 2
x = 16.5

[State 9893 , 1]
type = playerpush
trigger1 = time >= 8
trigger1 = time <= 27
value = 0
 
[State 9893 , 1]
type = Velset
trigger1 = time = 27
x = 0

[State 9893 , 6]
type = MakeDust
trigger1 = Time = 1
pos = -25,3
spacing = 2

[State 9893 , 6]
type = MakeDust
trigger1 = time >= 8
trigger1 = time <= 22
pos = -15,3

[State 9893 , 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, HA   
damage    = 110,12 
givepower = 10,10
getpower = 0,0
animtype = Heavy
guardflag = L
hitflag = MAFD
priority = 3, Hit
pausetime = 10,8
sparkno = 2
sparkxy = -10,-15
hitsound = S20,5
guardsound = S20,6
ground.type = trip
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -7.5
air.velocity = -5,-3
airguard.velocity = -3.5,-3
air.type = trip
fall = 1
air.fall = 1

[State 9893 , 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,5

[State 9893 , 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 2,0

[State 9893 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 9799]
type    = S     
movetype= A     
physics = S     
velset = 0,0
ctrl = 0
anim = 9999
poweradd = -3000

[State 9799 , 1]
type = SuperPause
trigger1 = time = 0
movetime = 70
time = 70
pos = 5, -100
anim = 101

[State 9799 , 1]
type = PlaySnd
trigger1 = Time = 2
value = S0, 2

[State 9799 , 1]
type = PlaySnd
trigger1 = Time = 2
value = 9, 1

[State 9499 , 1]
type = PlaySnd
trigger1 = Time = 71
value = 9, 0

[State 9799 , 1]
type = Helper
trigger1 = time = 71
helpertype = normal
name = "vega"
id = 9696
postype = p1
pos = 30,0
stateno = 9696
keyctrl = 0
ownpal = 1

[State 9799 , 1]
type = Helper
trigger1 = Time = 71
helpertype = normal
name = "vega"
id = 9596
postype = p1
pos = 0,-60
stateno = 9596
keyctrl = 0
ownpal = 1

[State 9799 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 9798

[Statedef 9798]
type    = A     
movetype= A     
physics = A     
juggle  = 18     
ctrl = 0  
anim = 9695

[State 9087, .5]
type = AfterImage
trigger1 = Time = 0
palfx.time = 105
palfx.add = 0,100,0
Time = 38
Trans = Add

[State 9798 , 7]
type = Playsnd
trigger1 = time = 0
value = 2,0

[State 9798 , 1]
type = Velset
trigger1 = time = 0
x = 6
y = -6

[State 9998 , 1]
type = Velset
trigger1 = time = 0
trigger1 = pos y < -20
x = 6
y = -3

[State 9798 , 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 21,2

[State 9798 , 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 21,3

[State 9798 , 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA   
damage = 85,10 
givepower = 10,10
getpower = 0,0
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = 2
sparkxy = 0,0 ;-50
hitsound   = S20,5
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -10.5
air.velocity = -6,-6
airguard.velocity = -3.5,-3

[State 9798 , 1]
type = HitDef
trigger1 = AnimElem = 4
attr = A, HA   
damage    = 85,10 
givepower = 10,10
getpower = 0,0
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 8,8
sparkno = 2
sparkxy = 0,0 ;-50
hitsound   = S20,5
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -9.5
air.velocity = -6,-6
airguard.velocity = -3.5,-3

[State 9798 , 7]
type = ChangeState
trigger1 = Time = 15
value = 9796

[Statedef 9796]
type    = S     
movetype= A     
physics = S     
ctrl = 0
anim = 9796

[State 9796 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 9795

[Statedef 9795]
type    = A     
movetype= A     
physics = N     
juggle  = 18     
ctrl = 0  
anim = 9695

[State 9087, .5]
type = AfterImage
trigger1 = Time = 0
palfx.time = 105
palfx.add = 0,100,0
Time = 28
Trans = Add

[State 9795 , 7]
type = Playsnd
trigger1 = time = 0
value = 2,0

[State 9795 , 1]
type = Velset
trigger1 = time = 0
x = 6
y = -6

[State 9795 , 2]
type = VelAdd
trigger1 = Time >= 0
y = .8

[State 9795 , 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 21,2

[State 9795 , 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 21,3

[State 9795 , 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA   
damage    = 65,10 
givepower = 10,10
getpower = 0,0
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = 2
sparkxy = 0,0 ;-50
hitsound   = S20,5
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -9.5
air.velocity = -6,-6
airguard.velocity = -3.5,-3

[State 9795 , 1]
type = HitDef
trigger1 = AnimElem = 4
attr = A, HA   
damage    = 65,10
givepower = 10,10
getpower = 0,0
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 12,12
sparkno = 2
sparkxy = 0,0 ;-50
hitsound   = S20,5
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -9.5
air.velocity = -6,-6
airguard.velocity = -3.5,-3

[State 9795 , 7]
type = ChangeState
trigger1 = Pos Y >= 0;-3
trigger1 = Vel Y > 0
value = 9793

[Statedef 9793]
type    = S     
movetype= A     
physics = S  
velset = 0,0
ctrl = 0  
anim = 9693 

[State 9793 , 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 9793 , 1]
type = Velset
trigger1 = AnimElem = 2
x = 16.5

[State 9793 , 1]
type = playerpush
trigger1 = time >= 8
trigger1 = time <= 27
value = 0
 
[State 9793 , 1]
type = Velset
trigger1 = time = 27
x = 0

[State 9793 , 6]
type = MakeDust
trigger1 = Time = 1
pos = -25,3
spacing = 2

[State 9793 , 6]
type = MakeDust
trigger1 = time >= 8
trigger1 = time <= 22
pos = -15,3

[State 9793 , 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, HA   
damage    = 100,10 
givepower = 10,10
getpower = 0,0
animtype = Heavy
guardflag = L
hitflag = MAFD
priority = 3, Hit
pausetime = 10,8
sparkno = 2
sparkxy = 0,0 ;-50
hitsound = S20,5
guardsound = S20,6
ground.type = trip
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -7.5
air.velocity = -5,-6
airguard.velocity = -3.5,-3
air.type = trip
fall = 1
air.fall = 1
fall.animtype = back

[State 9793 , 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,5

[State 9793 , 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 2,0

[State 9793 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 9696]
type    = S     
movetype= A     
physics = S     
ctrl = 0
anim = 9696

[State 9696 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 9695

[Statedef 9695]
type    = A     
movetype= A     
physics = N     
juggle  = 18     
ctrl = 0  
anim = 9695

[State 9087, .5]
type = AfterImage
trigger1 = Time = 0
palfx.time = 105
palfx.add = 0,100,0
Time = 28
Trans = Add

[State 9695 , 7]
type = Playsnd
trigger1 = time = 0
value = 2,0

[State 9695 , 1]
type = Velset
trigger1 = time = 0
x = 8
y = -6

[State 9695 , 2]
type = VelAdd
trigger1 = Time >= 0
y = .8

[State 9695 , 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 21,2

[State 9695 , 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 21,3

[State 9695 , 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA   
damage = 75,10 
givepower = 10,10
getpower = 0,0
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = 2
sparkxy = 0,0 ;-50
hitsound   = S20,5
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -10
air.velocity = -7.5,-6
airguard.velocity = -3.5,-3

[State 9695 , 1]
type = HitDef
trigger1 = AnimElem = 4
attr = A, HA   
damage    = 75,10
givepower = 10,10
getpower = 0,0
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 12,12
sparkno = 2
sparkxy = 0,0 ;-50
hitsound   = S20,5
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -10
air.velocity = -6.5,-6
airguard.velocity = -3.5,-3

[State 9695 , 7]
type = ChangeState
trigger1 = Pos Y >= 0;-3
trigger1 = Vel Y > 0
value = 9693

[Statedef 9596]
type    = S     
movetype= A     
physics = S     
ctrl = 0
anim = 9696

[State 9596 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 9595

[Statedef 9595]
type    = A     
movetype= A     
physics = N     
juggle  = 18     
ctrl = 0  
anim = 9695

[State 9595 , 7]
type = Playsnd
trigger1 = time = 0
value = 2,0

[State 9595 , 1]
type = Velset
trigger1 = time = 0
x = 8
y = -6

[State 9595 , 2]
type = VelAdd
trigger1 = Time >= 0
y = 1

[State 9595 , 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 21,2

[State 9595 , 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 21,3

[State 9595 , 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA   
damage    = 75,10 
givepower = 10,10
getpower = 0,0
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = 2
sparkxy = 0,0 ;-50
hitsound   = S20,5
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -9.5
air.velocity = -7.5,-7

[State 9595 , 1]
type = HitDef
trigger1 = AnimElem = 4
attr = A, HA   
damage    = 75,10
givepower = 10,10
getpower = 0,0
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 12,12
sparkno = 2
sparkxy = 0,0 ;-50
hitsound   = S20,5
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -9.5
air.velocity = -7,-6

[State 9595 , 7]
type = ChangeState
trigger1 = Pos Y >= 0;-3
trigger1 = Vel Y > 0
value = 9693

[Statedef 9693]
type    = S     
movetype= A     
physics = S  
velset = 0,0
ctrl = 0  
anim = 9693 

[State 9693 , 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 9693 , 1]
type = Velset
trigger1 = time >= 9
x = 16.5

[State 9693 , 1]
type = playerpush
trigger1 = time >= 8
trigger1 = time <= 27
value = 0
 

[State 9693 , 6]
type = MakeDust
trigger1 = Time = 1
pos = -25,3
spacing = 2

[State 9693 , 6]
type = MakeDust
trigger1 = time >= 8
trigger1 = time <= 22
pos = -15,3

[State 9693 , 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, HA   
damage    = 100,10 
givepower = 10,10
getpower = 0,0
animtype = Heavy
guardflag = L
hitflag = MAFD
priority = 3, Hit
pausetime = 10,8
sparkno = 2
sparkxy = -10,-15
hitsound = S20,5
guardsound = S20,6
ground.type = trip
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -7.5
air.velocity = -5,-6
airguard.velocity = -3.5,-3
air.type = trip
fall = 1
air.fall = 1
fall.animtype = back

[State 9693 , 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,5

[State 9693 , 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 2,0

[State 9693 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 9692
ctrl = 1

[Statedef 9692]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 9692

[State 9692 , 1]
type = SprPriority
trigger1 = Time = 0
value = -1

[State 9692 , 1]
type = VelSet
trigger1 = AnimElem = 1
x = 16.5

[State 9692 , 3]
type = DestroySelf
trigger1 = animTime = 30

[Statedef 1500]
type    = S     
movetype= A     
physics = S     
velset = 0,0
ctrl = 0
anim = 1500
poweradd = 150

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

[Statedef 1501]
type    = A     
movetype= A     
physics = A     
juggle  = 18     
ctrl = 0  
anim = 1501

[State 1501 , 7]
type = Playsnd
trigger1 = time = 0
value = 2,0

[State 1501 , 1]
type = Velset
trigger1 = time = 0
x = 4
y = -6

[State 1501 , 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 21,2

[State 1501 , 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 21,3

[State 1501 , 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA   
damage    = 50,10 
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 12,12
sparkno = 2
sparkxy = 0,0 ;-50
hitsound   = S20,5
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4
air.velocity = -5,-3

[State 1501 , 1]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA   
damage    = 50,10 
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 12,12
sparkno = 2
sparkxy = 0,0 ;-50
hitsound   = S20,5
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6   
air.velocity = -6,-4
down.velocity = 0,0
down.bounce = 1
fall = 1
air.fall = 1

[State 1501 , 3]
type = VarSet
trigger1 = MoveHit = 0
v = 10
value = 1

[State 1501 , 3]
type = VarSet
trigger1 = MoveHit = 1
v = 10
value = 0

[State 1501 , 7]
type = ChangeState
trigger1 = Time = 20
value = 1502

[Statedef 1502]
type    = A     
movetype= A     
physics = A     
ctrl = 0
anim = 1502

[State 1502 , 1]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = var(10) = 1 
attr = A, SA   
damage    = 100,10 
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 12,12
sparkno = 2
sparkxy = 0,0 ;-50
hitsound   = S20,5
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6   
air.velocity = -6,-4
down.velocity = 0,0
down.bounce = 1
fall = 1
air.fall = 1

[State 1502 , 2]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1503

[Statedef 1503]
type    = S     
movetype= A     
physics = S     
velset = 0,0
ctrl = 0
anim = 1503

[State 1503 , 2]
type = PlaySnd
trigger1 = time = 0
value = 21,4

[State 1503 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1510]
type    = S     
movetype= A     
physics = S     
velset = 0,0
ctrl = 0
anim = 1500
poweradd = 150

[State 1510 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1511

[Statedef 1511]
type    = A     
movetype= A     
physics = A     
juggle  = 18     
ctrl = 0  
anim = 1501

[State 1511 , 7]
type = Playsnd
trigger1 = time = 0
value = 2,0

[State 1511 , 1]
type = Velset
trigger1 = time = 0
x = 5.5
y = -6.25

[State 1511 , 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 21,2

[State 1511 , 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 21,3

[State 1511 , 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA   
damage    = 65,10 
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 12,12
sparkno = 2
sparkxy = 0,0 ;-50
hitsound   = S20,5
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4
air.velocity = -5,-3

[State 1511 , 1]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA   
damage    = 65,10 
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 12,12
sparkno = 2
sparkxy = 0,0 ;-50
hitsound   = S20,5
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6   
air.velocity = -6,-4
down.velocity = 0,0
down.bounce = 1
fall = 1
air.fall = 1

[State 1511 , 3]
type = VarSet
trigger1 = MoveHit = 0
v = 10
value = 1

[State 1511 , 3]
type = VarSet
trigger1 = MoveHit = 1
v = 10
value = 0

[State 1511 , 7]
type = ChangeState
trigger1 = Time = 20
value = 1512

[Statedef 1512]
type    = A     
movetype= A     
physics = A     
ctrl = 0
anim = 1502

[State 1512 , 1]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = var(10) = 1
attr = A, SA   
damage    = 130,10 
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 12,12
sparkno = 2
sparkxy = 0,0 ;-50
hitsound   = S20,5
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6   
air.velocity = -6,-4
down.velocity = 0,0
down.bounce = 1
fall = 1
air.fall = 1

[State 1512 , 2]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1513

[Statedef 1513]
type    = S     
movetype= A     
physics = S     
velset = 0,0
ctrl = 0
anim = 1503

[State 1513 , 2]
type = PlaySnd
trigger1 = time = 0
value = 21,4

[State 1513 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1520]
type    = S     
movetype= A     
physics = S     
velset = 0,0
ctrl = 0
anim = 1500
poweradd = 150

[State 1520 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1521

[Statedef 1521]
type    = A     
movetype= A     
physics = A     
juggle  = 18     
ctrl = 0  
anim = 1501

[State 1521 , 7]
type = Playsnd
trigger1 = time = 0
value = 2,0

[State 1521 , 1]
type = Velset
trigger1 = time = 0
x = 6
y = -6.5

[State 1521 , 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 21,2

[State 1521 , 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 21,3

[State 1521 , 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA   
damage    = 80,10 
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 12,12
sparkno = 2
sparkxy = 0,0 ;-50
hitsound   = S20,5
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4
air.velocity = -5,-3

[State 1521 , 1]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA   
damage    = 80,10 
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 12,12
sparkno = 2
sparkxy = 0,0 ;-50
hitsound   = S20,5
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6   
air.velocity = -6,-4
down.velocity = 0,0
down.bounce = 1
fall = 1
air.fall = 1

[State 1521 , 3]
type = VarSet
trigger1 = MoveHit = 0
v = 10
value = 1

[State 1521 , 3]
type = VarSet
trigger1 = MoveHit = 1
v = 10
value = 0

[State 1521 , 7]
type = ChangeState
trigger1 = Time = 20
value = 1522

[Statedef 1522]
type    = A     
movetype= A     
physics = A     
ctrl = 0
anim = 1502

[State 1522 , 1]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = var(10) = 1 
attr = A, SA   
damage    = 160,10 
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 12,12
sparkno = 2
sparkxy = 0,0 ;-50
hitsound   = S20,5
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6   
air.velocity = -6,-4
down.velocity = 0,0
down.bounce = 1
fall = 1
air.fall = 1

[State 1522 , 2]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1523

[Statedef 1523]
type    = S     
movetype= A     
physics = S     
velset = 0,0
ctrl = 0
anim = 1503

[State 1523 , 2]
type = PlaySnd
trigger1 = time = 0
value = 21,4

[State 1523 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 9499]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 50
ctrl = 0
velset = 0,0
anim = 2000

[State 9499 , 1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 40
value = 2000

[State 9499 , 1]
type = PlaySnd
trigger1 = Time = 31
value = 9, 0

[State 9499 , 1]
type = VelMul
trigger1 = Anim = 2000
trigger1 = Time >= 5
y = 0
x = 0

[State 9494 , 1]
type = PlayerPush
trigger1 = Anim = 2000
trigger1 = StateNo = 9499
value = 0

[State 9494 , 1]
type = ScreenBound
trigger1 = Anim = 2000
trigger1 = StateNo = 9499
value = 0

[State 9499 , 1]
type = PosSet
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
x = -150
y = -80

[State 500, 0]
type = turn
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
trigger1 = p2dist X < 0

[State 1300, 1]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = 0,80
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 1300, 2]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = 150,80
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 1300, 3]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = 150,0
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 1300, 4]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = 300,80
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 1300, 5]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = 300,0
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 9499 , 1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 2000
value = 2001

[State 9499 , 1]
type = VelMul
trigger1 = Anim = 2001
y = 0
x = 0

[State 9499 , 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Anim = 2001
value = 50
ctrl = 1

[Statedef 9498]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 50
ctrl = 0
velset = 0,0
anim = 2000

[State 9498 , 1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 40
value = 2000

[State 9498 , 1]
type = PlaySnd
trigger1 = Time = 31
value = 9, 0

[State 9498 , 1]
type = VelMul
trigger1 = Anim = 2000
trigger1 = Time >= 5
y = 0
x = 0

[State 9494 , 1]
type = PlayerPush
trigger1 = Anim = 2000
trigger1 = StateNo = 9498
value = 0

[State 9494 , 1]
type = ScreenBound
trigger1 = Anim = 2000
trigger1 = StateNo = 9498
value = 0

[State 9498 , 1]
type = PosSet
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
x = -150
y = 0

[State 500, 0]
type = turn
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
trigger1 = p2dist X < 0

[State 1300, 1]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = 0,-80
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 1300, 2]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = 150,-80
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 1300, 3]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = 150,0
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 1300, 4]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = 300,-80
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 1300, 5]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = 300,0
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 9498 , 1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 2000
value = 2001

[State 9498 , 1]
type = VelMul
trigger1 = Anim = 2001
y = 0
x = 0

[State 9498 , 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Anim = 2001
value = 0
ctrl = 1

[Statedef 9497]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 50
ctrl = 0
velset = 0,0
anim = 2000

[State 9497 , 1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 40
value = 2000

[State 9497 , 1]
type = PlaySnd
trigger1 = Time = 31
value = 9, 0


[State 9497 , 1]
type = VelMul
trigger1 = Anim = 2000
trigger1 = Time >= 5
y = 0
x = 0

[State 9494 , 1]
type = PlayerPush
trigger1 = Anim = 2000
trigger1 = StateNo = 9497
value = 0

[State 9494 , 1]
type = ScreenBound
trigger1 = Anim = 2000
trigger1 = StateNo = 9497
value = 0

[State 9497 , 1]
type = PosSet
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
x = 0
y = -80

[State 500, 0]
type = turn
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
trigger1 = p2dist X < 0

[State 1300, 1]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = 0,80
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 1300, 2]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = -150,80
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 1300, 3]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = -150,0
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 1300, 4]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = 150,80
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 1300, 5]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = 150,0
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 9497 , 1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 2000
value = 2001

[State 9497 , 1]
type = VelMul
trigger1 = Anim = 2001
y = 0
x = 0

[State 9497 , 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Anim = 2001
value = 50
ctrl = 1

[Statedef 9496]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 50
ctrl = 0
velset = 0,0
anim = 2000

[State 9496 , 1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 40
value = 2000

[State 9496 , 1]
type = PlaySnd
trigger1 = Time = 31
value = 9, 0

[State 9496 , 1]
type = VelMul
trigger1 = Anim = 2000
trigger1 = Time >= 5
y = 0
x = 0

[State 9494 , 1]
type = PlayerPush
trigger1 = Anim = 2000
trigger1 = StateNo = 9496
value = 0

[State 9494 , 1]
type = ScreenBound
trigger1 = Anim = 2000
trigger1 = StateNo = 9496
value = 0

[State 9496 , 1]
type = PosSet
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
x = 0
y = 0

[State 500, 0]
type = turn
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
trigger1 = p2dist X < 0

[State 1300, 1]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = 0,-80
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 1300, 2]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = -150,-80
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 1300, 3]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = -150,0
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 1300, 4]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = 150,-80
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 1300, 5]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = 150,0
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 9496 , 1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 2000
value = 2001

[State 9496 , 1]
type = VelMul
trigger1 = Anim = 2001
y = 0
x = 0

[State 9496 , 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Anim = 2001
value = 0
ctrl = 1

[Statedef 9495]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 50
ctrl = 0
velset = 0,0
anim = 2000

[State 9495 , 1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 40
value = 2000

[State 9495 , 1]
type = PlaySnd
trigger1 = Time = 31
value = 9, 0

[State 9495 , 1]
type = VelMul
trigger1 = Anim = 2000
trigger1 = Time >= 5
y = 0
x = 0

[State 9494 , 1]
type = PlayerPush
trigger1 = Anim = 2000
trigger1 = StateNo = 9495
value = 0

[State 9494 , 1]
type = ScreenBound
trigger1 = Anim = 2000
trigger1 = StateNo = 9495
value = 0

[State 9495 , 1]
type = PosSet
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
x = 150
y = -80

[State 500, 0]
type = turn
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
trigger1 = p2dist X < 0

[State 1300, 1]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = 0,80
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 1300, 2]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = 150,80
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 1300, 3]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = 150,0
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 1300, 4]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = 300,80
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 1300, 5]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = 300,0
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 9495 , 1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 2000
value = 2001

[State 9495 , 1]
type = VelMul
trigger1 = Anim = 2001
y = 0
x = 0

[State 9495 , 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Anim = 2001
value = 50
ctrl = 1

[Statedef 9494]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 50
ctrl = 0
velset = 0,0
anim = 2000

[State 9494 , 1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 40
value = 2000


[State 9494 , 1]
type = PlaySnd
trigger1 = Time = 31
value = 9, 0

[State 9494 , 1]
type = VelMul
trigger1 = Anim = 2000
trigger1 = Time >= 5
y = 0
x = 0

[State 9494 , 1]
type = PlayerPush
trigger1 = Anim = 2000
trigger1 = StateNo = 9494
value = 0

[State 9494 , 1]
type = ScreenBound
trigger1 = Anim = 2000
trigger1 = StateNo = 9494
value = 0

[State 9494 , 1]
type = PosSet
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
x = 150
y = 0

[State 500, 0]
type = turn
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
trigger1 = p2dist X < 0

[State 1300, 1]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = 0,-80
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 1300, 2]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
trigger1 = Var(59) = 0
anim = 2002
pos = 150,-80
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 1300, 3]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
trigger1 = Var(59) = 0
anim = 2002
pos = 150,0
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 1300, 4]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
trigger1 = Var(59) = 0
anim = 2002
pos = 300,-80
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 1300, 5]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
trigger1 = Var(59) = 0
anim = 2002
pos = 300,0
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 9494 , 1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 2000
value = 2001

[State 9494 , 1]
type = VelMul
trigger1 = Anim = 2001
y = 0
x = 0

[State 9494 , 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Anim = 2001
value = 0
ctrl = 1

[Statedef 100]
type    = S
physics = S
velset = 8,0

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100 , 1]
type = PlaySnd
trigger1 = time = 0
value = 21,6

[State 100 , 1]
type = ChangeAnim
trigger1 = Time = 0
value = 100

[State 100 , 1]
type = VelSet
trigger1 = Var(1) = 0
trigger1 = command = "holdfwd"
trigger2 = Var(1) = 1
trigger2 = P2BodyDist X > 50
x = 8

[State 100 , 2]
type = ChangeState
trigger1 = Var(1) = 0
trigger1 = command != "holdfwd"
trigger2 = Var(1) = 1
trigger2 = P2BodyDist X <= 50
value = 0

[State 100, 4]
type = Explod
trigger1 = Time = 0
trigger1 = NumExplod(110) = 0
id = 110
anim = 110
postype = p1
pos = -30,-5
bindtime = 10
sprpriority = 2
ownpal = 1

[Statedef 105]
type    = A
physics = N
velset = -7,0

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 105 , 1]
type = PlaySnd
trigger1 = time = 0
value = 21,6

[State 105 , 1]
type = ChangeAnim
trigger1 = Time = 0
value = 105

[State 105 , 2]
type = ChangeState
trigger1 = command != "holdback"
value = 0

[State 105, 4]
type = Explod
trigger1 = Time = 0
trigger1 = NumExplod(110) = 0
id = 110
anim = 110
postype = p1
pos = 40,-5
bindtime = 10
sprpriority = 2
ownpal = 1

[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

[State 52 , 2]
type = PlaySnd
trigger1 = time = 0
value = 21,4

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

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

[State 52 , 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 52 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 52, 5]
type = Explod
trigger1 = Time = 0
anim = 60
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 2
ownpal = 1

[Statedef 90000]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = 100
juggle = 0
ctrl = 0
anim = 89991

[State 1000 , 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3,0

[State 1000 , 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,1

[State 8999, 1]
type = Helper
trigger1 = AnimElem = 2
trigger1 = numhelper = 0
helpertype = normal
name = "power"
id = 89987
postype = p1
pos = 70,-70
stateno = 90001
keyctrl = 0
ownpal = 1
priority = 1

[State 1000 , 8]
type = ChangeState
trigger1 = Time = 60
value = 0
ctrl = 1

[Statedef 90001]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 1.5, 0
anim = 89989

[state 200, 3]
type = destroyself
trigger1 = P2Dist X < 0

[State 1000 , 7]
type = Projectile
trigger1 = P2Dist X < 0
projremovetime = 35
projhits = 3
projanim = 89988
projhitanim = 89987
projremanim = 89987
projpriority = 1
projshadow = -1
offset = 0,0
velocity = -0.8,-2
accel= 0.1,0.03
attr = S, SP
damage   = 15,1
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
guardsound = S1,10
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -3,0
palfx.time = 30
palfx.color = 60

[State 1000 , 7]
type = Projectile
trigger1 = P2Dist X < 0
projremovetime = 35
projhits = 3
projanim = 89988
projhitanim = 89987
projremanim = 89987
projpriority = 1
projshadow = -1
offset = 0,0
velocity = 1.732,1
accel= -0.05,0.05
attr = S, SP
damage   = 15,1
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
guardsound = S1,10
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -3,0
palfx.time = 30
palfx.color = 60

[State 1000 , 7]
type = Projectile
trigger1 = P2Dist X < 0
projremovetime = 35
projhits = 3
projanim = 89988
projhitanim = 89987
projremanim = 89987
projpriority = 1
projshadow = -1
offset = 0,0
velocity = -2,1.2
accel= 0.01,-0.06
attr = S, SP
damage   = 15,1
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
guardsound = S1,10
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -3,0
palfx.time = 30
palfx.color = 60

[Statedef 9500]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 50
ctrl = 0
velset = 0,0
anim = 2000

[State 9500, NotHitBy]
type = NotHitBy
trigger1 = Time = [0, 20]
value = SCA

[State 9499 , 1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 40
value = 2000

[State 9499 , 1]
type = PlaySnd
trigger1 = Time = 31
value = 9, 0

[State 9499 , 1]
type = VelMul
trigger1 = Anim = 2000
trigger1 = Time >= 5
y = 0
x = 0

[State 9494 , 1]
type = PlayerPush
trigger1 = Anim = 2000
trigger1 = StateNo = 9499
value = 0

[State 9494 , 1]
type = ScreenBound
trigger1 = Anim = 2000
trigger1 = StateNo = 9499
value = 0

[State 9499 , 1]
type = PosAdd
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
x = (P2BodyDist X) + 50
y = -80

[State 500, 0]
type = Turn
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
trigger1 = P2Dist X < 0

[State 1300, 1]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = -150,80
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 1300, 2]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = -150,0
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 1300, 1]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = 0,80
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 1300, 2]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = 150,80
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 1300, 3]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = 150,0
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 1300, 4]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = 300,80
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 1300, 5]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = 300,0
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 1300, 4]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = 450,80
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 1300, 5]
type = Explod
trigger1 = Anim = 2000
trigger1 = AnimTime = 0
anim = 2002
pos = 450,0
id = 2000
sprpriority = 2
removetime = 40
ownpal = 1

[State 9499 , 1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 2000
value = 2001

[State 9499 , 1]
type = VelMul
trigger1 = Anim = 2001
y = 0
x = 0

[State 9499 , 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Anim = 2001
value = 50
ctrl = 1

