[Data]
life = 1099
attack = 100
defence = 105
power = 5000
fall.defence_up = 70
liedown.time = 58
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 0
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 13     ;Player width (back, ground)
ground.front = 12    ;Player width (front, ground)
air.back = 13        ;Player width (back, air)
air.front = 13       ;Player width (front, air)
height = 60          ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = -5, -90   ;Approximate position of head
mid.pos = -5, -60    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 1.7      ;Walk forward
walk.back = -1.6     ;Walk backward
run.fwd  = 4, 0    ;Run forward (x, y)
run.back = -4.29,0    ;Hop backward (x, y)
jump.neu = 0,-8.1    ;Neutral jumping velocity (x, y)
jump.back = -2.39    ;Jump back Speed (x, y)
jump.fwd = 2.27       ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 3.4,-18      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.

[Movement]
airjump.num = 0      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .44         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching


[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = ChangeState
trigger1 = Time = 0
trigger1 = prevstateno = 100
trigger1 = sysvar(1) = 1
value = 60

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

[State 52, 4]
type = posadd
trigger1 = prevstateno = 630
trigger1 = time = 0
x = 15

[State 52, 4]
type = ctrlset
trigger1 = Time = 5
value = 1

[State 52, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 4]
type = turn
trigger1 = Time = 4
trigger1 = p2bodydist X < 0

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = time = 0
value = 52,0

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 60]
type    = S
physics = S
anim = 60
ctrl = 0
vel = 0,0
sprpriority = 1

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

[State 40, 4]
type = posset
trigger1 = Time = 0
y = 0

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = const(velocity.runjump.fwd.x)
y = const(velocity.jump.y)

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

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 61
ctrl = 1

[Statedef 61]
type    = A
physics = A
anim = 61

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1

[State 1200, 9]
type = Width
trigger1 = 1
value = 4,3

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 6
value = 100,0

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = time >= 13
trigger1 = command != "holdfwd"
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 105]
type    = S
physics = S
anim = 105
sprpriority = 1

[State 1200, 9]
type = Width
trigger1 = 1
value = 4,3

[State 100, 1]
type = VelSet
trigger1 = time >= 4
x = const(velocity.run.back.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
value = 100,0

[State 106, 4]
type = ChangeState
trigger1 = time >= 15
trigger1 = command != "holdback"
value = 0
ctrl = 1

[Statedef 108]
type    = S
physics = N
anim = 108
velset = -5.6,0
sprpriority = 1
ctrl = 0

[State 106, 4]
type = nothitby
trigger1 = time = 0
value = SCA
time = 15

[State 106, 4]
type = veladd
trigger1 = time < 10
x = .2

[State 106, 4]
type = velset
trigger1 = animelem = 2
x = 0

[State 106, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 5201]
type    = A
movetype= H
physics = A
anim = 5200

[State 5201, 1] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5

[State 5201, 2]
type = VelSet
trigger1 = Time = 0
x = -2.8
y = -9

[State 5201, 2]
type = Veladd
trigger1 = Time <= 10
y = 1

[State 5201, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5201, 5] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5201, 6]
type = GameMakeAnim
trigger1 = Time = 1
value = 60
pos = 0, 0
under = 1

;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 180]
type = S

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

;---------------------------------------------------------------------------
; Win pose 1 - Bow
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 195, Light Hit Sound]
type = PlaySnd
trigger1 = time = 6
value = 180,0

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

[Statedef 191]
type = A
physics = A
ctrl = 0
anim = 190
velset = 0,0

[State 210, 5]
type = varset
trigger1 = time = 0
v = 42
value = 0

[State 210, 5]
type = varset
trigger1 = time = 0
v = 43
value = 0

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

[State 210, 5]
type = ChangeState
trigger1 = time = 0
trigger1 = var(45) = [5,6]
value = 193

[State 210, 5]
type = ChangeState
trigger1 = time = 0
trigger1 = var(45) = [7,8]
value = 194

[State 191, 1]
type = posset
trigger1 = time = 0
y = -160

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 210, 5]
type = statetypeset
trigger1 = time >= 25
physics = N

[State -3, Light Hit Sound]
type = PlaySnd
trigger1 = AnimElem = 1
channel = 1
value = 190,1

[State 210, 5]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -5
value = 192

[Statedef 192]
type = A
physics = S
ctrl = 0
anim = 47
velset = 0,0

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = time = 0
value = 52,0

[State 191, 3]
type = posset
trigger1 = Time = 0
y = 0

[State 191, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[Statedef 193]
type    = S
physics = N
anim = 193
sprpriority = 1

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 4
trigger3 = animelem = 7
trigger4 = animelem = 10
value = 100,0

[State -3, Light Hit Sound]
type = PlaySnd
trigger1 = AnimElem = 1
channel = 1
value = 190,0

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[Statedef 194]
type    = S
physics = N
anim = 194
sprpriority = -1

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = globalnoshadow

[State 191, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0


;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = C
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 1

[State 195, Light Hit Sound]
type = poweradd
trigger1 = time >= 44
value = 5

[State 195, Light Hit Sound]
type = PlaySnd
trigger1 = time = 9
value = 195,0

[State 1100, 5]
type = varadd
trigger1 = time = 0
var(43) = 1

[State 195, 1]
type = Explod
trigger1 = time = 5
anim = 910
id = 910
pos = 0,0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removeongethit = 1

[State 195, 1]
type = Explod
trigger1 = time = 0
anim = 909
id = 909
pos = 0,-20
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1

[State 195, 1]
type = Explod
trigger1 = time = 15
anim = 909
id = 909
pos = 5,-43
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1

[State 195, 1]
type = Explod
trigger1 = time = 27
anim = 909
id = 909
pos = -14,-13
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1

[State 3000,00]
type = Palfx
trigger1 = time = 5
time = 45
add = 1,1,3
mul = 120,120,256
sinadd = 126,126,126,4

[State 195, 1]
type = nothitby
trigger1 = Time <= 45
value = SCA

[State 1100, 5]
type = ctrlset
trigger1 = RoundState != 2
value = 1

[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 3
velset = 0,0
ctrl = 0
anim = 400
poweradd = 20
sprpriority = 2

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 25, 0
animtype = Light
guardflag = M
hitflag = MA
priority = 3, Hit
pausetime = 6, 5
sparkno = 0
sparkxy = -10, -36
hitsound = S5, 0
guardsound = 6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -3.6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-.7
air.hittime = 12
air.juggle = 3

[State 200, 7]
type = Statetypeset
trigger1 = Time >= 15
movetype = I

[State 200, 7]
type = ChangeState
trigger1 = MoveContact
trigger1 = var(51) = 1
trigger1 = p2bodydist X <= 10
value = 400

[State 200, 7]
type = ChangeState
trigger1 = Movehit
trigger1 = var(51) = 1
trigger1 = p2bodydist X > 10
value = 410

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 5
velset = 0,0
ctrl = 0
anim = 410
poweradd = 20
sprpriority = 2

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = Time = 9
trigger1 = random <= 333
channel = 1
value = 200,0

[State 200, 1]
type = velset
trigger1 = animelem = 3
x = 6.9

[State 200, 1]
type = velset
trigger1 = animelem = 5
x = 0

[State 200, 1]
type = HitDef
trigger1 = animelem = 3
attr = C, NA
damage = 62, 0
animtype = hard
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 19, 17
sparkno = 2
sparkxy = -15, -46
hitsound = S5, 2
guardsound = 6, 0
ground.type = high
ground.slidetime = 21
ground.hittime  = 19
ground.velocity = -9
air.velocity = -3.2,-3
airguard.velocity = -3.9,-2.8

[State 200, 7]
type = Statetypeset
trigger1 = Time >= 18
movetype = I

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 200
poweradd = 20
sprpriority = 2

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

[State 1200]
type = ReversalDef
trigger1 = AnimElem = 1
trigger1 = var(45) = [5,6]
reversal.attr = SCA,NA,SA,HA,NP,SP,HP
numhits = 0
sparkno = S1151
pausetime = 10,12
sparkxy = 15,30
hitsound = S6,0

[State 1200]
type = ReversalDef
trigger1 = AnimElem = 1
trigger1 = var(45) = [7,8]
reversal.attr = SCA,NA,SA,HA,NP,SP,HP
numhits = 0
sparkno = S1152
pausetime = 10,12
sparkxy = 15,30
hitsound = S6,0

[State 1200]
type = ReversalDef
trigger1 = AnimElem = 1
trigger1 = var(45) = [9,10]
reversal.attr = SCA,NA,SA,HA,NP,SP,HP
numhits = 0
sparkno = S1153
pausetime = 10,12
sparkxy = 15,30
hitsound = S6,0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = ifelse(p2movetype = H,9,23), 0
animtype = Light
guardflag = MA
hitflag = MA
priority = 2, Hit
pausetime = 7, 10
sparkno = 0
sparkxy = -10, -76
hitsound = S5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 12
ground.velocity = -2.7
airguard.velocity = -2.3,-.8
air.type = High
air.velocity = -2.4,-1.7
air.hittime = 12
air.juggle = 3

[State 200, 7]
type = Statetypeset
trigger1 = Time >= 6
movetype = I

[State 200, 7]
type = ChangeState
trigger1 = var(51) = 1
trigger1 = Movehit
trigger1 = time >= 3
value = 205

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

[Statedef 205]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 205
poweradd = 20
sprpriority = 2

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 19, 0
animtype = Light
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 7, 7
sparkno = 0
sparkxy = -12, -78
hitsound = S5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = -3.1
airguard.velocity = -2.3,-.8
air.type = High
air.velocity = -2.6,-1.7
air.hittime = 14
air.juggle = 3

[State 200, 7]
type = Statetypeset
trigger1 = Time >= 6
movetype = I

[State 200, 7]
type = ChangeState
trigger1 = var(51) = 1
trigger1 = Movehit
trigger1 = time >= 3
value = 215

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

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 20
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2

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

[State 1200]
type = ReversalDef
trigger1 = AnimElem = 2
trigger1 = var(45) = [5,6]
reversal.attr = SCA,NA,SA,HA,NP,SP,HP
numhits = 0
sparkno = S1053
pausetime = 10,12
sparkxy = 19,90
hitsound = S6,0

[State 1200]
type = ReversalDef
trigger1 = AnimElem = 2
trigger1 = var(45) = [7,8]
reversal.attr = SCA,NA,SA,HA,NP,SP,HP
numhits = 0
sparkno = S1054
pausetime = 10,12
sparkxy = 19,90
hitsound = S6,0

[State 1200]
type = ReversalDef
trigger1 = AnimElem = 2
trigger1 = var(45) = [9,10]
reversal.attr = SCA,NA,SA,HA,NP,SP,HP
numhits = 0
sparkno = S1055
pausetime = 10,12
sparkxy = 19,90
hitsound = S6,0

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random <= 333
channel = 1
value = 200,0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Light
damage    = 37
hitflag = MAFD
guardflag = M
pausetime = 13,13
priority = 3, Hit
sparkno = 0
sparkxy = -15,-87
hitsound   = S5,1
guardsound = 6,0
ground.type = high
ground.slidetime = 15
ground.hittime  = 10
ground.velocity = -6.5
air.velocity = -3.5,-2

[State 200, 7]
type = Statetypeset
trigger1 = Time >= 10
movetype = I

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 20
ctrl = 0
velset = 0,0
anim = 215
sprpriority = 2

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Light
damage    = 29
hitflag = MAFD
guardflag = M
pausetime = 9,13
sparkno = 0
sparkxy = -15,-87
hitsound   = S5,1
guardsound = 6,0
ground.type = high
ground.slidetime = 15
ground.hittime  = 10
ground.velocity = -6.5
air.velocity = -4.5,-2

[State 200, 7]
type = Statetypeset
trigger1 = Time >= 8
movetype = I

[State 200, 7]
type = ChangeState
trigger1 = var(51) = 1
trigger1 = Movehit
value = 225

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= 20
velset = 0,0
ctrl = 0
anim = 220
sprpriority = 2

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = Time = 4
trigger1 = random <= 333
channel = 1
value = 200,1

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

[State 1200]
type = ReversalDef
trigger1 = AnimElem = 1
trigger1 = var(45) = [5,6]
reversal.attr = SCA,NA,SA,HA,NP,SP,HP
numhits = 0
sparkno = S1151
pausetime = 10,10
sparkxy = 11,33
hitsound = S6,0

[State 1200]
type = ReversalDef
trigger1 = AnimElem = 1
trigger1 = var(45) = [7,8]
reversal.attr = SCA,NA,SA,HA,NP,SP,HP
numhits = 0
sparkno = S1152
pausetime = 10,10
sparkxy = 11,33
hitsound = S6,0

[State 1200]
type = ReversalDef
trigger1 = AnimElem = 1
trigger1 = var(45) = [9,10]
reversal.attr = SCA,NA,SA,HA,NP,SP,HP
numhits = 0
sparkno = S1153
pausetime = 10,10
sparkxy = 11,33
hitsound = S6,0

[State 210, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
animtype  = hard
damage    = ifelse(P2movetype = A,84+var(45),69)
guardflag = MA
pausetime = ifelse(P2movetype = A,16,18),ifelse(P2movetype = A,20+var(45),30)
priority = 6, Hit
sparkno = 2
sparkxy = -16,-80
hitsound   = S5,2
guardsound = 6,0
ground.type = high
ground.slidetime = ifelse(P2movetype = A,25,22)
ground.hittime  = ifelse(P2movetype = A,25,19)
ground.velocity = ifelse(P2movetype = A,-9.9,-8.8),0
air.velocity = -3.7,-4

[State 200, 7]
type = Statetypeset
trigger1 = Time >= 11
movetype = I

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 225]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= 20
ctrl = 0
anim = 225
sprpriority = 2

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 31
guardflag = MA
pausetime = 10,16
sparkno = 1
sparkxy = -18,-59
hitsound   = S5,2
guardsound = 6,0
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -6.2
air.velocity = -3.5,-1
air.juggle = 3

[State 200, 7]
type = Statetypeset
trigger1 = Time >= 11
movetype = I

[State 200, 7]
type = ChangeState
trigger1 = movehit
trigger1 = var(51) = 1
trigger1 = time >= 5
trigger1 = p2bodydist X < 30
value = 226

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 226]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= 20
ctrl = 0
anim = 226
sprpriority = 2

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = Time = 10
channel = 1
value = 200,1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = hard
damage    = 55
guardflag = MA
pausetime = 13,15
priority = 6, Hit
sparkno = 2
sparkxy = -20,-77
hitsound   = S5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -4,-4
air.velocity = -3.5,-.9
fall = 1

[State 200, 7]
type = Statetypeset
trigger1 = Time >= 10
movetype = I

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 230]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 231

[Statedef 231]
type    = A
movetype= A
physics = N
juggle  = 10
ctrl = 0
velset = 3.8,-4
anim = 231
sprpriority = 2

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random <= 333
channel = 1
value = 200,0

[State 210, 5]
type = veladd
trigger1 = time >= 0
y = .44

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

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
animtype  = low
damage    = ifelse(P2movetype = A,60+var(45),51)
hitflag = MAF
guardflag = HA
pausetime = 15,ifelse(P2statetype = C,10+var(45),10)
sparkno = 2
sparkxy = -15,-62
hitsound   = S5,2
guardsound = 6,0
ground.type = low
ground.slidetime = ifelse(P2statetype = C,19+var(45),19)
ground.hittime  = ifelse(P2statetype = C,19+var(45),19)
ground.velocity = -8.9
guard.hittime = 19-var(45)
air.velocity = -2.5,-3.6

[State 210, 5]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -1
value = 232

[Statedef 232]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 232
sprpriority = 2

[State 210, 5]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 210, 5]
type = posset
trigger1 = time = 0
y = 0

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = time = 0
value = 52,0

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 240]
type    = S
movetype= I
physics = S
poweradd= 30
velset = 0,0
ctrl = 0
anim = 240
SprPriority = 1

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 245

[Statedef 245]
type    = C
movetype= A
physics = C
poweradd= 30
velset = 0,0
juggle  = 14
ctrl = 0
anim = 245
SprPriority = 1

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = Time = 0
channel = 1
value = 200,2

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = C, NA
animtype  = back
damage    = 75
hitflag = MA
guardflag = L
pausetime = 0,8
sparkno = 2
sparkxy = -12,-19
hitsound   = S5,2
guardsound = 6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,-3.5
air.velocity = -2.2,-4.2
air.juggle  = 14
fall = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 2
attr = C, NA
animtype  = back
damage    = 75
hitflag = MA
guardflag = L
pausetime = 0,8
sparkno = 2
sparkxy = -12,-19
hitsound   = S5,2
guardsound = 6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 3,-3.5
air.velocity = 2.2,-4.2
air.juggle  = 14
fall = 1

[State 240, 4]
type = ChangeState
trigger1 = animtime = 0
trigger1 = command = "holdz" ||  command = "holdy" && command = "holdb"
value = 247

[State 210, 5]
type = ChangeState
trigger1 = animtime = 0
value = 246

[Statedef 246]
type    = C
movetype= I
physics = C
ctrl = 0
anim = 246
SprPriority = 1

[State 240, 4]
type = ctrlset
trigger1 = Time >= 14
value = 1

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 247]
type    = C
movetype= A
physics = C
poweradd= 30
velset = 0,0
juggle  = 14
ctrl = 0
anim = 245
SprPriority = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = C, NA
animtype  = back
damage    = 75
hitflag = MA
guardflag = L
pausetime = 0,8
sparkno = 2
sparkxy = -12,-19
hitsound   = S5,2
guardsound = 6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,-3.5
air.velocity = -2.2,-4.2
air.juggle  = 14
fall = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 2
attr = C, NA
animtype  = back
damage    = 75
hitflag = MA
guardflag = L
pausetime = 0,8
sparkno = 2
sparkxy = -12,-19
hitsound   = S5,2
guardsound = 6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 3,-3.5
air.velocity = 2.2,-4.2
air.juggle  = 14
fall = 1

[State 210, 5]
type = ChangeState
trigger1 = animtime = 0
value = 246

[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 15
ctrl = 0
anim = 600
sprpriority = 2

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 27
guardflag = HA
priority = 2
pausetime = 7,ifelse(P2statetype = C,15,12)
sparkno = 0
sparkxy = -10,-38
hitsound   = S5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 11
ground.hittime  = 11
guard.hittime = 6
ground.velocity = -3.7
air.velocity = -2.3,-1

[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 20
ctrl = 0
anim = 610
sprpriority = 2

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random <= 222
channel = 1
value = 200,0

[State 610, 3]
type = HitDef
trigger1 = animelem = 2
attr = A, NA
damage = 55
guardflag = HA
priority = 3
pausetime = 12,15
sparkno = 1
sparkxy = -10,-55
hitsound   = S5,1
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 19
ground.hittime  = 19
guard.hittime = 15
ground.velocity = -4.4
air.velocity = -2.8,-5.9

[State 200, 7]
type = Statetypeset
trigger1 = Time >= 20
movetype = I

[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 6
poweradd= 20
ctrl = 0
anim = 620
sprpriority = 2

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random <= 444
channel = 1
value = 200,1

[State 610, 3]
type = HitDef
trigger1 = animelem = 2
attr = A, NA
damage = 74
guardflag = HA
priority = 4
pausetime = 15,19
sparkno = 1
sparkxy = -10,-39
hitsound   = S5,1
guardsound = 6,0
animtype = hard
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
guard.hittime = 17
ground.velocity = -6.9
air.velocity = -4.8,-2.7

[State 200, 7]
type = Statetypeset
trigger1 = Time >= 25
movetype = I

[Statedef 630]
type    = A
movetype= A
physics = N
juggle  = 10
poweradd= 20
velset = 0,0
ctrl = 0
anim = 630
sprpriority = 2

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = Time = 0
channel = 1
value = 200,1

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

[State 800, 2]
type = velset
Trigger1 = time = 0
x = 4
y = 4.9

[State 800, 2]
type = veladd
Trigger1 = time >= 0
x = .3

[State 630, 2]
type = HitDef
trigger1 = time = 0
attr = A, NA
damage = ifelse(P2movetype = A,90+var(45),90)
guardflag = HA
priority = 5
pausetime = 17,17
sparkno = 2
sparkxy = -9,-44
hitsound   = S5,2
guardsound = 6,0
ground.type = High
animtype = hard
ground.slidetime = 15
ground.hittime  = 13
ground.velocity = -3.4,-5
air.velocity = -2.9,-5.3
fall = 1

[State 800, 2]
type = ChangeState
Trigger1 = MoveContact
value = 631

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

[Statedef 631]
type    = A
movetype= I
physics = A
ctrl = 0
anim = 631
sprpriority = 2

[State 200, 7]
type = velset
trigger1 = time = 0
x = -3.3
y = -5.1

[Statedef 632]
type    = C
movetype= I
physics = C
ctrl = 0
velset = 6,0
anim = 632
sprpriority = 2

[State 200, 7]
type = posset
trigger1 = 1
y = 0

[State 106, 3]
type = MakeDust
trigger1 = time <= 3
pos = -5,-2
spacing = 2

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = time = 0
value = 52,0

[State 210, 5]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 7
poweradd= 20
ctrl = 0
anim = 640
sprpriority = 2

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random <= 555
channel = 1
value = 200,0

[State 640, 3]
type = HitDef
trigger1 = animelem = 2
attr = A, NA
damage    = 38
guardflag = HA
priority = 3
pausetime = 15,18
sparkno = 2
sparkxy = 0,-22
hitsound   = S5,0
guardsound = 6,0
animtype = hard
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
guard.hittime  = 5
ground.velocity = -3
air.velocity = -2.8,2

[Statedef 700]
type    = S
movetype= A
physics = N
juggle  = 3
velset = ifelse(prevstateno = 105,const(velocity.run.back.x)-.9,const(velocity.run.fwd.x)+.9),0
ctrl = 0
anim = 700
poweradd = 20
sprpriority = 2

[State 1200, 9]
type = Width
trigger1 = time = [5,17]
value = 3,1

[State 200, 1]
type = turn
trigger1 = time = 0
trigger1 = prevstateno = 105

[State 200, 1]
type = veladd
trigger1 = time >= 0
x = -.2

[State 200, 1]
type = velset
trigger1 = vel x < .5
x = 0

[State 200, 1]
type = velset
trigger1 = animelem = 5
x = 0

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

[State 1200]
type = ReversalDef
trigger1 = AnimElem = 2
trigger1 = var(45) = [5,6]
reversal.attr = SCA,NA,SA,HA,NP,SP,HP
numhits = 0
sparkno = S1151
pausetime = 10,12
sparkxy = 11,33
hitsound = S6,0

[State 1200]
type = ReversalDef
trigger1 = AnimElem = 2
trigger1 = var(45) = [7,8]
reversal.attr = SCA,NA,SA,HA,NP,SP,HP
numhits = 0
sparkno = S1152
pausetime = 10,12
sparkxy = 11,33
hitsound = S6,0

[State 1200]
type = ReversalDef
trigger1 = AnimElem = 2
trigger1 = var(45) = [9,10]
reversal.attr = SCA,NA,SA,HA,NP,SP,HP
numhits = 0
sparkno = S1153
pausetime = 10,12
sparkxy = 11,33
hitsound = S6,0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = ifelse(P2movetype = A,59+var(45),47)
animtype = hard
guardflag = HA
hitflag = MA
priority = 5, Hit
pausetime = 13, ifelse(P2movetype = A,10+var(45),13)
sparkno = 1
sparkxy = -14, -54
hitsound = S5, 0
guardsound = 6, 0
ground.type = Low
ground.slidetime = ifelse(P2movetype = A,18,14)
ground.hittime  = ifelse(P2movetype = A,20,18)
guard.hittime = 12
ground.velocity = ifelse(P2movetype = A,-8.8,-7.7)
airguard.velocity = -3.9,-4.8
air.type = Low
air.velocity = -3.4,-4.7
air.hittime = 5
air.juggle = 3

[State 200, 7]
type = Statetypeset
trigger1 = Time >= 14
movetype = I

[State 106, 3]
type = MakeDust
trigger1 = Time = 4
trigger2 = Time = 6
trigger3 = Time = 8
trigger4 = Time = 10
trigger5 = Time = 14
pos = -5,-2
random = 5,5
spacing = 1

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

[Statedef 710]
type    = S
movetype= A
physics = S
juggle  = 10
velset = ifelse(prevstateno = 105,const(velocity.run.back.x)-4.9,const(velocity.run.fwd.x)+4.9),0
ctrl = 0
velset = 0,0
anim = 710
sprpriority = 2

[State 1020, 6]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Hard
damage    = 95+var(45), 0
priority  = 6
guardflag = MA
pausetime = 14,14
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-7
guard.velocity = -6.5
air.velocity = -10,-7
airguard.velocity = -5, -4
fall = 1
p2stateno = 711
p2facing = 1

[State 200, 1]
type = turn
trigger1 = time = 0
trigger1 = prevstateno = 105

[State 200, 1]
type = veladd
trigger1 = time = [4,16]
x = -.1

[State 200, 1]
type = velset
trigger1 = vel x < .5
x = 0

[State 200, 1]
type = velset
trigger1 = animelem = 17
x = 0

[State 200, 7]
type = Statetypeset
trigger1 = Time >= 17
movetype = I

[State 106, 3]
type = MakeDust
trigger1 = Time = 4
trigger2 = Time = 7
trigger3 = Time = 10
trigger4 = Time = 13
trigger5 = Time = 16
trigger6 = Time = 19
trigger7 = Time = 22
pos = -5,-2
random = 5,5
spacing = 1

[State 800, 2]
type = ChangeState
Trigger1 = Moveguarded
value = 715

[State 210, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 711]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1025, Anim] ;Custom animation
type = ChangeAnim2
trigger1 = 1
value = 711

[State 1025, State]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 712

[Statedef 712]
type    = A
movetype= H
physics = N

[State 1026, Velocity]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 1026, Gravity]
type = VelAdd
trigger1 = 1
y = .45

[State 1026, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 1026, Hit wall]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 713

[State 1026, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

[Statedef 713]
type    = A
movetype= H
physics = N

[State 1027, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 1027, Pos]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 1027, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1027, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1027, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3

[State 1027, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 713

[State 1027, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 1027, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 714

[Statedef 714]
type    = A
movetype= H
physics = N

[State 1028, 1]
type = NotHitBy
trigger1 = time <= 3
value = , NA, NP

[State 1028, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -6

[State 1028, Vel X]
type = VelSet
trigger1 = Time = 0
x = 1.6

[State 1028, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 1028, Gravity]
type = VelAdd
trigger1 = 1
y = .35

[State 1028, Anim 5050] ;Self falling animation
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1028, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1028, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1028, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 1028, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

[Statedef 715]
type    = S
movetype = H
physics = N
anim = 715
velset = 0,0
sprpriority = 1
ctrl = 0

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = time = 0
channel = 1
value = 10,2

[State 106, 4]
type = lifeadd
trigger1 = time = 0
trigger1 = life >= 6
value = -5

[State 106, 4]
type = velset
trigger1 = animelem = 5
x = -4

[State 106, 4]
type = veladd
trigger1 = time < 14
x = .2

[State 106, 4]
type = velset
trigger1 = animelem = 6
x = 0

[State 106, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 915]
physics = N
velset = 0,0
ctrl = 0
anim = 13579
sprpriority = 1

[State 915,xy];1Pface_x
type = varset
trigger1 = 1
v = 47
value = -3

[State 915,xy];1Pface_y
type = varset
trigger1 = 1
v = 48
value = 18

[State 915, 1]
type = Explod
trigger1 = root,stateno != [120,123]
trigger1 = root,stateno != [130,133]
trigger1 = root,stateno != [140,143]
trigger1 = root,stateno != [150,153]
trigger1 = root,movetype = H
trigger2 = lose
anim = 917
postype = left
pos = var(47),var(48)
ownpal = 0

[State 915, 1]
type = Explod
trigger1 = root,life > 0
trigger1 = win
trigger2 = root,stateno = 195
id = 916
anim = 916
postype = left
pos = var(47),var(48)
ownpal = 0

[State 915, 1]
type = Explod
trigger1 = root,movetype != H
trigger2 = root,stateno = [120,123]
trigger3 = root,stateno = [130,133]
trigger4 = root,stateno = [140,143]
trigger5 = root,stateno = [150,153]
anim = 915
postype = left
pos = var(47),var(48)
ownpal = 0
ignorehitpause = 1

[Statedef 925]
physics = N
velset = 0,0
anim = 13579
ctrl = 0
sprpriority = 1

[State 915,xy];2Pface_x
type = varset
trigger1 = 1
v = 47
value = -1

[State 915,xy];2Pface_y
type = varset
trigger1 = 1
v = 48
value = 18

[State 915, 1]
type = Explod
trigger1 = root,stateno != [120,123]
trigger1 = root,stateno != [130,133]
trigger1 = root,stateno != [140,143]
trigger1 = root,stateno != [150,153]
trigger1 = root,movetype = H
trigger2 = lose
anim = 927
postype = right
pos = var(47),var(48)
ownpal = 0

[State 915, 1]
type = Explod
trigger1 = root,life > 0
trigger1 = win
trigger2 = root,stateno = 195
id = 916
anim = 926
postype = right
pos = var(47),var(48)
ownpal = 0

[State 915, 1]
type = Explod
trigger1 = root,movetype != H
trigger2 = root,stateno = [120,123]
trigger3 = root,stateno = [130,133]
trigger4 = root,stateno = [140,143]
trigger5 = root,stateno = [150,153]
anim = 925
postype = right
pos = var(47),var(48)
ownpal = 0
ignorehitpause = 1

[Statedef 5999]
type    = S
movetype= H
physics = S
anim = 5999
velset = 0,0
ctrl = 0

[State 5999, 0]
type = ChangeState
trigger1 = time = 0
trigger1 = var(39) != 0
trigger1 = !alive
trigger1 = Enemy, HitDefAttr = SCA,NP,SA,SP,HA,HP
value = 54321
ctrl = 0
persistent = 0

[State 5999, 0]
type = velset
trigger1 = time <= 13
x = 3.4

[State 5999, 0]
type = veladd
trigger1 = time = [14,21]
x = -.1

[State 5999, 0]
type = velset
trigger1 = animelem = 14
x = 0

[State 5999, 1]
type = turn
trigger1 = time = 32

[State 5, 0]
type = nothitby
trigger1 = animelem = 14
value = SCA
time = 12

[State 5, 1]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 5]
type    = S
movetype= I
physics = S
facep2 = 1
anim = 0
velset = 0,0

[State 5, 0]
type = nothitby
trigger1 = time = 0
value = SCA
time = 1

[State 5, 1]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
numhits = 0
p1stateno = 810
p2stateno = 815
guard.dist = 0
fall = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
sprpriority = 2

[State 810, Bind 1]
type = TargetBind
trigger1 = time = 0
pos = 20, 0

[State 810, Throw 1]
type = changestate
trigger1 = var(51) = 1
trigger1 = var(41) >= 2
trigger1 = life < 500
value = 850

[State 810, Throw 1]
type = changestate
trigger1 = var(51) = 1
trigger1 = var(41) >= 2
trigger1 = random <= 333
value = 850

[State 810, Throw 1]
type = changestate
trigger1 = var(51) = 1
trigger1 = var(41) <= 1
trigger1 = random <= 111
value = 811

[State 810, Throw 1]
type = changestate
trigger1 = var(51) = 1
trigger1 = var(41) >= 2
value = 812

[State 810, Throw 1]
type = changestate
trigger1 = command = "x" || command = "y" || command = "b"
trigger1 = command = "holdfwd"
trigger2 = command = "x" || command = "y" || command = "b"
trigger2 = command = "holdback"
value = 850

[State 810, Throw 1]
type = changestate
trigger1 = command = "a"
value = 890

[State 810, Throw 1]
type = changestate
trigger1 = var(41) <= 1
trigger1 = command = "x" || command = "y"
value = 811

[State 810, Throw 1]
type = changestate
trigger1 = var(41) >= 2
trigger1 = command = "x" || command = "y"
value = 812

[State 810, Throw 11]
type = TargetState
trigger1 = AnimTime = 0
value = 820

[State 1100, 5]
type = varset
trigger1 = AnimTime = 0
var(41) = 0

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 811]
type    = S
movetype= A
physics = N
anim = 811
sprpriority = 2

[State 810, Throw 11]
type = TargetState
trigger1 = Time = 0
value = 816

[State 810, Throw 11]
type = TargetState
trigger1 = AnimTime = 0
value = 815

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

[State -3, Light Hit Sound]
type = PlaySnd
trigger1 = animelem = 2
channel = 1
value = 5,0

[State 810, Throw 11]
type = Targetlifeadd
trigger1 = animelem = 2
value = -7-var(45)
kill = 0

[State 810, Throw 11]
type = poweradd
trigger1 = animelem = 2
value = 5

[State 5120, 4]
type = HitAdd
trigger1 = animelem = 2
value = 1

[State 5110, 7]
type = GameMakeAnim
trigger1 = animelem = 2
value = 0
pos = 25,-80
random = 3

[State 1100, 5]
type = varadd
trigger1 = AnimTime = 0
trigger1 = var(45) = [5,8]
var(41) = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 810

[Statedef 812]
type    = S
movetype= A
physics = N
anim = 812
sprpriority = 2

[State 1100, 5]
type = varset
trigger1 = Time = 0
var(41) = 0

[State 810, Throw 11]
type = TargetState
trigger1 = Time = 0
value = 817

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = Time = 0
channel = 1
value = 200,1

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NT
animtype  = diagup
damage    = 49
guardflag = M
pausetime = 7,7
sparkno = 2
sparkxy = -13,-76
hitsound   = S5,2
guardsound = 6,0
ground.type = low
ground.slidetime = 18
ground.hittime  = 15
ground.velocity = -3.3,-6
air.velocity = -4,-5
fall = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 817]
type    = A
movetype= H
physics = N
velset = -1,0

[State 106, 3]
type = veladd
trigger1 = time >= 0
x = .2

[State 106, 3]
type = velset
trigger1 = vel x > 0
x = 0

[State 106, 3]
type = MakeDust
trigger1 = animelem = 1
pos = -5,-2
pos2 = 34,-1
spacing = 2

[State 821, 4]
type = SelfState
trigger1 = time > 10
value = 5100

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 817

[Statedef 816]
type    = A
movetype= H
physics = N
velset = 0,0

[State 106, 3]
type = MakeDust
trigger1 = animelem = 2
trigger1 = animelem = 5
pos = -5,-2
pos2 = 34,-1
spacing = 2

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 816

[Statedef 815]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 815

[Statedef 820]
type    = A
movetype= H
physics = A
velset = 0,0

[State 821, 4]
type = SelfState
trigger1 = 1
value = 0
ctrl = 1

[Statedef 850]
type    = S
movetype= A
physics = N
anim = 850
sprpriority = 2

[State 1100, 5]
type = turn
trigger1 = Time = 0
trigger1 = command = "holdback"

[State 810, holdfwd - Turn Target]
type = TargetFacing
trigger1 = Time = 0
trigger1 = command = "holdback"
value = -1

[State 1100, 5]
type = varset
trigger1 = Time = 0
var(41) = 0

[State 810, Throw 11]
type = TargetState
trigger1 = Time = 0
value = 855

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = Time = 10
channel = 1
value = 800,0

[state 810,123]
type = sprpriority
trigger1 = animelem = 4
value = 1

[State 810, Bind 1]
type = TargetBind
trigger1 = animelem = 1
pos = -30, 0

[State 810, Bind 1]
type = TargetBind
trigger1 = animelem = 2
pos = -20, -27

[State 810, Bind 1]
type = TargetBind
trigger1 = animelem = 3
pos = 10, -15

[State 810, Throw 11]
type = targetstate
trigger1 = time = 16
value = 860

[State 810, Throw 11]
type = poweradd
trigger1 = animelem = 3
value = 20

[State 810, Throw 11]
type = ChangeState
trigger1 = time >= 22
trigger1 = command = "pressure" || command = "pressure_h"
value = 880

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 880]
type    = S
movetype= I
physics = N
anim = 100
sprpriority = 2

[State 800, 2]
type = ChangeState
trigger1 = time >= 15
Trigger1 = p2bodydist X <= 1
value = 885

[State 210, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 800, 2]
type = ChangeState
Trigger1 = Time >= 100
value = 0
ctrl = 1

[Statedef 885]
type    = A
movetype= A
physics = N
anim = 885
sprpriority = 2

[State 800, 2]
type = velset
Trigger1 = Time = 0
x = 1.4
y = -3

[State 800, 2]
type = veladd
Trigger1 = Time >= 0
y = .2

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, ST
damage    = 19
hitflag = FD
priority = 2
pausetime = 15,18
sparkno = 2
sparkxy = -23,-13
hitsound   = S5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -3.7
down.velocity = -4.6,0
down.hittime = 18

[State 821, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
value = 886

[Statedef 886]
type    = C
movetype= I
physics = N
anim = 886
sprpriority = 1

[State 800, 2]
type = nothitby
Trigger1 = Time <= 20
value = SCA
time = 1

[State 210, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 800, 2]
type = velset
Trigger1 = Time = 0
x = 5.2
y = 0

[State 800, 2]
type = veladd
Trigger1 = Time >= 0
x = -.1

[State 800, 2]
type = posset
Trigger1 = Time = 0
y = 0

[State 800, 2]
type = ChangeState
Trigger1 = Time >= 25
value = 11
ctrl = 1

[Statedef 855]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 855

[Statedef 860]
type    = A
movetype= H
physics = N
velset = -5.5,3.2
sprpriority = 1

[State 860, 1]
type = posAdd
Trigger1 = time = 0
x = -10
y = -2

[State 860, 1]
type = VelAdd
Trigger1 = 1
y = .1

[State 821, 4]
type = statetypeset
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -1
physics = A

[State 821, 4]
type = lifeadd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -1
value = -99

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -1
value = 5100

[Statedef 856]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 856
sprpriority = 2

[State 856,123]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = nojugglecheck
flag3 = noshadow

[State 856,123]
type = nothitby
trigger1 = 1
value = SCA

[State 240, 2]
type = HitDef
trigger1 = animelem = 1
attr = A, ST
animtype  = Medium
damage    = 15
hitflag = MAFD-
guardflag = M
pausetime = 0,5
sparkno = 1
sparkxy = -10,-60
hitsound   = 5,2
guardsound = 6,0
ground.type = hard
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 1,-4.5
air.velocity = 1.2,-3.2
fall = 1

[State 1201,end]
type = Destroyself
trigger1 = time > 0

[Statedef 890]
type    = A
movetype= A
physics = N
anim = 890
sprpriority = 2

[State 1100, 5]
type = varset
trigger1 = Time = 0
var(41) = 0

[State 1100, 5]
type = veladd
trigger1 = time = [4,20]
y = .3

[State 1100, 5]
type = velset
trigger1 = animelem = 2
x = 1.3
y = -5.4

[State 1100, 5]
type = velset
trigger1 = animelem = 6
x = 0
y = 0

[State 1100, 5]
type = velset
trigger1 = animelem = 7
x = 3

[State 1100, 5]
type = statetypeset
trigger1 = animelem = 7
physics = A

[State 810, Throw 11]
type = TargetState
trigger1 = Time = 0
value = 816

[State 810, Throw 11]
type = TargetState
trigger1 = animelem = 7
value = 891

[state 810,123]
type = sprpriority
trigger1 = animelem = 8
value = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 891]
type    = A
movetype= H
physics = N
velset = 0,0

[State 821, 4]
type = SelfState
trigger1 = time >= 25
value = 0
ctrl = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 891

[Statedef 1000]
type    = S
movetype= I
physics = S
juggle  = 5
poweradd= 50
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1000, Explod]
type = statetypeset
trigger1 = animelem = 2
movetype = A

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = Time = 16
value = 1000,1

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = Time = 25
channel = 1
value = 1000,0

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

[State 1505, 5]
type = Projectile
trigger1 = animelem = 5
attr = S, NP
projID = 1000
projanim = 1060
projhitanim = 909
projremanim = 909
projshadow = -1
projmisstime = 1
projhits = 1
projpriority = 3
offset = 17,-70
velocity = 5,0
animtype = hard
guardflag = MA
hitflag = MAF
damage = ifelse(p2movetype = H,65,120+var(45)),10
getpower = 100
givepower = 100,35
pausetime = 0,22
sparkno = -1
guard.sparkno = -1
hitsound = S195, 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -7.6
guard.hittime = 5
guard.velocity = -4
air.velocity = -4.9,-2.7
palfx.time = 30
palfx.mul = 120,120,256
palfx.sinadd = 126,126,126,4
palfx.add = 1,1,3
ownpal = 1

[State 1000, Explod]
type = Explod
trigger1 = time = 11
id = 1051
anim = 1051
postype = p1
pos = 0,0
bindtime = -1
removeongethit = 1
ownpal = 1
ignorehitpause = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = time = 15
id = 1052
anim = 1052
postype = p1
pos = 0,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = animelem = 5
trigger1 = !numexplod(1053)
trigger1 = var(45)=[5,6]
id = 1053
anim = 1053
postype = p1
pos = 0,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = animelem = 5
trigger1 = !numexplod(1053)
trigger1 = var(45)=[7,8]
id = 1053
anim = 1054
postype = p1
pos = 0,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = animelem = 5
trigger1 = !numexplod(1053)
trigger1 = var(45)=[9,10]
id = 1053
anim = 1055
postype = p1
pos = 0,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = statetypeset
trigger1 = time >= 50
movetype = I

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1050]
type    = S
movetype= I
physics = S
juggle  = 5
poweradd= 50
velset = 0,0
anim = 1050
ctrl = 0
sprpriority = 2

[State 1000, Explod]
type = statetypeset
trigger1 = animelem = 2
movetype = A

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = Time = 25
channel = 1
value = 1000,0

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = Time = 16
value = 1000,1

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

[State 1505, 5]
type = Projectile
trigger1 = animelem = 5
attr = S, NP
projID = 1000
projanim = 1060
projhitanim = 909
projremanim = 909
projshadow = -1
projmisstime = 1
projhits = 1
projpriority = 3
offset = 15,-70
velocity = 5.7,0
animtype = hard
guardflag = MA
hitflag = MAF
damage = ifelse(p2movetype = H,70,125+var(45)),10
getpower = 100
givepower = 100,35
pausetime = 0,22
sparkno = -1
guard.sparkno = -1
hitsound = S195, 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -7.6
guard.hittime = 5
guard.velocity = -4
air.velocity = -4.9,-2.7
palfx.time = 30
palfx.mul = 120,120,256
palfx.sinadd = 126,126,126,4
palfx.add = 1,1,3
ownpal = 1

[State 1000, Explod]
type = Explod
trigger1 = time = 11
trigger1 = !numexplod(1051)
id = 1051
anim = 1051
postype = p1
pos = 0,0
bindtime = -1
removeongethit = 1
ownpal = 1
ignorehitpause = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = time = 15
trigger1 = !numexplod(1052)
id = 1052
anim = 1052
postype = p1
pos = 0,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = animelem = 5
trigger1 = !numexplod(1053)
trigger1 = var(45)=[5,6]
id = 1053
anim = 1053
postype = p1
pos = 0,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = animelem = 5
trigger1 = !numexplod(1053)
trigger1 = var(45)=[7,8]
id = 1053
anim = 1054
postype = p1
pos = 0,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = animelem = 5
trigger1 = !numexplod(1053)
trigger1 = var(45)=[9,10]
id = 1053
anim = 1055
postype = p1
pos = 0,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = statetypeset
trigger1 = time >= 50
movetype = I

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1100]
type    = S
movetype= I
physics = S
juggle  = 5
poweradd= 50
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = animelem = 4
channel = 1
value = 1100,0

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

[State 1000, Explod]
type = statetypeset
trigger1 = animelem = 4
movetype = A

[State 1200,emery]
type = helper
trigger1 = time = 30
name = "pressure"
id = 1105
pos = 30,-85
postype = p1
stateno = 1105
helpertype = normal
ownpal = 1
keyctrl = 0
facing = 1

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

[State 1000, Explod]
type = Explod
trigger1 = time = 20
id = 1101
anim = 1101
postype = p1
pos = 0,0
bindtime = -1
removeongethit = 1
ownpal = 1
ignorehitpause = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = time = 0
id = 1052
anim = 1052
postype = p1
pos = -34,12
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = animelem = 8
trigger1 = !numexplod(1053)
trigger1 = var(45)=[5,6]
id = 1053
anim = 1053
postype = p1
pos = -20,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = animelem = 8
trigger1 = !numexplod(1053)
trigger1 = var(45)=[7,8]
id = 1053
anim = 1054
postype = p1
pos = -20,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = animelem = 8
trigger1 = !numexplod(1053)
trigger1 = var(45)=[9,10]
id = 1053
anim = 1055
postype = p1
pos = -20,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = statetypeset
trigger1 = time >= 45
movetype = I

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1105]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 1105
ctrl = 0
sprpriority = 2

[State 9999]
type = velset
trigger1 = time = 0
x = 1.9

[State 9999]
type = velset
trigger1 = root,command = "holddown"
trigger1 = pos Y <= 1
y = .5

[State 9999]
type = velset
trigger1 = root,command = "holdup"
trigger1 = pos Y <= 1
y = -.5

[State 1100, 5]
type = ChangeState
trigger1 = p2bodydist X <= 1
trigger2 = root,command = "c"
value = 1106

[State 1201,end]
type = Destroyself
trigger1 = FrontEdgeDist < -40

[Statedef 1106]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 1106
ctrl = 0
sprpriority = 2

[State 1505, 5]
type = Projectile
trigger1 = time = 0
attr = A, SP
projID = 1100
projanim = 1110
projhitanim = 1111
projremanim = 1111
projremovetime = 7
projshadow = -1
projmisstime = 1
projhits = 1
projpriority = 5
offset = 0,0
velocity = 0,0
animtype = hard
guardflag = MA
hitflag = MAF
damage = ifelse(p2movetype = A,80,65+var(45)),10
getpower = 100
givepower = 100,35
pausetime = 0,25
sparkno = -1
guard.sparkno = -1
hitsound = S195, 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -5.6
guard.hittime = 10
guard.velocity = -3
air.velocity = -3.9,-2.7
palfx.time = 30
palfx.mul = 120,120,256
palfx.sinadd = 126,126,126,4
palfx.add = 1,1,3
ownpal = 1

[State 1201,end]
type = Destroyself
trigger1 = time = 0

[Statedef 1150]
type    = S
movetype= I
physics = S
juggle  = 5
poweradd= 50
velset = 0,0
anim = 1150
ctrl = 0
sprpriority = 2

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = animelem = 4
channel = 1
value = 1100,0

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

[State 1000, Explod]
type = statetypeset
trigger1 = animelem = 4
movetype = A

[State 1200,emery]
type = helper
trigger1 = time = 30
name = "pressure"
id = 1160
pos = 15,-8
postype = p1
stateno = 1160
helpertype = normal
ownpal = 1
keyctrl = 0
facing = 1

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

[State 1000, Explod]
type = Explod
trigger1 = time = 20
id = 1155
anim = 1155
postype = p1
pos = 8,5
bindtime = -1
removeongethit = 1
ownpal = 1
ignorehitpause = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = time = 0
id = 1052
anim = 1052
postype = p1
pos = -34,12
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = animelem = 8
trigger1 = !numexplod(1151)
trigger1 = var(45)=[5,6]
id = 1151
anim = 1151
postype = p1
pos = 5,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = animelem = 8
trigger1 = !numexplod(1151)
trigger1 = var(45)=[7,8]
id = 1151
anim = 1152
postype = p1
pos = 5,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = animelem = 8
trigger1 = !numexplod(1151)
trigger1 = var(45)=[9,10]
id = 1151
anim = 1153
postype = p1
pos = 5,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = statetypeset
trigger1 = time >= 45
movetype = I

[State 5110, 7]
type = GameMakeAnim
trigger1 = animelem = 6
value = 60
pos = 0,0
under = 1

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1160]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 1105
ctrl = 0
sprpriority = 3

[State 9999]
type = velset
trigger1 = time = 0
x = 1.9

[State 1100, 5]
type = ChangeState
trigger1 = p2bodydist X <= -1
trigger2 = root,command = "c"
value = 1161

[State 1201,end]
type = Destroyself
trigger1 = FrontEdgeDist < -40

[Statedef 1161]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 1161
ctrl = 0
sprpriority = 3

[State 1505, 5]
type = Projectile
trigger1 = time = 0
attr = C, SP
projID = 1160
projanim = 1165
projhitanim = 1166
projremanim = 1166
projremovetime = 12
projshadow = -1
projmisstime = 1
projhits = 1
projpriority = 5
offset = 0,11
velocity = 0,0
animtype = hard
guardflag = MA
hitflag = MAF
damage = ifelse(p2movetype = A,80,65+var(45)),10
getpower = 100
givepower = 100,35
pausetime = 0,25
sparkno = -1
guard.sparkno = -1
hitsound = S195, 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -5.6
guard.hittime = 10
guard.velocity = -3
air.velocity = -3.9,-2.7
palfx.time = 30
palfx.mul = 120,120,256
palfx.sinadd = 126,126,126,4
palfx.add = 1,1,3
ownpal = 1

[State 1201,end]
type = Destroyself
trigger1 = time = 0

[Statedef 1200]
type    = A
movetype= A
physics = A
poweradd= 50
anim = 1200
ctrl = 0
sprpriority = 2

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = animelem = 3
channel = 1
value = 200,0

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

[State 1200]
type = velset
trigger1 = animelem = 3
x = -3
y = -5

[State 1200,emery]
type = helper
trigger1 = animelem = 3
name = "cyclone"
id = 1200
pos = 10,-60
postype = p1
stateno = 1201
helpertype = normal
ownpal = 1
keyctrl = 0
facing = 1

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

[State 1000, Explod]
type = Explod
trigger1 = time = 0
id = 1051
anim = 1051
postype = p1
pos = 2,-15
bindtime = -1
removeongethit = 1
ownpal = 1
ignorehitpause = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = time = 0
id = 1052
anim = 1052
postype = p1
pos = 2,-10
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = animelem = 3
trigger1 = !numexplod(1200)
trigger1 = var(45)=[5,6]
id = 1200
anim = 1053
postype = p1
pos = 5,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = animelem = 3
trigger1 = !numexplod(1200)
trigger1 = var(45)=[7,8]
id = 1200
anim = 1054
postype = p1
pos = 5,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = animelem = 3
trigger1 = !numexplod(1200)
trigger1 = var(45)=[9,10]
id = 1200
anim = 1055
postype = p1
pos = 5,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = statetypeset
trigger1 = time >= 45
movetype = I

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1201]
type    = A
movetype= A
physics = N
anim = 1201
ctrl = 0
sprpriority = 3

[State 1100, 5]
type = velset
trigger1 = time = 0
x = 1.5
y = 4

[State 1100, 5]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -1
value = 1202

[Statedef 1250]
type    = A
movetype= A
physics = A
poweradd= 50
anim = 1200
ctrl = 0
sprpriority = 2

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = animelem = 3
channel = 1
value = 200,0

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

[State 1200]
type = velset
trigger1 = animelem = 3
x = -3.2
y = -5.2

[State 1200,emery]
type = helper
trigger1 = animelem = 3
name = "cyclone"
id = 1200
pos = 10,-60
postype = p1
stateno = 1203
helpertype = normal
ownpal = 1
keyctrl = 0
facing = 1

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

[State 1000, Explod]
type = Explod
trigger1 = time = 0
id = 1051
anim = 1051
postype = p1
pos = 2,-15
bindtime = -1
removeongethit = 1
ownpal = 1
ignorehitpause = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = time = 0
id = 1052
anim = 1052
postype = p1
pos = 2,-10
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = animelem = 3
trigger1 = !numexplod(1200)
trigger1 = var(45)=[5,6]
id = 1200
anim = 1053
postype = p1
pos = 5,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = animelem = 3
trigger1 = !numexplod(1200)
trigger1 = var(45)=[7,8]
id = 1200
anim = 1054
postype = p1
pos = 5,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = animelem = 3
trigger1 = !numexplod(1200)
trigger1 = var(45)=[9,10]
id = 1200
anim = 1055
postype = p1
pos = 5,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = statetypeset
trigger1 = time >= 45
movetype = I

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1203]
type    = A
movetype= A
physics = N
anim = 1201
ctrl = 0
sprpriority = 3

[State 1100, 5]
type = velset
trigger1 = time = 0
x = 3.5
y = 4

[State 1100, 5]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -1
value = 1202

[State 1201,end]
type = Destroyself
trigger1 = FrontEdgeDist < -40

[Statedef 1202]
type    = C
movetype= A
physics = C
velset = 0,0
anim = 1202
ctrl = 0
sprpriority = 2

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = Time = 0
value = 1200,0

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

[State 1100, 5]
type = posset
trigger1 = time = 0
y = 0

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

[State 1505, 5]
type = Projectile
trigger1 = animtime = 0
attr = C, SP
projID = 1200
projanim = 1205
projremovetime = 50
projshadow = -1
projmisstime = 10
projhits = 10
projpriority = 4
offset = 0,0
velocity = 0,0
animtype = hard
guardflag = MA
hitflag = MAF
damage = 5+var(45),4
getpower = 100
givepower = 100,35
pausetime = 0,25
sparkno = -1
guard.sparkno = -1
hitsound = S195, 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -2.6,-6
guard.hittime = 10
guard.velocity = -3
air.velocity = -3,-5.5
palfx.time = 30
palfx.mul = 120,120,256
palfx.sinadd = 126,126,126,4
palfx.add = 1,1,3
ownpal = 1
air.juggle = 3
fall = 1

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

[State 1201,end]
type = Destroyself
trigger1 = FrontEdgeDist < -40
trigger2 = animtime = 0

[Statedef 1300]
type    = C
movetype= A
physics = N
juggle  = 1
poweradd= 50
velset = 0,0
anim = 1300
ctrl = 0
sprpriority = 2

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = animelem = 3
channel = 1
value = 200,2

[State 1000, Explod]
type = velset
trigger1 = animelem = 3
x = 3.1

[State 1000, Explod]
type = velset
trigger1 = animelem = 19
x = 0

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

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 10
trigger4 = AnimElem = 12
trigger5 = AnimElem = 16
trigger6 = AnimElem = 18
attr = C, SA
damage = 17+var(45), 1
animtype = med
guardflag = L
hitflag = MA
priority = 3, Hit
pausetime = 0, 14
sparkno = S909
sparkxy = -25, -19
hitsound = S195, 0
guardsound = S6, 0
ground.type = low
ground.slidetime = 16
ground.hittime  = 16
guard.hittime = 10
ground.velocity = -6.8
airguard.velocity = -2.9,-.8
air.type = High
air.velocity = -2.4,-1
air.hittime = 12
palfx.time = 22
palfx.mul = 120,120,256
palfx.sinadd = 126,126,126,4
palfx.add = 1,1,3

[State 1000, Explod]
type = Explod
trigger1 = animelem = 4
id = 1053
anim = 1053
postype = p1
pos = -17,60
bindtime = 1
vel = 6.2,0
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = animelem = 10
id = 1053
anim = 1054
postype = p1
pos = -17,60
bindtime = 1
vel = 6.2,0
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = animelem = 16
id = 1053
anim = 1055
postype = p1
pos = -17,60
bindtime = 1
vel = 6.2,0
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = statetypeset
trigger1 = animelem = 2
trigger2 = animelem = 22
type = A

[State 1000, Explod]
type = statetypeset
trigger1 = animelem = 3
trigger2 = animelem = 23
type = C

[State 1000, Explod]
type = statetypeset
trigger1 = animelem = 19
movetype = I

[State 106, 3]
type = MakeDust
trigger1 = Time = 16
trigger2 = Time = 31
trigger3 = Time = 38
trigger4 = Time = 53
trigger5 = Time = 60
trigger6 = Time = 75
pos = -5,-2
random = 5,5
spacing = 1

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 1350]
type    = C
movetype= A
physics = N
juggle  = 1
poweradd= 50
velset = 0,0
anim = 1350
ctrl = 0
sprpriority = 2

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = animelem = 3
channel = 1
value = 200,2

[State 1000, Explod]
type = velset
trigger1 = animelem = 3
x = 3.5

[State 1000, Explod]
type = velset
trigger1 = animelem = 32
x = 0

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

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 10
trigger4 = AnimElem = 12
trigger5 = AnimElem = 16
trigger6 = AnimElem = 18
trigger7 = AnimElem = 22
trigger8 = AnimElem = 24
trigger9 = AnimElem = 28
trigger10 = AnimElem = 30
attr = C, SA
damage = 9+var(45), 1
animtype = med
guardflag = L
hitflag = MA
priority = 3, Hit
pausetime = 0, 15
sparkno = S909
sparkxy = -25, -19
hitsound = S195, 0
guardsound = S6, 0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 5
ground.velocity = -7.3
airguard.velocity = -3.9,-1
air.type = High
air.velocity = -3.4,-2
air.hittime = 12
palfx.time = 25
palfx.mul = 120,120,256
palfx.sinadd = 126,126,126,4
palfx.add = 1,1,3

[State 1000, Explod]
type = Explod
trigger1 = animelem = 5
id = 1053
anim = 1053
postype = p1
pos = -17,60
bindtime = 1
vel = 6.2,0
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = animelem = 11
id = 1053
anim = 1054
postype = p1
pos = -17,60
bindtime = 1
vel = 6.2,0
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = animelem = 17
id = 1053
anim = 1055
postype = p1
pos = -17,60
bindtime = 1
vel = 6.2,0
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = animelem = 23
id = 1053
anim = 1053
postype = p1
pos = -17,60
bindtime = 1
vel = 6.2,0
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = animelem = 29
id = 1053
anim = 1054
postype = p1
pos = -17,60
bindtime = 1
vel = 6.2,0
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = statetypeset
trigger1 = animelem = 2
trigger2 = animelem = 34
type = A

[State 1000, Explod]
type = statetypeset
trigger1 = animelem = 3
trigger2 = animelem = 35
type = C

[State 1000, Explod]
type = statetypeset
trigger1 = animelem = 31
movetype = I

[State 106, 3]
type = MakeDust
trigger1 = animelem = 4
trigger2 = animelem = 6
trigger3 = animelem = 10
trigger4 = animelem = 12
trigger5 = animelem = 16
trigger6 = animelem = 18
trigger7 = animelem = 22
trigger8 = animelem = 24
trigger9 = animelem = 29
pos = -5,-2
random = 5,5
spacing = 1

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 1400]
type    = S
movetype= I
physics = S
juggle  = 5
poweradd= 50
velset = 0,0
anim = 1400
ctrl = 0
sprpriority = 2

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = Time = 0
channel = 1
value = 1400,0

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

[State 1000, Explod]
type = statetypeset
trigger1 = time >= 10
movetype = A

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

[State 1505, 5]
type = Projectile
trigger1 = time = 20
attr = S, NP
projID = 1400
projanim = 1405
projhitanim = 909
projremanim = 909
projshadow = -1
projmisstime = 1
projhits = 1
projpriority = 2
offset = 7+var(45),-70-var(45)
velocity = var(45)-2,0
animtype = hard
guardflag = MA
hitflag = MAF
damage = var(45),2
getpower = 15
givepower = 15,5
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
hitsound = S195, 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3
guard.hittime = 5
guard.velocity = -2
air.velocity = -1.9,-2.7
palfx.time = 10
palfx.mul = 120,120,256
palfx.sinadd = 126,126,126,4
palfx.add = 1,1,3
ownpal = 1

[State 1505, 5]
type = Projectile
trigger1 = time = 21
attr = S, NP
projID = 1400
projanim = 1406
projhitanim = 909
projremanim = 909
projshadow = -1
projmisstime = 1
projhits = 1
projpriority = 2
offset = 7+var(45),-45-var(45)
velocity = var(45)-1.8,0
animtype = hard
guardflag = MA
hitflag = MAF
damage = var(45)+5,2
getpower = 15
givepower = 15,5
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
hitsound = S195, 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3
guard.hittime = 5
guard.velocity = -2
air.velocity = -1.9,-2.7
palfx.time = 10
palfx.mul = 120,120,256
palfx.sinadd = 126,126,126,4
palfx.add = 1,1,3
ownpal = 1

[State 1505, 5]
type = Projectile
trigger1 = time = 22
attr = S, NP
projID = 1400
projanim = 1407
projhitanim = 909
projremanim = 909
projshadow = -1
projmisstime = 1
projhits = 1
projpriority = 2
offset = 7+var(45),-50-var(45)
velocity = var(45)-1.5,0
animtype = hard
guardflag = MA
hitflag = MAF
damage = var(45),2
getpower = 15
givepower = 15,5
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
hitsound = S195, 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3
guard.hittime = 5
guard.velocity = -2
air.velocity = -1.9,-2.7
palfx.time = 10
palfx.mul = 120,120,256
palfx.sinadd = 126,126,126,4
palfx.add = 1,1,3
ownpal = 1

[State 1505, 5]
type = Projectile
trigger1 = time = 23
attr = S, NP
projID = 1400
projanim = 1408
projhitanim = 909
projremanim = 909
projshadow = -1
projmisstime = 1
projhits = 1
projpriority = 2
offset = 7+var(45),-73-var(45)
velocity = var(45)-1.3,0
animtype = hard
guardflag = MA
hitflag = MAF
damage = var(45)+5,2
getpower = 15
givepower = 15,5
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
hitsound = S195, 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3
guard.hittime = 5
guard.velocity = -2
air.velocity = -1.9,-2.7
palfx.time = 10
palfx.mul = 120,120,256
palfx.sinadd = 126,126,126,4
palfx.add = 1,1,3
ownpal = 1

[State 1505, 5]
type = Projectile
trigger1 = time = 24
attr = S, NP
projID = 1400
projanim = 1409
projhitanim = 909
projremanim = 909
projshadow = -1
projmisstime = 1
projhits = 1
projpriority = 2
offset = 7+var(45),-55-var(45)
velocity = var(45)-1.1,0
animtype = hard
guardflag = MA
hitflag = MAF
damage = var(45),2
getpower = 15
givepower = 15,5
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
hitsound = S195, 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3
guard.hittime = 5
guard.velocity = -2
air.velocity = -1.9,-2.7
palfx.time = 10
palfx.mul = 120,120,256
palfx.sinadd = 126,126,126,4
palfx.add = 1,1,3
ownpal = 1

[State 1505, 5]
type = Projectile
trigger1 = time = 25
attr = S, NP
projID = 1400
projanim = 1410
projhitanim = 909
projremanim = 909
projshadow = -1
projmisstime = 1
projhits = 1
projpriority = 2
offset = 7+var(45),-40-var(45)
velocity = var(45)-1,0
animtype = hard
guardflag = MA
hitflag = MAF
damage = var(45)+5,2
getpower = 15
givepower = 15,5
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
hitsound = S195, 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3
guard.hittime = 5
guard.velocity = -2
air.velocity = -1.9,-2.7
palfx.time = 10
palfx.mul = 120,120,256
palfx.sinadd = 126,126,126,4
palfx.add = 1,1,3
ownpal = 1

[State 1000, Explod]
type = Explod
trigger1 = time = 0
id = 1401
anim = 1401
postype = p1
pos = 0,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = time = 1
id = 1402
anim = 1402
postype = p1
pos = 0,0
vel = 0,-3
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = time = 1
id = 1402
anim = 1402
postype = p1
pos = 0,-85
vel = 0,3
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0
sprpriority = 3

[State 1100, 5]
type = ChangeState
trigger1 = time >= 31
value = 1450

[Statedef 1450]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 1450
ctrl = 0
sprpriority = 2

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = time = 0
value = 52,0

[State 700]
type = RemoveExplod
trigger1 = 1
id = 1401

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

[State 1100, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1410]
type    = S
movetype= I
physics = S
juggle  = 5
poweradd= 50
velset = 0,0
anim = 1400
ctrl = 0
sprpriority = 2

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = Time = 0
channel = 1
value = 1400,0

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

[State 1000, Explod]
type = statetypeset
trigger1 = time >= 20
movetype = A

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

[State 1505, 5]
type = Projectile
trigger1 = time = 35
attr = S, NP
projID = 1400
projanim = 1405
projhitanim = 909
projremanim = 909
projshadow = -1
projmisstime = 1
projhits = 1
projpriority = 2
offset = 7+var(45),-75-var(45)
velocity = var(45)-2,0
animtype = hard
guardflag = MA
hitflag = MAF
damage = var(45)-2,2
getpower = 15
givepower = 15,5
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
hitsound = S195, 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3
guard.hittime = 5
guard.velocity = -2
air.velocity = -1.9,-2.7
palfx.time = 10
palfx.mul = 120,120,256
palfx.sinadd = 126,126,126,4
palfx.add = 1,1,3
ownpal = 1

[State 1505, 5]
type = Projectile
trigger1 = time = 36
attr = S, NP
projID = 1400
projanim = 1406
projhitanim = 909
projremanim = 909
projshadow = -1
projmisstime = 1
projhits = 1
projpriority = 2
offset = 7+var(45),-40-var(45)
velocity = var(45)-1.8,0
animtype = hard
guardflag = MA
hitflag = MAF
damage = var(45),2
getpower = 15
givepower = 15,5
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
hitsound = S195, 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3
guard.hittime = 5
guard.velocity = -2
air.velocity = -1.9,-2.7
palfx.time = 10
palfx.mul = 120,120,256
palfx.sinadd = 126,126,126,4
palfx.add = 1,1,3
ownpal = 1

[State 1505, 5]
type = Projectile
trigger1 = time = 37
attr = S, NP
projID = 1400
projanim = 1407
projhitanim = 909
projremanim = 909
projshadow = -1
projmisstime = 1
projhits = 1
projpriority = 2
offset = 7+var(45),-50-var(45)
velocity = var(45)-1.5,0
animtype = hard
guardflag = MA
hitflag = MAF
damage = var(45)-2,2
getpower = 15
givepower = 15,5
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
hitsound = S195, 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3
guard.hittime = 5
guard.velocity = -2
air.velocity = -1.9,-2.7
palfx.time = 10
palfx.mul = 120,120,256
palfx.sinadd = 126,126,126,4
palfx.add = 1,1,3
ownpal = 1

[State 1505, 5]
type = Projectile
trigger1 = time = 38
attr = S, NP
projID = 1400
projanim = 1408
projhitanim = 909
projremanim = 909
projshadow = -1
projmisstime = 1
projhits = 1
projpriority = 2
offset = 7+var(45),-79-var(45)
velocity = var(45)-1.3,0
animtype = hard
guardflag = MA
hitflag = MAF
damage = var(45),2
getpower = 15
givepower = 15,5
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
hitsound = S195, 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3
guard.hittime = 5
guard.velocity = -2
air.velocity = -1.9,-2.7
palfx.time = 10
palfx.mul = 120,120,256
palfx.sinadd = 126,126,126,4
palfx.add = 1,1,3
ownpal = 1

[State 1505, 5]
type = Projectile
trigger1 = time = 39
attr = S, NP
projID = 1400
projanim = 1409
projhitanim = 909
projremanim = 909
projshadow = -1
projmisstime = 1
projhits = 1
projpriority = 2
offset = 7+var(45),-65-var(45)
velocity = var(45)-1.1,0
animtype = hard
guardflag = MA
hitflag = MAF
damage = var(45),2
getpower = 15
givepower = 15,5
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
hitsound = S195, 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3
guard.hittime = 5
guard.velocity = -2
air.velocity = -1.9,-2.7
palfx.time = 10
palfx.mul = 120,120,256
palfx.sinadd = 126,126,126,4
palfx.add = 1,1,3
ownpal = 1

[State 1505, 5]
type = Projectile
trigger1 = time = 40
attr = S, NP
projID = 1400
projanim = 1410
projhitanim = 909
projremanim = 909
projshadow = -1
projmisstime = 1
projhits = 1
projpriority = 2
offset = 7+var(45),-37-var(45)
velocity = var(45)-1,0
animtype = hard
guardflag = MA
hitflag = MAF
damage = var(45)-2,2
getpower = 15
givepower = 15,5
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
hitsound = S195, 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3
guard.hittime = 5
guard.velocity = -2
air.velocity = -1.9,-2.7
palfx.time = 10
palfx.mul = 120,120,256
palfx.sinadd = 126,126,126,4
palfx.add = 1,1,3
ownpal = 1

[State 1505, 5]
type = Projectile
trigger1 = time = 40
attr = S, NP
projID = 1400
projanim = 1405
projhitanim = 909
projremanim = 909
projshadow = -1
projmisstime = 1
projhits = 1
projpriority = 2
offset = 7+var(45),-50-var(45)
velocity = var(45)-2,0
animtype = hard
guardflag = MA
hitflag = MAF
damage = var(45),2
getpower = 15
givepower = 15,5
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
hitsound = S195, 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3
guard.hittime = 5
guard.velocity = -2
air.velocity = -1.9,-2.7
palfx.time = 10
palfx.mul = 120,120,256
palfx.sinadd = 126,126,126,4
palfx.add = 1,1,3
ownpal = 1

[State 1505, 5]
type = Projectile
trigger1 = time = 41
attr = S, NP
projID = 1400
projanim = 1406
projhitanim = 909
projremanim = 909
projshadow = -1
projmisstime = 1
projhits = 1
projpriority = 2
offset = 7+var(45),-55-var(45)
velocity = var(45)-1.8,0
animtype = hard
guardflag = MA
hitflag = MAF
damage = var(45)-2,2
getpower = 15
givepower = 15,5
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
hitsound = S195, 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3
guard.hittime = 5
guard.velocity = -2
air.velocity = -1.9,-2.7
palfx.time = 10
palfx.mul = 120,120,256
palfx.sinadd = 126,126,126,4
palfx.add = 1,1,3
ownpal = 1

[State 1505, 5]
type = Projectile
trigger1 = time = 42
attr = S, NP
projID = 1400
projanim = 1407
projhitanim = 909
projremanim = 909
projshadow = -1
projmisstime = 1
projhits = 1
projpriority = 2
offset = 7+var(45),-39-var(45)
velocity = var(45)-1.5,0
animtype = hard
guardflag = MA
hitflag = MAF
damage = var(45),2
getpower = 15
givepower = 15,5
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
hitsound = S195, 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3
guard.hittime = 5
guard.velocity = -2
air.velocity = -1.9,-2.7
palfx.time = 10
palfx.mul = 120,120,256
palfx.sinadd = 126,126,126,4
palfx.add = 1,1,3
ownpal = 1

[State 1505, 5]
type = Projectile
trigger1 = time = 43
attr = S, NP
projID = 1400
projanim = 1408
projhitanim = 909
projremanim = 909
projshadow = -1
projmisstime = 1
projhits = 1
projpriority = 2
offset = 7+var(45),-73-var(45)
velocity = var(45)-1.3,0
animtype = hard
guardflag = MA
hitflag = MAF
damage = var(45),2
getpower = 15
givepower = 15,5
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
hitsound = S195, 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3
guard.hittime = 5
guard.velocity = -2
air.velocity = -1.9,-2.7
palfx.time = 10
palfx.mul = 120,120,256
palfx.sinadd = 126,126,126,4
palfx.add = 1,1,3
ownpal = 1

[State 1505, 5]
type = Projectile
trigger1 = time = 44
attr = S, NP
projID = 1400
projanim = 1409
projhitanim = 909
projremanim = 909
projshadow = -1
projmisstime = 1
projhits = 1
projpriority = 2
offset = 7+var(45),-85-var(45)
velocity = var(45)-1.1,0
animtype = hard
guardflag = MA
hitflag = MAF
damage = var(45)-1,2
getpower = 15
givepower = 15,5
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
hitsound = S195, 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3
guard.hittime = 5
guard.velocity = -2
air.velocity = -1.9,-2.7
palfx.time = 10
palfx.mul = 120,120,256
palfx.sinadd = 126,126,126,4
palfx.add = 1,1,3
ownpal = 1

[State 1505, 5]
type = Projectile
trigger1 = time = 45
attr = S, NP
projID = 1400
projanim = 1410
projhitanim = 909
projremanim = 909
projshadow = -1
projmisstime = 1
projhits = 1
projpriority = 2
offset = 7+var(45),-66-var(45)
velocity = var(45)-1,0
animtype = hard
guardflag = MA
hitflag = MAF
damage = var(45),2
getpower = 15
givepower = 15,5
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
hitsound = S195, 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3
guard.hittime = 5
guard.velocity = -2
air.velocity = -1.9,-2.7
palfx.time = 10
palfx.mul = 120,120,256
palfx.sinadd = 126,126,126,4
palfx.add = 1,1,3
ownpal = 1

[State 1000, Explod]
type = Explod
trigger1 = time = 0
id = 1411
anim = 1411
postype = p1
pos = 0,0
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = time = 10
id = 1402
anim = 1402
postype = p1
pos = 0,-85
vel = 0,3
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = time = 10
id = 1402
anim = 1402
postype = p1
pos = 0,0
vel = 0,-3
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0
sprpriority = 3

[State 1100, 5]
type = ChangeState
trigger1 = time >= 51
value = 1451

[Statedef 1451]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 1451
ctrl = 0
sprpriority = 2

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = time = 0
value = 52,0

[State 700]
type = RemoveExplod
trigger1 = 1
id = 1401

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

[State 1100, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1500]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1500
ctrl = 0
sprpriority = 2

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = animelem = 5
channel = 1
value = 10,0

[State 1100, 5]
type = nothitby
trigger1 = time <= 3
value = SCA
time = 1

[State 1100, 5]
type = velset
trigger1 = time = 12
x = 3.7

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, ST
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
numhits = 0
p1stateno = 1501
p2stateno = 1503
guard.dist = 0
fall = 1

[State 1100, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1501]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1501
ctrl = 0
sprpriority = 2

[State 5110, 7]
type = GameMakeAnim
trigger1 = time = 0
value = 1
pos = 15,-65
random = 3

[State 1000, Explod]
type = Explod
trigger1 = time = 5
id = 1502
anim = 1502
postype = p1
pos = 0,0
bindtime = -1
ontop = 1

[State 810, Bind 1]
type = TargetBind
trigger1 = time = 0
pos = 15, 0

[State 1100, 5]
type = ChangeState
trigger1 = animtime = 0
value = 1505

[Statedef 1503]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 3

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1503

[Statedef 1505]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1505
ctrl = 0
sprpriority = 2

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = animelem = 3
channel = 1
value = 200,2

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = animelem = 21
channel = 1
value = 200,1

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 10
trigger3 = animelem = 16
trigger4 = animelem = 22
value = 1500,0

[State 700]
type = RemoveExplod
trigger1 = time = 0
id = 1502

[State 810, Throw 11]
type = TargetState
trigger1 = time = 0
value = 1506

[State 810, Bind 1]
type = TargetBind
trigger1 = animelem = 1
pos = 45, -30

[State 810, Bind 1]
type = TargetBind
trigger1 = animelem = 2
trigger2 = animelem = 9
trigger3 = animelem = 15
pos = 45, 0

[State 810, Throw 11]
type = TargetState
trigger1 = animelem = 3
value = 1507

[State 810, Bind 1]
type = TargetBind
trigger1 = animelem = 4
trigger2 = animelem = 10
trigger3 = animelem = 16
pos = 45, 10

[State 810, Bind 1]
type = sprpriority
trigger1 = animelem = 4
trigger2 = animelem = 10
trigger3 = animelem = 16
value = -1

[State 810, Bind 1]
type = TargetBind
trigger1 = animelem = 5
trigger2 = animelem = 11
trigger3 = animelem = 17
pos = -45, 10

[State 810, Bind 1]
type = sprpriority
trigger1 = animelem = 6
trigger2 = animelem = 12
trigger3 = animelem = 18
value = 2

[State 810, Bind 1]
type = TargetBind
trigger1 = animelem = 7
trigger2 = animelem = 13
trigger3 = animelem = 19
pos = -45, -30

[State 810, Throw 11]
type = Targetlifeadd
triggerall = p2life >= 34
trigger1 = animelem = 5
trigger2 = animelem = 11
trigger3 = animelem = 17
value = -33

[State 810, Throw 11]
type = Targetlifeadd
trigger1 = animelem = 21
value = -123

[State 810, Throw 11]
type = TargetState
trigger1 = animelem = 21
value = 1508

[State 810, Throw 11]
type = ChangeState
trigger1 = time >= 88
trigger1 = command = "pressure" || command = "pressure_h"
value = 880

[State 1100, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1506]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1506

[Statedef 1507]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1507

[Statedef 1508]
type    = A
movetype= H
physics = N
sprpriority = 1

[State 1000, 3]
type = nothitby
trigger1 = time <= 10
value = SCA

[State 1000, 3]
type = posadd
trigger1 = time = 0
x = -27
y = -48

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1508

[State 1000, 3]
type = velset
trigger1 = time = 0
x = -5.9
y = -8

[State 1000, 3]
type = veladd
trigger1 = time >= 0
y = .45

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

[State 2027, 5]
type = AngleAdd
trigger1 = Time >= 0
value = 9

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

[State 821, 4]
type = lifeadd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -2
value = -25

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -2
value = 5100

[Statedef 1600]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 1600
ctrl = 0
sprpriority = 2

[State 1100, 5]
type = ChangeState
trigger1 = animtime = 0
value = 1601

[Statedef 1601]
type    = A
movetype= A
physics = A
anim = 1601
ctrl = 0
sprpriority = 2

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = time = 0
trigger1 = random <= 444
channel = 1
value = 200,0

[State 1100, 5]
type = velset
trigger1 = time = 0
x = 2.27
y = -8.1

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, ST
hitflag = AF
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
numhits = 0
p1stateno = 1602
p2stateno = 1603
guard.dist = 0
fall = 1

[Statedef 1602]
type    = A
movetype= A
physics = N
anim = 1602
ctrl = 0
sprpriority = 2

[State 5110, 7]
type = GameMakeAnim
trigger1 = time = 0
value = 1
pos = 15,-66
random = 3

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = time = 0
value = F5,2

[State 1100, 5]
type = veladd
trigger1 = 1
y = .44

[State 810, Bind 1]
type = TargetBind
trigger1 = 1
pos = 5, -41

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

[State 810, Throw 11]
type = Targetlifeadd
trigger1 = time = 0
value = -22-var(45)

[State 810, Throw 11]
type = Targetlifeadd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 1
value = -79

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 1
value = S1200,0

[State 810, Throw 11]
type = TargetState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 1
value = 1604

[State 1100, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 1
value = 886

[Statedef 1603]
type    = A
movetype= H
physics = N
sprpriority = 1

[State 1100, 5]
type = veladd
trigger1 = 1
y = .44

[State 1100, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 1
value = 5100

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1603

[Statedef 1604]
type    = A
movetype= H
physics = N
sprpriority = 1

[State 821, 4]
type = SelfState
trigger1 = time = 0
value = 5100

[Statedef 2000]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 2000
poweradd = -500
ctrl = 0
sprpriority = 2

[State 1100, 5]
type = nothitby
trigger1 = animelem = 10
value = SCA
time = 5

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

[State 1200]
type = ReversalDef
trigger1 = time <= 9
trigger1 = var(45) = [5,6]
reversal.attr = SCA,NA,SA,HA,NP,SP,HP
numhits = 0
sparkno = S1151
pausetime = 10,10
sparkxy = 15,30
hitsound = S6,0

[State 1200]
type = ReversalDef
trigger1 = time <= 9
trigger1 = var(45) = [7,8]
reversal.attr = SCA,NA,SA,HA,NP,SP,HP
numhits = 0
sparkno = S1152
pausetime = 10,10
sparkxy = 15,30
hitsound = S6,0

[State 1200]
type = ReversalDef
trigger1 = time <= 9
trigger1 = var(45) = [9,10]
reversal.attr = SCA,NA,SA,HA,NP,SP,HP
numhits = 0
sparkno = S1153
pausetime = 10,10
sparkxy = 15,30
hitsound = S6,0

[State 1100, 5]
type = ChangeState
trigger1 = animtime = 0
value = 2001

[Statedef 2001]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 2001
juggle = 1
ctrl = 0
sprpriority = 2

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

[State 1100, 5]
type = velset
trigger1 = time = 0
x = 15
y = -2.8

[State 1100, 5]
type = veladd
trigger1 = time >= 1
y = .3

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

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = A, SA
animtype  = hard
damage    = ifelse(P2movetype = A,150+var(45),133)
guardflag = MA
pausetime = 12,ifelse(movehit,30,20)
priority = 6, Hit
sparkno = S909
sparkxy = -16,-72
hitsound   = S195
guardsound = S6,0
ground.type = high
ground.slidetime = 22
ground.hittime  = 21
guard.hittime = 10
guard.slidetime = 10
ground.velocity = -4,-4
air.velocity = -3.7,-3.5
palfx.time = 35
palfx.mul = 120,120,256
palfx.sinadd = 126,126,126,4
palfx.add = 1,1,3
fall = 1
fall.recover = 0

[State 210, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 1000, Explod]
type = Explod
trigger1 = movehit
trigger1 = !numexplod(1053)
trigger1 = var(45)=[5,6]
id = 1053
anim = 1053
postype = p1
pos = 30,20
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = movehit
trigger1 = !numexplod(1053)
trigger1 = var(45)=[7,8]
id = 1053
anim = 1054
postype = p1
pos = 30,20
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0
sprpriority = 3

[State 1000, Explod]
type = Explod
trigger1 = movehit
trigger1 = !numexplod(1053)
trigger1 = var(45)=[9,10]
id = 1053
anim = 1055
postype = p1
pos = 30,20
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
persistent = 0
sprpriority = 3

[State 5101, 3]
type = MoveHitReset
trigger1 = movehit

[State 1100, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 1
value = 632

[Statedef 91230]
type = S
movetype = H
ctrl = 0
velset = 0, 0
anim = 91230

[State 182, 1]
type = screenbound
trigger1 = 1 
movecamera = 1,0
value = 1

[State 210, Width]
type = Width
trigger1 = alive = 1
value = 50,50

[State 1201, helper]
type = Helper
trigger1 = AnimElem = 2
name = "cabeza"
ID = 4011
stateno = 912320
postype = p1
pos = -5,-34
sprpriority = 7

[State 220, 3]
type = changestate
trigger1 = time = 140
value = 91231
ctrl = 0

[Statedef 91231]
type = S
movetype = H
ctrl = 0
physics = N
velset = 0, 0

[State 700, 10]
type = Changeanim
trigger1 = Time = 0
value = 91231

[State 182, 1]
type = screenbound
trigger1 = 1 
movecamera = 1,0
value = 1

[State 1050, 1]
type = veladd
trigger1 = 1
y = .3

[State 3050, 5]
type = sprpriority
trigger1 = 1
value = 1

[State 210, Width]
type = Width
trigger1 = alive = 1
value = 50,50

[State 700, 10]
type = selfstate
trigger1 = pos Y >= -20 && vel y > 0
value = 5150
ctrl = 0

[Statedef 912320]
type    = A
movetype= I
physics = N
poweradd= 0
ctrl = 0
velset = -1,-4
sprpriority = 7
anim = 912320

[State 210, Width]
type = veladd
trigger1 = 1
y = .3

[State 220, 3]
type = velset
trigger1 = pos Y >= -0 && vel y > 0
y = -4.8

[State 191, Snd 2]
type = PlaySnd
trigger1 = pos Y >= -6 && vel y > 0
value = F7,0
freqmul = 1.3
volume = 100

[State 220, 3]
type = changestate
trigger1 = time = 73
value = 912321

[Statedef 912321]
type    = A
movetype= I
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 7
anim = -1

[State 220, 3]
type = destroyself
trigger1 = time = 2

[State 1010, 9] 
type = explod
trigger1 = time = 1
anim = 912321
persistent = 0
pos = 0,0
postype = p1
sprpriority = 3
shadow = -1

[Statedef 5150, 0]
type = S
ctrl = 0
velset = 0,0
movetype = I
physics = S
sprpriority = 0

[State 610, 2]
type = changeanim
triggerall = Anim != 91231
trigger1 = time = 0
value = 5150

[State 610, 2]
type = PlaySnd
triggerall= Anim != 91231
trigger1 = time = 0
value = F7,0

[State 821, 2.2]
type = posset
triggerall= Anim = 91231
trigger1 = 1
y = 0

[State 610, 2]
type = changeanim
triggerall = Anim = 91231
trigger1 = time = 0
value = 91232

[State 191, Snd 2]
type = PlaySnd
triggerall= Anim = 91232
trigger1 = time = 1
value = F7,0

[Statedef 543211]
physics = N
ctrl = 0

[State 4610, 4]
type = selfState
trigger1 = time = 0
value = 54321
ctrl = 1
IgnoreHitPause = 1
persistent = 0

[Statedef 54321]
type    = A
movetype= H
physics = N
anim = 54321
ctrl = 0
sprpriority = 2

[State 210, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 600, 4]
type = turn
trigger1 = time = 0
trigger1 = p2bodydist X < -10

[State 600, 4]
type = Gravity
trigger1 = 1

[State 30000, 2]
type = VelSet
trigger1 = Time = 0
x = -5.1
y = -6.2

[State 600,***]
type = Explod
trigger1 = var(38) >= 120
trigger1 = time = 17
anim = 12345
id = 12345
pos = 0 ,0
postype = p1
sprpriority = 3
bindtime = -1
persistent = 0
ignorehitpause = 1

[State 30000, 3] 
type = ChangeState
trigger1 = Pos Y > 1
trigger1 = time > 10
value = 54322

[Statedef 54322]
type    = A
movetype= H
physics = N
anim = 54322
ctrl = 0
sprpriority = 2

[State 210, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 600,***]
type = Explod
trigger1 = time = 0
trigger1 = !numexplod(54322)
anim = 54322
id = 54322
pos = 0 ,0
postype = p1
sprpriority = 1
bindtime = 1
persistent = 0
ignorehitpause = 1

[State 7001, 2]
type = Playsnd
trigger1 = Time = 0
value = s10,1

[State 7001, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 7001, 2]
type = VelSet
trigger1 = Time = 0
y = 0
x = 0

[State 5110, 7]
type = GameMakeAnim
trigger1 = time = 0
value = 62
pos = 0,0
under = 1

[State 30000, 3] 
type = nothitby
trigger1 = time = 0
value = SCA
time = 99999999999999999999

[State 30000, 3] 
type = ChangeState
trigger1 = time = 49
value = 54323

[Statedef 54323]
type    = A
movetype= H
physics = N
anim = 54323
ctrl = 0
sprpriority = 1

[State 7001, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 7001, 2]
type = VelSet
trigger1 = Time = 0
y = 0
x = 0

[State 30000, 3] 
type = nothitby
trigger1 = time = 0
value = SCA
time = 99999999999999999999

[State 210, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 30000, 3] 
type = ChangeState
trigger1 = HitShakeOver = 1
value = 5150

;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[Statedef -2]

[State -2]
type = ChangeState
triggerall = var(39) != 0
trigger1 = !alive
trigger1 = prevstateno = [5000,5025]
trigger1 = Enemy, HitDefAttr = SCA,NP,SA,SP,HA,HP
value = 54321
ctrl = 0
persistent = 0

[State -2]
type = Changeanim
triggerall = var(39) != 0
trigger1 = stateno = 5150
trigger1 = prevstateno = 54323
trigger1 = !alive
value = 54323

[State -2]
type = selfState
trigger1 = stateno = 54321
trigger1 = anim != 54321
value = 543211

[State -2]
type = PlayerPush
trigger1 = stateno = 5150
trigger1 = !alive
value = 0

[State -2]
type = playsnd
trigger1 = stateno = 5150
trigger1 = anim = 54323
trigger1 = time = 1
value = 10,0
;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------


[Statedef -3]
[State -2, Explod]
type = Explod
triggerall = !numexplod(1000)
trigger1 = ProjContact1000 = 1
trigger2 = ProjContact1100 = 1
trigger3 = ProjContact1160 = 1
trigger4 = ProjContact1200 = 1
trigger5 = stateno = 2001 && movehit
id = 1000
anim = 909
postype = p2
pos = 5-var(45),-35+var(45)
bindtime = -1
ignorehitpause = 1
ownpal = 1
ontop = 1
persistent = 0

[State -2, Explod]
type = Explod
triggerall = !numexplod(1001)
trigger1 = ProjContact1000 = 1
trigger2 = ProjContact1100 = 1
trigger3 = ProjContact1160 = 1
trigger4 = ProjContact1200 = 1
trigger5 = stateno = 2001 && movehit
id = 1001
anim = 909
postype = p2
pos = 5-var(45)*2,-70+var(45)
bindtime = 1
ignorehitpause = 1
ownpal = -1
ontop = 1
persistent = 0

[State -2, Explod]
type = Explod
triggerall = !numexplod(9999)
trigger1 = Projhit1000 = 1
trigger2 = Projhit1100 = 1
trigger3 = Projhit1160 = 1
trigger4 = Projhit1200 = 1
trigger5 = projhit1400 = 1
trigger6 = stateno = 2001 && movehit
id = 9999
anim = 1061
postype = p2
pos = 0,-10
bindtime = -1
ignorehitpause = 1
ownpal = 1
ontop = 1
persistent = 0

[State -3, 1]
type = helper
trigger1 = facing = 1
trigger1 = life > 0
trigger1 = var(46) = 1
trigger1 = !NumHelper(915)
trigger1 = !NumHelper(925)
stateno = 915
id = 915
owmpal = 0

[State -3, 1]
type = helper
trigger1 = facing = -1
trigger1 = life > 0
trigger1 = var(46) = 1
trigger1 = !NumHelper(915)
trigger1 = !NumHelper(925)
stateno = 925
id = 925
owmpal = 0

[State -3, 2]
type = Varset
trigger1 = stateno != 1500
var(49) = 0

[State -3, 2]
type = RemoveExplod
trigger1 = movetype = H
id = 901

[State -3, 2]
type = RemoveExplod
trigger1 = movetype = H
id = 9011

[State -3, 2]
type = RemoveExplod
trigger1 = movetype = H
id = 1401

[State -3, 2]
type = RemoveExplod
trigger1 = movetype = H
id = 1411

[State -3, 2]
type = RemoveExplod
trigger1 = movetype = H
id = 1402

[State -3, 2]
type = RemoveExplod
trigger1 = movetype = H
id = 3000

[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0

[State -3, back]
type = HitOverRide
trigger1 = P2Dist X  < 1
trigger1 = Pos Y = 0
trigger1 = StateType = S
trigger1 = alive
trigger1 = life > 0
time = 1
attr = C, NA
stateno = 5999

[State -3, 123]
type = helper
trigger1 = RoundState = 2
trigger1 = !NumHelper(856)
trigger1 = p2stateno = 860
helpertype = normal
name = "nage attack"
stateno = 856
id = 856
postype = P2
facing = 1
keyctrl = 0
owmpal = 1

[State -2, Explod]
type = Explod
triggerall = !numexplod(3307)
triggerall = !numexplod(3308)
trigger1 = time%10 = 1 || time%10 = 3 || time%10 = 5
trigger1 = p2stateno = 3306
id = 3306
anim = 909
postype = P2
pos = 5-var(45),-35+var(45)
bindtime = -1
ignorehitpause = 1
ownpal = 1
ontop = 1
persistent = 0

[State -2, Explod]
type = Explod
triggerall = !numexplod(3308)
triggerall = !numexplod(3309)
trigger1 = time%10 = 2 || time%10 = 4 || time%10 = 6
trigger1 = p2stateno = 3306
id = 3307
anim = 909
postype = P2
pos = 5-var(45)*2,-70+var(45)
bindtime = 1
ignorehitpause = 1
ownpal = -1
ontop = 1
persistent = 0

[State -2, Explod]
type = Explod
triggerall = !numexplod(3309)
triggerall = !numexplod(3306)
trigger1 = time%10 = 3 || time%10 = 5 || time%10 = 7
trigger1 = p2stateno = 3306
id = 3308
anim = 909
postype = P2
pos = 5-var(45),-55+var(45)
bindtime = -1
ignorehitpause = 1
ownpal = 1
ontop = 1
persistent = 0

[State -2, Explod]
type = Explod
triggerall = !numexplod(3306)
triggerall = !numexplod(3307)
trigger1 = time%10 = 4 || time%10 = 6 || time%10 = 8
trigger1 = p2stateno = 3306
id = 3309
anim = 909
postype = P2
pos = 5-var(45)*2,-18-var(45)
bindtime = 1
ignorehitpause = 1
ownpal = -1
ontop = 1
persistent = 0

[State -2, Explod]
type = Explod
trigger1 = !numexplod(9999)
trigger1 = p2stateno = 3306
id = 9999
anim = 1061
postype = P2
pos = 0,-10
bindtime = -1
ignorehitpause = 1
ownpal = 1
ontop = 1
persistent = 0

[State -3]
type = null;AssertSpecial
trigger1 = stateno = [0,20]
trigger2 = stateno = [100,106]
flag = noautoturn

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

[State -3, Light Hit Sound]
type = PlaySnd
triggerall = time = 1
triggerall = alive
triggerall = var(45) = [5,8]
trigger1 = stateno = 5000 && anim = 5011
trigger1 = random <= 666
trigger2 = stateno = 5000 && anim = 5001
trigger2 = random <= 555
trigger3 = stateno = 5000 && anim = 5010
trigger3 = random <= 777
trigger4 = stateno = 5000 && anim = 5030
trigger4 = random <= 444
trigger5 = stateno = 5081 && anim = 5080
trigger5 = random <= 666
trigger6 = stateno = 5020 && anim = 5001
trigger6 = random <= 666
trigger7 = stateno = 5011 && anim = 5020
trigger7 = random <= 666
channel = 4
value = 10,0

[State -3, Light Hit Sound]
type = PlaySnd
triggerall = time = 1
triggerall = alive
triggerall = var(45) = [7,10]
trigger1 = stateno = 5001 && anim = 5000
trigger1 = random <= 666
trigger2 = stateno = 5016 && anim = 5001
trigger2 = random <= 555
trigger3 = stateno = 5000 && anim = 5010
trigger3 = random <= 777
trigger4 = stateno = 5081 && anim = 5080
trigger4 = random <= 555
trigger5 = stateno = 5020 && anim = 5030
trigger5 = random <= 555
trigger6 = stateno = 5011 && anim = 5021
trigger6 = random <= 666
trigger7 = stateno = 5101 && anim = 5160
trigger7 = random <= 777
channel = 5
value = 10,1

[State -3, Light Hit Sound]
type = PlaySnd
triggerall = time = 1
triggerall = alive
triggerall = var(45) = [6,9]
trigger1 = stateno = 5001 && anim = 5002
trigger1 = random <= 555
trigger2 = stateno = 5001 && anim = 5012
trigger2 = random <= 555
trigger3 = stateno = 5030 && anim = 5051
trigger3 = random <= 666
trigger4 = stateno = 5071 && anim = 5070
trigger4 = random <= 888
trigger5 = stateno = 5000 && anim = 5030
trigger5 = random <= 888
trigger6 = stateno = 5011 && anim = 5022
trigger6 = random <= 666
channel = 6
value = 10,2

[State -3, Light Hit Sound]
type = PlaySnd
triggerall = time = 1
triggerall = alive
trigger1 = stateno = 5999
channel = 7
value = 10,3

[State 123, Light Hit Sound]
type = PlaySnd
trigger1 = time%10 = 6
trigger1 = p2stateno = 3306
value = 195,0

[State -3, Light Hit Sound]
type = stopSnd
trigger1 = movetype = H
channel = 1

[State -3, Light Hit Sound]
type = poweradd
trigger1 = movetype != H
trigger1 = time%10 = 3 || time%10 = 5 || time%10 = 7 || time%10 = 9
value = 1

[State -3, Light Hit Sound]
type = varadd
trigger1 = var(39) = 1
trigger1 = movetype = H
trigger1 = time = 0
trigger2 = var(39) = 1
trigger2 = statetype = A
trigger2 = movetype = A
trigger2 = time = 1
trigger2 = stateno != 600
var(38) = 1

[State -3, Light Hit Sound]
type = varadd
trigger1 = var(39) = 1
trigger1 = movetype = H
trigger1 = time = 1
trigger1 = stateno = 5000 && anim = 5010
var(38) = 3

[State -3, Light Hit Sound]
type = varadd
trigger1 = var(39) = 1
trigger1 = movetype = H
trigger1 = time = 1
trigger1 = stateno = 5100
var(38) = 5

[State -3, Light Hit Sound]
type = varadd
trigger1 = var(39) = 1
trigger1 = time = 1
trigger1 = stateno = 5999
trigger2 = var(39) = 1
trigger2 = movetype = H
trigger2 = time = 1
trigger2 = stateno = 5080
var(38) = 30

[State -3, Light Hit Sound]
type = velset
triggerall = stateno = 0
trigger1 = prevstateno = 100
trigger2 = prevstateno = 105
x = 0

[State -3, 3]
type = PlayerPush
trigger1 = stateno = [3405,3500]
trigger2 = stateno = [34066,34155]
value = 0

[State -3]
type = AssertSpecial
trigger1 = stateno = [3405,34111]
flag = nojugglecheck

[State -3]
type = Palfx
triggerall = prevstateno = [150,155]
trigger1 = time = 1
trigger1 = stateno = 1500
time = 10
add = 1,1,3
mul = 120,120,256
sinadd = 126,126,126,4

[state -2, debug output]
type = DisplayToClipboard
trigger1 = 1
text= "AI=Var(51): %d,p2bodydistX=:%d,H=Var(38): %d,ERO=Var(39): %d,face=Var(46): %d"
params = var(51), floor(p2bodydist X), var(38), var(39), var(46)
ignorehitpause = 1