[Statedef 3000]
type    = S
physics = S
anim = 3000
ctrl = 0
velset = 0,0
sprpriority = 2

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = time = 120
value = 3000,3

[State 3000, Super A]
type = nothitby
trigger1 = 1
value = SCA

[State 3000, Super A]
type = SuperPause
trigger1 = time = 0
time = 230
pos = 0, 0
anim = -1
sound = 20, 0
poweradd = -1000
ignorehitpause = 1
movetime = 230

[State 195, 1]
type = Explod
trigger1 = time = 0
anim = 4003
id = 4003
pos = 0,0
postype = left
ontop = 1
ownpal = 1
supermovetime = 9999999999

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001

[Statedef 3001]
type    = S
movetype= A
physics = S
anim = 3001
ctrl = 0
velset = 0,0
sprpriority = 2

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = time = 0
value = 999,0

[State 3000, Super A]
type = nothitby
trigger1 = time <= 30
value = SCA

[State -3]
type = VarRandom
trigger1 = 1
v = 45
range = 5,10

[State 1505, 5]
type = Projectile
trigger1 = time = 0
attr = S, HP
projID = 3000
projanim = 3005
projremovetime = 45
projshadow = -1
projmisstime = 2
projhits = 99
projpriority = 4
offset = 0,0
velocity = 0,0
animtype = up
guardflag = M
hitflag = MAFD
damage = 24,1
pausetime = 0,1
sparkno = -1
guard.sparkno = -1
guardsound = 6, 0
ground.type = High
ground.slidetime = 3
ground.hittime = 3
ground.velocity = -1,-9
guard.hittime = 10
guard.velocity = -3
air.velocity = -1,-8
fall = 1

[State 195, 1]
type = Explod
trigger1 = time = 14
anim = 3007
id = 3000
pos = 40,-40+var(45)
vel = -6,-6
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1

[State 195, 1]
type = Explod
trigger1 = time = 19
anim = 3007
id = 3000
pos = 30,-60+var(45)
vel = -4,-4
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1

[State 195, 1]
type = Explod
trigger1 = time = 25
anim = 3007
id = 3000
pos = 35,-80+var(45)
vel = -6.5,-6.5
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1

[State 195, 1]
type = Explod
trigger1 = time = 17
anim = 3009
id = 3000
pos = 40,-70+var(45)
vel = -7,-7
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1

[State 195, 1]
type = Explod
trigger1 = time = 21
anim = 3009
id = 3000
pos = 50,-50+var(45)
vel = -6,-6
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1

[State 195, 1]
type = Explod
trigger1 = time = 24
anim = 3009
id = 3000
pos = 45,-30+var(45)
vel = -6.5,-6.5
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1

[State 195, 1]
type = Explod
trigger1 = time = 15
anim = 3009
id = 3000
pos = 40,-70+var(45)
vel = -5,-5
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1

[State 195, 1]
type = Explod
trigger1 = time = 20
anim = 3007
id = 3000
pos = 35,-88+var(45)
vel = -7,-7
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1

[State 195, 1]
type = Explod
trigger1 = time = 26
anim = 3009
id = 3000
pos = 35,-80+var(45)
vel = -6.5,-6.5
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1

[State 195, 1]
type = Explod
trigger1 = time = 19
anim = 3009
id = 3000
pos = 45,-70+var(45)
vel = -6,-6
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1

[State 195, 1]
type = Explod
trigger1 = time = 22
anim = 3007
id = 3000
pos = 50,-80+var(45)
vel = -5,-5
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1

[State 195, 1]
type = Explod
trigger1 = time = 14
anim = 3009
id = 3000
pos = 45,-20+var(45)
vel = -5.5,-5.5
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1

[State 195, 1]
type = Explod
trigger1 = time = 20
anim = 3009
id = 3000
pos = 45,-90+var(45)
vel = -5,-5
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1

[State 195, 1]
type = Explod
trigger1 = time = 25
anim = 3007
id = 3000
pos = 50,-10+var(45)
vel = -6.5,-6.5
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3100]
type    = S
physics = S
anim = 3100
ctrl = 0
velset = 0,0
sprpriority = 2

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 3101

[Statedef 3101]
type    = A
movetype= A
physics = A
anim = 3101
ctrl = 0
velset = 0,0
sprpriority = 2

[State 40, 6]
type = velset
trigger1 = Time = 0
x = 4
y = -8.5

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 3102

[Statedef 3102]
type    = A
movetype= A
physics = N
anim = 3102
ctrl = 0
velset = 0,0
sprpriority = 2

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = time = 0
value = 3000,0

[State 3000, Super A]
type = SuperPause
trigger1 = time = 0
time = 85
pos = 0, 0
anim = -1
sound = 20, 0
poweradd = -2000
ignorehitpause = 1
movetime = 85

[State 195, 1]
type = Explod
trigger1 = time = 0
trigger1 = facing = 1
trigger1 = !numexplod(4000)
anim = 4000
id = 4000
pos = 0,0
postype = left
ontop = 1
ownpal = 1
supermovetime = 9999999999

[State 195, 1]
type = Explod
trigger1 = time = 0
trigger1 = facing = -1
trigger1 = !numexplod(4000)
anim = 4000
id = 4000
pos = 0,0
postype = right
facing = -1
ontop = 1
ownpal = 1
supermovetime = 9999999999

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 3103

[Statedef 3103]
type    = A
movetype= A
physics = N
anim = 3103
ctrl = 0
velset = 9,6
sprpriority = 2

[State -3]
type = VarRandom
trigger1 = 1
v = 45
range = 5,10

[State 610, 3]
type = HitDef
trigger1 = time = 0
attr = A, HA
damage = 219+var(45),20
hitflag = MAFD
guardflag = H
priority = 7
pausetime = 30,28
sparkno = 1
sparkxy = -12,-35
hitsound   = S999,1
guardsound = 6,0
animtype = UP
air.animtype = low
ground.type = hard
ground.slidetime = 27
ground.hittime  = 27
guard.slidetime = 15
guard.hittime = 15
ground.velocity = -30,-4
guard.velocity = -12
air.velocity = -30,-4
fall = 1
fall.recover = 0
p2stateno = 711

[State 210, 5]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -1
value = 632

[Statedef 3200]
type    = S
physics = S
anim = 3200
ctrl = 0
velset = 0,0
sprpriority = 2

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = time = 50
value = 3000,1

[State 3000, Super A]
type = nothitby
trigger1 = 1
value = SCA

[State 3000, Super A]
type = SuperPause
trigger1 = time = 0
time = 182
pos = 0, 0
anim = -1
sound = 20, 0
poweradd = -3000
ignorehitpause = 1
movetime = 182

[State 195, 1]
type = Explod
trigger1 = time = 0
anim = 4001
id = 4001
pos = 0,0
postype = left
ontop = 1
ownpal = 1
supermovetime = 9999999999

[State 195, 1]
type = Explod
trigger1 = time = 100
anim = 3202
id = 3202
pos = 0,0
postype = p1
sprpriority = 1
ownpal = 1
supermovetime = 9999999999

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 3201

[Statedef 3201]
type    = S
movetype= A
physics = S
anim = 3201
ctrl = 0
velset = 0,0
sprpriority = 2

[State 1200,emery]
type = helper
trigger1 = time = 0
name = "roadrora"
id = 3205
pos = 0,-100
postype = p1
stateno = 3205
helpertype = normal
ownpal = 1
keyctrl = 0
facing = 1

[State 700,321]
type = RemoveExplod
trigger1 = time = 1
id = 3202

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3205]
type    = A
movetype= A
physics = N
anim = 3205
ctrl = 0
velset = 0,0
sprpriority = 3

[State -3]
type = VarRandom
trigger1 = 1
v = 45
range = 5,10

[State 1505, 5]
type = velset
trigger1 = time = 0
trigger1 = var(45) = [5,6]
x = 3.2
y = -5.2

[State 1505, 5]
type = velset
trigger1 = time = 0
trigger1 = var(45) = [7,8]
x = 6.2
y = -5.4

[State 1505, 5]
type = velset
trigger1 = time = 0
trigger1 = var(45) = [9,10]
x = 4
y = -5

[State 1505, 5]
type = veladd
trigger1 = 1
y = .47

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = time = 0
value = 999,2

[State 1505, 5]
type = Projectile
trigger1 = 1
trigger1 = !numprojID(3205)
attr = S, HP
projID = 3205
projanim = 3206
projremovetime = 1
projshadow = -1
projhits = 1
projsprpriority = 4
projpriority = 7
offset = 0,0
animtype = diagup
hitflag = MA-
damage = 333
pausetime = 0,5
sparkno = -1
guard.sparkno = -1
ground.type = High
ground.slidetime = 3
ground.hittime = 3
ground.velocity = -3,-7.3
air.velocity = -3,-7.3
fall = 1
fall.recover = 0

[State 100,***]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1201,end]
type = Destroyself
trigger1 = ScreenPos Y >= 350

[Statedef 3300]
type    = S
physics = S
anim = 3300
ctrl = 0
velset = 0,0
sprpriority = 2

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = time = 95
value = 3000,4

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = time = 455
value = 3000,5

[State 3000, Super A]
type = nothitby
trigger1 = 1
value = SCA

[State 3000, Super A]
type = SuperPause
trigger1 = time = 0
time = 680
pos = 0, 0
anim = -1
sound = 20, 0
poweradd = -4000
ignorehitpause = 1
movetime = 680

[State 195, 1]
type = Explod
trigger1 = time = 0
anim = 4004
id = 4004
pos = 0,0
postype = left
ontop = 1
ownpal = 1
supermovetime = 9999999999

[State 195, 1]
type = Explod
trigger1 = time = 650
anim = 908
id = 908
pos = 0,-210
postype = p1
ontop = 1
bindtime = -1
ownpal = 1
supermovetime = 9999999999

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 3301

[Statedef 3301]
type    = S
movetype= A
physics = S
anim = 3301
ctrl = 0
velset = 0,0
sprpriority = 2

[State 3000, Super A]
type = nothitby
trigger1 = time = 0
value = SCA
time = 7

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = time = 0
value = 1000,1

[State 1200,emery]
type = helper
trigger1 = animelem = 3
name = "lighting ball"
id = 3305
pos = 0,-80
postype = p1
stateno = 3305
helpertype = normal
ownpal = 1
keyctrl = 0
facing = 1

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3305]
type    = S
movetype= A
physics = S
anim = 3305
ctrl = 0
velset = 0,0
sprpriority = 3

[State 2027, 5]
type = velset
trigger1 = Time = 0
x = .7

[State 2027, 5]
type = veladd
trigger1 = Time >= 0
x = .6

[State 2027, 5]
type = Angleset
trigger1 = Time = 0
value = 0.0

[State 2027, 5]
type = AngleAdd
trigger1 = Time >= 0
value = 7

[State 1027, Pos]
type = Angledraw
trigger1 = Time >= 0

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, HT
hitflag = MA-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
hitsound = S999,3
numhits = 0
p2stateno = 3306
guard.dist = 0
fall = 1

[State 1201,end]
type = Destroyself
trigger1 = FrontEdgeDist < -100
trigger2 = movehit

[Statedef 3306]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 820, 1]
type = lifeadd
trigger1 = time >= 1
trigger1 = life > 1
value = -2

[State 1000, 7]
type = DefenceMulSet
trigger1 = 1
value = 2

[State 820, 1]
type = posset
trigger1 = time = 0
y = 0

[State 3000,00]
type = Palfx
trigger1 = time = 0
time = 100
add = 1,1,3
mul = 120,120,256
sinadd = 126,126,126,4

[State 2000, Override]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 5030
time = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3306

[State 820, 1]
type = selfstate
Trigger1 = Time >= 100
value = 5100

[Statedef 3400]
type    = S
physics = S
anim = 3400
ctrl = 0
velset = 0,0
sprpriority = 1

[State 3401, 3]
type = turn
trigger1 = time = 0
trigger1 = p2bodydist X < 0

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = time = 57
value = 3000,2

[State 3000, Super A]
type = nothitby
trigger1 = 1
value = SCA

[State 3000, Super A]
type = SuperPause
trigger1 = time = 0
time = 140
pos = 0, 0
anim = -1
sound = 20, 0
poweradd = -5000
ignorehitpause = 1
movetime = 140

[State 195, 1]
type = Explod
trigger1 = time = 0
trigger1 = facing = 1
trigger1 = !numexplod(4002)
anim = 4002
id = 4002
pos = 0,0
postype = left
ontop = 1
ownpal = 1
supermovetime = 9999999999

[State 195, 1]
type = Explod
trigger1 = time = 0
trigger1 = facing = -1
trigger1 = !numexplod(4002)
anim = 4002
id = 4002
pos = 0,0
postype = right
facing = -1
ontop = 1
ownpal = 1
supermovetime = 9999999999

[State 40, 6]
type = ChangeState
trigger1 = !numexplod(4002)
value = 3401

[Statedef 3401]
type    = S
movetype= A
physics = N
anim = 3401
ctrl = 0
velset = 7.5,0
sprpriority = 2

[State 3401, 3]
type = posadd
trigger1 = time = 0
x = -5

[State 3401, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 3401, 3]
type = nothitby
trigger1 = 1
value = SCA

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
numhits = 0
p1stateno = 3402
p2stateno = 3403
guard.dist = 0
fall = 1

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = time = 0
value = 200,2

[State 40, 6]
type = ChangeState
trigger1 = time >= 20
value = 0
ctrl = 1

[Statedef 3402]
type    = S
movetype= A
physics = N
anim = 3402
ctrl = 0
velset = 9,0
sprpriority = 2

[State 5110, 7]
type = GameMakeAnim
trigger1 = time = 0
value = 2
pos = 25,-75

[State 3401, 1]
type = nothitby
trigger1 = 1
value = SCA

[State 3401, 2]
type = TargetBind
trigger1 = 1
pos = 40, -80

[State 3401, 3]
type = ChangeState
trigger1 = frontedgebodydist <= 10
trigger2 = Time >= 100
value = 3404

[Statedef 3403]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3403

[Statedef 3404]
type    = S
movetype= A
physics = S
anim = 108
ctrl = 0
velset = -5.6,0
sprpriority = 2

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = time = 0
value = F5,4

[State 3401, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 3401, 3]
type = nothitby
trigger1 = 1
value = SCA

[State 3401, 2]
type = Targetstate
trigger1 = time = 0
value = 3405

[State 106, 4]
type = velset
trigger1 = time = 12
x = 0

[State 1406, Envshake]
type = EnvShake
trigger1 = time = 0
time = 10
ampl = 10
freq = 90

[State 40, 6]
type = ChangeState
trigger1 = animtime = 0
value = 3406

[Statedef 3405]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 40, 6]
type = lifeadd
trigger1 = time = 0
trigger1 = life > 100
value = -100

[State 3401, 2]
type = posset
trigger1 = time = 0
y = 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3405

[Statedef 3406]
type    = S
movetype= A
physics = S
anim = 3406
ctrl = 0
velset = 0,0
sprpriority = 2

[State 5110, 7]
type = GameMakeAnim
trigger1 = animelem = 23
value = 2
pos = 37,-55

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = animelem = 23
value = 5,2

[State 5110, 7]
type = GameMakeAnim
trigger1 = animelem = 25
value = 2
pos = 29,-60

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = animelem = 25
value = F5,4

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = animelem = 25
value = 200,1

[State 5110, 7]
type = GameMakeAnim
trigger1 = animelem = 28
value = 2
pos = 26,-80

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = animelem = 28
value = 5,2

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = animelem = 28
value = 200,0

[State 3401, 2]
type = Targetstate
trigger1 = animelem = 23
value = 3407

[State 3401, 2]
type = Targetstate
trigger1 = animelem = 25
value = 3408

[State 3401, 2]
type = Targetstate
trigger1 = animelem = 29
value = 3409

[State 106, 4]
type = velset
trigger1 = animelem = 25
x = 2

[State 106, 4]
type = velset
trigger1 = animelem = 26
x = 0

[State 40, 6]
type = ChangeState
trigger1 = animtime = 0
value = 3411

[Statedef 3407]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 40, 6]
type = lifeadd
trigger1 = time = 0
trigger1 = life > 77
value = -77

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3407

[Statedef 3408]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 40, 6]
type = lifeadd
trigger1 = time = 0
trigger1 = life > 88
value = -88

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3408

[Statedef 3409]
type    = A
movetype= H
physics = N
velset = 0,-15
sprpriority = -1

[State 40, 6]
type = lifeadd
trigger1 = time = 0
trigger1 = life > 99
value = -99

[State 106, 4]
type = posset
trigger1 = time = 0
y = - 50

[State 106, 4]
type = veladd
trigger1 = 1
y = .43

[State 2027, 5]
type = Angleset
trigger1 = Time = 0
value = 0.0

[State 2027, 5]
type = AngleAdd
trigger1 = Time >= 0
value = 15

[State 1027, Pos]
type = Angledraw
trigger1 = Time >= 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3409

[State 210, 5]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 1
value = 3410

[Statedef 3410]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 820, 1]
type = posset
Trigger1 = Time = 0
y = 0

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = time = 0
value = F7,2

[State 5110, 7]
type = GameMakeAnim
trigger1 = AnimTime = 0
value = 60
pos = 0,0
under = 1

[State 40, 6]
type = lifeadd
trigger1 = time = 0
trigger1 = life > 50
value = -50

[State 1406, Envshake]
type = EnvShake
trigger1 = time = 0
time = 5
ampl = 15
freq = 90

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3410

[Statedef 3411]
type    = S
movetype= A
physics = S
anim = 20
ctrl = 0
velset = 0,0
sprpriority = 2

[State 20, 1]
type = VelSet
trigger1 = 1
x = const(velocity.walk.fwd.x)

[State 3401, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 3401, 3]
type = nothitby
trigger1 = 1
value = SCA

[State 40, 6]
type = ChangeState
trigger1 = time >= 20
value = 3412

[Statedef 3412]
type    = C
movetype= A
physics = C
anim = 10
ctrl = 0
velset = 0,0
sprpriority = 2

[State 3401, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 3401, 3]
type = nothitby
trigger1 = 1
value = SCA

[State 40, 6]
type = ChangeState
trigger1 = animtime = 0
value = 3413

[Statedef 3413]
type    = C
movetype= A
physics = C
anim = 3413
ctrl = 0
velset = 0,0
sprpriority = 2

[State 5110, 7]
type = GameMakeAnim
trigger1 = time = 9
value = 1
pos = 8,-10

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = time = 9
value = F5,1

[State 40, 6]
type = ChangeState
trigger1 = animtime = 0
value = 3414

[Statedef 3414]
type    = C
movetype= A
physics = C
anim = 12
ctrl = 0
velset = 0,0
sprpriority = 2

[State 3401, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 3401, 3]
type = nothitby
trigger1 = 1
value = SCA

[State 40, 6]
type = turn
trigger1 = animtime = 0

[State 810, holdfwd - Turn Target]
type = TargetFacing
trigger1 = animtime = 0
value = 1

[State 40, 6]
type = ChangeState
trigger1 = animtime = 0
value = 3415

[Statedef 3415]
type    = S
movetype= A
physics = S
anim = 3415
ctrl = 0
velset = 0,0
sprpriority = 2

[State 40, 6]
type = nothitby
trigger1 = 1
value = SCA

[State 40, 6]
type = targetstate
trigger1 = time = 0
value = 3416

[State 3401, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 5, -46

[State 3401, 2]
type = TargetBind
trigger1 = animelem = 2
pos = 5, -47

[State 3401, 2]
type = TargetBind
trigger1 = animelem = 3
pos = 5, -48

[State 3401, 2]
type = TargetBind
trigger1 = animelem = 4
pos = 5, -49

[State 3401, 2]
type = TargetBind
trigger1 = animelem = 5
pos = 7, -48

[State 3401, 2]
type = TargetBind
trigger1 = animelem = 6
pos = 8, -47

[State 3401, 2]
type = TargetBind
trigger1 = animelem = 7
pos = 10, -46

[State 3401, 2]
type = TargetBind
trigger1 = animelem = 8
pos = 9, -45

[State 3401, 2]
type = TargetBind
trigger1 = animelem = 9
pos = 8, -45

[State 3401, 2]
type = TargetBind
trigger1 = animelem = 10
pos = 7, -45

[State 3401, 2]
type = TargetBind
trigger1 = animelem = 11
pos = 6, -46

[State 3401, 2]
type = TargetBind
trigger1 = animelem = 12
pos = 5, -46

[State 20, 1]
type = VelSet
trigger1 = 1
x = const(velocity.walk.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = time >= 80
value = 3417

[Statedef 3416]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 40, 6]
type = lifeadd
trigger1 = life > 1
value = -1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3416

[Statedef 3417]
type    = S
movetype= A
physics = S
anim = 3417
ctrl = 0
velset = 0,0
sprpriority = 2

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = animelem = 4
value = S999,4

[State 40, 6]
type = targetlifeadd
trigger1 = animelem = 4
value = -123

[State 5110, 7]
type = GameMakeAnim
trigger1 = animelem = 4
value = 2
pos = 15,-27

[State 40, 6]
type = sprpriority
trigger1 = animelem = 3
value = -1

[State 40, 6]
type = targetstate
trigger1 = time = 0
value = 3418

[State 3401, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 20, -80

[State 3401, 2]
type = TargetBind
trigger1 = animelem = 3
pos = 25, -70

[State 3401, 2]
type = TargetBind
trigger1 = animelem = 4
pos = 20, -38

[State 195, 1]
type = Explod
trigger1 = animelem = 4
anim = 3420
id = 3420
pos = 0,0
postype = p1
ontop = 1
ownpal = 1

[State 3401, 2]
type = Targetstate
trigger1 = animelem = 5
value = 1503

[State 40, 6]
type = ChangeState
trigger1 = animtime = 0
value = 1501

[Statedef 3418]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = animelem = 7
value = 11,0

[State 820, 1]
type = turn
Trigger1 = Time = 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3418