;D'RAVEN's CNS  ver 5.22
;var
;1 - air recover nothitby    2 - staff ap        3 - animelemno
;4,5,9,18,30,12,14 - common  6,7,8 - juggle      57 - lifesub,manamax
;36 - hand equip             56 - p2life         58 - AI level
;h10 - m move facing         h11 - menu state2   h12 - hvar32^
;13 - menu key time          h14 - menu state    15,16,17,10 - p2 xy (for mm)
;19 - poweradd               20 - p image        55 - AI start
;54 - A stage that Staff of Wizardry appear 
;
;53 - to distinguish DOSMUGEN & WINMUGEN
;                                                59 - level
;21 - item1 pos x            22 - item2 pos x    23 - power drink
;24 - heal                   25 - invisible      11 - speed drink
;26 - wof num
;27 - woc num
;28 - wol num
;29 - wop num
;
;h21 - hv26^
;h22 - hv27^
;h23 - hv28^
;h24 - hv29^
;h25 - hv30^
;h26 - m num +4
;h27 - m num +8
;h28 - m num +12
;h29 - m num +16
;h30 - m num +20
;ph31 - menu num(0-3)
;ph32 - m1 num
;ph33 - m2 num
;ph34 - m3 num
;ph35 - m4(item) num
;37 - boots
;38 - globes
;39 - handitem
;40 - accessory
;41 - item 1
;42 - item 2
;43 - item 3
;44 - item 4
;45 - item 5
;46 - item 6
;47 - item 1 num
;48 - item 2 num
;49 - item 3 num
;50 - item 4 num
;51 - item 5 num
;52 - item 6 num
;
;
;
;
;h1,h2 - item
;
;fvar
;1 - map by st         h10 - m x accel         h11 - m y accel
;2 - fmap by hitem     h12 - m x accel(i)      h13 - m y accel(i)
;3 - map by accessry   7 - imap by hitem       8 - lmap by hitem
;4 - map by level      9 - dd command          10 - ghv hittime
;5 - ap by globes      11 - ghv ctrlt          35 - AI
;6 - ap by accessory                           30 - ai not start
;34 - winno            36 - box
;14 - run attack       33 - numpartner&partner,alive
;
;sysvar(4) & sysfvar use when p2 hit by p1
;
[Data]
life = 1000          ;Amount of life to start with
attack = 100         ;100% attack power (more is stronger)
defence = 100        ;100% defensive power (more is stronger)
fall.defence_up = 50 ;Def goes up by 50% everytime player is hit on ground
liedown.time = 60    ;Time player takes before getting up from HIT_LIEDOWN
airjuggle = 15       ;Can do 15 points of juggling
sparkno = 2        ;Default spark number
guard.sparkno = 40 ;Default guard spark number
KO.echo = 0           ;1 to enable echo on KO
volume = 30           ;Volume offset (negative for softer)
IntPersistIndex = 26
FloatPersistIndex = 34

[Size]
xscale = 1         ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
height = 60
ground.back = 11     ;Player width (back, ground)
ground.front = 11    ;Player width (front, ground)
air.back = 13        ;Player width (back, air)
air.front = 13       ;Player width (front, air)
z.width = 3          ;Player width (into and out)
attack.width = 4,4   ;Default attack width: back, front
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
head.pos = 0,-93
mid.pos = 0,-58

[Velocity]
walk.fwd  = 2.5      ;Walk forward
walk.back = -2.5     ;Walk backward
run.fwd  = 5.5, 0    ;Run forward (x, y)  - if y<0, player will hop
run.back = -5.5,0    ;Run backward (x, y) - if y=0, player will run
jump.neu = 0,-7.1    ;Neutral jumping velocity (x, y)
jump.back = -2.3     ;Jump back Speed (x, y)
jump.fwd = 2.3       ;Jump forward Speed (x, y)
runjump.fwd = 3.8    ;.
airjump.neu = 0      ;.
airjump.back = 0 ;Air jump speeds (opt)
airjump.fwd = 0    ;.

[Movement]
airjump.num = 0  ;Number of air jumps allowed (opt)
airjump.height = 0  ;Minimum distance from ground before you can air jump (opt)
yaccel = .32         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Format:
; [State STATENAME]
; number = number of controllers
;
; [State STATENAME 1]
; type = type (see testp3.c)
; starttime = time to activate controller
; endtime = time to stop controller (if omitted, defaults to starttime)
; value = ???? (depends on controller)
;---------------------------------------------------------------------------
; Stand
[Statedef 00]
type = S
physics = S
sprpriority = 0
velset = 0,0

[state 20, 1]
type = assertspecial
trigger1 = time = 0
flag = noshadow

[state 20, 1]
type = ctrlset
trigger1 = time = 0 && (prevstateno = 191 || prevstateno = 192)
value = 0

[State 0, 1]
type = varset
trigger1 = time = 0
var(1) = 0

[State 0, 1]
type = Changestate
trigger1 = anim = 5300
value = 11
ctrl = 1

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0 && prevstateno = 20
value = 24

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0 && prevstateno = 5001
value = 6

[State 0, 1]
type = Changestate
trigger1 = life <= 0
value = 5050
[State 0, 1]
type = ChangeAnim
trigger1 = anim != 5300 && Anim != 0 && Anim != 5 && anim != 24 && anim != 6
trigger2 = Anim = 5 || anim = 24 || anim = 6
trigger2 = animtime = 0
value = 0

[State 0, 1]
type = changestate
trigger1 = pos y < 0
value = 50

[State 0, 1]
type = posset
trigger1 = pos y > 0 || time = 0
y = 0

[State 0, 3]
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 1]
type = changeanim
triggerall = var(11) > 0 && anim = 0
trigger1 = animelem = 1,4 || animelem = 2,4 || animelem = 3,4 || animelem = 4,4
trigger2 = animelem = 5,4 || animelem = 6,4 || animelem = 7,4
value = 0
elem = animelemno(0)+1
[State 0, 1]
type = changeanim
trigger1 = var(11) > 0 && anim = 0 && animelem = 8,4
value = 0
elem = 1
[State 0, 1]
type = changeanim
triggerall = var(11) > 0
trigger1 = (animelem = 1,1 || animelem = 2,1) && anim = 24
trigger2 = (animelem = 1,2 || animelem = 2,1) && anim = 06
value = 24
elem = animelemno(0)+1
[State 0, 1]
type = changeanim
triggerall = var(11) > 0
trigger1 = animelem = 3,1 && anim = 24
trigger2 = animelem = 3,2 && anim = 06
value = 0
;--------------------------------------
; INTRO
[Statedef 191]
type = S
physics = S
ctrl = 0
anim = 190
velset = 0,0

[State 191, 2]
type = ChangeState
trigger1 = Time = 0
trigger1 = random < 500
value = 192

[State 192, begin]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 191, 3]
type = changeanim
trigger1 = anim = 190 && Animtime = 0
value = 205

[state 01,1]
type = projectile
triggerall = var(25) = 0 && anim = 205
trigger1 = animelem = 1,>=0 && animelem = 2,<0
trigger2 = animelem = 7,>=0 && animtime < 0-ifelse(var(11)>0,3,0)
offset = 0,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
triggerall = var(25) = 0 && anim = 205
trigger1 = animelem = 2,>=0 && animelem = 3,<0
trigger2 = animelem = 6,>=0 && animelem = 7,<0
offset = 8,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 3,>=0 && animelem = 6,<0 && var(25) = 0 && anim = 205
offset = 16,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(25) = 0 && anim != 205
offset = 0,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[State 191, 3]
type = ChangeState
trigger1 = AnimTime = 0 && anim = 205
value = 0
[Statedef 192];-----------intro 2----------------
type = S
physics = S
ctrl = 0
velset = 0,0
anim = 191

[State 192, begin]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 191, 3]
type = changeanim
trigger1 = anim = 191 && AnimTime = 0
value = 190

[State 191, 3]
type = changeanim
trigger1 = anim = 190 && Animelem = 1,20
value = 205

[State 191, 3]
type = varrandom
trigger1 = anim = 191 && animelem = 2,< 0 && time%16 = 0
v = 4
range = 1

[State 1000, 4]
type = Projectile
trigger1 = anim = 191 && animelem = 2,< 0 && time%16 = 0 && var(4) = 1
projanim = 496
projsprpriority = 2
offset = 19,-34
velocity = 1.4,-0.6
projremovetime = 16
projremanim = 497
accel = -0.06,-0.06
[State 1000, 4]
type = Projectile
trigger1 = anim = 191 && animelem = 2,< 0 && time%16 = 0 && var(4) != 1
projanim = 498+ifelse(facing=-1,95,0)
projsprpriority = 2
offset = 19,-34
velocity = 1.4,-0.6
projremovetime = 16
projremanim = 498+ifelse(facing=-1,95,0)
accel = -0.06,-0.06

[State 1000, 4]
type = Projectile
trigger1 = anim = 190 && animelem = 1
projanim = 499
projsprpriority = 2
offset = 0,-124
projremovetime = 15

[state 01,1]
type = projectile
triggerall = var(25) = 0 && anim = 205
trigger1 = animelem = 1,>=0 && animelem = 2,<0
trigger2 = animelem = 7,>=0 && animtime < 0-ifelse(var(11)>0,3,0)
offset = 0,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
triggerall = var(25) = 0 && anim = 205
trigger1 = animelem = 2,>=0 && animelem = 3,<0
trigger2 = animelem = 6,>=0 && animelem = 7,<0
offset = 8,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 3,>=0 && animelem = 6,<0 && var(25) = 0 && anim = 205
offset = 16,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(25) = 0 && anim != 205
offset = 0,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[State 191, 3]
type = ChangeState
trigger1 = AnimTime = 0 && anim = 205
value = 0
;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 0
velset = 0,0

[State 40, 1]
type = changestate
trigger1 = prevstateno != 100 && time = 0 && fvar(35) = 1 && p2dist x > 250
trigger1 = p2name = "D'RAVEN" && p2stateno = 1000
value = 0
ctrl = 1

[State 40, 1]
type = turn
trigger1 = command = "holdback" && prevstateno != 100 && time = 0 && fvar(35) = 0

[state 01,1]
type = projectile
trigger1 = animelem = 1,>=0 && animtime<0 && var(25) = 0
offset = -18,-ceil(pos y)
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
projedgebound = 210
projstagebound = 210
ignorehitpause = 1

[State 40, 3]
type = VarSet
trigger1 = time = 0
var(5) = 0
[State 40, 3]
type = VarSet
trigger1 = time = 0 && prevstateno != 50
var(9) = 0
[State 40, 3]
type = VarSet
trigger1 = time = 0
trigger1 = prevstateno = 50||prevstateno = 600||prevstateno = 610||prevstateno = 41
var(9) = 1
[State 40, 3]
type = statetypeset
trigger1 = time = 0
trigger1 = prevstateno = 50||prevstateno = 600||prevstateno = 610||prevstateno = 41
value = A
[State 20, 4]
type = helper
trigger1 = time = 0
trigger1 = prevstateno = 50||prevstateno = 600||prevstateno = 610||prevstateno = 41
stateno = 830
pos = 0,-5
name = "mz"
ownpal = 1
[State 40, 3]
type = VarSet
trigger1 = command != "holddown" && command = "x" && fvar(35) = 0
var(5) = 1
[State 40, 3]
type = VarSet
trigger1 = command = "holddown" && command = "x" && fvar(35) = 0
var(5) = 2

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

[State 40, 2]
type = VarSet
trigger1 = (command = "holdfwd" && prevstateno != 100) || prevstateno = 100
trigger1 = fvar(35) = 0
trigger2 = fvar(35) = 1
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback" && prevstateno != 100 && fvar(35) = 0
sysvar(1) = -1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
var(14) = 0
[State 40, 1]
type = VarSet
trigger1 = AnimTime = -1-ifelse(var(11)>0,3,0) && command="holdup" && sysvar(1)=0 && prevstateno != 100 && fvar(35) = 0
trigger1 = prevstateno != 50 && prevstateno != 600 && prevstateno != 610 && prevstateno != 41
var(14) = 1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = -1-ifelse(var(11)>0,3,0)+ifelse(var(14) =1,1,0) && prevstateno != 100
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))*ifelse(var(11)>0,2,1)
y = (const(velocity.jump.y)-ifelse(var(14)=1,1.5,0)-ifelse(sysvar(1) !=0,0.2,0))*ifelse(var(11)>0,2,1)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0-ifelse(var(11)>0,3,0)
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)*ifelse(var(11)>0,2,1)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = -1-ifelse(var(11)>0,3,0)+ifelse(var(14) =1,1,0) && prevstateno != 100
value = 50
ctrl = 1

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0-ifelse(var(11)>0,3,0) && prevstateno = 100
value = 41
ctrl = 1
;---------------------------------------------------------------------------
; Jump Up
[Statedef 50]
type    = A
physics = A
sprpriority = 0

[State 100, 1]
type = playerpush
trigger1 = pos y + vel y < 0
value = 0

[State 50, 4]
type = velset
trigger1 = time = 0 && prevstateno = 111
x = 0
[State 50, 4]
type = changeanim
trigger1 = time = 0 && prevstateno = 111
value = 41
elem = 11

[state 01,1]
type = turn
trigger1 = time = 0 && sysvar(1) = -1 && prevstateno != 111

[State 50, 4]
type = varset
trigger1 = time = 0
var(12) = ifelse(var(11)>0,1,0)
[State 50, 4]
type = varset
trigger1 = time = 0
var(30) = 0
[State 50, 4]
type = varset
trigger1 = command != "holdup" && fvar(35) = 0
var(30) = 1
[State 50, 4]
type = changestate
trigger1 = time > 0 && var(9) = 0
trigger1 = command = "DJ" && var(30) = 1 && fvar(35) = 0 && var(14) = 0 && prevstateno != 111
value = 40

[State 50, 4]
type = playsnd
trigger1 = time = 0 && prevstateno != 111
value = 1,1

[state 01,1]
type = veladd
trigger1 = time = 0 && (vel x > 0 || vel x < 0) && prevstateno != 111
y = -0.3*ifelse(var(12)>0,2,1)

[State 50, 4]
type = varset
trigger1 = time = 0
var(18) = 0
[State 50, 4]
type = varset
trigger1 = time = 0
var(4) = 0
[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0 && prevstateno != 111
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 2]
type = ChangeAnim
trigger1 = Time < 21-ifelse(var(11)>0,10,0) && prevstateno = 40 && anim = 41 && time%4= 0 && var(14) = 1
value = 41
elem = 1
[State 50, 2]
type = ChangeAnim
trigger1 = Time = 21-ifelse(var(11)>0,10,0) && prevstateno = 40 && anim = 41 && var(14) = 1
value = 41
elem = 9

[State 50, 4]
type = varset
trigger1 = command = "holdback" && vel x = 0 && var(18) = 0 && fvar(35) = 0
trigger1 = anim = 41 && time <= 22-ifelse(var(12)>0,11,0) && time > 0 && prevstateno != 111
var(18) = 1
[State 50, 4]
type = varset
triggerall = var(18) = 0 && time > 0 && prevstateno != 111 && fvar(35) = 0
trigger1 = command = "holdback" && vel x > 0
trigger1 = anim = 42 && time <= 24-ifelse(var(12)>0,12,0)
trigger2 = command = "holdfwd" && vel x < 0
trigger2 = anim = 43 && time <= 24-ifelse(var(12)>0,12,0)
var(18) = 2

[State 50, 4]
type = turn
triggerall = command = "holdback" && vel x >= 0 && var(4)=0 && time > 0 && prevstateno != 111 && fvar(35) = 0
trigger1 = anim = 41 && time <= 22-ifelse(var(12)>0,11,0)
trigger2 = anim = 42 && time <= 24-ifelse(var(12)>0,12,0)
persistent = 0
[State 50, 4]
type = varset
trigger1 = var(4) = 0 && prevstateno != 111 && fvar(35) = 0
trigger1 = command = "holdfwd" && vel x < 0
trigger1 = anim = 43 && time <= 24-ifelse(var(12)>0,12,0) && time > 0
var(4) = 1
[State 50, 4]
type = changeanim
trigger1 = command = "holdfwd" && vel x < 0 && prevstateno != 111 && fvar(35) = 0
trigger1 = anim = 43 && time <= 24-ifelse(var(12)>0,12,0) && time > 0
value = 42
elem = animelemno(0)
persistent = 0

[State 50, 4]
type = veladd
trigger1 = var(18) = 1 && time >= 22-ifelse(var(12)>0,11,0) && prevstateno != 111
x = .2*ifelse(var(12)>0,4,1)

[State 50, 4]
type = veladd
trigger1 = var(18) = 2 && prevstateno != 111
x = .19*ifelse(var(12)>0,4,1)

[State 50, 4]
type = veladd
trigger1 = var(12) > 0
y = const(Movement.yaccel)*2.7

[State 50, 4]
type = Changestate
trigger1 = var(5) = 1 && prevstateno != 111
value = 600
[State 50, 4]
type = Changestate
trigger1 = var(5) = 2 && prevstateno != 111
value = 610

[State 0, 1]
type = changeanim
triggerall = var(12) > 0 && anim = 41
trigger1 = animelem = 1,1 || animelem = 2,1 || animelem = 3,1 || animelem = 4,1
trigger2 = animelem = 5,1 || animelem = 6,1 || animelem = 7,1 || animelem = 8,1
trigger3 = animelem = 9,1 || animelem = 10,1 || animelem = 11,1 || animelem = 12,1
value = 41
elem = animelemno(0)+1
[State 0, 1]
type = changeanim
trigger1 = var(12) > 0 && anim = 41 && animelem = 13,1
value = 41
elem = 12
[State 0, 1]
type = changeanim
triggerall = var(12) > 0 && (anim = 42 || anim = 43)
trigger1 = animelem = 1,1 || animelem = 2,1 || animelem = 3,1 || animelem = 4,1
trigger2 = animelem = 5,1 || animelem = 6,1 || animelem = 7,1 || animelem = 8,1
trigger3 = animelem = 9,1 || animelem = 10,1 || animelem = 11,1 || animelem = 12,1 || animelem = 13,1
value = anim
elem = animelemno(0)+1
[State 0, 1]
type = changeanim
trigger1 = var(12) > 0 && (anim = 42 || anim = 43) && animelem = 14,1
value = anim
elem = 13

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2 && prevstateno != 111
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3
;---------------------------------------------------------------------------
; Jump Up high
[Statedef 41]
type    = A
physics = N
anim = 48

[State 100, 1]
type = playerpush
trigger1 = pos y < 0
value = 0

[State 50, 4]
type = varset
trigger1 = time = 0
var(12) = ifelse(var(11)>0,1,0)
[State 50, 1]
type = Velset
trigger1 = Time = 0
y = -7.7*ifelse(var(12)>0,2,1)

[State 50, 4]
type = playsnd
trigger1 = time = 0
value = 1,1

[State 50, 4]
type = varset
trigger1 = time = 0
var(30) = 0
[State 50, 4]
type = varset
trigger1 = command != "holdup" && fvar(35) = 0
var(30) = 1
[State 50, 4]
type = changestate
trigger1 = time > 0 && var(9) = 0 && command = "DJ" && var(30) = 1 && fvar(35) = 0
value = 40

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 50, 1]
type = Varset
trigger1 = Time = 0
var(18) = 0
[State 50, 1]
type = Varset
trigger1 = Time = 0
var(4) = 0

[State 50, 1]
type = Varset
trigger1 = command = "holdback" && time <= 24-ifelse(var(12)>0,12,0) && var(4) = 0 && fvar(35) = 0
var(4) = 1
[State 50, 4]
type = turn
trigger1 = command = "holdback" && time <= 24-ifelse(var(12)>0,12,0) && fvar(35) = 0
persistent = 0

[State 50, 4]
type = veladd
trigger1 = var(4) = 1
x = .2*ifelse(var(12)>0,4,1)

[State 50, 4]
type = Changestate
trigger1 = var(5) = 1
value = 600

[State 50, 4]
type = Changestate
trigger1 = var(5) = 2
value = 610

[State 50, 1]
type = Veladd
trigger1 = Time < 24
y = .30*ifelse(var(12)>0,2*1.53,1)
[State 50, 1]
type = Veladd
trigger1 = Time > 23
y = .105*ifelse(var(12)>0,2*1.53,1)

[State 50, 1]
type = Varset
trigger1 = Time = 24
var(18) = 1

[State 0, 1]
type = changeanim
triggerall = var(12) > 0 && anim = 48
trigger1 = animelem = 1,1 || animelem = 2,1 || animelem = 3,1 || animelem = 4,1
trigger2 = animelem = 5,1 || animelem = 6,1 || animelem = 7,1 || animelem = 8,1
trigger3 = animelem = 9,1 || animelem = 10,1 || animelem = 11,1 || animelem = 12,1 || animelem = 13,1
value = 48
elem = animelemno(0)+1
[State 0, 1]
type = changeanim
trigger1 = var(12) > 0 && anim = 48 && animelem = 14,1
value = 48
elem = 13
[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State 50, 3]
type = Changestate
trigger1 = Vel y > 0
trigger1 = pos y > -1
value = 52
;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47
velset = 0,0
sprpriority = 0

[State 0, 1]
type = varset
trigger1 = time = 0
var(1) = 0

[state 20, 1]
type = assertspecial
trigger1 = time = 0
flag = noshadow
[State 0, 1]
type = changeanim
trigger1 = var(11) > 0
trigger1 = animelem = 1,1||animelem = 2,1||animelem = 3,1||animelem = 4,1
value = anim
elem = animelemno(0)+1

[State 52, 1]
type = playsnd
trigger1 = Time = 0
value = 1,2

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

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

[State 52, 4]
type = ChangeState
trigger1 = Animelem = 3 && command = "holddown"
value = 11
ctrl = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime >= 0-ifelse(var(11)>0,1,0) && command = "holdup"
value = 40
[State 52, 4]
type = ChangeState
trigger1 = AnimTime >= 0-ifelse(var(11)>0,1,0) && command != "holdup"
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; RUN
[Statedef 100]
type    = S
physics = S
movetype = A
anim = 100
sprpriority = 1
ctrl = 0
juggle = 9

[State 100, 1]
type = turn
triggerall = time = 0 && fvar(35) = 0
trigger1 = helper(1),command = "BB" && facing = 1
trigger2 = helper(1),command = "FF" && facing = -1

[State 0, 1]
type = changeanim
trigger1 = var(11) > 0 && anim = 100 && animelem = 1,1
value = 100
elem = 2
[State 0, 1]
type = changeanim
trigger1 = var(11) > 0 && anim = 100 && animelem = 2,2
value = 100
elem = 1

[State 20, 4]
type = varset
trigger1 = time = 0
var(3) = 1

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)*ifelse(var(11)>0,2,1)

[State 100, 2]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
flag2 = NoAutoTurn

[State 1000, 4]
type = hitdef
trigger1 = 1
attr = S, SA
damage = 0
id = 100
animtype = H
priority = 3,hit
hitonce = 0
guardflag = M
pausetime = 8,14
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 14-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,6,0)
guard.hittime  = 14-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,6,0)
guard.velocity = -6
ground.velocity = -3,-5
air.velocity = -3,-5
ground.cornerpush.veloff = -4
guard.cornerpush.veloff = -10
getpower = 0,0
givepower = 0,0
sparkno = s20020
sparkxy = 5-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,16,0),-65+ceil(p2bodydist Y/4)
hitsound   = s1,6
guardsound = 6,0
ground.type = low
fall = 1
fall.recover = 1
fall.recovertime = 40

[State 20, 4]
type = varset
trigger1 = time = 0
var(18) = 0
[State 20, 4]
type = varset
trigger1 = movecontact > 0
var(18) = 1
ignorehitpause = 1

[State 20, 4]
type = varset
trigger1 = time = 0
var(4) = 0
[State 20, 4]
type = varset
trigger1 = time = 0 && numhelper(4) < 1
var(4) = 2
[State 20, 4]
type = varset
trigger1 = time = 0 && numhelper(3) < 1 && numhelper(596) < 1
var(4) = 1

[State 20, 4]
type = helper
trigger1 = movehit > 0 && var(4) = 1
stateno = 3
id = 3
pos = 22,-30
name = "item"
ownpal = 1
persistent = 0
ignorehitpause = 1
[State 20, 4]
type = helper
trigger1 = movehit > 0 && var(4) = 2
stateno = 4
id = 4
pos = 22,-30
name = "item"
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 100, 4]
type = ChangeState
trigger1 = (command = "f_x" || command = "b_x") && (command = "holdfwd" || command = "holdback")
trigger1 = movecontact > 0
value = 250
ignorehitpause = 1

[State 100, 4]
type = ChangeState
trigger1 = movecontact > 0
value = 230

[State 100, 4]
type = ChangeState
trigger1 = command = "holdup"
value = 40
[State 100, 4]
type = ChangeState
trigger1 = command = "holdfwd" && time >= 110
value = 0
ctrl = 1
[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd" && command != "holdback" && time = 0 && fvar(35) = 0
trigger2 = command != "holdfwd" && time > 0 && fvar(35) = 0
trigger3 = time > 0 && fvar(35) = 1 && (p2movetype = A || p2statetype = L || p2dist x < 0)
value = 103
;---------------------------------------------------------------------------
[Statedef 103]
type    = S
physics = N
anim = 103
ctrl = 0

[State 50, 4]
type = varset
trigger1 = time = 0
var(12) = ifelse(var(11)>0,1,0)
[State 0, 1]
type = changeanim
trigger1 = var(12) > 0 && anim = 103
trigger1 = animelem = 1,2||animelem = 2,2||animelem = 3,2||animelem = 4,2
value = 103
elem = animelemno(0)+1

[State 101, 3]
type = changestate
trigger1 = time < 5-ifelse(var(12)>0,2,0) && command = "holdback" && fvar(35) = 0
trigger2 = time = 1 && fvar(35) = 1 && ((p2statetype = L && random < 500)||p2statetype != L||p2dist x < 0)
value = 104

[State 101, 3]
type = velmul
trigger1 = 1
x = .91-ifelse(var(12)>0,0.09,0)

[state 01,1]
type = explod
trigger1 = animelem = 2,>=0 && animtime<0-ifelse(var(12)>0,2,0)
trigger1 = (timemod = 4,0 && var(12) = 0)||(timemod = 2,0 && var(12) > 0)
pos = 8,0
anim = 20030
sprpriority = -1+ifelse(random<500,3,0)
ownpal = 1
random = 2,10
ignorehitpause = 1

[State 101, 3]
type = playsnd
trigger1 = animelem = 2
value = 1,5

[State 101, 3]
type = ChangeState
trigger1 = animTime = 0-ifelse(var(12)>0,2,0)
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 104]
type    = S
physics = N
anim = 104
ctrl = 0

[State 50, 4]
type = varset
trigger1 = time = 0
var(12) = ifelse(var(11)>0,1,0)
[State 0, 1]
type = changeanim
triggerall = var(12) > 0 && anim = 104
trigger1 = animelem = 1,2||animelem = 2,1||animelem = 3,2||animelem = 4,1
trigger2 = animelem = 5,2||animelem = 6,1||animelem = 7,2||animelem = 8,1||animelem = 9,2
value = 104
elem = animelemno(0)+1

[State 50, 4]
type = changestate
trigger1 = time = 1 && fvar(35) = 1
value = 109

[state 01,1]
type = explod
trigger1 = animelem = 2,>=0 && animtime<0-ifelse(var(12)>0,2,0)
trigger1 = (timemod = 4,2 && var(12) = 0)||(timemod = 2,2 && var(12) > 0)
pos = 8,0
anim = 20030
sprpriority = -1+ifelse(random<500,3,0)
ownpal = 1
random = 2,10
ignorehitpause = 1

[state 01,1]
type = projectile
trigger1 = animelem = 1,>=0 && animelem = 5,<0
offset = -10,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
projedgebound = 210
projstagebound = 210
ignorehitpause = 1
[state 01,1]
type = projectile
trigger1 = animelem = 5,>=0 && animelem = 6,<0
offset = -6,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
projedgebound = 210
projstagebound = 210
ignorehitpause = 1

[State 20, 4]
type = varset
trigger1 = time = 0
var(3) = 1

[State 20, 4]
type = helper
trigger1 = time = 0
stateno = 251
pos = 0,0
name = "body"
ownpal = 1

[State 20, 4]
type = width
trigger1 = animtime < 0-ifelse(var(12)>0,2,0) && p2dist x > 0
value = 5,0

[State 101, 3]
type = velmul
trigger1 = animelem = 1,>= 0 && animelem = 7,<0
x = .91-ifelse(var(12)>0,0.09,0)

[State 101, 3]
type = playsnd
trigger1 = animelem = 3
value = 1,5

[State 101, 3]
type = velset
trigger1 = animelem = 7
x = 0
[State 101, 3]
type = veladd
trigger1 = animelem = 7,>=0 && animtime < 0-ifelse(var(12)>0,2,0)
x = -0.16*ifelse(var(12)>0,4,1)

[State 101, 3]
type = turn
trigger1 = animTime = 0-ifelse(var(12)>0,2,0)

[State 101, 3]
type = ChangeState
trigger1 = animTime = 0-ifelse(var(12)>0,2,0)
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;tackle
[Statedef 107]
type    = C
physics = N
anim = 107
sprpriority = 1
ctrl = 0
velset = 0,0

[State 100, 1]
type = turn
triggerall = time = 0 && fvar(35) = 0
trigger1 = helper(1),command = "tackleb" && facing = 1
trigger2 = helper(1),command = "tacklef" && facing = -1

[State 100, 1]
type = turn
triggerall = time = 0 && fvar(35) = 1
trigger1 = numhelper(3) > 0
trigger1 = (var(21) - pos x > 0 && facing = -1)||(var(21) - pos x < 0 && facing = 1)
trigger2 = numhelper(4) > 0
trigger2 = (var(22) - pos x > 0 && facing = -1)||(var(22) - pos x < 0 && facing = 1)

[State 50, 4]
type = varset
trigger1 = time <= 1
var(12) = ifelse(var(11)>0,1,0)
[State 0, 1]
type = changeanim
trigger1 = var(12) > 0 && anim = 107
trigger1 = animelem = 1,3
value = 107
elem = 2

[State 101, 3]
type = playsnd
trigger1 = animelem = 2
value = 1,5

[state 01,1]
type = explod
trigger1 = animelem = 2,>=0 && timemod = 4,0
pos = 45,5
anim = 20030
sprpriority = -1+ifelse(random<500,3,0)
ownpal = 1
random = 2,10
ignorehitpause = 1

[state 01,1]
type = projectile
trigger1 = animelem = 1,>=0 && animelem = 2,<0 && var(25) = 0
offset = 8,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time > 5-ifelse(var(12)>0,3,0) && var(25) = 0
offset = 35,0
projanim = 1
projscale = 2.1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[State 100, 1]
type = changeanim
trigger1 = time > 5-ifelse(var(12)>0,3,0)
value = 107
elem = 2

[State 100, 1]
type = playerpush
trigger1 = time > 5-ifelse(var(12)>0,3,0)
value = 0

[State 100, 1]
type = velset
trigger1 = time = 6-ifelse(var(12)>0,3,0)
x = 9*ifelse(var(12)>0,2,1)

[State 100, 4]
type = ChangeState
trigger1 = command != "hold_a" && time > 6-ifelse(var(12)>0,3,0) && fvar(35) = 0
trigger2 = time >= 14-ifelse(var(12)>0,7,0)
trigger3 = time > 6-ifelse(var(12)>0,3,0) && fvar(35) = 1 && numhelper(3)+numhelper(4) = 0
value = 108
;--------------------------------------------------------
[Statedef 108]
type    = C
physics = N
anim = 108
sprpriority = 1
ctrl = 0

[State 100, 1]
type = velset
trigger1 = time = 0
x = 9*ifelse(var(12)>0,2,1)

[State 0, 1]
type = changeanim
trigger1 = var(12) > 0 && anim = 108
trigger1 = animelem = 1,2 || animelem = 2,2 || animelem = 3,2
value = 108
elem = animelemno(0)+1

[State 100, 1]
type = playerpush
trigger1 = time < 7-ifelse(var(12)>0,3,0)
value = 0
[State 100, 1]
type = playerpush
trigger1 = time > 6-ifelse(var(12)>0,3,0)
value = 1

[state 01,1]
type = explod
trigger1 = animelem = 3,<0
trigger1 = (timemod = 4,0 && var(12) = 0)||(timemod = 2,0 && var(12) > 0)
pos = 45,5
anim = 20030
sprpriority = -1+ifelse(random<500,3,0)
ownpal = 1
random = 2,10
ignorehitpause = 1

[state 01,1]
type = projectile
trigger1 = animelem = 1,>=0 && animelem = 3,<0 && var(25) = 0
offset = 35,0
projanim = 1
projscale = 2.1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 3,>=0 && animelem = 4,<0 && var(25) = 0
offset = -7,0
projanim = 1
projscale = 1.7,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 4,>=0 && animtime < 0 && var(25) = 0
offset = 7,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[State 100, 4]
type = velmul
trigger1 = 1
x = .88-ifelse(var(12)>0,0.09,0)

[State 100, 4]
type = ChangeState
trigger1 = animtime = 0-ifelse(var(12)>0,2,0) && command != "holddown"
value = 0
ctrl = 1
[State 100, 4]
type = ChangeState
trigger1 = animtime = 0-ifelse(var(12)>0,2,0) && command = "holddown"
value = 11
ctrl = 1
;--------------------------------------------------------
; Stand to Crouch
[Statedef 10]
type    = C
physics = C
anim = 10

[state 20, 1]
type = assertspecial
trigger1 = time = 0
flag = noshadow
[State 10, 1]
type = changeanim
trigger1 = prevstateno = 20 && var(18) = -1 && time = 0
value = 13
[State 0, 1]
type = changeanim
trigger1 = var(11) > 0
trigger1 = animelem = 1,1
value = anim
elem = 2
[State 10, 1]
type = varset
trigger1 = time = 0
var(18) = 0

[State 10, 1]
type = VelMul
trigger1 = Time = 0
x = .75

[State 10, 2]
type = ChangeState
trigger1 = AnimTime = 0-ifelse(var(11)>0,1,0)
value = 11
;---------------------------------------------------------------------------
; Crouching
[Statedef 11]
type    = C
physics = C
sprpriority = 0

[state 20, 1]
type = assertspecial
trigger1 = time = 0
flag = noshadow
[state 20, 1]
type = varset
trigger1 = time = 0 && prevstateno != 21
fvar(9) = 0

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0 && prevstateno = 5011
value = 16

[State 0, 3]
type = VelSet
trigger1 = abs(vel x) < 2
x = 0

[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = anim != 11 && anim != 16 && anim != 7
trigger2 = anim = 16 || anim = 7
trigger2 = AnimTime = 0
value = 11

[State 0, 1]
type = changeanim
trigger1 = var(11) > 0 && anim = 16
trigger1 = animelem = 1,2 || animelem = 2,1
value = 16
elem = animelemno(0)+1
[State 0, 1]
type = changeanim
trigger1 = var(11) > 0 && anim = 16
trigger1 = animelem = 3,2
value = 11
;---------------------------------------------------------------------------
; Crouch to Stand
[Statedef 12]
type    = S
physics = S
anim = 12

[state 20, 1]
type = assertspecial
trigger1 = time = 0
flag = noshadow
[State 10, 1]
type = changeanim
trigger1 = prevstateno = 21 && var(18) = -1 && time = 0
value = 14
[State 0, 1]
type = changeanim
trigger1 = var(11) > 0
trigger1 = animelem = 1,1
value = anim
elem = 2
[State 10, 1]
type = varset
trigger1 = time = 0
var(18) = 0

[State 12, 1]
type = ChangeState
trigger1 = AnimTime = 0-ifelse(var(11)>0,1,0)
value = 0
;---------------------------------------------------------------------------
; Walk
[Statedef 20]
type    = S
physics = S
sprpriority = 0

[State 20, 3]
type = turn
trigger1 = command = "holdback" && command != "holdfwd" && fvar(35) = 0
[State 20, 3]
type = turn
triggerall = fvar(35) = 1 && time = 0
trigger1 = numhelper(3) > 0
trigger1 = (var(21) - pos x > 0 && facing = -1)||(var(21) - pos x < 0 && facing = 1)
trigger2 = numhelper(4) > 0
trigger2 = (var(22) - pos x > 0 && facing = -1)||(var(22) - pos x < 0 && facing = 1)

[State 20, 3]
type = changeanim
trigger1 = time = 0 && command = "holdback" && command != "holdfwd" && fvar(35) = 0
value = 5

[State 20, 1]
type = VarSet
trigger1 = time = 0
var(5) = 0

[State 20, 1]
type = VelSet
triggerall = (command = "holdfwd" && fvar(35) = 0) || fvar(35) = 1
trigger1 = anim != 5
trigger2 = anim = 5 && animtime = 0
x = const(velocity.walk.fwd.x)*ifelse(var(37)=1&&var(11)=0,1.4,1)*ifelse(var(11)>0,2,1)

[State 20, 3]
type = ChangeAnim
triggerall = (Anim != 20 && anim != 5) || (anim = 5 && animtime = 0)
trigger1 = vel x > 0
trigger2 = time = 0 && command = "holdback" && command != "holdfwd" && fvar(35) = 0
value = 20
elem = var(5)

[State 20, 1]
type = VarSet
trigger1 = 1
var(5) = animelemno(0)

[State 20, 3]
type = varset
trigger1 = vel x > 0
var(18) = 1
[State 20, 3]
type = varset
trigger1 = vel x < 0
var(18) = -1

[State 20, 3]
type = ChangeAnim
trigger1 = anim = 5 && animtime = 0
value = 0

[State 0, 1]
type = changeanim
triggerall = var(11) > 0 && anim = 20
trigger1 = animelem = 1,1 || animelem = 2,2 || animelem = 3,1 || animelem = 4,2
trigger2 = animelem = 5,1 || animelem = 6,2 || animelem = 7,1 || animelem = 8,2
trigger3 = animelem = 9,1 || animelem = 10,2 || animelem = 11,1 || animelem = 12,2
value = 20
elem = animelemno(0)+1
[State 0, 1]
type = changeanim
trigger1 = var(11) > 0 && anim = 20 && animelem = 13,1
value = 20
elem = 2
;---------------------------------------------------------------------------
;C Walk
[Statedef 21]
type    = C
physics = N
sprpriority = 0
ctrl = 1

[state 20, 1]
type = varset
trigger1 = time = 0
fvar(9) = 1
[state 20, 1]
type = assertspecial
trigger1 = time = 0
flag = noshadow

[State 20, 3]
type = changeanim
trigger1 = time = 0 && command = "holdback" && command != "holdfwd"
value = 7
persistent = 0
[State 20, 3]
type = turn
trigger1 = time = 0 && command = "holdback" && command != "holdfwd"
persistent = 0

[State 20, 3]
type = varset
trigger1 = vel x > 0
var(18) = 1
[State 20, 3]
type = varset
trigger1 = vel x < 0
var(18) = -1

[State 20,3]
type = ChangeState
value = 400
trigger1 = command = "x"
[State 20,3]
type = ChangeState
value = 109
trigger1 = command = "a"

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd" && command != "holdback"
x = 1*ifelse(var(11)>0,2,1)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback" && command != "holdfwd"
x = -1*ifelse(var(11)>0,2,1)

[State 20, 3]
type = ChangeAnim
trigger1 = Anim != 22 && Anim != 7
trigger2 = anim = 7 && animtime = 0
value = 22

;[State 20, 4]
;type = ChangeAnim
;triggerall = vel x < 0
;trigger1 = Anim != 23
;value = 23
[State 0, 1]
type = changeanim
triggerall = var(11) > 0 && anim = 22
trigger1 = animelem = 1,1 || animelem = 2,2 || animelem = 3,1 || animelem = 4,2
trigger2 = animelem = 5,1 || animelem = 6,2 || animelem = 7,1 || animelem = 8,2
trigger3 = animelem = 9,1 || animelem = 10,2 || animelem = 11,1
value = 22
elem = animelemno(0)+1
[State 0, 1]
type = changeanim
trigger1 = var(11) > 0 && anim = 22 && animelem = 13,2
value = 22
elem = 1

[State 20, 4]
type = Changestate
trigger1 = command != "holdfwd" && vel x > 0
trigger2 = command != "holdback" && vel x < 0
value = 11
ctrl = 1

[State 20, 4]
type = Changestate
trigger1 = command != "holddown"
value = 12
ctrl = 1
;---------------------------------------------------------------------------
; AI Walk
[Statedef 22]
type    = S
physics = S
sprpriority = 0
ctrl = 0

[State 20, 3]
type = turn
triggerall = fvar(35) = 1 && time = 0
trigger1 = numhelper(3) > 0
trigger1 = (var(21) - pos x > 0 && facing = -1)||(var(21) - pos x < 0 && facing = 1)
trigger2 = numhelper(4) > 0
trigger2 = (var(22) - pos x > 0 && facing = -1)||(var(22) - pos x < 0 && facing = 1)

[State 20, 3]
type = ctrlset
trigger1 = p2movetype = A || time = 64
value = 1

[State 20, 3]
type = changeanim
trigger1 = time = 0 && command = "holdback" && command != "holdfwd" && fvar(35) = 0
value = 5

[State 20, 1]
type = VarSet
trigger1 = time = 0
var(5) = 0

[State 20, 1]
type = VelSet
triggerall = (command = "holdfwd" && fvar(35) = 0) || fvar(35) = 1
trigger1 = anim != 5
trigger2 = anim = 5 && animtime = 0
x = const(velocity.walk.fwd.x)*ifelse(var(37)=1&&var(11)=0,1.4,1)*ifelse(var(11)>0,2,1)

[State 20, 3]
type = ChangeAnim
triggerall = (Anim != 20 && anim != 5) || (anim = 5 && animtime = 0)
trigger1 = vel x > 0
trigger2 = time = 0 && command = "holdback" && command != "holdfwd" && fvar(35) = 0
value = 20
elem = var(5)

[State 20, 1]
type = VarSet
trigger1 = 1
var(5) = animelemno(0)

[State 20, 3]
type = varset
trigger1 = vel x > 0
var(18) = 1
[State 20, 3]
type = varset
trigger1 = vel x < 0
var(18) = -1

[State 20, 3]
type = ChangeAnim
trigger1 = anim = 5 && animtime = 0
value = 0

[State 0, 1]
type = changeanim
triggerall = var(11) > 0 && anim = 20
trigger1 = animelem = 1,1 || animelem = 2,2 || animelem = 3,1 || animelem = 4,2
trigger2 = animelem = 5,1 || animelem = 6,2 || animelem = 7,1 || animelem = 8,2
trigger3 = animelem = 9,1 || animelem = 10,2 || animelem = 11,1 || animelem = 12,2
value = 20
elem = animelemno(0)+1
[State 0, 1]
type = changeanim
trigger1 = var(11) > 0 && anim = 20 && animelem = 13,1
value = 20
elem = 2

[State -1]
type = ChangeState
value = 107
trigger1 = p2bodydist x < 2 && p2dist x >= 0 && frontedgedist <= 30
trigger1 = p2statetype = L
[State -1]
type = ChangeState
value = 109
trigger1 = p2bodydist x < 2 && p2dist x >= 0 && frontedgedist <= 40
trigger1 = p2stateno = 5120
[State -1]
type = ChangeState
value = 410
trigger1 = numhelper(3) > 0 && var(21) - pos x < 20 && var(21) - pos x > -20
trigger1 = helper(3),pos y > 9
trigger2 = numhelper(4) > 0 && var(22) - pos x < 20 && var(22) - pos x > -20
trigger2 = helper(4),pos y > 9
;---------------------------------------------------------------------------
;blink
[Statedef 109]
type    = S
physics = N
sprpriority = 0
anim = 5200
velset = 0,0
ctrl = 0

[State 20, 3]
type = turn
triggerall = time = 0
trigger1 = command = "holdback" && prevstateno != 300  && fvar(35) = 0
trigger1 = prevstateno != 103 && prevstateno != 104 && prevstateno != 250
trigger1 = prevstateno != 200 && prevstateno != 400
trigger2 = prevstateno = 104 && fvar(35) = 0
trigger3 = fvar(35) = 1 && prevstateno = 22
trigger3 = p2bodydist x < 2 && p2dist x > 0 && frontedgedist <= 30
[State 20, 3]
type = turn
triggerall = time = 0 && fvar(35) = 1 && frontedgedist > 70
trigger1 = p2dist x < 125 && random < 500 && fvar(35) = 1
trigger1 = prevstateno != 103 && prevstateno != 104 && prevstateno != 250
trigger1 = prevstateno != 200 && prevstateno != 400 && prevstateno != 300
trigger2 = prevstateno = 104
trigger3 = p2dist x > 150 && random < 500
trigger3 = prevstateno != 103 && prevstateno != 104 && prevstateno != 250
trigger3 = prevstateno != 200 && prevstateno != 400 && prevstateno != 300
[State 20, 3]
type = turn
triggerall = fvar(35) = 1 && statetype != A && var(20) <= 0 && pos y >= 0 && time = 0
triggerall = p2movetype = H && p2bodydist X < 2 && frontedgedist <= 30
triggerall = p2bodydist X > -1
trigger1 = numhelper(3) > 0 && (var(21) - pos x <= 80 && var(21) - pos x >= -80)
trigger1 = helper(3),var(1) < 33
trigger1 = helper(3),frontedgedist > 0 && helper(3),backedgedist > 0
trigger2 = numhelper(4) > 0 && (var(22) - pos x <= 80 && var(22) - pos x >= -80)
trigger2 = helper(4),var(1) < 33
trigger2 = helper(4),frontedgedist > 0 && helper(4),backedgedist > 0

[State 50, 4]
type = varset
trigger1 = time = 0
var(12) = ifelse(var(11)>0,1,0)
[State 0, 1]
type = changeanim
triggerall = var(12) > 0 && anim = 5200
trigger1 = animelem = 1,2 || animelem = 2,2 || animelem = 2,2
trigger2 = animelem = 3,3 || animelem = 4,3 || animelem = 5,3
value = 5200
elem = animelemno(0)+1

[state 01,1]
type = playerpush
trigger1 = animtime < 0-ifelse(var(12)>0,1,0)
value = 0

[State 109, 1]
type = nothitby
trigger1 = animelem = 7, < 0
value = SCA

[state 01,1]
type = posadd
trigger1 = animelem = 3
x = -55

[state 01,1]
type = velset
trigger1 = animelem = 3
x = -2.5*ifelse(var(12)>0,2,1)
[state 01,1]
type = velmul
trigger1 = animelem = 3,>= 0 && animtime < 0-ifelse(var(12)>0,1,0)
x = .94-ifelse(var(12)>0,0.07,0)

[state 01,1]
type = projectile
trigger1 = animtime < 0-ifelse(var(12)>0,1,0) && var(25) = 0
offset = -37,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[State 20, 4]
type = Changestate
trigger1 = animtime = 0-ifelse(var(12)>0,1,0) && prevstateno != 11 && prevstateno != 21 && prevstateno != 400
value = 0
ctrl = 1
[State 20, 4]
type = Changestate
trigger1 = animtime = 0-ifelse(var(12)>0,1,0) && (prevstateno = 11 || prevstateno = 21 || prevstateno = 400)
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;wing
[Statedef 111]
type    = A
physics = N
anim = 111
ctrl = 1

[State 100, 1]
type = playerpush
trigger1 = pos y < 0
value = 0

[state 01,1]
type = turn
triggerall = fvar(35) = 0
trigger1 = command = "a" && time > 0 && anim != 600 && anim != 610 && anim != 601 && anim != 611 && command != "holddown"
trigger2 = command = "a" && time > 0 && anim != 600 && anim != 610 && anim != 601 && anim != 611 && command = "holddown" && (command = "holdfwd" || command = "holdback")
[state 01,1]
type = turn
trigger1= fvar(35) = 1
trigger1 = p2dist x < 0

[State 0, 1]
type = changeanim
trigger1 = var(11) > 0 && (anim = 600||anim = 601)
trigger1 = animelem = 1,2 || animelem = 2,2 || animelem = 3,1
value = anim
elem = animelemno(0)+1
[State 0, 1]
type = changeanim
trigger1 = var(11) > 0 && (anim = 610||anim = 611)
trigger1 = animelem = 1,2 || animelem = 4,2
value = anim
elem = animelemno(0)+1
[State 0, 1]
type = changeanim
trigger1 = var(11) > 0 && (anim = 111||anim = 113||anim = 114||anim = 115)
trigger1 = animelem = 1,4 || animelem = 2,4
value = anim
elem = animelemno(0)+1
[State 0, 1]
type = changeanim
trigger1 = var(11) > 0 && (anim = 111||anim = 113||anim = 114||anim = 115)
trigger1 = animelem = 3,4
value = anim
elem = 1
[State 0, 1]
type = changeanim
trigger1 = var(11) > 0 && anim = 112
trigger1 = animelem = 1,6 || animelem = 2,6
value = anim
elem = animelemno(0)+1
[State 0, 1]
type = changeanim
trigger1 = var(11) > 0 && anim = 112
trigger1 = animelem = 3,6
value = anim
elem = 1

[State 50, 4]
type = varset
trigger1 = time = 0
var(12) = ifelse(var(11)>0,1,0)
[state 20, 1]
type = assertspecial
trigger1 = 1
flag = nojugglecheck

[state 01,1]
type = varset
trigger1 = movehit > 0
var(9) = 0
[state 01,1]
type = varadd
trigger1 = 1
var(9) = 1

[state 01,1]
type = varset
trigger1 = time = 0
var(5) = 0
[state 01,1]
type = varset
trigger1 = var(5) >= 134
var(5) = 1
[state 01,1]
type = varadd
trigger1 = time >= 26-ifelse(var(12)>0,13,0) && command != "holdup" && command != "holddown" && command != "holdback" && command != "holdfwd" && anim != 600 && anim != 610 && anim != 601 && anim != 611
var(5) = 1

[state 01,1]
type = posadd
triggerall = time >= 26-ifelse(var(12)>0,13,0) && command != "holdup" && command != "holddown" && command != "holdback" && command != "holdfwd" && anim != 600 && anim != 610 && anim != 601 && anim != 611
trigger1 = var(5) = 6 || var(5) = 11 || var(5) = 17 || var(5) = 24
trigger2 = var(5) = 117 || var(5) = 124 || var(5) = 130 || var(5) = 134
y = -1
[state 01,1]
type = posadd
triggerall = time >= 26-ifelse(var(12)>0,13,0) && command != "holdup" && command != "holddown" && command != "holdback" && command != "holdfwd" && anim != 600 && anim != 610 && anim != 601 && anim != 611
trigger1 = var(5) = 47 || var(5) = 54 || var(5) = 60 || var(5) = 65
trigger2 = var(5) = 70 || var(5) = 79 || var(5) = 85 || var(5) = 92
y = 1

[state 01,1]
type = velset
trigger1 = time < 26-ifelse(var(12)>0,13,0) && pos y >= -120
x = 0
y = -1*ifelse(var(12)>0,2,1)
[state 01,1]
type = velset
trigger1 = time = 26-ifelse(var(12)>0,13,0) || (time < 26-ifelse(var(12)>0,13,0) && pos y < -120)
x = 0
y = 0

[state 01,1]
type = changeanim
trigger1 = time >= 26-ifelse(var(12)>0,13,0) && command = "x" && command = "holddown" && command != "holdfwd" && command != "holdback" && anim != 600 && anim != 610 && anim != 601 && anim != 611
value = 610+ifelse(var(36)>4,1,0)
[state 01,1]
type = changeanim
trigger1 = anim = 610 || anim = 611
trigger1 = (animelem = 5,1 && var(11) = 0) || (animelem = 5,0 && var(11) != 0)
value = 112
[state 01,1]
type = changeanim
triggerall = anim != 600 && anim != 610 && anim != 601 && anim != 611
trigger1 = time >= 26-ifelse(var(12)>0,13,0) && command = "x" && command != "holddown"
trigger2 = time >= 26-ifelse(var(12)>0,13,0) && command = "x" && command = "holddown" && (command = "holdback" || command = "holdfwd")
value = 600+ifelse(var(36)>4,1,0)
[state 01,1]
type = changeanim
trigger1 = anim = 600 || anim = 601
trigger1 = (animelem = 4,3 && var(11) = 0)||(animelem = 4,2 && var(11) > 0)
value = 112

[state 20, 1]
type = varset
trigger1 = anim = 600 || anim = 610 || anim = 601 || anim = 611
var(3) = animelemno(0)

[state 01,1]
type = statetypeset
trigger1 = anim = 600 || anim = 610 || anim = 601 || anim = 611
movetype = A
[state 01,1]
type = statetypeset
trigger1 = movetype = A && anim != 600 && anim != 610 && anim != 601 && anim != 611
movetype = I

[state 01,1]
type = velset
trigger1 = time >= 26-ifelse(var(12)>0,13,0) && command = "holdup" && pos y >= -120 && anim != 600 && anim != 610 && anim != 601 && anim != 611
y = -2*ifelse(var(11)>0,2,1)
[state 01,1]
type = velset
trigger1 = time >= 26-ifelse(var(12)>0,13,0) && command = "holdup" && pos y < -120 && anim != 600 && anim != 610 && anim != 601 && anim != 611
y = 0
[state 01,1]
type = changeanim
trigger1 = time >= 26-ifelse(var(12)>0,13,0) && command = "holdup" && anim != 111 && command != "holdfwd" && command != "holdback" && anim != 600 && anim != 610 && command != "holddown" && anim != 601 && anim != 611
value = 111
[state 01,1]
type = velset
trigger1 = time >= 26-ifelse(var(12)>0,13,0) && command = "holddown" && anim != 600 && anim != 610 && anim != 601 && anim != 611
y = 2*ifelse(var(11)>0,2,1)
[state 01,1]
type = changeanim
trigger1 = time >= 26-ifelse(var(12)>0,13,0) && command = "holddown" && anim != 114 && command != "holdfwd" && command != "holdback" && anim != 600 && anim != 610 && anim != 601 && anim != 611
value = 114
[state 01,1]
type = velset
trigger1 = time >= 26-ifelse(var(12)>0,13,0) && command = "holdfwd" && anim != 600 && anim != 610 && anim != 601 && anim != 611
x = 2*ifelse(var(11)>0,2,1)
[state 01,1]
type = changeanim
trigger1 = time >= 26-ifelse(var(12)>0,13,0) && command = "holdfwd" && anim != 115 && command != "a" && anim != 600 && anim != 610 && command != "holdback" && anim != 601 && anim != 611
trigger2 = time >= 26-ifelse(var(12)>0,13,0) && command = "holdback" && anim != 115 && command = "a" && anim != 600 && anim != 610 && command != "holdfwd" && anim != 601 && anim != 611
value = 115
[state 01,1]
type = velset
trigger1 = time >= 26-ifelse(var(12)>0,13,0) && command = "holdback" && anim != 600 && anim != 610 && anim != 601 && anim != 611
x = -2*ifelse(var(11)>0,2,1)
[state 01,1]
type = velset
trigger1 = time >= 26-ifelse(var(12)>0,13,0) && command != "holdback" && command != "holdfwd" && anim != 600 && anim != 610 && anim != 601 && anim != 611
x = 0
[state 01,1]
type = velset
trigger1 = time >= 26-ifelse(var(12)>0,13,0) && command != "holdup" && command != "holddown" && (command = "holdfwd" || command = "holdback") && anim != 600 && anim != 610 && anim != 601 && anim != 611
y = 0
[state 01,1]
type = changeanim
trigger1 = time >= 26-ifelse(var(12)>0,13,0) && command = "holdback" && anim != 113 && command != "a" && anim != 600 && anim != 610 && anim != 601 && anim != 611
trigger2 = time >= 26-ifelse(var(12)>0,13,0) && command = "holdfwd" && anim != 113 && command = "a" && anim != 600 && anim != 610 && anim != 601 && anim != 611
value = 113
[state 01,1]
type = velset
trigger1 = time >= 26-ifelse(var(12)>0,13,0) && command != "holdup" && command != "holddown" && command != "holdback" && command != "holdfwd" && anim != 600 && anim != 610 && anim != 601 && anim != 611
trigger2 = anim = 600 || anim = 610 || anim = 601 || anim = 611
x = 0
y = 0
[state 01,1]
type = changeanim
trigger1 = time >= 26-ifelse(var(12)>0,13,0) && command != "holdup" && command != "holddown" && command != "holdback" && command != "holdfwd" && anim != 112 && anim != 600 && anim != 610 && anim != 601 && anim != 611
value = 112

[State 20, 4]
type = poweradd
trigger1 = var(37) != 2
value = -1
ignorehitpause = 1

[State 20, 4]
type = Changestate
trigger1 = command = "DD" || (roundstate = 3 && anim != 600 && anim != 610 && anim != 601 && anim != 611) || power <= 0 || (command = "b" && helper(1),var(31) = 2 && helper(1),var(34) = 8 && helper(1),var(14)=0 && helper(1),var(10)=0 && time > 0)
trigger2 = command = "a" && command = "holddown" && command != "holdfwd" && command != "holdback"
trigger3 = fvar(35) = 1
value = 50
ctrl = 1

[state 01,1]
type = sprpriority
trigger1 = anim != 600 && anim != 610 && anim != 601 && anim != 611
value = 0
[state 01,1]
type = sprpriority
trigger1 = anim = 600 || anim = 610 || anim = 601 || anim = 611
value = 1

[State 52, 1]
type = playsnd
trigger1 = animelem = 2 && (anim = 600 || anim = 610 || anim = 601 || anim = 611)
value = 1,3

[state 20, 1]
type = movehitreset
trigger1 = movetype != A
ignorehitpause = 1
[state 20, 1]
type = varadd
trigger1 = movehit > 0 && movetype = A && animelem = 4,1
var(6) = 2
ignorehitpause = 1
[state 20, 1]
type = varset
trigger1 = movehit > 0 && movetype = A && animelem = 4,1
var(7) = 160
ignorehitpause = 1
[state 20, 1]
type = varset
trigger1 = movetype = A && animelem = 1
var(8) = 0

[State 1000, 4]
type = hitdef
triggerall = animelem = 3
triggerall = anim = 600 || anim = 601
triggerall = var(36) != 8 || (var(36) = 8 && p2statetype = A)
triggerall = var(9) > 20
trigger1 = numhelper(1176) = 0
trigger2 = numhelper(1176) > 0
trigger2 = helper(1176),numtarget = 0 || p2stateno != [1179,1187]
attr = A, NA
damage = ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0)))*ifelse(var(25)>0,2,1),ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0))/8)*ifelse(var(25)>0,2,1)
priority = 5,hit
hitflag = MAF-
animtype = H
guardflag = M
getpower = 0,0
givepower = 0,0
hitonce = 0
pausetime = 8,12
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.hittime  = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.velocity = -4
ground.velocity = -2-ifelse(var(6)+2>=15,1,0),ifelse(var(6)+2>=15,-5,0)
air.velocity = -3,-5
sparkno = s20000
sparkxy = 5-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,16,0),-60
hitsound   = s1,0
guardsound = 6,0
ground.type = High
fall = ifelse(var(6)+2>=15,1,0)
air.fall = 1
fall.recover = 1
fall.recovertime = 40
[State 1000, 4]
type = hitdef
trigger1 = animelem = 3
trigger1 = anim = 600 || anim = 601
trigger1 = var(36) != 8 || (var(36) = 8 && p2statetype = A)
trigger1 = numhelper(1176) > 0
trigger1 = helper(1176),numtarget > 0 && p2stateno = [1179,1187]
attr = A, NA
damage = ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0)))*ifelse(var(25)>0,2,1),ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0))/8)*ifelse(var(25)>0,2,1)
priority = 5,hit
hitflag = MAF
animtype = H
guardflag = M
getpower = 0,0
givepower = 0,0
hitonce = 0
pausetime = 8,12
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.hittime  = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.velocity = -4
ground.velocity = -2-ifelse(var(6)+2>=15,1,0),ifelse(var(6)+2>=15,-5,0)
air.velocity = -3,-5
sparkno = s20000
sparkxy = 5-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,16,0),-60
hitsound   = s1,0
guardsound = 6,0
ground.type = High
fall = ifelse(var(6)+2>=15,1,0)
air.fall = 1
fall.recover = 1
fall.recovertime = 40
[State 1000, 4]
type = hitdef
triggerall = animelem = 3
triggerall = anim = 600 || anim = 601
trigger1 = var(36) = 8 && p2statetype != A
attr = A, NA
damage = ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0)))*ifelse(var(25)>0,2,1),ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0))/8)*ifelse(var(25)>0,2,1)
priority = 5,hit
hitflag = MAF
animtype = H
guardflag = M
getpower = 0,0
givepower = 0,0
hitonce = 0
pausetime = 8,69-ifelse(var(6)+2>=15,57,0)
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.hittime  = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.velocity = -4
ground.velocity = -2-ifelse(var(6)+2>=15,1,0),ifelse(var(6)+2>=15,-5,0)
air.velocity = -3,-5
sparkno = s20000
sparkxy = 5-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,16,0),-60
hitsound   = s1,0
guardsound = 6,0
ground.type = High
fall = ifelse(var(6)+2>=15,1,0)
air.fall = 1
fall.recover = 1
fall.recovertime = 40

[State 1000, 4]
type = hitdef
triggerall = animelem = 3
triggerall = anim = 610 || anim = 611
triggerall = var(36) != 8 || (var(36) = 8 && (p2statetype = A || p2statetype = L))
triggerall = var(9) > 23
trigger1 = p2stateno != [5030,5101]
attr = A, NA
damage = ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0)))*ifelse(var(25)>0,2,1),ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0))/8)*ifelse(var(25)>0,2,1)
priority = 5,hit
hitflag = MAFD
animtype = H
guardflag = M
hitonce = 0
pausetime = 8,12
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.hittime  = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.velocity = -4
ground.velocity = -2-ifelse(var(6)+2>=15,1,0),ifelse(var(6)+2>=15,-5,0)
air.velocity = -3,-5
down.velocity = 0,0
getpower = 0,0
givepower = 0,0
sparkno = s20040
sparkxy = -2-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,16,0),20+ifelse(pos y > -30,ceil(-30-pos y),0)+ifelse(p2dist y < 0,ceil(-20+p2dist y),0)
hitsound   = s1,0
guardsound = 6,0
ground.type = Low
fall = ifelse(var(6)+2>=15,1,0)
air.fall = 1
fall.recover = 1
fall.recovertime = 40
[State 1000, 4]
type = hitdef
triggerall = animelem = 3
triggerall = anim = 610 || anim = 611
triggerall = var(36) != 8 || (var(36) = 8 && (p2statetype = A || p2statetype = L))
triggerall = var(9) > 23
trigger1 = p2stateno = [5030,5101]
attr = A, NA
damage = ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0)))*ifelse(var(25)>0,2,1),ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0))/8)*ifelse(var(25)>0,2,1)
priority = 5,hit
hitflag = MAFD-
animtype = H
guardflag = M
hitonce = 0
pausetime = 8,12
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.hittime  = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.velocity = -4
ground.velocity = -2-ifelse(var(6)+2>=15,1,0),ifelse(var(6)+2>=15,-5,0)
air.velocity = -3,-5
down.velocity = 0,0
getpower = 0,0
givepower = 0,0
sparkno = s20040
sparkxy = -2-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,16,0),20+ifelse(pos y > -30,ceil(-30-pos y),0)+ifelse(p2dist y < 0,ceil(-20+p2dist y),0)
hitsound   = s1,0
guardsound = 6,0
ground.type = Low
fall = ifelse(var(6)+2>=15,1,0)
air.fall = 1
fall.recover = 1
fall.recovertime = 40
[State 1000, 4]
type = hitdef
triggerall = animelem = 3
triggerall = anim = 610 || anim = 611
trigger1 = var(36) = 8 && p2statetype != A && p2statetype != L
attr = A, NA
damage = ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0)))*ifelse(var(25)>0,2,1),ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0))/8)*ifelse(var(25)>0,2,1)
priority = 5,hit
hitflag = MAFD
animtype = H
guardflag = M
hitonce = 0
pausetime = 8,69-ifelse(var(6)+2>=15,57,0)
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.hittime  = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.velocity = -4
ground.velocity = -2-ifelse(var(6)+2>=15,1,0),ifelse(var(6)+2>=15,-5,0)
air.velocity = -3,-5
down.velocity = 0,0
getpower = 0,0
givepower = 0,0
sparkno = s20040
sparkxy = -2-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,16,0),20+ifelse(pos y > -30,ceil(-30-pos y),0)+ifelse(p2dist y < 0,ceil(-20+p2dist y),0)
hitsound   = s1,0
guardsound = 6,0
ground.type = Low
fall = ifelse(var(6)+2>=15,1,0)
air.fall = 1
fall.recover = 1
fall.recovertime = 40

[State 9001, 3]
type = Envcolor
trigger1 = movehit > 0 && var(25) > 0
value = 150,255,255
time = 2
ignorehitpause = 1
persistent = 0
[State 9001, 3]
type = varset
trigger1 = movecontact > 0 && var(25) > 0
var(25) = 0
ignorehitpause = 1
persistent = 0

[State 20, 4]
type = helper
trigger1 = animelem = 3 && var(36) = 5 && anim = 601
stateno = 220
pos = 68,-67
name = "wf"
ownpal = 1
[State 20, 4]
type = helper
trigger1 = animelem = 3 && var(36) = 6 && anim = 601
stateno = 223
pos = 54,0
name = "wc"
ownpal = 1
[State 20, 4]
type = helper
trigger1 = animelem = 3 && var(36) = 7 && anim = 601
stateno = 227
pos = 54,0
name = "wl"
ownpal = 1
[state 20, 1]
type = varadd
trigger1 = animelem = 3 && var(36) > 4 && var(36) < 8 && (anim = 601 || anim = 611)
var(21+var(36)) = -1
[state 20, 1]
type = varadd
trigger1 = movecontact > 0 && var(36) = 8 && animelem = 4 && (anim = 601 || anim = 611)
var(29) = -1
[State 20, 4]
type = helper
trigger1 = var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1 && anim = 601
stateno = 226+var(36)
pos = 54,-67
name = "w broke"
ownpal = 1
[State 20, 4]
type = helper
trigger1 = var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1 && anim = 611
stateno = 226+var(36)
pos = 11,20
name = "w broke"
ownpal = 1

[State 20, 4]
type = helper
trigger1 = animelem = 3 && var(36) = 5 && anim = 611
stateno = 221
pos = 12,20
name = "wf"
ownpal = 1
[State 20, 4]
type = helper
trigger1 = animelem = 3 && var(36) = 6 && anim = 611
stateno = 225
pos = 11,0
name = "wc"
ownpal = 1
[State 20, 4]
type = helper
trigger1 = animelem = 3 && var(36) = 7 && anim = 611
stateno = 229
pos = 11,0
name = "wl"
ownpal = 1
[state 20, 1]
type = varset
trigger1 = var(41) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1 && (anim = 601 || anim = 611)
var(41) = 0
[state 20, 1]
type = varset
trigger1 = var(42) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1 && (anim = 601 || anim = 611)
var(42) = 0
[state 20, 1]
type = varset
trigger1 = var(43) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1 && (anim = 601 || anim = 611)
var(43) = 0
[state 20, 1]
type = varset
trigger1 = var(44) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1 && (anim = 601 || anim = 611)
var(44) = 0
[state 20, 1]
type = varset
trigger1 = var(45) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1 && (anim = 601 || anim = 611)
var(45) = 0
[state 20, 1]
type = varset
trigger1 = var(46) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1 && (anim = 601 || anim = 611)
var(46) = 0
[state 20, 1]
type = varset
trigger1 = var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1 && (anim = 601 || anim = 611)
var(36) = 1
[state 20, 1]
type = changeanim
trigger1 = var(36) = 1 && anim = 601
value = 600
elem = animelemno(0)
[state 20, 1]
type = changeanim
trigger1 = var(36) = 1 && anim = 611
value = 610
elem = animelemno(0)

[State 20, 4]
type = Changestate
trigger1 = pos y >= 0 && time >= 26-ifelse(var(12)>0,13,0)
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S
velset = 0,0

[State 130, 1]
type = ChangeAnim
trigger1 = (anim = 131 || anim = 10) && time = 0
value = 12
[State 130, 1]
type = ChangeAnim
trigger1 = anim = 20 && time = 0
value = 24

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130 && anim != 12 && anim != 24
trigger2 = (anim = 12 || anim = 24) && animtime = 0
value = 130

[State 130, Hi to Lo]
type = ChangeState
trigger1 = command = "holddown"
value = 131

[State 130, Stop Guarding]
type = ChangeState
trigger1 = command != "hold_a"
;trigger2 = !inguarddist
value = 140
;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
physics = C
velset = 0,0

[State 130, 1]
type = ChangeAnim
trigger1 = (anim = 130 || anim = 12) && time = 0
value = 10

[State 130, 1]
type = ChangeAnim
trigger1 = (Anim != 131 && anim != 10) || (anim = 10 && animtime = 0)
value = 131

[State 131, Lo to Hi]
type = ChangeState
trigger1 = command != "holddown"
value = 130

[State 131, Stop Guarding]
type = ChangeState
trigger1 = command != "hold_a"
;trigger2 = !inguarddist
value = 140
;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 50, 4]
type = varset
trigger1 = time = 0
var(12) = ifelse(var(11)>0,gethitvar(hitshaketime),0)

[state 01,1]
type = explod
trigger1 = time = 0
pos = -2,5
anim = 153+ifelse(var(11)>0,1,0)
sprpriority = 3
scale = 1,0.9
ownpal = 1
ignorehitpause = 1
pausemovetime = 99
bindtime = -1

[State 150, 2]
type = ChangeState
trigger1 = (time > var(12)/2 && var(12) > 0) || hitshakeover
value = 151 + 2*(command = "holddown")

[State 151, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = fvar(35) = 0 && command = "holddown"
trigger2 = fvar(35) = 1
trigger2 = (p2statetype = C && random < 900) || gametime%30 < 25
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = fvar(35) = 0 && command != "holddown"
trigger2 = fvar(35) = 1
trigger2 = (p2statetype = S && random < 500) || (p2statetype = A && random < 900) || gametime%30 >= 25
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3
;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
movetype= H
physics = S
anim = 150

[State 50, 4]
type = varset
trigger1 = time = 0
var(12) = ifelse(var(11)>0,1,0)
[State 50, 4]
type = varset
trigger1 = time = 0
var(14) = ifelse(var(12)>0,gethitvar(slidetime),0)
[State 50, 4]
type = varset
trigger1 = time = 0
fvar(10) = ifelse(var(12)>0,gethitvar(hittime),0)
[State 50, 4]
type = varset
trigger1 = time = 0
fvar(11) = ifelse(var(12)>0,gethitvar(ctrltime),0)
[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1*ifelse(var(12)>0,2,1)

[State 151, 2]
type = VelSet
trigger1 = Time = ifelse(var(12)>0,var(14)/2,GetHitVar(slidetime))
trigger2 = var(12) > 0 && time >= fvar(10)/2
trigger3 = var(12) <= 0
trigger3 = var(53) != 1000 && var(53) != 500 && var(53) != 750 && var(53) != 667
trigger3 = time >= GetHitVar(hittime)
trigger4 = var(12) <= 0
trigger4 = var(53) = 1000 || var(53) = 500 || var(53) = 750 || var(53) = 667
trigger4 = hitover
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = ifelse(var(12)>0,fvar(11)/2,GetHitVar(ctrltime))
value = 1

[State 151, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = fvar(35) = 0 && command = "holddown"
trigger2 = fvar(35) = 1
trigger2 = (p2statetype = C && random < 900) || gametime%30 < 25
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = fvar(35) = 0 && command != "holddown"
trigger2 = fvar(35) = 1
trigger2 = (p2statetype = S && random < 500) || (p2statetype = A && random < 900) || gametime%30 >= 25
statetype = S
physics = S

[State 151, 4]
type = ChangeState
trigger1 = var(12) > 0 && time >= fvar(10)/2
trigger2 = var(12) <= 0
trigger2 = var(53) != 1000 && var(53) != 500 && var(53) != 750 && var(53) != 667
trigger2 = time >= GetHitVar(hittime)
trigger3 = var(12) <= 0
trigger3 = var(53) = 1000 || var(53) = 500 || var(53) = 750 || var(53) = 667
trigger3 = hitover
value = 130
ctrl = 1
;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151

[State 50, 4]
type = varset
trigger1 = time = 0
var(12) = ifelse(var(11)>0,gethitvar(hitshaketime),0)

[state 01,1]
type = explod
trigger1 = time = 0
pos = 0,6
anim = 153+ifelse(var(11)>0,1,0)
scale = 1,0.6
sprpriority = 3
ownpal = 1
ignorehitpause = 1
pausemovetime = 99
bindtime = -1

[State 152, 3]
type = ChangeState
trigger1 = (time > var(12)/2 && var(12) > 0) || hitshakeover
value = 151 + 2*(command = "holddown")

[State 151, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = fvar(35) = 0 && command = "holddown"
trigger2 = fvar(35) = 1
trigger2 = (p2statetype = C && random < 900) || gametime%30 < 25
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = fvar(35) = 0 && command != "holddown"
trigger2 = fvar(35) = 1
trigger2 = (p2statetype = S && random < 500) || (p2statetype = A && random < 900) || gametime%30 >= 25
statetype = S
physics = S

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4
;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
movetype= H
physics = C
anim = 151

[State 50, 4]
type = varset
trigger1 = time = 0
var(12) = ifelse(var(11)>0,1,0)
[State 50, 4]
type = varset
trigger1 = time = 0
var(14) = ifelse(var(12)>0,gethitvar(slidetime),0)
[State 50, 4]
type = varset
trigger1 = time = 0
fvar(10) = ifelse(var(12)>0,gethitvar(hittime),0)
[State 50, 4]
type = varset
trigger1 = time = 0
fvar(11) = ifelse(var(12)>0,gethitvar(ctrltime),0)
[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1*ifelse(var(12)>0,2,1)

[State 153, 2]
type = VelSet
trigger1 = Time = ifelse(var(12)>0,var(14)/2,GetHitVar(slidetime))
trigger2 = var(12) > 0 && time >= fvar(10)/2
trigger3 = var(12) <= 0
trigger3 = var(53) != 1000 && var(53) != 500 && var(53) != 750 && var(53) != 667
trigger3 = time >= GetHitVar(hittime)
trigger4 = var(12) <= 0
trigger4 = var(53) = 1000 || var(53) = 500 || var(53) = 750 || var(53) = 667
trigger4 = hitover
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = ifelse(var(12)>0,fvar(11)/2,GetHitVar(ctrltime))
value = 1

[State 151, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = fvar(35) = 0 && command = "holddown"
trigger2 = fvar(35) = 1
trigger2 = (p2statetype = C && random < 900) || gametime%30 < 25
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = fvar(35) = 0 && command != "holddown"
trigger2 = fvar(35) = 1
trigger2 = (p2statetype = S && random < 500) || (p2statetype = A && random < 900) || gametime%30 >= 25
statetype = S
physics = S

[State 153, 4]
type = ChangeState
trigger1 = var(12) > 0 && time >= fvar(10)/2
trigger2 = var(12) <= 0
trigger2 = var(53) != 1000 && var(53) != 500 && var(53) != 750 && var(53) != 667
trigger2 = time >= GetHitVar(hittime)
trigger3 = var(12) <= 0
trigger3 = var(53) = 1000 || var(53) = 500 || var(53) = 750 || var(53) = 667
trigger3 = hitover
value = 131
ctrl = 1
;---------------------------------------------------------------------------
; WIN
[Statedef 180]
type = S
anim = 180

[State 180, 1]
type = changeanim
trigger1 = Time = 0 && command != "hold_x"
trigger1 = random < 500 || command = "hold_a"
value = 181

[State 180, 1]
type = playsnd
trigger1 = Time = 0
value = 0,7

[State 180, 1]
type = assertspecial
trigger1 = Time <= 200
flag = roundnotover
[State 180, 1]
type = assertspecial
trigger1 = matchover = 1 && var(59) = 0 && matchno = 3 && ishometeam = 0
flag = nomusic
[State 180, 1]
type = playsnd
trigger1 = matchover = 1 && var(59) = 0 && matchno = 3 && ishometeam = 0 && time = 0
value = 8,0

[State 181, 1]
type = Changestate
triggerall = matchover = 1 && var(59) = 0 && matchno = 3 && ishometeam = 0
trigger1 = time = 180
trigger2 = command = "a" ||  command = "b"  ||  command = "c"  ||  command = "x"  ||  command = "y"  || command = "z" 
value = 4000
;---------------------------------------------------------------------------
;stand attack
[Statedef 200]
type    = S
physics = N
movetype = A
sprpriority = 1
anim = 200
velset = 0,0
ctrl = 0
juggle = 16

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0 && var(36) > 4
value = 201
[State 0, 1]
type = changeanim
triggerall = var(11) > 0
trigger1 = animelem = 1,1||animelem = 2,1||animelem = 3,1||animelem = 6,1
trigger2 = animelem = 7,1||animelem = 8,1||animelem = 9,1
value = anim
elem = animelemno(0)+1

[state 20, 1]
type = assertspecial
trigger1 = time = 0
flag = noshadow

[state 20, 1]
type = varset
trigger1 = 1
var(3) = animelemno(0)

[state 20, 1]
type = varset
trigger1 = time = 0
var(5) = 0
[state 20, 1]
type = varset
trigger1 = time > 0 && command = "hold_x"
var(5) = 1
persistent = 0
[state 20, 1]
type = varset
trigger1 = time > 0 && command != "hold_x"
var(5) = 0

[state 20, 1]
type = varadd
trigger1 = movehit > 0
var(6) = 5-ifelse(var(36)=8,2,0)
persistent = 0
ignorehitpause = 1
[state 20, 1]
type = varset
trigger1 = movehit > 0
var(7) = 160
persistent = 0
ignorehitpause = 1
[state 20, 1]
type = varset
trigger1 = time = 0
var(8) = 0

[State 20, 3]
type = turn
triggerall = time = 0
trigger1 = command = "holdback" && fvar(35) = 0
trigger2 = fvar(35) = 1 && p2dist x < 0

[state 01,1]
type = projectile
triggerall = var(25) = 0
trigger1 = animelem = 1,>=0 && animelem = 3,<0
trigger2 = animelem = 9,>=0 && animtime < 0-ifelse(var(11)>0,2,0)
offset = 0,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(25) = 0
trigger1 = animelem = 3,>=0 && animelem = 9,<0
offset = 8,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 20, 1]
type = assertspecial
trigger1 = p2statetype != A
trigger2 = p2statetype = A && numtarget(230) = 1 && var(6)+5 < 15
trigger3 = numhelper(1176) > 0
trigger3 = helper(1176),numtarget > 0 && p2stateno = [1179,1187]
flag = nojugglecheck

[State 52, 1]
type = playsnd
trigger1 = animelem = 2
value = 1,3

[State 1000, 4]
type = hitdef
triggerall = animelem = 3 && var(6)+5-ifelse(var(36)=8,2,0) < 15
trigger1 = var(36) != 8
trigger2 = var(36) = 8 && p2statetype = A
attr = S, NA
damage = ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0)))*ifelse(var(25)>0,2,1),ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0))/8)*ifelse(var(25)>0,2,1)
priority = 5,hit
animtype = M
ID = 200
guardflag = M
hitonce = 0
pausetime = 8,12
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.hittime  = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.velocity = -4
ground.velocity = -2
ground.cornerpush.veloff = -2.8
guard.cornerpush.veloff = -7.2
air.velocity = -3,-5
getpower = 0,0
givepower = 0,0
sparkno = s20000
sparkxy = 0-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,16,0),-70
hitsound   = s1,0
guardsound = 6,0
air.type = Low
ground.type = High
air.fall = 1
fall.recover = 1
fall.recovertime = 40
[State 1000, 4]
type = hitdef
triggerall = animelem = 3 && var(6)+5-ifelse(var(36)=8,2,0) >= 15
trigger1 = var(36) != 8
trigger2 = var(36) = 8 && p2statetype = A
attr = S, NA
damage = ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0)))*ifelse(var(25)>0,2,1),ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0))/8)*ifelse(var(25)>0,2,1)
priority = 5,hit
ID = 200
animtype = M
guardflag = M
hitonce = 0
pausetime = 8,12
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.hittime  = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.velocity = -4
ground.velocity = -3,-5
air.velocity = -3,-5
ground.cornerpush.veloff = -2.8
guard.cornerpush.veloff = -7.2
getpower = 0,0
givepower = 0,0
sparkno = s20000
sparkxy = 0-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,16,0),-70
hitsound   = s1,0
guardsound = 6,0
ground.type = High
air.type = low
fall = 1
fall.recover = 1
fall.recovertime = 40
[State 1000, 4]
type = hitdef
trigger1 = animelem = 3
trigger1 = var(36) = 8 && p2statetype != A
attr = S, NA
damage = ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0)))*ifelse(var(25)>0,2,1),ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0))/8)*ifelse(var(25)>0,2,1)
priority = 5,hit
animtype = M
ID = 200
guardflag = M
hitonce = 0
pausetime = 8,69-ifelse(var(6)+3 >=15, 57,0)
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.hittime  = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.velocity = -4
ground.velocity = -2-ifelse(var(6)+3 >=15, 1,0), 0-ifelse(var(6)+3 >=15, 5,0)
ground.cornerpush.veloff = -2.8
guard.cornerpush.veloff = -7.2
air.velocity = -3,-5
getpower = 0,0
givepower = 0,0
sparkno = s20000
sparkxy = 0-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,16,0),-70
hitsound   = s1,0
guardsound = 6,0
air.type = Low
ground.type = High
fall = ifelse(var(6)+3 >=15, 1,0)
air.fall = 1
fall.recover = 1
fall.recovertime = 40

[State 9001, 3]
type = Envcolor
trigger1 = movehit > 0 && var(25) > 0
value = 150,255,255
time = 2
ignorehitpause = 1
persistent = 0
[State 9001, 3]
type = varset
trigger1 = movecontact > 0 && var(25) > 0
var(25) = 0
ignorehitpause = 1
persistent = 0

[State 20, 4]
type = helper
trigger1 = animelem = 4 && var(36) = 5
stateno = 220
pos = 77,-76
name = "wf"
ownpal = 1
[State 20, 4]
type = helper
trigger1 = animelem = 4 && var(36) = 6
stateno = 223
pos = 54,0
name = "wc"
ownpal = 1
[State 20, 4]
type = helper
trigger1 = animelem = 4 && var(36) = 7
stateno = 227
pos = 54,0
name = "wl"
ownpal = 1
[state 20, 1]
type = varadd
trigger1 = animelem = 4 && var(36) > 4 && var(36) < 8
var(21+var(36)) = -1
[state 20, 1]
type = varadd
trigger1 = movecontact > 0 && var(36) = 8 && (animelem = 4 || animelem = 5)
var(29) = -1
persistent = 0
[State 20, 4]
type = helper
trigger1 = var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
stateno = 226+var(36)
pos = 54,-76
name = "w broke"
ownpal = 1
[state 20, 1]
type = varset
trigger1 = var(41) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(41) = 0
[state 20, 1]
type = varset
trigger1 = var(42) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(42) = 0
[state 20, 1]
type = varset
trigger1 = var(43) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(43) = 0
[state 20, 1]
type = varset
trigger1 = var(44) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(44) = 0
[state 20, 1]
type = varset
trigger1 = var(45) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(45) = 0
[state 20, 1]
type = varset
trigger1 = var(46) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(46) = 0
[state 20, 1]
type = varset
trigger1 = var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(36) = 1
[state 20, 1]
type = changeanim
trigger1 = var(36) = 1 && anim != 200
value = 200
elem = animelemno(0)

[State 20, 3]
type = ChangeState
value = 250
trigger1 = fvar(35) = 1 && movecontact > 0 && var(36) != 8 && roundstate != 3

[state 20, 1]
type = changestate
triggerall = animtime = -2 && var(11) > 0
trigger1 = var(5) = 1 && fvar(35) = 0
trigger2 = p2dist x < 70 && p2life < 20 && random < 200 && fvar(35) = 1
value = 230
[state 20, 1]
type = changestate
trigger1 = fvar(35) = 1 && animelem = 5, >= 0
trigger1 = p2movetype = A
trigger1 = movecontact = 0 && p2dist x < 111 && random < 200
value = 109
[state 20, 1]
type = changestate
trigger1 = animtime = -2 && var(11) > 0 && var(5) != 1
value = 0
ctrl = 1
[Statedef 205];----------equip change-------------
type    = S
physics = N
movetype = I
sprpriority = 0
anim = 205
velset = 0,0
ctrl = 0

[state 20, 1]
type = varset
triggerall = time = 0
trigger1 = fvar(35) = 0 && helper(1),var(35) = [0,3]
trigger2 = fvar(35) = 1 && var(41) = 2 && var(42) != 3 && var(43) != 3 && var(44) != 3 && var(45) != 3 && var(46) != 3
trigger3 = fvar(35) = 1 && var(36) != 2 && var(41) = 4 && (var(42) != [2,3]) && (var(43) != [2,3]) && (var(44) != [2,3]) && (var(45) != [2,3]) && (var(46) != [2,3])
trigger4 = fvar(35) = 1 && (var(41) = 3 || (var(41) = [5,8]))
var(4) = 1
[state 20, 1]
type = varset
triggerall = time = 0
trigger1 = fvar(35) = 0 && helper(1),var(35) = [4,7]
trigger2 = fvar(35) = 1 && var(42) = 2 && var(41) != 3 && var(43) != 3 && var(44) != 3 && var(45) != 3 && var(46) != 3
trigger3 = fvar(35) = 1 && var(36) != 2 && var(42) = 4 && (var(41) != [2,3]) && (var(43) != [2,3]) && (var(44) != [2,3]) && (var(45) != [2,3]) && (var(46) != [2,3])
trigger4 = fvar(35) = 1 && (var(42) = 3 || (var(42) = [5,8]))
var(4) = 2
[state 20, 1]
type = varset
triggerall = time = 0
trigger1 = fvar(35) = 0 && helper(1),var(35) = [8,11]
trigger2 = fvar(35) = 1 && var(43) = 2 && var(42) != 3 && var(41) != 3 && var(44) != 3 && var(45) != 3 && var(46) != 3
trigger3 = fvar(35) = 1 && var(36) != 2 && var(43) = 4 && (var(42) != [2,3]) && (var(41) != [2,3]) && (var(44) != [2,3]) && (var(45) != [2,3]) && (var(46) != [2,3])
trigger4 = fvar(35) = 1 && (var(43) = 3 || (var(43) = [5,8]))
var(4) = 3
[state 20, 1]
type = varset
triggerall = time = 0
trigger1 = fvar(35) = 0 && helper(1),var(35) = [12,15]
trigger2 = fvar(35) = 1 && var(44) = 2 && var(42) != 3 && var(43) != 3 && var(41) != 3 && var(45) != 3 && var(46) != 3
trigger3 = fvar(35) = 1 && var(36) != 2 && var(44) = 4 && (var(42) != [2,3]) && (var(43) != [2,3]) && (var(41) != [2,3]) && (var(45) != [2,3]) && (var(46) != [2,3])
trigger4 = fvar(35) = 1 && (var(44) = 3 || (var(44) = [5,8]))
var(4) = 4
[state 20, 1]
type = varset
triggerall = time = 0
trigger1 = fvar(35) = 0 && helper(1),var(35) = [16,19]
trigger2 = fvar(35) = 1 && var(45) = 2 && var(42) != 3 && var(43) != 3 && var(44) != 3 && var(41) != 3 && var(46) != 3
trigger3 = fvar(35) = 1 && var(36) != 2 && var(45) = 4 && (var(42) != [2,3]) && (var(43) != [2,3]) && (var(44) != [2,3]) && (var(41) != [2,3]) && (var(46) != [2,3])
trigger4 = fvar(35) = 1 && (var(45) = 3 || (var(45) = [5,8]))
var(4) = 5
[state 20, 1]
type = varset
triggerall = time = 0
trigger1 = fvar(35) = 0 && helper(1),var(35) = [20,23]
trigger2 = fvar(35) = 1 && var(46) = 2 && var(42) != 3 && var(43) != 3 && var(44) != 3 && var(45) != 3 && var(41) != 3
trigger3 = fvar(35) = 1 && var(36) != 2 && var(46) = 4 && (var(42) != [2,3]) && (var(43) != [2,3]) && (var(44) != [2,3]) && (var(45) != [2,3]) && (var(41) != [2,3])
trigger4 = fvar(35) = 1 && (var(46) = 3 || (var(46) = [5,8]))
var(4) = 6
[state 20, 1]
type = varset
trigger1 = time = 0
var(18) = var(36)

[State 0, 1]
type = changeanim
triggerall = var(11) > 0
trigger1 = animelem = 1,3||animelem = 2,3||animelem = 3,3||animelem = 4,3
trigger2 = animelem = 5,3||animelem = 6,3
value = anim
elem = animelemno(0)+1

[state 20, 1]
type = varset
trigger1 = animelem = 4,2
var(36) = var(40+var(4))
[state 20, 1]
type = varset
trigger1 = animelem = 4,2
var(40+var(4)) = var(18)

[state 01,1]
type = projectile
triggerall = var(25) = 0
trigger1 = animelem = 1,>=0 && animelem = 2,<0
trigger2 = animelem = 7,>=0 && animtime < 0-ifelse(var(11)>0,3,0)
offset = 0,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
triggerall = var(25) = 0
trigger1 = animelem = 2,>=0 && animelem = 3,<0
trigger2 = animelem = 6,>=0 && animelem = 7,<0
offset = 8,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 3,>=0 && animelem = 6,<0 && var(25) = 0
offset = 16,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 20, 1]
type = changestate
trigger1 = animtime = -3 && var(11) > 0
value = 0
ctrl = 1
[Statedef 220];----------wf-------------
type    = S
physics = N
movetype = A
sprpriority = 2
anim = 220
velset = 4.5,0
ctrl = 0

[state 01,1]
type = playerpush
trigger1 = 1
value = 0

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1000, 4]
type = hitby
trigger1 = 1
value = SCA,AP

[State 8300, 9]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 222
ignorehitpause = 1

[State -2, 3]
type = targetstate
trigger1 = numtarget > 0 && movehit > 0
trigger1 = target,life <= 0 && target,stateno != 864 && target,stateno != 5100
trigger1 = target,stateno != 5101 && target,stateno != 5110 && target,stateno != 865
value = 864
ignorehitpause = 1
[State -2, 3]
type = targetstate
trigger1 = numtarget > 0 && movehit > 0
trigger1 = target,life > 0 && target,stateno != 852 && target,stateno != 5100
trigger1 = target,stateno != 5101 && target,stateno != 5110
value = 852
ignorehitpause = 1

[State 1000, 4]
type = hitdef
trigger1 = time = 0 && pos y < -25
attr = S, SP
damage = ceil(40*(parent,fvar(1)+parent,fvar(2)+parent,fvar(3)+parent,fvar(4))),ceil(40*(parent,fvar(1)+parent,fvar(2)+parent,fvar(3)+parent,fvar(4))/8)
priority = 5,hit
animtype = H
guardflag = M
getpower = 0,0
givepower = 0,0
hitonce = 0
pausetime = 0,0
guard.pausetime = 0,12
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 24-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,11,0)
guard.hittime  = 24-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,11,0)
guard.velocity = -4*ifelse(p2dist x < 0,-1,1)
ground.velocity = -2,-8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -2,-8
p2facing = 1
sparkno = -1
sparkxy = 5-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,16,0),-10
ground.type = High
palfx.time = 56
palfx.sinadd = 124,124,124,16
palfx.add = 224,88,0
yaccel = .3
fall = 1
fall.recover = 0
[State 1000, 4]
type = hitdef
trigger1 = time = 0 && pos y >= -25
attr = S, SP
damage = ceil(40*(parent,fvar(1)+parent,fvar(2)+parent,fvar(3)+parent,fvar(4))),ceil(40*(parent,fvar(1)+parent,fvar(2)+parent,fvar(3)+parent,fvar(4))/8)
priority = 5,hit
animtype = H
guardflag = L
getpower = 0,0
givepower = 0,0
hitonce = 0
pausetime = 0,0
guard.pausetime = 0,12
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 24-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,11,0)
guard.hittime  = 24-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,11,0)
guard.velocity = -4*ifelse(p2dist x < 0,-1,1)
ground.velocity = -2,-8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -2,-8
p2facing = 1
sparkno = -1
sparkxy = 5-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,16,0),-10
ground.type = High
palfx.time = 56
palfx.sinadd = 124,124,124,16
palfx.add = 224,88,0
yaccel = .3
fall = 1
fall.recover = 0

[state 20, 1]
type = destroyself
trigger1 = time = 33 && parent,var(59) != 1
trigger2 = time = 49 && parent,var(59) = 1
[Statedef 221];----------wfd-------------
type    = S
physics = N
movetype = A
sprpriority = 2
anim = 220
velset = 0,4.5
ctrl = 0

[state 01,1]
type = playerpush
trigger1 = 1
value = 0

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1000, 4]
type = hitby
trigger1 = 1
value = SCA,AP

[State 8300, 9]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 222
ignorehitpause = 1

[State -2, 3]
type = targetstate
trigger1 = numtarget > 0 && movehit > 0
trigger1 = target,life <= 0 && target,stateno != 864 && target,stateno != 5100
trigger1 = target,stateno != 5101 && target,stateno != 5110 && target,stateno != 865
value = 864
ignorehitpause = 1
[State -2, 3]
type = targetstate
trigger1 = numtarget > 0 && movehit > 0
trigger1 = target,life > 0 && target,stateno != 852 && target,stateno != 5100
trigger1 = target,stateno != 5101 && target,stateno != 5110
trigger1 = target,statetype != L
value = 852
ignorehitpause = 1

[State 1000, 4]
type = hitdef
trigger1 = time = 0
attr = S, SP
damage = ceil((40+ifelse(p2statetype=L,20,0))*(parent,fvar(1)+parent,fvar(2)+parent,fvar(3)+parent,fvar(4))),ceil((40+ifelse(p2statetype=L,20,0))*(parent,fvar(1)+parent,fvar(2)+parent,fvar(3)+parent,fvar(4))/8)
hitflag = MAFD
priority = 5,hit
animtype = H
guardflag = M
getpower = 0,0
givepower = 0,0
hitonce = 0
pausetime = 0,0
guard.pausetime = 0,12
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 24-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,11,0)
guard.hittime  = 24-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,11,0)
guard.velocity = -4*ifelse(p2dist x < 0,-1,1)
ground.velocity = -2,-8
down.velocity = 0,0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -2,-8
p2facing = 1
sparkno = -1
sparkxy = 5-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,16,0),-10
ground.type = High
palfx.time = 56-ifelse(p2statetype=L,35,0)
palfx.sinadd = 124,124,124,16
palfx.add = 224,88,0
yaccel = .3
fall = 1
fall.recover = 0

[state 01,1]
type = projectile
trigger1 = pos y > -10
offset = 0,-pos y+12
projanim = 221
projsprpriority = 2
projremovetime = 36
projedgebound = 210
projstagebound = 210

[state 20, 1]
type = destroyself
trigger1 = pos y > -10
[Statedef 222];----------wfd remove--------
type    = S
physics = N
movetype = I
anim = 999
velset = 0,0
ctrl = 0

[state 20, 1]
type = destroyself
trigger1 = 1
[Statedef 223];----------wc1-------------
type    = S
physics = N
movetype = A
anim = 999
velset = 0,0
ctrl = 0

[State 20, 4]
type = posset
trigger1 = time = 0
y = -1
[State 20, 4]
type = posadd
trigger1 = time%6 = 0 && time > 0
x = 40

[State 20, 4]
type = helper
trigger1 = time%6 = 0
stateno = 224
pos = 0,0
name = "wc ice"
ownpal = 1

[state 20, 1]
type = destroyself
trigger1 = time = 18 && parent,var(59) != 1
trigger2 = time = 24 && parent,var(59) = 1
[Statedef 224];----------wc ice-----------
type    = S
physics = N
movetype = A
sprpriority = 2
anim = 222
velset = 0,0
ctrl = 0

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1000, 4]
type = Projectile
trigger1 = time = 0
attr = S,HP
projanim = 223
projRemoveTime = 16
projpriority = 4
offset = 0,0
projedgebound = 210
projstagebound = 210

[State 50, 4]
type = playsnd
trigger1 = time = 0
value = 6,6

[State 1000, 4]
type = hitdef
trigger1 = time = 0
attr = C,HP
p2stateno = 1023
damage   = ceil(40*(root,fvar(1)+root,fvar(7)+root,fvar(3)+root,fvar(4))),ceil(40*(root,fvar(1)+root,fvar(7)+root,fvar(3)+root,fvar(4))/8)
animtype = heavy 
hitflag = MAFD
guardflag = MA
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
hitonce = 0
hitsound = s3,9
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,12,0)
guard.hittime  = 25-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,12,0)
guard.velocity = -4
ground.velocity = -3,-6
air.velocity = -3,-6
down.bounce = 1
fall = 1
fall.recover = 0

[state 20, 1]
type = destroyself
trigger1 = animtime = 0
[Statedef 225];----------wc2-------------
type    = S
physics = N
movetype = A
anim = 999
velset = 0,0
ctrl = 0

[State 20, 4]
type = posset
trigger1 = time = 0
y = -1

[State 20, 4]
type = helper
trigger1 = time%6 = 0 && parent,var(59) != 1
stateno = 224
pos = -20+40*ceil((time+6)/6),0
name = "wc ice"
ownpal = 1
[State 20, 4]
type = helper
trigger1 = time%6 = 0 && parent,var(59) != 1
stateno = 226
pos = 20-40*ceil((time+6)/6),0
facing = -1
name = "wc ice"
ownpal = 1

[State 20, 4]
type = helper
trigger1 = time = 0 && parent,var(59) = 1
stateno = 224
pos = 0,0
name = "wc ice"
ownpal = 1
[State 20, 4]
type = helper
trigger1 = time%6 = 0 && parent,var(59) = 1 && time > 0
stateno = 224
pos = 40*ceil(time/6),0
name = "wc ice"
ownpal = 1
[State 20, 4]
type = helper
trigger1 = time%6 = 0 && parent,var(59) = 1 && time > 0
stateno = 226
pos = -40*ceil(time/6),0
facing = -1
name = "wc ice"
ownpal = 1

[state 20, 1]
type = destroyself
trigger1 = time = 6 && parent,var(59) != 1
trigger2 = time = 12 && parent,var(59) = 1
[Statedef 226];----------wc ice2-----------
type    = S
physics = N
movetype = A
sprpriority = 2
anim = 222
velset = 0,0
ctrl = 0

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1000, 4]
type = Projectile
trigger1 = time = 0
attr = S,HP
projanim = 223
projRemoveTime = 16
projpriority = 4
offset = 0,0
projedgebound = 210
projstagebound = 210

[State 1000, 4]
type = hitdef
trigger1 = time = 0
attr = C,HP
p2stateno = 1023
damage   = ceil(40*(root,fvar(1)+root,fvar(7)+root,fvar(3)+root,fvar(4))),ceil(40*(root,fvar(1)+root,fvar(7)+root,fvar(3)+root,fvar(4))/8)
animtype = heavy 
hitflag = MAFD
guardflag = MA
hitonce = 0
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
hitsound = s3,9
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,12,0)
guard.hittime  = 25-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,12,0)
guard.velocity = -4
ground.velocity = -3,-6
air.velocity = -3,-6
down.bounce = 1
fall = 1
fall.recover = 0

[state 20, 1]
type = destroyself
trigger1 = animtime = 0
[Statedef 227];----------wl1-------------
type    = S
physics = N
movetype = A
anim = 999
velset = 0,0
ctrl = 0

[State 20, 4]
type = posset
trigger1 = time = 0
y = -1
[State 20, 4]
type = posadd
trigger1 = time%6 = 0 && time > 0
x = 40

[State 50, 4]
type = playsnd
trigger1 = time = 0
value = 6,7

[State 20, 4]
type = helper
trigger1 = time%6 = 0
stateno = 228
pos = 0,0
name = "wl bolt"
ownpal = 1

[state 20, 1]
type = destroyself
trigger1 = time = 6 && parent,var(59) != 1
trigger2 = time = 12 && parent,var(59) = 1
[Statedef 228];----------wl bolt----------
type    = S
physics = N
movetype = A
sprpriority = 2
anim = 224
velset = 0,0
ctrl = 0

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1000, 4]
type = Projectile
trigger1 = time = 0
attr = S,HP
projanim = 225
projRemoveTime = 17
projpriority = 4
offset = 0,0
projedgebound = 210
projstagebound = 210

[State 1000, 4]
type = hitdef
trigger1 = time = 0
attr = C,HP
p2stateno = 853
damage   = ceil(40*(root,fvar(1)+root,fvar(8)+root,fvar(3)+root,fvar(4))),ceil(40*(root,fvar(1)+root,fvar(8)+root,fvar(3)+root,fvar(4))/8)
animtype = heavy 
hitflag = MAFD
guardflag = MA
hitonce = 0
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 35-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,17,0)
guard.hittime  = 35-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,17,0)
guard.velocity = -4
ground.velocity = -3,-6
air.velocity = -3,-6
fall = 1
fall.recover = 0

[state 20, 1]
type = destroyself
trigger1 = time = 17
[Statedef 229];----------wl2-------------
type    = S
physics = N
movetype = A
anim = 999
velset = 0,0
ctrl = 0

[State 20, 4]
type = posset
trigger1 = time = 0
y = -1

[State 50, 4]
type = playsnd
trigger1 = time = 0
value = 6,7

[State 20, 4]
type = helper
trigger1 = time = 0 && parent,var(59) != 1
stateno = 228
pos = 20,0
name = "wc bolt"
ownpal = 1
[State 20, 4]
type = helper
trigger1 = time = 0 && parent,var(59) != 1
stateno = 228
pos = -20,0
facing = -1
name = "wc bolt"
ownpal = 1

[State 20, 4]
type = helper
trigger1 = time = 0 && parent,var(59) = 1
stateno = 228
pos = 0,0
name = "wl bolt"
ownpal = 1
[State 20, 4]
type = helper
trigger1 = time = 6 && parent,var(59) = 1
stateno = 228
pos = 40,0
name = "wl bolt"
ownpal = 1
[State 20, 4]
type = helper
trigger1 = time = 6 && parent,var(59) = 1
stateno = 228
pos = -40,0
facing = -1
name = "wl bolt"
ownpal = 1

[state 20, 1]
type = destroyself
trigger1 = time = 0 && parent,var(59) != 1
trigger2 = time = 6 && parent,var(59) = 1
;---------------------------------------------------------------------------
;shoulder attack
[Statedef 230]
type    = S
physics = N
movetype = A
sprpriority = 1
anim = 230
ctrl = 0
juggle = 14

[state 20, 1]
type = assertspecial
trigger1 = time = 0
flag = noshadow

[State 50, 4]
type = varset
trigger1 = time = 0
var(12) = ifelse(var(11)>0,1,0)
[state 20, 1]
type = varset
trigger1 = 1
var(3) = animelemno(0)

[state 20, 1]
type = assertspecial
trigger1 = (p2statetype != A || var(6)+2 < 15) && prevstateno = 200
trigger2 = numhelper(1176) > 0
trigger2 = helper(1176),numtarget > 0 && p2stateno = [1179,1187]
flag = nojugglecheck

[state 20, 1]
type = changeanim
trigger1 = prevstateno = 100 && var(18) = 1
value = 230

[state 20, 1]
type = statetypeset
trigger1 = time = 0 && prevstateno = 100 && var(18) = 1
value = A
movetype = I

[State 50, 4]
type = velset
trigger1 = time = 0 && (prevstateno != 100 || var(18) != 1)
x = 4.5*ifelse(var(12)>0,2,1)

[state 20, 1]
type = velset
trigger1 = time = 0 && prevstateno = 100 && var(18) = 1
x = -1*ifelse(var(12)>0,2,1)
y = -4.5*ifelse(var(12)>0,2,1)
[state 20, 1]
type = veladd
trigger1 = prevstateno = 100 && var(18) = 1
y = 0.33*ifelse(var(12)>0,3.7,1)

[state 20, 1]
type = velmul
trigger1 = prevstateno != 100 || var(18) != 1
x = 0.92-ifelse(var(12)>0,0.07,0)

[state 20, 1]
type = varadd
trigger1 = movehit > 0
var(6) = 2
persistent = 0
ignorehitpause = 1
[state 20, 1]
type = varset
trigger1 = movehit > 0
var(7) = 160
persistent = 0
ignorehitpause = 1
[state 20, 1]
type = varset
trigger1 = time = 0
var(8) = 0

[State 52, 1]
type = playsnd
trigger1 = animelem = 1 && (prevstateno != 100 || var(18) != 1)
value = 0,1
channel = 1

[State 1000, 4]
type = hitdef
trigger1 = animelem = 1
attr = S, NA
damage = ceil(20*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0)+ifelse(var(40)=3,1,0)))*ifelse(var(25)>0,2,1),ifelse(var(25)>0,ceil(10*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0)+ifelse(var(40)=3,1,0))),0)
priority = 4,hit
id = 230
animtype = M
guardflag = M
hitonce = 0
pausetime = 8,12
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.hittime  = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.velocity = -8
ground.velocity = -3,-5
air.velocity = -3,-5
ground.cornerpush.veloff = -4
guard.cornerpush.veloff = -15.9
getpower = 0,0
givepower = 0,0
sparkno = s20020
sparkxy = 5-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,16,0),-65
hitsound   = s1,6
guardsound = 6,0
ground.type = High
ait.type = Low
fall = 1
fall.recover = 1
fall.recovertime = 40

[State 9001, 3]
type = Envcolor
trigger1 = movehit > 0 && var(25) > 0
value = 150,255,255
time = 2
ignorehitpause = 1
persistent = 0
[State 9001, 3]
type = varset
trigger1 = movecontact > 0 && var(25) > 0
var(25) = 0
ignorehitpause = 1
persistent = 0

[state 20, 1]
type = changestate
trigger1 = time = 27-ifelse(var(12)>0,13,0) && prevstateno = 100 && var(18) = 1
value = 0
ctrl = 1
[state 20, 1]
type = changestate
trigger1 = time = 10 && (prevstateno != 100 || var(18) != 1) && var(12) > 0
value = 0
ctrl = 1
[Statedef 231];-----------wf broke--------
type    = S
physics = N
movetype = I
sprpriority = -1
anim = 226
velset = 1,-3
ctrl = 0

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
[state 20, 1]
type = assertspecial
trigger1 = time%2 = 0
flag = invisible
[state 20, 1]
type = angleadd
trigger1 = time = 0
value = -135
[state 20, 1]
type = angleadd
trigger1 = 1
value = -22.5
[state 20, 1]
type = angledraw
trigger1 = 1
[state 20, 1]
type = veladd
trigger1 = 1
y = 0.35

[state 20, 1]
type = destroyself
trigger1 = pos y >= -5 && vel y > 0
[Statedef 232];-----------wc broke--------
type    = S
physics = N
movetype = I
sprpriority = -1
anim = 227
velset = 1,-3
ctrl = 0

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
[state 20, 1]
type = assertspecial
trigger1 = time%2 = 0
flag = invisible
[state 20, 1]
type = angleadd
trigger1 = time = 0
value = -135
[state 20, 1]
type = angleadd
trigger1 = 1
value = -22.5
[state 20, 1]
type = angledraw
trigger1 = 1
[state 20, 1]
type = veladd
trigger1 = 1
y = 0.35

[state 20, 1]
type = destroyself
trigger1 = pos y >= -5 && vel y > 0
[Statedef 233];-----------wl broke--------
type    = S
physics = N
movetype = I
sprpriority = -1
anim = 228
velset = 1,-3
ctrl = 0

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
[state 20, 1]
type = assertspecial
trigger1 = time%2 = 0
flag = invisible
[state 20, 1]
type = angleadd
trigger1 = time = 0
value = -135
[state 20, 1]
type = angleadd
trigger1 = 1
value = -22.5
[state 20, 1]
type = angledraw
trigger1 = 1
[state 20, 1]
type = veladd
trigger1 = 1
y = 0.35

[state 20, 1]
type = destroyself
trigger1 = pos y >= -5 && vel y > 0
[Statedef 234];-----------wp broke--------
type    = S
physics = N
movetype = I
sprpriority = -1
anim = 229
velset = 1,-3
ctrl = 0

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
[state 20, 1]
type = assertspecial
trigger1 = time%2 = 0
flag = invisible
[state 20, 1]
type = angleadd
trigger1 = time = 0
value = -135
[state 20, 1]
type = angleadd
trigger1 = 1
value = -22.5
[state 20, 1]
type = angledraw
trigger1 = 1
[state 20, 1]
type = veladd
trigger1 = 1
y = 0.35

[state 20, 1]
type = destroyself
trigger1 = pos y >= -5 && vel y > 0
;---------------------------------------------------------------------------
;gradius attack
[Statedef 250]
type    = S
physics = N
movetype = A
sprpriority = 1
anim = 250
velset = 0,0
juggle = 16
ctrl = 0

[state 20, 1]
type = assertspecial
trigger1 = time = 0
flag = noshadow

[state 20, 1]
type = varadd
trigger1 = time = 0 && var(6) = 6 && prevstateno = 300 && random < 500
var(6) = -5

[State 0, 1]
type = changeanim
trigger1 = var(11) > 0
trigger1 = animelem = 2,3||animelem = 3,1||animelem = 5,2||animelem = 6,2||animelem = 7,2
value = anim
elem = animelemno(0)+1

[State 20, 3]
type = turn
triggerall = time = 0 && fvar(35) = 0
trigger1 = (helper(1),command = "holdback" || helper(1),command = "b_x") && facing = 1
trigger1 = prevstateno != 300 && prevstateno != 200
trigger2 = prevstateno != 300 && prevstateno != 200
trigger2 = (helper(1),command = "holdfwd" || helper(1),command = "f_x") && facing = -1
trigger3 = prevstateno = 300 && command = "b_x" && command = "holdback"
trigger3 = (helper(1),command != "b_x" && facing = -1) || (helper(1),command != "f_x" && facing = 1)
trigger4 = prevstateno = 200 && command = "b_x" && command = "holdback"
trigger4 = (helper(1),command != "b_x" && facing = -1) || (helper(1),command != "f_x" && facing = 1)
trigger5 = prevstateno = 200 && command = "holdback"
trigger6 = (helper(1),command = "b_x" && facing = 1) || (helper(1),command = "f_x" && facing = -1)
trigger6 = prevstateno != 200 && prevstateno != 300

[state 20, 1]
type = varset
trigger1 = time = 0
var(9) = 0
[state 20, 1]
type = varset
trigger1 = time = 0 && var(8) != 0
var(9) = 1

[state 20, 1]
type = varadd
trigger1 = movehit > 0
var(6) = 4
persistent = 0
ignorehitpause = 1
[state 20, 1]
type = varadd
trigger1 = movehit > 0 && var(9) = 1 && prevstateno != 200 && prevstateno != 300
var(6) = 4
persistent = 0
ignorehitpause = 1
[state 20, 1]
type = varset
trigger1 = movehit > 0
var(7) = 160
persistent = 0
ignorehitpause = 1
[state 20, 1]
type = varset
trigger1 = movehit > 0
var(8) = 160
persistent = 0
ignorehitpause = 1

[state 20, 1]
type = assertspecial
trigger1 = p2statetype != A
trigger2 = p2statetype = A && numtarget(230) = 1 && var(6)+4 < 15
trigger3 = p2statetype = A && numtarget(100) = 1
trigger4 = numhelper(1176) > 0
trigger4 = helper(1176),numtarget > 0 && p2stateno = [1179,1187]
flag = nojugglecheck

[state 20, 1]
type = varset
trigger1 = 1
var(3) = animelemno(0)

[State 20, 3]
type = varset
trigger1 = time = 0
var(18) = 0
[State 20, 3]
type = varrandom
trigger1 = time = 1
v = 18
range = 20
[State 20, 3]
type = varrandom
trigger1 = time = 3 && var(18) = 1
v = 4
range = 0,var(56)/12
[State 20, 3]
type = varrandom
trigger1 = animelem = 4 && numtarget(250) = 0
v = 5
range = 1

[State 9001, 3]
type = Envcolor
trigger1 = movehit > 0 && var(18) = 1 && time > 9
value = 255,0,0
time = 3
ignorehitpause = 1
persistent = 0

[state 01,1]
type = projectile
trigger1 = animelem = 1,>=0 && animelem = 5,<0 && var(25) = 0
offset = 16,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 5,>=0 && animelem = 8,<0 && var(25) = 0
offset = 25,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 8 && var(25) = 0
offset = 6,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[State 52, 1]
type = playsnd
trigger1 = animelem = 1
value = 0,0
channel = 1

[State 1002, 4]
type = Targetstate
trigger1 = movehit > 0 && numtarget(250) > 0 && var(18) != 1 && var(6)+4 < 15
trigger1 = target(250),selfanimexist(5300)
trigger1 = var(5) = 1 || var(25) > 0
value = 252
id = 250
ignorehitpause = 1
persistent = 0

[State 1000, 4]
type = hitdef
trigger1 = animelem = 5 && var(18) != 1 && var(6)+4 < 15 && p2stateno != 254
attr = S, SP
damage = ceil(9*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0)+ifelse(var(40)=3,1,0)))*ifelse(var(25)>0,2,1),ceil(9*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0)+ifelse(var(40)=3,1,0))/3)*ifelse(var(25)>0,2,1)
priority = 5,hit
animtype = H
guardflag = M
hitonce = 0
pausetime = 8,12
ID = 250
ground.slidetime = 15
ground.hittime  = 15
guard.slidetime = 17-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,8,0)
guard.hittime  = 17-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,8,0)
guard.velocity = -4
ground.velocity = -2
air.velocity = -3,-5
ground.cornerpush.veloff = -2.8
guard.cornerpush.veloff = -7.2
getpower = 0,0
givepower = 0,0
sparkno = s20010
sparkxy = 15-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,16,0),-47
hitsound   = s1,4
guardsound = 6,0
ground.type = Low
air.fall = 1
fall.recover = 1
fall.recovertime = 40
[State 1000, 4]
type = hitdef
trigger1 = animelem = 5 && var(18) != 1 && (var(6)+4 >= 15 || p2stateno = 254)
attr = S, SP
damage = ceil(9*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0)+ifelse(var(40)=3,1,0)))*ifelse(var(25)>0,2,1),ceil(9*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0)+ifelse(var(40)=3,1,0))/3)*ifelse(var(25)>0,2,1)
priority = 5,hit
animtype = H
guardflag = M
ID = 250
hitonce = 0
pausetime = 8,12
ground.slidetime = 15
ground.hittime  = 15
guard.slidetime = 17-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,8,0)
guard.hittime  = 17-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,8,0)
guard.velocity = -4
ground.velocity = -3,-5
air.velocity = -3,-5
ground.cornerpush.veloff = -2.8
guard.cornerpush.veloff = -7.2
getpower = 0,0
givepower = 0,0
sparkno = s20010
sparkxy = 15-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,16,0),-47
hitsound   = s1,4
guardsound = 6,0
ground.type = Low
fall = 1
fall.recover = 1
fall.recovertime = 40
[State 1000, 4]
type = hitdef
trigger1 = animelem = 5 && var(18) = 1
attr = S, SP
damage = ceil(var(56)/4)+var(4),ceil(9*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0)+ifelse(var(40)=3,1,0))/3)*ifelse(var(25)>0,2,1)
priority = 6,miss
animtype = H
ID = 250
guardflag = M
hitonce = 0
pausetime = 8,12
ground.slidetime = 15
ground.hittime  = 15
guard.slidetime = 17-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,8,0)
guard.hittime  = 17-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,8,0)
guard.velocity = -4
ground.velocity = -3,-5
air.velocity = -3,-5
ground.cornerpush.veloff = -2.8
guard.cornerpush.veloff = -7.2
getpower = 0,0
givepower = 0,0
sparkno = s20010
sparkxy = 15-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,16,0),-47
hitsound   = s1,4
guardsound = 6,0
ground.type = Low
fall = 1
fall.recover = 0

[State 9001, 3]
type = Envcolor
trigger1 = movehit > 0 && var(25) > 0 && var(18) != 1
value = 150,255,255
time = 2
ignorehitpause = 1
persistent = 0
[State 9001, 3]
type = varset
trigger1 = movecontact > 0 && var(25) > 0
var(25) = 0
ignorehitpause = 1
persistent = 0

[State 20, 4]
type = helper
trigger1 = time = 0
stateno = 251
pos = 0,0
name = "body"

[State 20, 4]
type = width
trigger1 = animelem = 1,>=0 && animelem = 3,<0 && p2dist x > 0
value = 10
[State 20, 4]
type = width
trigger1 = animelem = 3,>=0 && animelem = 5,<0 && p2dist x > 0
value = 15
[State 20, 4]
type = width
trigger1 = animelem = 5,>=0 && animelem = 6,<0 && p2dist x > 0
value = 35
[State 20, 4]
type = width
trigger1 = animelem = 6,>=0 && animelem = 8,<0 && p2dist x > 0
value = 30,0
[State 20, 4]
type = width
trigger1 = animelem = 8 && p2bodydist x < 35 && p2dist x > 0
value = 5,0
;---------------------------------------------------------------------------
[Statedef 251];helper
type    = S
physics = N
anim = 255
velset = 0,0
sprpriority = 2

[state 01,0]
type = assertspecial
trigger1 = 1
flag = noshadow
[state 01,0]
type = assertspecial
trigger1 = root, var(25) > 0
flag = invisible

[state 01,2]
type = changeanim
trigger1 = 1
value = 255
elem = parent,var(3)
ignorehitpause = 1

[state 01,2]
type = playerpush
trigger1 = 1
value = 1

[state 01,2]
type = nothitby
trigger1 = 1
value = SCA

[state 01,2]
type = turn
trigger1 = facing != parent,facing

[State 01,3]
type = posadd
trigger1 = facing = 1
x = -(pos x - parent,pos x) 

[State 01,3]
type = posadd
trigger1 = facing = -1
x = pos x - parent,pos x 

[State 01,3]
type = destroyself
trigger1 = parent,stateno != 250 && parent,stateno != 104
;---------------------------------------------------------------------------
[Statedef 252]
type    = S
movetype= H
physics = N
velset = 0,0

[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 1

[State 5000, 1]
type = changestate
trigger1 = life <= 0
value = 864

[State 5000, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = pos y >= 0
value = 5012

[State 5000, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = pos y < 0
value = 5030

[State 5000, 4]
type = posset
trigger1 = pos y > 0
y = 0

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
type = a

[State 5000, 4]
type = posset
trigger1 = pos y > 0
y = 0

[State 5020, 5]
type = changestate
trigger1 = HitShakeOver && pos Y < 0
value = 1146
[State 5000, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 253

[State 5000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
;---------------------------------------------------------------------------
[Statedef 253]
type    = S
movetype= H
physics = S

[State 5020, 5]
type = selfState
trigger1 = pos Y < 0
value = 5030

[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 1

[State 5001, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5001, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5017

[State 5001, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5001, 4]
type = VelSet
trigger1 = HitOver
x = 0

[State 5001, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5001, 6]
type = ChangeState
trigger1 = HitOver
value = 254

[Statedef 254];------------dizzy with star---------------
type    = S
movetype = I
physics = N
anim = 5300
velset = 0,0
sprpriority = 0

[State 1531, 5]
type = varset
trigger1 = time = 0
sysvar(4) = 0
[State 1531, 5]
type = varadd
trigger1 = command = "struggle"
sysvar(4) = 1

[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 1

[State 01,3]
type = selfstate
trigger1 = time >= 180-sysvar(4)*5
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;run attack
[Statedef 300]
type    = S
physics = N
movetype = A
sprpriority = 1
juggle = 16
anim = 300
ctrl = 0

[State 100, 1]
type = VelSet
trigger1 = time = 0
x = const(velocity.run.fwd.x)*ifelse(var(11)>0,2,1)
y = 0

[State 50, 4]
type = varset
trigger1 = time = 0
var(4) = ifelse(var(6)=15,1,0)
[State 50, 4]
type = varset
trigger1 = var(4) = 1 && movehit > 0
var(4) = 2
ignorehitpause = 1

[State 50, 4]
type = varset
trigger1 = time = 0
var(18) = ifelse(var(6)=5 || var(6)=10,1,0)
[State 50, 4]
type = varset
trigger1 = movehit > 0
var(18) = 0
[State 50, 4]
type = varset
trigger1 = movehit > 0
fvar(14) = ifelse(fvar(14)=1||var(6)=0,0,1)
ignorehitpause = 1
persistent = 0

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0 && var(36) > 4
value = 301
[State 50, 4]
type = varset
trigger1 = time = 0
var(12) = ifelse(var(11)>0,1,0)
[State 0, 1]
type = changeanim
triggerall = var(12) > 0
trigger1 = animelem = 1,1||animelem = 2,1||animelem = 4,1||animelem = 5,1
trigger2 = animelem = 6,12||animelem = 7,2
value = anim
elem = animelemno(0)+1

[state 20, 1]
type = varset
trigger1 = 1
var(3) = animelemno(0)

[state 01,1]
type = projectile
trigger1 = var(25) = 0
trigger1 = animelem = 1,>=0 && animelem = 4,<0
offset = -12,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(25) = 0
trigger1 = animelem = 4,>=0 && animelem = 5,<0
offset = -5,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[State 20, 4]
type = velmul
trigger1 = time > 4-ifelse(var(12)>0,3,0)
x = .925-ifelse(var(12)>0,0.09,0)

[State 20, 4]
type = velset
trigger1 = time = 30-ifelse(var(12)>0,15,0)
x = 0

[state 20, 1]
type = assertspecial
trigger1 = p2statetype != A
trigger2 = p2statetype = A && numtarget(230) = 1 && var(6)+5 < 15
trigger3 = numhelper(1176) > 0
trigger3 = helper(1176),numtarget > 0 && p2stateno = [1179,1187]
flag = nojugglecheck

[State 52, 1]
type = playsnd
trigger1 = animelem = 3
value = 1,3

[State 1000, 4]
type = hitdef
trigger1 = animelem = 4
trigger1 = var(36) != 8 || (var(36) = 8 && p2statetype = A)
attr = S, NA
damage = ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0)))*ifelse(var(25)>0,2,1),ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0))/8)*ifelse(var(25)>0,2,1)
priority = 5,hit
animtype = hard
guardflag = M
ID = 300
hitonce = 0
pausetime = 8,12
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.hittime  = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.velocity = -4
ground.velocity = -2-ifelse(var(6)>=15,1,0),ifelse(var(6)>=15,-5,0)
air.velocity = -3,-5
ground.cornerpush.veloff = -2.8
guard.cornerpush.veloff = -7.2
getpower = 0,0
givepower = 0,0
sparkno = s20000
sparkxy = 0-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,16,0),-75
hitsound   = s1,0
guardsound = 6,0
ground.type = High
air.type = low
fall = ifelse(var(6)>=15,1,0)
air.fall = 1
fall.recover = 1
fall.recovertime = 40
[State 1000, 4]
type = hitdef
trigger1 = animelem = 4
trigger1 = var(36) = 8 && p2statetype != A
attr = S, NA
damage = ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0)))*ifelse(var(25)>0,2,1),ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0))/8)*ifelse(var(25)>0,2,1)
priority = 5,hit
animtype = hard
guardflag = M
ID = 300
hitonce = 0
pausetime = 8,69-ifelse(var(6)>=15,57,0)
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.hittime  = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.velocity = -4
ground.velocity = -2-ifelse(var(6)>=15,1,0),ifelse(var(6)>=15,-5,0)
air.velocity = -3,-5
ground.cornerpush.veloff = -2.8
guard.cornerpush.veloff = -7.2
getpower = 0,0
givepower = 0,0
sparkno = s20000
sparkxy = 0-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,16,0),-75
hitsound   = s1,0
guardsound = 6,0
ground.type = High
air.type = low
fall = ifelse(var(6)>=15,1,0)
air.fall = 1
fall.recover = 1
fall.recovertime = 40

[state 20, 1]
type = varadd
trigger1 = movehit > 0 && animelem = 4,>=0 && animelem = 5,<0
var(6) = ifelse(var(18)=1,5,ifelse(fvar(14)=0,3,1))
persistent = 0
ignorehitpause = 1
[state 20, 1]
type = varset
trigger1 = movehit > 0 && animelem = 4,>=0 && animelem = 5,<0
var(7) = 160
persistent = 0
ignorehitpause = 1
[state 20, 1]
type = varset
trigger1 = time = 0
var(8) = 0

[state 20, 1]
type = movehitreset
trigger1 = animelem = 5

[State 1000, 4]
type = hitdef
trigger1 = animelem = 5
trigger1 = var(36) != 8 || (var(36) = 8 && p2statetype = A)
attr = S, NA
damage = ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0)))*ifelse(var(25)>0,2,1),ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0))/8)*ifelse(var(25)>0,2,1)
priority = 5,hit
ID = 300
nochainID = ifelse(var(4)=2,300,-1)
animtype = hard
guardflag = M
hitonce = 0
pausetime = 8,12
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.hittime  = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.velocity = -4
ground.velocity = -2-ifelse(var(6)>=15,1,0),ifelse(var(6)>=15,-5,0)
air.velocity = -3,-5
ground.cornerpush.veloff = -2.8
guard.cornerpush.veloff = -7.2
getpower = 0,0
givepower = 0,0
sparkno = s20000
sparkxy = 0-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,16,0),-50
hitsound   = s1,0
guardsound = 6,0
ground.type = Low
fall = ifelse(var(6)>=15,1,0)
air.fall = 1
fall.recover = 1
fall.recovertime = 40
[State 1000, 4]
type = hitdef
trigger1 = animelem = 5
trigger1 = var(36) = 8 && p2statetype != A
attr = S, NA
damage = ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0)))*ifelse(var(25)>0,2,1),ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0))/8)*ifelse(var(25)>0,2,1)
priority = 5,hit
ID = 300
nochainID = ifelse(var(4)=2,300,-1)
animtype = hard
guardflag = M
hitonce = 0
pausetime = 8,69-ifelse(var(6)>=15,57,0)
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.hittime  = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.velocity = -4
ground.velocity = -2-ifelse(var(6)>=15,1,0),ifelse(var(6)>=15,-5,0)
air.velocity = -3,-5
ground.cornerpush.veloff = -2.8
guard.cornerpush.veloff = -7.2
getpower = 0,0
givepower = 0,0
sparkno = s20000
sparkxy = 0-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,16,0),-50
hitsound   = s1,0
guardsound = 6,0
ground.type = Low
fall = ifelse(var(6)>=15,1,0)
air.fall = 1
fall.recover = 1
fall.recovertime = 40

[State 9001, 3]
type = Envcolor
trigger1 = movehit > 0 && var(25) > 0
value = 150,255,255
time = 2
ignorehitpause = 1
persistent = 0
[State 9001, 3]
type = varset
trigger1 = movecontact > 0 && var(25) > 0
var(25) = 0
ignorehitpause = 1
persistent = 0

[state 20, 1]
type = varadd
trigger1 = animelem = 4, > 0 && animelem = 5, <= 0 && var(36) = 8 && movecontact > 0
var(29) = -1
ignorehitpause = 1
persistent = 0
[state 20, 1]
type = varadd
trigger1 = animelem = 5, > 0 && animelem = 6, <= 0 && var(36) = 8 && movecontact > 0
var(29) = -1
ignorehitpause = 1
persistent = 0

[state 20, 1]
type = varadd
trigger1 = movehit > 0 && animelem = 5, > 0 && animelem = 6, <=0
var(6) = ifelse(var(18)=1,5,ifelse(fvar(14)=0,3,1))
persistent = 0
ignorehitpause = 1
[state 20, 1]
type = varset
trigger1 = movehit > 0 && animelem = 5, > 0 && animelem = 6, <=0
var(7) = 160
persistent = 0
ignorehitpause = 1

[State 20, 4]
type = helper
trigger1 = animelem = 5 && var(36) = 5
stateno = 220
pos = 38,-58
name = "wf"
ownpal = 1
[State 20, 4]
type = helper
trigger1 = animelem = 5 && var(36) = 6
stateno = 223
pos = 54,0
name = "wc"
ownpal = 1
[State 20, 4]
type = helper
trigger1 = animelem = 5 && var(36) = 7
stateno = 227
pos = 54,0
name = "wl"
ownpal = 1
[state 20, 1]
type = varadd
trigger1 = animelem = 5 && var(36) > 4 && var(36) < 8
var(21+var(36)) = -1
[State 20, 4]
type = helper
trigger1 = var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
stateno = 226+var(36)
pos = 54,-58
name = "w broke"
ownpal = 1
ignorehitpause = 1
[state 20, 1]
type = varset
trigger1 = var(41) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(41) = 0
ignorehitpause = 1
[state 20, 1]
type = varset
trigger1 = var(42) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(42) = 0
ignorehitpause = 1
[state 20, 1]
type = varset
trigger1 = var(43) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(43) = 0
ignorehitpause = 1
[state 20, 1]
type = varset
trigger1 = var(44) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(44) = 0
ignorehitpause = 1
[state 20, 1]
type = varset
trigger1 = var(45) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(45) = 0
ignorehitpause = 1
[state 20, 1]
type = varset
trigger1 = var(46) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(46) = 0
ignorehitpause = 1
[state 20, 1]
type = varset
trigger1 = var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(36) = 1
ignorehitpause = 1
[state 20, 1]
type = changeanim
trigger1 = var(36) = 1 && anim != 300
value = 300
elem = animelemno(0)

[State 20, 1]
type = ChangeState
value = 250
trigger1 = fvar(35) = 1 && movecontact > 0
trigger1 = animelem = 6,1 && var(36) != 8

[state 20, 1]
type = changestate
trigger1 = fvar(35) = 1 && animelem = 6, >= 0
trigger1 = p2movetype = A
trigger1 = movecontact = 0 && p2dist x < 111 && random < 200
value = 109

[state 20, 1]
type = changestate
trigger1 = animtime = -2 && var(12) > 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;shadow(helper)
[Statedef 01]
type    = S
physics = N
anim = 1
velset = 0,0
ctrl = 0

[state 01,0]
type = varrangeset
trigger1 = roundno = 1 && time = 0
first = 26
last = 29
value = 0

[state 01,0]
type = assertspecial
trigger1 = 1
flag = invisible

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 01,1]
type = projectile
triggerall = parent,var(25) = 0
triggerall = parent,stateno != 200 && parent,stateno != 250 && parent,stateno != 107
triggerall = parent,stateno != 108 && parent,stateno != 109 && parent,stateno != 40
triggerall = parent,stateno != 5201 && parent,stateno != 1000 && parent,stateno != 1040
triggerall = parent,stateno != 1060 && parent,stateno != 1080 && parent,stateno != 1090
triggerall = parent,stateno != 1091 && parent,stateno != 1110 && parent,stateno != 1130
triggerall = parent,stateno != 205 && parent,stateno != 1140 && parent,stateno != 1150
triggerall = parent,stateno != 191 && parent,stateno != 192
trigger1 = parent,stateno != 300 && parent,stateno != 104 && parent,stateno != 5150;parent,alive;parent,movetype != H
trigger2 = parent,stateno = 300 && parent,animelem = 5,>=0 && parent,animtime < 0
trigger3 = parent,stateno = 104 && parent,animelem = 6,>=0 && parent,animtime < 0
;trigger4 = parent,stateno = [120,155]
;trigger5 = parent,stateno = 5000 || parent,stateno = 5001 || parent,stateno = 5020
;trigger6 = parent,stateno = 5011 || parent,stateno = 5010 || parent,stateno = 5030
;trigger7 = parent,stateno = 5050 || parent,stateno = 5101 || parent,stateno = 5070
;trigger8 = parent,stateno = 5080 || parent,stateno = 5071 || parent,stateno = 5120
;trigger9 = parent,stateno = 5100 || parent,stateno = 5110 || parent,stateno = 5040
offset = 0,0
projanim = 1
postype = p1
projscale = 1,1.2
projsprpriority = -2
ignorehitpause = 1
projremovetime = 1
projshadow = -1
pausemovetime = 99999
projedgebound = 210
projstagebound = 210

[state 01,2]
type = turn
trigger1 = facing != 1

[State 01,3]
type = posadd
trigger1 = 1
x = ifelse(facing=1,-(pos x - parent,pos x),pos x - parent,pos x)
;-----------------------------m control---------
[State 01,3]
type = varset
trigger1 = time = 0
var(31) = parent,var(31)
[State 01,3]
type = varset
trigger1 = time = 0
var(32) = parent,var(32)
[State 01,3]
type = varset
trigger1 = time = 0
var(33) = parent,var(33)
[State 01,3]
type = varset
trigger1 = time = 0
var(34) = parent,var(34)
[State 01,3]
type = varset
trigger1 = time = 0
var(35) = parent,var(35)
[State 01,3]
type = varset
trigger1 = time = 0
fvar(10) = -2.6;13/5
[State 01,3]
type = varset
trigger1 = time = 0
fvar(11) = 2.2;-11/5
[State 01,3]
type = varset
trigger1 = time = 0
fvar(12) = -1.9;11.4/6
[State 01,3]
type = varset
trigger1 = time = 0
fvar(13) = 1.6;-9.6/6
[State 01,3]
type = varadd
trigger1 = var(14) = 2
var(14) = 9
[State 01,3]
type = varadd
trigger1 = 1
var(14) = ifelse((var(14)>0&&var(14)<2)||(var(14)<0&&var(14)>-3),1,ifelse(var(14)>3,-1,0))
[State 01,3]
type = varset
trigger1 = var(14) = 0 || parent,life <= 0
var(10) = 0
[State 01,3]
type = varadd
trigger1 = var(14) = 0 && (var(11) = 1 || (command = "c" && parent,fvar(35) = 0))
var(31) = 1
[State 01,3]
type = varset
trigger1 = var(31) = 4
var(31) = 0
[State 01,3]
type = varset
trigger1 = ((command = "hold_y" && parent,fvar(35) = 0) || (command = "hold_z" && parent,fvar(35) = 0) || var(11) = 1) && var(14) = 0 && parent,alive && (parent,command != "fstrike" || parent,fvar(35) != 0)
trigger1 = parent,stateno !=1000&&parent,stateno !=5000&&parent,stateno !=5020
trigger1 = parent,stateno !=5050&&parent,stateno !=1040&&parent,stateno !=5030
trigger1 = parent,stateno !=1050&&parent,stateno !=1060&&parent,stateno !=1070
trigger1 = roundstate = 2&&parent,stateno !=1010&&parent,stateno !=1020&&parent,stateno !=1080
trigger1 = parent,stateno !=1035&&parent,stateno !=1090&&parent,stateno !=1091
trigger1 = parent,stateno !=1100&&parent,stateno != 1110&&parent,stateno != 1120
trigger1 = parent,stateno !=1130&&parent,stateno !=410&&parent,stateno !=205
trigger1 = parent,stateno !=1140&&parent,stateno != 1150&&parent,stateno != 3000
var(14) = 1
[State 01,3]
type = varset
trigger1 = var(14) = 0 || var(14) = 1
var(11) = 0
[State 01,3]
type = varset
trigger1 = var(14) = 3
var(10) = ifelse((command = "hold_y" && parent,fvar(35) = 0),1,ifelse((command = "hold_z" && parent,fvar(35) = 0),-1,var(10)))
[State 01,3]
type = varset
trigger1 = (command = "hold_y" || command = "hold_z") && var(14) = 3 && parent,fvar(35) = 0
var(14) = 11
[State 01,3]
type = varset
trigger1 = command = "c" && parent,fvar(35) = 0; || command = "a"
trigger1 = var(14) = 3
var(11) = 1
[State 01,3]
type = varset
triggerall = var(32)%4 = 0 && var(33)%4 = 0 && var(34)%4 = 0 && var(35)%4 = 0 && var(14) >= 3
trigger1 = parent,fvar(35) = 0
trigger1 = command = "b" || command = "x" || (command = "c" && var(14) = 3)
trigger2 = var(10) = 0 && (parent,life <= 0 || p2life <= 0 || parent,var(13) < 1)
trigger3 = parent,stateno = 1000||parent,stateno =5000||parent,stateno =5020
trigger4 = parent,stateno = 5050||parent,stateno = 1040||parent,stateno = 5030
trigger5 = parent,stateno = 1050||parent,stateno = 1060||parent,stateno = 1070
trigger6 = roundstate != 2||parent,stateno = 1010||parent,stateno =1020||parent,stateno =1080
trigger7 = parent,stateno = 1035||parent,stateno = 1090||parent,stateno = 1091
trigger8 = parent,stateno = 1100||parent,stateno = 1110||parent,stateno = 1120
trigger9 = parent,stateno = 1130||parent,stateno = 410||parent,stateno = 205
trigger10 = parent,stateno = 1140||parent,stateno = 1150||parent,stateno = 3000
trigger11 = (parent,command = "fstrike" && parent,fvar(35) = 0) || parent,fvar(35) = 1
var(14) = -2

[State 01,3]
type = varset
trigger1 = var(14) = 0 && var(32)%4 != 0
var(32) = var(32) + 4-(var(32)%4)
[State 01,3]
type = varset
trigger1 = var(14) = 0 && var(33)%4 != 0
var(33) = var(33) + 4-(var(33)%4)
[State 01,3]
type = varset
trigger1 = var(14) = 0 && var(34)%4 != 0
var(34) = var(34) + 4-(var(34)%4)
[State 01,3]
type = varset
trigger1 = var(14) = 0 && var(35)%4 != 0
var(35) = var(35) + 4-(var(35)%4)

[State 01,3]
type = parentvarset
trigger1 = parent,fvar(35) = 0
trigger1 = command = "y" || command = "z" || command = "c"; || command = "a"
var(13) = 300
[State 01,3]
type = parentvaradd
trigger1 = parent,var(13) > 0
var(13) = -1

[State 01,3]
type = varadd
trigger1 = var(10) = 1 && var(31) = 0
var(32) = 1
[State 01,3]
type = varadd
trigger1 = var(10) = -1 && var(31) = 0
var(32) = -1
[State 01,3]
type = varadd
trigger1 = var(10) = 1 && var(31) = 1
var(33) = 1
[State 01,3]
type = varadd
trigger1 = var(10) = -1 && var(31) = 1
var(33) = -1
[State 01,3]
type = varadd
trigger1 = var(10) = 1 && var(31) = 2
var(34) = 1
[State 01,3]
type = varadd
trigger1 = var(10) = -1 && var(31) = 2
var(34) = -1
[State 01,3]
type = varadd
trigger1 = var(10) = 1 && var(31) = 3
var(35) = 1
[State 01,3]
type = varadd
trigger1 = var(10) = -1 && var(31) = 3
var(35) = -1
[State 01,3]
type = varset
trigger1 = var(32) = 20
var(32) = 0
[State 01,3]
type = varset
trigger1 = var(33) = 20
var(33) = 0
[State 01,3]
type = varset
trigger1 = var(34) = 20
var(34) = 0
[State 01,3]
type = varset
trigger1 = var(35) = 24
var(35) = 0
[State 01,3]
type = varset
trigger1 = var(32) = -1
var(32) = 19
[State 01,3]
type = varset
trigger1 = var(33) = -1
var(33) = 19
[State 01,3]
type = varset
trigger1 = var(34) = -1
var(34) = 19
[State 01,3]
type = varset
trigger1 = var(35) = -1
var(35) = 23
[State 01,3]
type = varset
trigger1 = var(31) = 0
trigger1 = var(32) = 4 || var(32) = 8 || var(32) = 12 || var(32) = 16 || var(32) = 0
trigger2 = var(31) = 1
trigger2 = var(33) = 4 || var(33) = 8 || var(33) = 12 || var(33) = 16 || var(33) = 0
trigger3 = var(31) = 2
trigger3 = var(34) = 4 || var(34) = 8 || var(34) = 12 || var(34) = 16 || var(34) = 0
trigger4 = var(31) = 3
trigger4 = var(35) = 4 || var(35) = 8 || var(35) = 12 || var(35) = 16 || var(35) = 20 || var(35) = 0
var(10) = 0
[State 01,3]
type = varset
trigger1 = var(31) = 0
var(12) = var(32)*var(32)
[State 01,3]
type = varset
trigger1 = var(31) = 1
var(12) = var(33)*var(33)
[State 01,3]
type = varset
trigger1 = var(31) = 2
var(12) = var(34)*var(34)
[State 01,3]
type = varset
trigger1 = var(31) = 3
var(12) = var(35)*var(35)

[State 01,3]
type = varset
trigger1 = var(31) = 0
var(26) = var(32) + 4
[State 01,3]
type = varset
trigger1 = var(31) = 0
var(27) = var(32) + 8
[State 01,3]
type = varset
trigger1 = var(31) = 0
var(28) = var(32) + 12
[State 01,3]
type = varset
trigger1 = var(31) = 0
var(29) = var(32) + 16
[State 01,3]
type = varset
trigger1 = var(31) = 1
var(26) = var(33) + 4
[State 01,3]
type = varset
trigger1 = var(31) = 1
var(27) = var(33) + 8
[State 01,3]
type = varset
trigger1 = var(31) = 1
var(28) = var(33) + 12
[State 01,3]
type = varset
trigger1 = var(31) = 1
var(29) = var(33) + 16
[State 01,3]
type = varset
trigger1 = var(31) = 2
var(26) = var(34) + 4
[State 01,3]
type = varset
trigger1 = var(31) = 2
var(27) = var(34) + 8
[State 01,3]
type = varset
trigger1 = var(31) = 2
var(28) = var(34) + 12
[State 01,3]
type = varset
trigger1 = var(31) = 2
var(29) = var(34) + 16
[State 01,3]
type = varset
trigger1 = var(31) = 3
var(26) = var(35) + 4
[State 01,3]
type = varset
trigger1 = var(31) = 3
var(27) = var(35) + 8
[State 01,3]
type = varset
trigger1 = var(31) = 3
var(28) = var(35) + 12
[State 01,3]
type = varset
trigger1 = var(31) = 3
var(29) = var(35) + 16
[State 01,3]
type = varset
trigger1 = var(31) = 3
var(30) = var(35) + 20
[State 01,3]
type = varset
trigger1 = var(31) != 3 && var(26) >= 20
var(26) = var(26) - 20
[State 01,3]
type = varset
trigger1 = var(31) != 3 && var(27) >= 20
var(27) = var(27) - 20
[State 01,3]
type = varset
trigger1 = var(31) != 3 && var(28) >= 20
var(28) = var(28) - 20
[State 01,3]
type = varset
trigger1 = var(31) != 3 && var(29) >= 20
var(29) = var(29) - 20
[State 01,3]
type = varset
trigger1 = var(31) = 3 && var(26) >= 24
var(26) = var(26) - 24
[State 01,3]
type = varset
trigger1 = var(31) = 3 && var(27) >= 24
var(27) = var(27) - 24
[State 01,3]
type = varset
trigger1 = var(31) = 3 && var(28) >= 24
var(28) = var(28) - 24
[State 01,3]
type = varset
trigger1 = var(31) = 3 && var(29) >= 24
var(29) = var(29) - 24
[State 01,3]
type = varset
trigger1 = var(31) = 3 && var(30) >= 24
var(30) = var(30) - 24
[State 01,3]
type = varset
trigger1 = 1
var(21) = var(26)*var(26)
[State 01,3]
type = varset
trigger1 = 1
var(22) = var(27)*var(27)
[State 01,3]
type = varset
trigger1 = 1
var(23) = var(28)*var(28)
[State 01,3]
type = varset
trigger1 = 1
var(24) = var(29)*var(29)
[State 01,3]
type = varset
trigger1 = 1
var(25) = var(30)*var(30)

[state 01,1];---------get in FB
type = projectile
trigger1 = var(31) = 0 && var(14) > 0 && var(14) < 3 && var(32) >= 15
offset= ifelse(var(32)>=0&&var(32)<=10,ceil((13*var(32)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(var(32)-10)-fvar(10)*(var(32)-10)*(var(32)-10)/2)/3*var(14))),-72+ceil((-11*(var(32)-15)+fvar(11)*(var(32)-15)*(var(32)-15)/2)/3*var(14))+parent,pos y
projanim= ifelse((parent,power)>=150,710,708) -ifelse(var(32)< 4,50,0)
projprojsprpriority= 997
ignorehitpause = 1
projremovetime = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 0 && var(14) > 0 && var(14) < 3 && var(32) >= 0 && var(32) <= 5
offset=ifelse(var(32)>=0&&var(32)<=10,ceil((13*var(32)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(var(32)-10)-fvar(10)*(var(32)-10)*(var(32)-10)/2)/3*var(14))),-72+ceil((-11*(var(32)+5)+fvar(11)*(var(32)+5)*(var(32)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=150,710,708) -ifelse(var(32)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 0 && var(14) > 0 && var(14) < 3 && var(32) > 5 && var(32) < 15
offset=ifelse(var(32)>=0&&var(32)<=10,ceil((13*var(32)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(var(32)-10)-fvar(10)*(var(32)-10)*(var(32)-10)/2)/3*var(14))),-72+ceil((11*(var(32)-5)-fvar(11)*(var(32)-5)*(var(32)-5)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=150,710,708) -ifelse(var(32)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get out FB
type = projectile
trigger1 = var(31) = 0 && var(14) < 0 && var(14) > -3 && var(32) >= 15
offset=-ifelse(var(32)>=0&&var(32)<=10,ceil((13*var(32)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(var(32)-10)-fvar(10)*(var(32)-10)*(var(32)-10)/2)/3*var(14))),-72-ceil((-11*(var(32)-15)+fvar(11)*(var(32)-15)*(var(32)-15)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=150,710,708) -ifelse(var(32)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 0 && var(14) < 0 && var(14) > -3 && var(32) >= 0 && var(32) <= 5
offset=-ifelse(var(32)>=0&&var(32)<=10,ceil((13*var(32)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(var(32)-10)-fvar(10)*(var(32)-10)*(var(32)-10)/2)/3*var(14))),-72-ceil((-11*(var(32)+5)+fvar(11)*(var(32)+5)*(var(32)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=150,710,708) -ifelse(var(32)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 0 && var(14) < 0 && var(14) > -3 && var(32) > 5 && var(32) < 15
offset=-ifelse(var(32)>=0&&var(32)<=10,ceil((13*var(32)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(var(32)-10)-fvar(10)*(var(32)-10)*(var(32)-10)/2)/3*var(14))),-72-ceil((11*(var(32)-5)-fvar(11)*(var(32)-5)*(var(32)-5)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=150,710,708) -ifelse(var(32)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------rounding FB
type = projectile
trigger1 = var(31) = 0 && var(14) >= 3 && var(32) >= 15
offset=ifelse(var(32)<=10,ceil(13*var(32)+fvar(10)*var(12)/2),ceil(-13*(var(32)-10)-fvar(10)*(var(32)-10)*(var(32)-10)/2)),-72+ceil(-11*(var(32)-15)+fvar(11)*(var(32)-15)*(var(32)-15)/2)+parent,pos y
projanim=ifelse((parent,power)>=150,710,708) -ifelse(var(32)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 0 && var(14) >= 3 && var(32) >= 0 && var(32) <= 5
offset=ifelse(var(32)<=10,ceil(13*var(32)+fvar(10)*var(12)/2),ceil(-13*(var(32)-10)-fvar(10)*(var(32)-10)*(var(32)-10)/2)),-72+ceil(-11*(var(32)+5)+fvar(11)*(var(32)+5)*(var(32)+5)/2)+parent,pos y
projanim=ifelse((parent,power)>=150,710,708) -ifelse(var(32)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 0 && var(14) >= 3 && var(32) > 5 && var(32) < 15
offset=ifelse(var(32)<=10,ceil(13*var(32)+fvar(10)*var(12)/2),ceil(-13*(var(32)-10)-fvar(10)*(var(32)-10)*(var(32)-10)/2)),-72+ceil(11*(var(32)-5)-fvar(11)*(var(32)-5)*(var(32)-5)/2)+parent,pos y
projanim=ifelse((parent,power)>=150,710,708) -ifelse(var(32)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get in m-2
type = projectile
trigger1 = var(31) != 3 && var(14) > 0 && var(14) < 3 && var(26) >= 15
offset=ifelse(var(26)>=0&&var(26)<=10,ceil((13*var(26)+fvar(10)*var(21)/2)/3*var(14)),ceil((-13*(var(26)-10)-fvar(10)*(var(26)-10)*(var(26)-10)/2)/3*var(14))),-72+ceil((-11*(var(26)-15)+fvar(11)*(var(26)-15)*(var(26)-15)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0&&(parent,power)>=230,711,ifelse(var(31)=1,706,ifelse(var(31)=2,706,708))) -ifelse(var(26)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) > 0 && var(14) < 3 && var(26) >= 0 && var(26) <= 5
offset=ifelse(var(26)>=0&&var(26)<=10,ceil((13*var(26)+fvar(10)*var(21)/2)/3*var(14)),ceil((-13*(var(26)-10)-fvar(10)*(var(26)-10)*(var(26)-10)/2)/3*var(14))),-72+ceil((-11*(var(26)+5)+fvar(11)*(var(26)+5)*(var(26)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0&&(parent,power)>=230,711,ifelse(var(31)=1,706,ifelse(var(31)=2,706,708))) -ifelse(var(26)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) > 0 && var(14) < 3 && var(26) > 5 && var(26) < 15
offset=ifelse(var(26)>=0&&var(26)<=10,ceil((13*var(26)+fvar(10)*var(21)/2)/3*var(14)),ceil((-13*(var(26)-10)-fvar(10)*(var(26)-10)*(var(26)-10)/2)/3*var(14))),-72+ceil((11*(var(26)-5)-fvar(11)*(var(26)-5)*(var(26)-5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0&&(parent,power)>=230,711,ifelse(var(31)=1,706,ifelse(var(31)=2,706,708))) -ifelse(var(26)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get out m-2
type = projectile
trigger1 = var(31) != 3 && var(14) < 0 && var(14) > -3 && var(26) >= 15
offset=-ifelse(var(26)>=0&&var(26)<=10,ceil((13*var(26)+fvar(10)*var(21)/2)/3*var(14)),ceil((-13*(var(26)-10)-fvar(10)*(var(26)-10)*(var(26)-10)/2)/3*var(14))),-72-ceil((-11*(var(26)-15)+fvar(11)*(var(26)-15)*(var(26)-15)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0&&(parent,power)>=230,711,ifelse(var(31)=1,706,ifelse(var(31)=2,706,708))) -ifelse(var(26)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) < 0 && var(14) > -3 && var(26) >= 0 && var(26) <= 5
offset=-ifelse(var(26)>=0&&var(26)<=10,ceil((13*var(26)+fvar(10)*var(21)/2)/3*var(14)),ceil((-13*(var(26)-10)-fvar(10)*(var(26)-10)*(var(26)-10)/2)/3*var(14))),-72-ceil((-11*(var(26)+5)+fvar(11)*(var(26)+5)*(var(26)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0&&(parent,power)>=230,711,ifelse(var(31)=1,706,ifelse(var(31)=2,706,708))) -ifelse(var(26)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) < 0 && var(14) > -3 && var(26) > 5 && var(26) < 15
offset=-ifelse(var(26)>=0&&var(26)<=10,ceil((13*var(26)+fvar(10)*var(21)/2)/3*var(14)),ceil((-13*(var(26)-10)-fvar(10)*(var(26)-10)*(var(26)-10)/2)/3*var(14))),-72-ceil((11*(var(26)-5)-fvar(11)*(var(26)-5)*(var(26)-5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0&&(parent,power)>=230,711,ifelse(var(31)=1,706,ifelse(var(31)=2,706,708))) -ifelse(var(26)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------rounding m-2
type = projectile
trigger1 = var(31) != 3 && var(14) >= 3 && var(26) >= 15
offset=ifelse(var(26)<=10,ceil(13*var(26)+fvar(10)*var(21)/2),ceil(-13*(var(26)-10)-fvar(10)*(var(26)-10)*(var(26)-10)/2)),-72+ceil(-11*(var(26)-15)+fvar(11)*(var(26)-15)*(var(26)-15)/2)+parent,pos y
projanim=ifelse(var(31)=0&&(parent,power)>=230,711,ifelse(var(31)=1,706,ifelse(var(31)=2,706,708))) -ifelse(var(26)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) >= 3 && var(26) >= 0 && var(26) <= 5
offset=ifelse(var(26)<=10,ceil(13*var(26)+fvar(10)*var(21)/2),ceil(-13*(var(26)-10)-fvar(10)*(var(26)-10)*(var(26)-10)/2)),-72+ceil(-11*(var(26)+5)+fvar(11)*(var(26)+5)*(var(26)+5)/2)+parent,pos y
projanim=ifelse(var(31)=0&&(parent,power)>=230,711,ifelse(var(31)=1,706,ifelse(var(31)=2,706,708))) -ifelse(var(26)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) >= 3 && var(26) > 5 && var(26) < 15
offset=ifelse(var(26)<=10,ceil(13*var(26)+fvar(10)*var(21)/2),ceil(-13*(var(26)-10)-fvar(10)*(var(26)-10)*(var(26)-10)/2)),-72+ceil(11*(var(26)-5)-fvar(11)*(var(26)-5)*(var(26)-5)/2)+parent,pos y
projanim=ifelse(var(31)=0&&(parent,power)>=230,711,ifelse(var(31)=1,706,ifelse(var(31)=2,706,708))) -ifelse(var(26)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get in m-3
type = projectile
trigger1 = var(31) != 3 && var(14) > 0 && var(14) < 3 && var(27) >= 15
offset=ifelse(var(27)>=0&&var(27)<=10,ceil((13*var(27)+fvar(10)*var(22)/2)/3*var(14)),ceil((-13*(var(27)-10)-fvar(10)*(var(27)-10)*(var(27)-10)/2)/3*var(14))),-72+ceil((-11*(var(27)-15)+fvar(11)*(var(27)-15)*(var(27)-15)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0&&(parent,power)>=240,707,ifelse(var(31)=1,706,ifelse(var(31)=2,706,708))) -ifelse(var(27)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) > 0 && var(14) < 3 && var(27) >= 0 && var(27) <= 5
offset=ifelse(var(27)>=0&&var(27)<=10,ceil((13*var(27)+fvar(10)*var(22)/2)/3*var(14)),ceil((-13*(var(27)-10)-fvar(10)*(var(27)-10)*(var(27)-10)/2)/3*var(14))),-72+ceil((-11*(var(27)+5)+fvar(11)*(var(27)+5)*(var(27)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0&&(parent,power)>=240,707,ifelse(var(31)=1,706,ifelse(var(31)=2,706,708))) -ifelse(var(27)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) > 0 && var(14) < 3 && var(27) > 5 && var(27) < 15
offset=ifelse(var(27)>=0&&var(27)<=10,ceil((13*var(27)+fvar(10)*var(22)/2)/3*var(14)),ceil((-13*(var(27)-10)-fvar(10)*(var(27)-10)*(var(27)-10)/2)/3*var(14))),-72+ceil((11*(var(27)-5)-fvar(11)*(var(27)-5)*(var(27)-5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0&&(parent,power)>=240,707,ifelse(var(31)=1,706,ifelse(var(31)=2,706,708))) -ifelse(var(27)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get out m-3
type = projectile
trigger1 = var(31) != 3 && var(14) < 0 && var(14) > -3 && var(27) >= 15
offset=-ifelse(var(27)>=0&&var(27)<=10,ceil((13*var(27)+fvar(10)*var(22)/2)/3*var(14)),ceil((-13*(var(27)-10)-fvar(10)*(var(27)-10)*(var(27)-10)/2)/3*var(14))),-72-ceil((-11*(var(27)-15)+fvar(11)*(var(27)-15)*(var(27)-15)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0&&(parent,power)>=240,707,ifelse(var(31)=1,706,ifelse(var(31)=2,706,708))) -ifelse(var(27)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) < 0 && var(14) > -3 && var(27) >= 0 && var(27) <= 5
offset=-ifelse(var(27)>=0&&var(27)<=10,ceil((13*var(27)+fvar(10)*var(22)/2)/3*var(14)),ceil((-13*(var(27)-10)-fvar(10)*(var(27)-10)*(var(27)-10)/2)/3*var(14))),-72-ceil((-11*(var(27)+5)+fvar(11)*(var(27)+5)*(var(27)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0&&(parent,power)>=240,707,ifelse(var(31)=1,706,ifelse(var(31)=2,706,708))) -ifelse(var(27)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) < 0 && var(14) > -3 && var(27) > 5 && var(27) < 15
offset=-ifelse(var(27)>=0&&var(27)<=10,ceil((13*var(27)+fvar(10)*var(22)/2)/3*var(14)),ceil((-13*(var(27)-10)-fvar(10)*(var(27)-10)*(var(27)-10)/2)/3*var(14))),-72-ceil((11*(var(27)-5)-fvar(11)*(var(27)-5)*(var(27)-5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0&&(parent,power)>=240,707,ifelse(var(31)=1,706,ifelse(var(31)=2,706,708))) -ifelse(var(27)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------rounding m-3
type = projectile
trigger1 = var(31) != 3 && var(14) >= 3 && var(27) >= 15
offset=ifelse(var(27)<=10,ceil(13*var(27)+fvar(10)*var(22)/2),ceil(-13*(var(27)-10)-fvar(10)*(var(27)-10)*(var(27)-10)/2)),-72+ceil(-11*(var(27)-15)+fvar(11)*(var(27)-15)*(var(27)-15)/2)+parent,pos y
projanim=ifelse(var(31)=0&&(parent,power)>=240,707,ifelse(var(31)=1,706,ifelse(var(31)=2,706,708))) -ifelse(var(27)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) >= 3 && var(27) >= 0 && var(27) <= 5
offset=ifelse(var(27)<=10,ceil(13*var(27)+fvar(10)*var(22)/2),ceil(-13*(var(27)-10)-fvar(10)*(var(27)-10)*(var(27)-10)/2)),-72+ceil(-11*(var(27)+5)+fvar(11)*(var(27)+5)*(var(27)+5)/2)+parent,pos y
projanim=ifelse(var(31)=0&&(parent,power)>=240,707,ifelse(var(31)=1,706,ifelse(var(31)=2,706,708))) -ifelse(var(27)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) >= 3 && var(27) > 5 && var(27) < 15
offset=ifelse(var(27)<=10,ceil(13*var(27)+fvar(10)*var(22)/2),ceil(-13*(var(27)-10)-fvar(10)*(var(27)-10)*(var(27)-10)/2)),-72+ceil(11*(var(27)-5)-fvar(11)*(var(27)-5)*(var(27)-5)/2)+parent,pos y
projanim=ifelse(var(31)=0&&(parent,power)>=240,707,ifelse(var(31)=1,706,ifelse(var(31)=2,706,708))) -ifelse(var(27)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get in m-4
type = projectile
trigger1 = var(31) != 3 && var(14) > 0 && var(14) < 3 && var(28) >= 15
offset=ifelse(var(28)>=0&&var(28)<=10,ceil((13*var(28)+fvar(10)*var(23)/2)/3*var(14)),ceil((-13*(var(28)-10)-fvar(10)*(var(28)-10)*(var(28)-10)/2)/3*var(14))),-72+ceil((-11*(var(28)-15)+fvar(11)*(var(28)-15)*(var(28)-15)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,706,ifelse(var(31)=1&&(parent,power)>=310,710,ifelse(var(31)=2,709,708))) -ifelse(var(28)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) > 0 && var(14) < 3 && var(28) >= 0 && var(28) <= 5
offset=ifelse(var(28)>=0&&var(28)<=10,ceil((13*var(28)+fvar(10)*var(23)/2)/3*var(14)),ceil((-13*(var(28)-10)-fvar(10)*(var(28)-10)*(var(28)-10)/2)/3*var(14))),-72+ceil((-11*(var(28)+5)+fvar(11)*(var(28)+5)*(var(28)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,706,ifelse(var(31)=1&&(parent,power)>=310,710,ifelse(var(31)=2,709,708))) -ifelse(var(28)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) > 0 && var(14) < 3 && var(28) > 5 && var(28) < 15
offset=ifelse(var(28)>=0&&var(28)<=10,ceil((13*var(28)+fvar(10)*var(23)/2)/3*var(14)),ceil((-13*(var(28)-10)-fvar(10)*(var(28)-10)*(var(28)-10)/2)/3*var(14))),-72+ceil((11*(var(28)-5)-fvar(11)*(var(28)-5)*(var(28)-5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,706,ifelse(var(31)=1&&(parent,power)>=310,710,ifelse(var(31)=2,709,708))) -ifelse(var(28)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get out m-4
type = projectile
trigger1 = var(31) != 3 && var(14) < 0 && var(14) > -3 && var(28) >= 15
offset=-ifelse(var(28)>=0&&var(28)<=10,ceil((13*var(28)+fvar(10)*var(23)/2)/3*var(14)),ceil((-13*(var(28)-10)-fvar(10)*(var(28)-10)*(var(28)-10)/2)/3*var(14))),-72-ceil((-11*(var(28)-15)+fvar(11)*(var(28)-15)*(var(28)-15)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,706,ifelse(var(31)=1&&(parent,power)>=310,710,ifelse(var(31)=2,709,708))) -ifelse(var(28)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) < 0 && var(14) > -3 && var(28) >= 0 && var(28) <= 5
offset=-ifelse(var(28)>=0&&var(28)<=10,ceil((13*var(28)+fvar(10)*var(23)/2)/3*var(14)),ceil((-13*(var(28)-10)-fvar(10)*(var(28)-10)*(var(28)-10)/2)/3*var(14))),-72-ceil((-11*(var(28)+5)+fvar(11)*(var(28)+5)*(var(28)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,706,ifelse(var(31)=1&&(parent,power)>=310,710,ifelse(var(31)=2,709,708))) -ifelse(var(28)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) < 0 && var(14) > -3 && var(28) > 5 && var(28) < 15
offset=-ifelse(var(28)>=0&&var(28)<=10,ceil((13*var(28)+fvar(10)*var(23)/2)/3*var(14)),ceil((-13*(var(28)-10)-fvar(10)*(var(28)-10)*(var(28)-10)/2)/3*var(14))),-72-ceil((11*(var(28)-5)-fvar(11)*(var(28)-5)*(var(28)-5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,706,ifelse(var(31)=1&&(parent,power)>=310,710,ifelse(var(31)=2,709,708))) -ifelse(var(28)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------rounding m-4
type = projectile
trigger1 = var(31) != 3 && var(14) >= 3 && var(28) >= 15
offset=ifelse(var(28)<=10,ceil(13*var(28)+fvar(10)*var(23)/2),ceil(-13*(var(28)-10)-fvar(10)*(var(28)-10)*(var(28)-10)/2)),-72+ceil(-11*(var(28)-15)+fvar(11)*(var(28)-15)*(var(28)-15)/2)+parent,pos y
projanim=ifelse(var(31)=0,706,ifelse(var(31)=1&&(parent,power)>=310,710,ifelse(var(31)=2,709,708))) -ifelse(var(28)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) >= 3 && var(28) >= 0 && var(28) <= 5
offset=ifelse(var(28)<=10,ceil(13*var(28)+fvar(10)*var(23)/2),ceil(-13*(var(28)-10)-fvar(10)*(var(28)-10)*(var(28)-10)/2)),-72+ceil(-11*(var(28)+5)+fvar(11)*(var(28)+5)*(var(28)+5)/2)+parent,pos y
projanim=ifelse(var(31)=0,706,ifelse(var(31)=1&&(parent,power)>=310,710,ifelse(var(31)=2,709,708))) -ifelse(var(28)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) >= 3 && var(28) > 5 && var(28) < 15
offset=ifelse(var(28)<=10,ceil(13*var(28)+fvar(10)*var(23)/2),ceil(-13*(var(28)-10)-fvar(10)*(var(28)-10)*(var(28)-10)/2)),-72+ceil(11*(var(28)-5)-fvar(11)*(var(28)-5)*(var(28)-5)/2)+parent,pos y
projanim=ifelse(var(31)=0,706,ifelse(var(31)=1&&(parent,power)>=310,710,ifelse(var(31)=2,709,708))) -ifelse(var(28)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get in m-5
type = projectile
trigger1 = var(31) != 3 && var(14) > 0 && var(14) < 3 && var(29) >= 15
offset=ifelse(var(29)>=0&&var(29)<=10,ceil((13*var(29)+fvar(10)*var(24)/2)/3*var(14)),ceil((-13*(var(29)-10)-fvar(10)*(var(29)-10)*(var(29)-10)/2)/3*var(14))),-72+ceil((-11*(var(29)-15)+fvar(11)*(var(29)-15)*(var(29)-15)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,706,ifelse(var(31)=1&&(parent,power)>=600,709,ifelse(var(31)=2,706,708))) -ifelse(var(29)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) > 0 && var(14) < 3 && var(29) >= 0 && var(29) <= 5
offset=ifelse(var(29)>=0&&var(29)<=10,ceil((13*var(29)+fvar(10)*var(24)/2)/3*var(14)),ceil((-13*(var(29)-10)-fvar(10)*(var(29)-10)*(var(29)-10)/2)/3*var(14))),-72+ceil((-11*(var(29)+5)+fvar(11)*(var(29)+5)*(var(29)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,706,ifelse(var(31)=1&&(parent,power)>=600,709,ifelse(var(31)=2,706,708))) -ifelse(var(29)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) > 0 && var(14) < 3 && var(29) > 5 && var(29) < 15
offset=ifelse(var(29)>=0&&var(29)<=10,ceil((13*var(29)+fvar(10)*var(24)/2)/3*var(14)),ceil((-13*(var(29)-10)-fvar(10)*(var(29)-10)*(var(29)-10)/2)/3*var(14))),-72+ceil((11*(var(29)-5)-fvar(11)*(var(29)-5)*(var(29)-5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,706,ifelse(var(31)=1&&(parent,power)>=600,709,ifelse(var(31)=2,706,708))) -ifelse(var(29)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get out m-5
type = projectile
trigger1 = var(31) != 3 && var(14) < 0 && var(14) > -3 && var(29) >= 15
offset=-ifelse(var(29)>=0&&var(29)<=10,ceil((13*var(29)+fvar(10)*var(24)/2)/3*var(14)),ceil((-13*(var(29)-10)-fvar(10)*(var(29)-10)*(var(29)-10)/2)/3*var(14))),-72-ceil((-11*(var(29)-15)+fvar(11)*(var(29)-15)*(var(29)-15)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,706,ifelse(var(31)=1&&(parent,power)>=600,709,ifelse(var(31)=2,706,708))) -ifelse(var(29)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) < 0 && var(14) > -3 && var(29) >= 0 && var(29) <= 5
offset=-ifelse(var(29)>=0&&var(29)<=10,ceil((13*var(29)+fvar(10)*var(24)/2)/3*var(14)),ceil((-13*(var(29)-10)-fvar(10)*(var(29)-10)*(var(29)-10)/2)/3*var(14))),-72-ceil((-11*(var(29)+5)+fvar(11)*(var(29)+5)*(var(29)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,706,ifelse(var(31)=1&&(parent,power)>=600,709,ifelse(var(31)=2,706,708))) -ifelse(var(29)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) < 0 && var(14) > -3 && var(29) > 5 && var(29) < 15
offset=-ifelse(var(29)>=0&&var(29)<=10,ceil((13*var(29)+fvar(10)*var(24)/2)/3*var(14)),ceil((-13*(var(29)-10)-fvar(10)*(var(29)-10)*(var(29)-10)/2)/3*var(14))),-72-ceil((11*(var(29)-5)-fvar(11)*(var(29)-5)*(var(29)-5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,706,ifelse(var(31)=1&&(parent,power)>=600,709,ifelse(var(31)=2,706,708))) -ifelse(var(29)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------rounding m-5
type = projectile
trigger1 = var(31) != 3 && var(14) >= 3 && var(29) >= 15
offset=ifelse(var(29)<=10,ceil(13*var(29)+fvar(10)*var(24)/2),ceil(-13*(var(29)-10)-fvar(10)*(var(29)-10)*(var(29)-10)/2)),-72+ceil(-11*(var(29)-15)+fvar(11)*(var(29)-15)*(var(29)-15)/2)+parent,pos y
projanim=ifelse(var(31)=0,706,ifelse(var(31)=1&&(parent,power)>=600,709,ifelse(var(31)=2,706,708))) -ifelse(var(29)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) >= 3 && var(29) >= 0 && var(29) <= 5
offset=ifelse(var(29)<=10,ceil(13*var(29)+fvar(10)*var(24)/2),ceil(-13*(var(29)-10)-fvar(10)*(var(29)-10)*(var(29)-10)/2)),-72+ceil(-11*(var(29)+5)+fvar(11)*(var(29)+5)*(var(29)+5)/2)+parent,pos y
projanim=ifelse(var(31)=0,706,ifelse(var(31)=1&&(parent,power)>=600,709,ifelse(var(31)=2,706,708))) -ifelse(var(29)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) >= 3 && var(29) > 5 && var(29) < 15
offset=ifelse(var(29)<=10,ceil(13*var(29)+fvar(10)*var(24)/2),ceil(-13*(var(29)-10)-fvar(10)*(var(29)-10)*(var(29)-10)/2)),-72+ceil(11*(var(29)-5)-fvar(11)*(var(29)-5)*(var(29)-5)/2)+parent,pos y
projanim=ifelse(var(31)=0,706,ifelse(var(31)=1&&(parent,power)>=600,709,ifelse(var(31)=2,706,708))) -ifelse(var(29)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get in MM
type = projectile
trigger1 = var(31) = 1 && var(14) > 0 && var(14) < 3 && VAR(33) >= 15
offset=ifelse(VAR(33)>=0&&VAR(33)<=10,ceil((13*VAR(33)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(VAR(33)-10)-fvar(10)*(VAR(33)-10)*(VAR(33)-10)/2)/3*var(14))),-72+ceil((-11*(VAR(33)-15)+fvar(11)*(VAR(33)-15)*(VAR(33)-15)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=200,707,708) -ifelse(var(33)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 1 && var(14) > 0 && var(14) < 3 && VAR(33) >= 0 && VAR(33) <= 5
offset=ifelse(VAR(33)>=0&&VAR(33)<=10,ceil((13*VAR(33)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(VAR(33)-10)-fvar(10)*(VAR(33)-10)*(VAR(33)-10)/2)/3*var(14))),-72+ceil((-11*(VAR(33)+5)+fvar(11)*(VAR(33)+5)*(VAR(33)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=200,707,708) -ifelse(var(33)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 1 && var(14) > 0 && var(14) < 3 && VAR(33) > 5 && VAR(33) < 15
offset=ifelse(VAR(33)>=0&&VAR(33)<=10,ceil((13*VAR(33)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(VAR(33)-10)-fvar(10)*(VAR(33)-10)*(VAR(33)-10)/2)/3*var(14))),-72+ceil((11*(VAR(33)-5)-fvar(11)*(VAR(33)-5)*(VAR(33)-5)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=200,707,708) -ifelse(var(33)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get out MM
type = projectile
trigger1 = var(31) = 1 && var(14) < 0 && var(14) > -3 && VAR(33) >= 15
offset=-ifelse(VAR(33)>=0&&VAR(33)<=10,ceil((13*VAR(33)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(VAR(33)-10)-fvar(10)*(VAR(33)-10)*(VAR(33)-10)/2)/3*var(14))),-72-ceil((-11*(VAR(33)-15)+fvar(11)*(VAR(33)-15)*(VAR(33)-15)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=200,707,708) -ifelse(var(33)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 1 && var(14) < 0 && var(14) > -3 && VAR(33) >= 0 && VAR(33) <= 5
offset=-ifelse(VAR(33)>=0&&VAR(33)<=10,ceil((13*VAR(33)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(VAR(33)-10)-fvar(10)*(VAR(33)-10)*(VAR(33)-10)/2)/3*var(14))),-72-ceil((-11*(VAR(33)+5)+fvar(11)*(VAR(33)+5)*(VAR(33)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=200,707,708) -ifelse(var(33)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 1 && var(14) < 0 && var(14) > -3 && VAR(33) > 5 && VAR(33) < 15
offset=-ifelse(VAR(33)>=0&&VAR(33)<=10,ceil((13*VAR(33)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(VAR(33)-10)-fvar(10)*(VAR(33)-10)*(VAR(33)-10)/2)/3*var(14))),-72-ceil((11*(VAR(33)-5)-fvar(11)*(VAR(33)-5)*(VAR(33)-5)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=200,707,708) -ifelse(var(33)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------rounding MM
type = projectile
trigger1 = var(31) = 1 && var(14) >= 3 && VAR(33) >= 15
offset=ifelse(VAR(33)<=10,ceil(13*VAR(33)+fvar(10)*var(12)/2),ceil(-13*(VAR(33)-10)-fvar(10)*(VAR(33)-10)*(VAR(33)-10)/2)),-72+ceil(-11*(VAR(33)-15)+fvar(11)*(VAR(33)-15)*(VAR(33)-15)/2)+parent,pos y
projanim=ifelse((parent,power)>=200,707,708) -ifelse(var(33)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 1 && var(14) >= 3 && VAR(33) >= 0 && VAR(33) <= 5
offset=ifelse(VAR(33)<=10,ceil(13*VAR(33)+fvar(10)*var(12)/2),ceil(-13*(VAR(33)-10)-fvar(10)*(VAR(33)-10)*(VAR(33)-10)/2)),-72+ceil(-11*(VAR(33)+5)+fvar(11)*(VAR(33)+5)*(VAR(33)+5)/2)+parent,pos y
projanim=ifelse((parent,power)>=200,707,708) -ifelse(var(33)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 1 && var(14) >= 3 && VAR(33) > 5 && VAR(33) < 15
offset=ifelse(VAR(33)<=10,ceil(13*VAR(33)+fvar(10)*var(12)/2),ceil(-13*(VAR(33)-10)-fvar(10)*(VAR(33)-10)*(VAR(33)-10)/2)),-72+ceil(11*(VAR(33)-5)-fvar(11)*(VAR(33)-5)*(VAR(33)-5)/2)+parent,pos y
projanim=ifelse((parent,power)>=200,707,708) -ifelse(var(33)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get in FR
type = projectile
trigger1 = var(31) = 2 && var(14) > 0 && var(14) < 3 && var(34) >= 15
offset=ifelse(var(34)>=0&&var(34)<=10,ceil((13*var(34)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(var(34)-10)-fvar(10)*(var(34)-10)*(var(34)-10)/2)/3*var(14))),-72+ceil((-11*(var(34)-15)+fvar(11)*(var(34)-15)*(var(34)-15)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=140,710,708) -ifelse(var(34)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 2 && var(14) > 0 && var(14) < 3 && var(34) >= 0 && var(34) <= 5
offset=ifelse(var(34)>=0&&var(34)<=10,ceil((13*var(34)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(var(34)-10)-fvar(10)*(var(34)-10)*(var(34)-10)/2)/3*var(14))),-72+ceil((-11*(var(34)+5)+fvar(11)*(var(34)+5)*(var(34)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=140,710,708) -ifelse(var(34)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 2 && var(14) > 0 && var(14) < 3 && var(34) > 5 && var(34) < 15
offset=ifelse(var(34)>=0&&var(34)<=10,ceil((13*var(34)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(var(34)-10)-fvar(10)*(var(34)-10)*(var(34)-10)/2)/3*var(14))),-72+ceil((11*(var(34)-5)-fvar(11)*(var(34)-5)*(var(34)-5)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=140,710,708) -ifelse(var(34)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get out FR
type = projectile
trigger1 = var(31) = 2 && var(14) < 0 && var(14) > -3 && var(34) >= 15
offset=-ifelse(var(34)>=0&&var(34)<=10,ceil((13*var(34)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(var(34)-10)-fvar(10)*(var(34)-10)*(var(34)-10)/2)/3*var(14))),-72-ceil((-11*(var(34)-15)+fvar(11)*(var(34)-15)*(var(34)-15)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=140,710,708) -ifelse(var(34)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 2 && var(14) < 0 && var(14) > -3 && var(34) >= 0 && var(34) <= 5
offset=-ifelse(var(34)>=0&&var(34)<=10,ceil((13*var(34)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(var(34)-10)-fvar(10)*(var(34)-10)*(var(34)-10)/2)/3*var(14))),-72-ceil((-11*(var(34)+5)+fvar(11)*(var(34)+5)*(var(34)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=140,710,708) -ifelse(var(34)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 2 && var(14) < 0 && var(14) > -3 && var(34) > 5 && var(34) < 15
offset=-ifelse(var(34)>=0&&var(34)<=10,ceil((13*var(34)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(var(34)-10)-fvar(10)*(var(34)-10)*(var(34)-10)/2)/3*var(14))),-72-ceil((11*(var(34)-5)-fvar(11)*(var(34)-5)*(var(34)-5)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=140,710,708) -ifelse(var(34)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------rounding FR
type = projectile
trigger1 = var(31) = 2 && var(14) >= 3 && var(34) >= 15
offset=ifelse(var(34)<=10,ceil(13*var(34)+fvar(10)*var(12)/2),ceil(-13*(var(34)-10)-fvar(10)*(var(34)-10)*(var(34)-10)/2)),-72+ceil(-11*(var(34)-15)+fvar(11)*(var(34)-15)*(var(34)-15)/2)+parent,pos y
projanim=ifelse((parent,power)>=140,710,708) -ifelse(var(34)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 2 && var(14) >= 3 && var(34) >= 0 && var(34) <= 5
offset=ifelse(var(34)<=10,ceil(13*var(34)+fvar(10)*var(12)/2),ceil(-13*(var(34)-10)-fvar(10)*(var(34)-10)*(var(34)-10)/2)),-72+ceil(-11*(var(34)+5)+fvar(11)*(var(34)+5)*(var(34)+5)/2)+parent,pos y
projanim=ifelse((parent,power)>=140,710,708) -ifelse(var(34)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 2 && var(14) >= 3 && var(34) > 5 && var(34) < 15
offset=ifelse(var(34)<=10,ceil(13*var(34)+fvar(10)*var(12)/2),ceil(-13*(var(34)-10)-fvar(10)*(var(34)-10)*(var(34)-10)/2)),-72+ceil(11*(var(34)-5)-fvar(11)*(var(34)-5)*(var(34)-5)/2)+parent,pos y
projanim=ifelse((parent,power)>=140,710,708) -ifelse(var(34)< 4,50,0)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1]	;-- temp var for icon anim
type = varset
trigger1 = var(31) = 3
var(5) = ifelse((parent,var(41))=0,708,ifelse((parent,var(41))=5,705,ifelse((parent,var(41))=6,711,ifelse((parent,var(41))=7,714,ifelse((parent,var(41))=8,715,ifelse((parent,var(41)>16&&parent,var(41)<21),713,ifelse((parent,var(41))=21,712,706)))))))
[state 01,1]	;-- temp var for icon anim2
type = varadd
trigger1 = var(35) < 4
var(5) = -50

[state 01,1];---------get i in 1
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(35) >= 18
offset=ifelse(var(35)>=0&&var(35)<=12,ceil((11.4*var(35)+fvar(12)*var(12)/2)/3*var(14)),ceil((-11.4*(var(35)-12)-fvar(12)*(var(35)-12)*(var(35)-12)/2)/3*var(14))),-71+ceil((-9.6*(var(35)-18)+fvar(13)*(var(35)-18)*(var(35)-18)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(35) >= 0 && var(35) <= 6
offset=ifelse(var(35)>=0&&var(35)<=12,ceil((11.4*var(35)+fvar(12)*var(12)/2)/3*var(14)),ceil((-11.4*(var(35)-12)-fvar(12)*(var(35)-12)*(var(35)-12)/2)/3*var(14))),-71+ceil((-9.6*(var(35)+6)+fvar(13)*(var(35)+6)*(var(35)+6)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(35) > 6 && var(35) < 18
offset=ifelse(var(35)>=0&&var(35)<=12,ceil((11.4*var(35)+fvar(12)*var(12)/2)/3*var(14)),ceil((-11.4*(var(35)-12)-fvar(12)*(var(35)-12)*(var(35)-12)/2)/3*var(14))),-71+ceil((9.6*(var(35)-6)-fvar(13)*(var(35)-6)*(var(35)-6)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get i out 1
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(35) >= 18
offset=-ifelse(var(35)>=0&&var(35)<=12,ceil((11.4*var(35)+fvar(12)*var(12)/2)/3*var(14)),ceil((-11.4*(var(35)-12)-fvar(12)*(var(35)-12)*(var(35)-12)/2)/3*var(14))),-71-ceil((-9.6*(var(35)-18)+fvar(13)*(var(35)-18)*(var(35)-18)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(35) >= 0 && var(35) <= 6
offset=-ifelse(var(35)>=0&&var(35)<=12,ceil((11.4*var(35)+fvar(12)*var(12)/2)/3*var(14)),ceil((-11.4*(var(35)-12)-fvar(12)*(var(35)-12)*(var(35)-12)/2)/3*var(14))),-71-ceil((-9.6*(var(35)+6)+fvar(13)*(var(35)+6)*(var(35)+6)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(35) > 6 && var(35) < 18
offset=-ifelse(var(35)>=0&&var(35)<=12,ceil((11.4*var(35)+fvar(12)*var(12)/2)/3*var(14)),ceil((-11.4*(var(35)-12)-fvar(12)*(var(35)-12)*(var(35)-12)/2)/3*var(14))),-71-ceil((9.6*(var(35)-6)-fvar(13)*(var(35)-6)*(var(35)-6)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------i rounding 1
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(35) >= 18
offset=ifelse(var(35)<=12,ceil(11.4*var(35)+fvar(12)*var(12)/2),ceil(-11.4*(var(35)-12)-fvar(12)*(var(35)-12)*(var(35)-12)/2)),-71+ceil(-9.6*(var(35)-18)+fvar(13)*(var(35)-18)*(var(35)-18)/2)+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(35) >= 0 && var(35) <= 6
offset=ifelse(var(35)<=12,ceil(11.4*var(35)+fvar(12)*var(12)/2),ceil(-11.4*(var(35)-12)-fvar(12)*(var(35)-12)*(var(35)-12)/2)),-71+ceil(-9.6*(var(35)+6)+fvar(13)*(var(35)+6)*(var(35)+6)/2)+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(35) > 6 && var(35) < 18
offset=ifelse(var(35)<=12,ceil(11.4*var(35)+fvar(12)*var(12)/2),ceil(-11.4*(var(35)-12)-fvar(12)*(var(35)-12)*(var(35)-12)/2)),-71+ceil(9.6*(var(35)-6)-fvar(13)*(var(35)-6)*(var(35)-6)/2)+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1]	;-- temp var for icon anim
type = varset
trigger1 = var(31) = 3
var(5) = ifelse((parent,var(46))=0,708,ifelse((parent,var(46))=5,705,ifelse((parent,var(46))=6,711,ifelse((parent,var(46))=7,714,ifelse((parent,var(46))=8,715,ifelse((parent,var(46)>16&&parent,var(46)<21),713,ifelse((parent,var(46))=21,712,706)))))))
[state 01,1]	;-- temp var for icon anim2
type = varadd
trigger1 = var(26) < 4
var(5) = -50

[state 01,1];---------get i in 2
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(26) >= 18
offset=ifelse(var(26)>=0&&var(26)<=12,ceil((11.4*var(26)+fvar(12)*var(21)/2)/3*var(14)),ceil((-11.4*(var(26)-12)-fvar(12)*(var(26)-12)*(var(26)-12)/2)/3*var(14))),-71+ceil((-9.6*(var(26)-18)+fvar(13)*(var(26)-18)*(var(26)-18)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(26) >= 0 && var(26) <= 6
offset=ifelse(var(26)>=0&&var(26)<=12,ceil((11.4*var(26)+fvar(12)*var(21)/2)/3*var(14)),ceil((-11.4*(var(26)-12)-fvar(12)*(var(26)-12)*(var(26)-12)/2)/3*var(14))),-71+ceil((-9.6*(var(26)+6)+fvar(13)*(var(26)+6)*(var(26)+6)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(26) > 6 && var(26) < 18
offset=ifelse(var(26)>=0&&var(26)<=12,ceil((11.4*var(26)+fvar(12)*var(21)/2)/3*var(14)),ceil((-11.4*(var(26)-12)-fvar(12)*(var(26)-12)*(var(26)-12)/2)/3*var(14))),-71+ceil((9.6*(var(26)-6)-fvar(13)*(var(26)-6)*(var(26)-6)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get i out 2
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(26) >= 18
offset=-ifelse(var(26)>=0&&var(26)<=12,ceil((11.4*var(26)+fvar(12)*var(21)/2)/3*var(14)),ceil((-11.4*(var(26)-12)-fvar(12)*(var(26)-12)*(var(26)-12)/2)/3*var(14))),-71-ceil((-9.6*(var(26)-18)+fvar(13)*(var(26)-18)*(var(26)-18)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(26) >= 0 && var(26) <= 6
offset=-ifelse(var(26)>=0&&var(26)<=12,ceil((11.4*var(26)+fvar(12)*var(21)/2)/3*var(14)),ceil((-11.4*(var(26)-12)-fvar(12)*(var(26)-12)*(var(26)-12)/2)/3*var(14))),-71-ceil((-9.6*(var(26)+6)+fvar(13)*(var(26)+6)*(var(26)+6)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(26) > 6 && var(26) < 18
offset=-ifelse(var(26)>=0&&var(26)<=12,ceil((11.4*var(26)+fvar(12)*var(21)/2)/3*var(14)),ceil((-11.4*(var(26)-12)-fvar(12)*(var(26)-12)*(var(26)-12)/2)/3*var(14))),-71-ceil((9.6*(var(26)-6)-fvar(13)*(var(26)-6)*(var(26)-6)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------i rounding 2
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(26) >= 18
offset=ifelse(var(26)<=12,ceil(11.4*var(26)+fvar(12)*var(21)/2),ceil(-11.4*(var(26)-12)-fvar(12)*(var(26)-12)*(var(26)-12)/2)),-71+ceil(-9.6*(var(26)-18)+fvar(13)*(var(26)-18)*(var(26)-18)/2)+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(26) >= 0 && var(26) <= 6
offset=ifelse(var(26)<=12,ceil(11.4*var(26)+fvar(12)*var(21)/2),ceil(-11.4*(var(26)-12)-fvar(12)*(var(26)-12)*(var(26)-12)/2)),-71+ceil(-9.6*(var(26)+6)+fvar(13)*(var(26)+6)*(var(26)+6)/2)+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(26) > 6 && var(26) < 18
offset=ifelse(var(26)<=12,ceil(11.4*var(26)+fvar(12)*var(21)/2),ceil(-11.4*(var(26)-12)-fvar(12)*(var(26)-12)*(var(26)-12)/2)),-71+ceil(9.6*(var(26)-6)-fvar(13)*(var(26)-6)*(var(26)-6)/2)+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1]	;-- temp var for icon anim
type = varset
trigger1 = var(31) = 3
var(5) = ifelse((parent,var(45))=0,708,ifelse((parent,var(45))=5,705,ifelse((parent,var(45))=6,711,ifelse((parent,var(45))=7,714,ifelse((parent,var(45))=8,715,ifelse((parent,var(45)>16&&parent,var(45)<21),713,ifelse((parent,var(45))=21,712,706)))))))
[state 01,1]	;-- temp var for icon anim2
type = varadd
trigger1 = var(27) < 4
var(5) = -50

[state 01,1];---------get i in 3
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(27) >= 18
offset=ifelse(var(27)>=0&&var(27)<=12,ceil((11.4*var(27)+fvar(12)*var(22)/2)/3*var(14)),ceil((-11.4*(var(27)-12)-fvar(12)*(var(27)-12)*(var(27)-12)/2)/3*var(14))),-71+ceil((-9.6*(var(27)-18)+fvar(13)*(var(27)-18)*(var(27)-18)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(27) >= 0 && var(27) <= 6
offset=ifelse(var(27)>=0&&var(27)<=12,ceil((11.4*var(27)+fvar(12)*var(22)/2)/3*var(14)),ceil((-11.4*(var(27)-12)-fvar(12)*(var(27)-12)*(var(27)-12)/2)/3*var(14))),-71+ceil((-9.6*(var(27)+6)+fvar(13)*(var(27)+6)*(var(27)+6)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(27) > 6 && var(27) < 18
offset=ifelse(var(27)>=0&&var(27)<=12,ceil((11.4*var(27)+fvar(12)*var(22)/2)/3*var(14)),ceil((-11.4*(var(27)-12)-fvar(12)*(var(27)-12)*(var(27)-12)/2)/3*var(14))),-71+ceil((9.6*(var(27)-6)-fvar(13)*(var(27)-6)*(var(27)-6)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get i out 3
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(27) >= 18
offset=-ifelse(var(27)>=0&&var(27)<=12,ceil((11.4*var(27)+fvar(12)*var(22)/2)/3*var(14)),ceil((-11.4*(var(27)-12)-fvar(12)*(var(27)-12)*(var(27)-12)/2)/3*var(14))),-71-ceil((-9.6*(var(27)-18)+fvar(13)*(var(27)-18)*(var(27)-18)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(27) >= 0 && var(27) <= 6
offset=-ifelse(var(27)>=0&&var(27)<=12,ceil((11.4*var(27)+fvar(12)*var(22)/2)/3*var(14)),ceil((-11.4*(var(27)-12)-fvar(12)*(var(27)-12)*(var(27)-12)/2)/3*var(14))),-71-ceil((-9.6*(var(27)+6)+fvar(13)*(var(27)+6)*(var(27)+6)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(27) > 6 && var(27) < 18
offset=-ifelse(var(27)>=0&&var(27)<=12,ceil((11.4*var(27)+fvar(12)*var(22)/2)/3*var(14)),ceil((-11.4*(var(27)-12)-fvar(12)*(var(27)-12)*(var(27)-12)/2)/3*var(14))),-71-ceil((9.6*(var(27)-6)-fvar(13)*(var(27)-6)*(var(27)-6)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------i rounding 3
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(27) >= 18
offset=ifelse(var(27)<=12,ceil(11.4*var(27)+fvar(12)*var(22)/2),ceil(-11.4*(var(27)-12)-fvar(12)*(var(27)-12)*(var(27)-12)/2)),-71+ceil(-9.6*(var(27)-18)+fvar(13)*(var(27)-18)*(var(27)-18)/2)+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(27) >= 0 && var(27) <= 6
offset=ifelse(var(27)<=12,ceil(11.4*var(27)+fvar(12)*var(22)/2),ceil(-11.4*(var(27)-12)-fvar(12)*(var(27)-12)*(var(27)-12)/2)),-71+ceil(-9.6*(var(27)+6)+fvar(13)*(var(27)+6)*(var(27)+6)/2)+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(27) > 6 && var(27) < 18
offset=ifelse(var(27)<=12,ceil(11.4*var(27)+fvar(12)*var(22)/2),ceil(-11.4*(var(27)-12)-fvar(12)*(var(27)-12)*(var(27)-12)/2)),-71+ceil(9.6*(var(27)-6)-fvar(13)*(var(27)-6)*(var(27)-6)/2)+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1]	;-- temp var for icon anim
type = varset
trigger1 = var(31) = 3
var(5) = ifelse((parent,var(44))=0,708,ifelse((parent,var(44))=5,705,ifelse((parent,var(44))=6,711,ifelse((parent,var(44))=7,714,ifelse((parent,var(44))=8,715,ifelse((parent,var(44)>16&&parent,var(44)<21),713,ifelse((parent,var(44))=21,712,706)))))))
[state 01,1]	;-- temp var for icon anim2
type = varadd
trigger1 = var(28) < 4
var(5) = -50

[state 01,1];---------get i in 4
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(28) >= 18
offset=ifelse(var(28)>=0&&var(28)<=12,ceil((11.4*var(28)+fvar(12)*var(23)/2)/3*var(14)),ceil((-11.4*(var(28)-12)-fvar(12)*(var(28)-12)*(var(28)-12)/2)/3*var(14))),-71+ceil((-9.6*(var(28)-18)+fvar(13)*(var(28)-18)*(var(28)-18)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(28) >= 0 && var(28) <= 6
offset=ifelse(var(28)>=0&&var(28)<=12,ceil((11.4*var(28)+fvar(12)*var(23)/2)/3*var(14)),ceil((-11.4*(var(28)-12)-fvar(12)*(var(28)-12)*(var(28)-12)/2)/3*var(14))),-71+ceil((-9.6*(var(28)+6)+fvar(13)*(var(28)+6)*(var(28)+6)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(28) > 6 && var(28) < 18
offset=ifelse(var(28)>=0&&var(28)<=12,ceil((11.4*var(28)+fvar(12)*var(23)/2)/3*var(14)),ceil((-11.4*(var(28)-12)-fvar(12)*(var(28)-12)*(var(28)-12)/2)/3*var(14))),-71+ceil((9.6*(var(28)-6)-fvar(13)*(var(28)-6)*(var(28)-6)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get i out 4
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(28) >= 18
offset=-ifelse(var(28)>=0&&var(28)<=12,ceil((11.4*var(28)+fvar(12)*var(23)/2)/3*var(14)),ceil((-11.4*(var(28)-12)-fvar(12)*(var(28)-12)*(var(28)-12)/2)/3*var(14))),-71-ceil((-9.6*(var(28)-18)+fvar(13)*(var(28)-18)*(var(28)-18)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(28) >= 0 && var(28) <= 6
offset=-ifelse(var(28)>=0&&var(28)<=12,ceil((11.4*var(28)+fvar(12)*var(23)/2)/3*var(14)),ceil((-11.4*(var(28)-12)-fvar(12)*(var(28)-12)*(var(28)-12)/2)/3*var(14))),-71-ceil((-9.6*(var(28)+6)+fvar(13)*(var(28)+6)*(var(28)+6)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(28) > 6 && var(28) < 18
offset=-ifelse(var(28)>=0&&var(28)<=12,ceil((11.4*var(28)+fvar(12)*var(23)/2)/3*var(14)),ceil((-11.4*(var(28)-12)-fvar(12)*(var(28)-12)*(var(28)-12)/2)/3*var(14))),-71-ceil((9.6*(var(28)-6)-fvar(13)*(var(28)-6)*(var(28)-6)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------i rounding 4
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(28) >= 18
offset=ifelse(var(28)<=12,ceil(11.4*var(28)+fvar(12)*var(23)/2),ceil(-11.4*(var(28)-12)-fvar(12)*(var(28)-12)*(var(28)-12)/2)),-71+ceil(-9.6*(var(28)-18)+fvar(13)*(var(28)-18)*(var(28)-18)/2)+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(28) >= 0 && var(28) <= 6
offset=ifelse(var(28)<=12,ceil(11.4*var(28)+fvar(12)*var(23)/2),ceil(-11.4*(var(28)-12)-fvar(12)*(var(28)-12)*(var(28)-12)/2)),-71+ceil(-9.6*(var(28)+6)+fvar(13)*(var(28)+6)*(var(28)+6)/2)+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(28) > 6 && var(28) < 18
offset=ifelse(var(28)<=12,ceil(11.4*var(28)+fvar(12)*var(23)/2),ceil(-11.4*(var(28)-12)-fvar(12)*(var(28)-12)*(var(28)-12)/2)),-71+ceil(9.6*(var(28)-6)-fvar(13)*(var(28)-6)*(var(28)-6)/2)+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1]	;-- temp var for icon anim
type = varset
trigger1 = var(31) = 3
var(5) = ifelse((parent,var(43))=0,708,ifelse((parent,var(43))=5,705,ifelse((parent,var(43))=6,711,ifelse((parent,var(43))=7,714,ifelse((parent,var(43))=8,715,ifelse((parent,var(43)>16&&parent,var(43)<21),713,ifelse((parent,var(43))=21,712,706)))))))
[state 01,1]	;-- temp var for icon anim2
type = varadd
trigger1 = var(29) < 4
var(5) = -50

[state 01,1];---------get i in 5
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(29) >= 18
offset=ifelse(var(29)>=0&&var(29)<=12,ceil((11.4*var(29)+fvar(12)*var(24)/2)/3*var(14)),ceil((-11.4*(var(29)-12)-fvar(12)*(var(29)-12)*(var(29)-12)/2)/3*var(14))),-71+ceil((-9.6*(var(29)-18)+fvar(13)*(var(29)-18)*(var(29)-18)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(29) >= 0 && var(29) <= 6
offset=ifelse(var(29)>=0&&var(29)<=12,ceil((11.4*var(29)+fvar(12)*var(24)/2)/3*var(14)),ceil((-11.4*(var(29)-12)-fvar(12)*(var(29)-12)*(var(29)-12)/2)/3*var(14))),-71+ceil((-9.6*(var(29)+6)+fvar(13)*(var(29)+6)*(var(29)+6)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(29) > 6 && var(29) < 18
offset=ifelse(var(29)>=0&&var(29)<=12,ceil((11.4*var(29)+fvar(12)*var(24)/2)/3*var(14)),ceil((-11.4*(var(29)-12)-fvar(12)*(var(29)-12)*(var(29)-12)/2)/3*var(14))),-71+ceil((9.6*(var(29)-6)-fvar(13)*(var(29)-6)*(var(29)-6)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get i out 5
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(29) >= 18
offset=-ifelse(var(29)>=0&&var(29)<=12,ceil((11.4*var(29)+fvar(12)*var(24)/2)/3*var(14)),ceil((-11.4*(var(29)-12)-fvar(12)*(var(29)-12)*(var(29)-12)/2)/3*var(14))),-71-ceil((-9.6*(var(29)-18)+fvar(13)*(var(29)-18)*(var(29)-18)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(29) >= 0 && var(29) <= 6
offset=-ifelse(var(29)>=0&&var(29)<=12,ceil((11.4*var(29)+fvar(12)*var(24)/2)/3*var(14)),ceil((-11.4*(var(29)-12)-fvar(12)*(var(29)-12)*(var(29)-12)/2)/3*var(14))),-71-ceil((-9.6*(var(29)+6)+fvar(13)*(var(29)+6)*(var(29)+6)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(29) > 6 && var(29) < 18
offset=-ifelse(var(29)>=0&&var(29)<=12,ceil((11.4*var(29)+fvar(12)*var(24)/2)/3*var(14)),ceil((-11.4*(var(29)-12)-fvar(12)*(var(29)-12)*(var(29)-12)/2)/3*var(14))),-71-ceil((9.6*(var(29)-6)-fvar(13)*(var(29)-6)*(var(29)-6)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------i rounding 5
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(29) >= 18
offset=ifelse(var(29)<=12,ceil(11.4*var(29)+fvar(12)*var(24)/2),ceil(-11.4*(var(29)-12)-fvar(12)*(var(29)-12)*(var(29)-12)/2)),-71+ceil(-9.6*(var(29)-18)+fvar(13)*(var(29)-18)*(var(29)-18)/2)+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(29) >= 0 && var(29) <= 6
offset=ifelse(var(29)<=12,ceil(11.4*var(29)+fvar(12)*var(24)/2),ceil(-11.4*(var(29)-12)-fvar(12)*(var(29)-12)*(var(29)-12)/2)),-71+ceil(-9.6*(var(29)+6)+fvar(13)*(var(29)+6)*(var(29)+6)/2)+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(29) > 6 && var(29) < 18
offset=ifelse(var(29)<=12,ceil(11.4*var(29)+fvar(12)*var(24)/2),ceil(-11.4*(var(29)-12)-fvar(12)*(var(29)-12)*(var(29)-12)/2)),-71+ceil(9.6*(var(29)-6)-fvar(13)*(var(29)-6)*(var(29)-6)/2)+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1]	;-- temp var for icon anim
type = varset
trigger1 = var(31) = 3
var(5) = ifelse((parent,var(42))=0,708,ifelse((parent,var(42))=5,705,ifelse((parent,var(42))=6,711,ifelse((parent,var(42))=7,714,ifelse((parent,var(42))=8,715,ifelse((parent,var(42)>16&&parent,var(42)<21),713,ifelse((parent,var(42))=21,712,706)))))))
[state 01,1]	;-- temp var for icon anim2
type = varadd
trigger1 = var(30) < 4
var(5) = -50

[state 01,1];---------get i in 6
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(30) >= 18
offset=ifelse(var(30)>=0&&var(30)<=12,ceil((11.4*var(30)+fvar(12)*var(25)/2)/3*var(14)),ceil((-11.4*(var(30)-12)-fvar(12)*(var(30)-12)*(var(30)-12)/2)/3*var(14))),-71+ceil((-9.6*(var(30)-18)+fvar(13)*(var(30)-18)*(var(30)-18)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(30) >= 0 && var(30) <= 6
offset=ifelse(var(30)>=0&&var(30)<=12,ceil((11.4*var(30)+fvar(12)*var(25)/2)/3*var(14)),ceil((-11.4*(var(30)-12)-fvar(12)*(var(30)-12)*(var(30)-12)/2)/3*var(14))),-71+ceil((-9.6*(var(30)+6)+fvar(13)*(var(30)+6)*(var(30)+6)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(30) > 6 && var(30) < 18
offset=ifelse(var(30)>=0&&var(30)<=12,ceil((11.4*var(30)+fvar(12)*var(25)/2)/3*var(14)),ceil((-11.4*(var(30)-12)-fvar(12)*(var(30)-12)*(var(30)-12)/2)/3*var(14))),-71+ceil((9.6*(var(30)-6)-fvar(13)*(var(30)-6)*(var(30)-6)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get i out 6
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(30) >= 18
offset=-ifelse(var(30)>=0&&var(30)<=12,ceil((11.4*var(30)+fvar(12)*var(25)/2)/3*var(14)),ceil((-11.4*(var(30)-12)-fvar(12)*(var(30)-12)*(var(30)-12)/2)/3*var(14))),-71-ceil((-9.6*(var(30)-18)+fvar(13)*(var(30)-18)*(var(30)-18)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(30) >= 0 && var(30) <= 6
offset=-ifelse(var(30)>=0&&var(30)<=12,ceil((11.4*var(30)+fvar(12)*var(25)/2)/3*var(14)),ceil((-11.4*(var(30)-12)-fvar(12)*(var(30)-12)*(var(30)-12)/2)/3*var(14))),-71-ceil((-9.6*(var(30)+6)+fvar(13)*(var(30)+6)*(var(30)+6)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(30) > 6 && var(30) < 18
offset=-ifelse(var(30)>=0&&var(30)<=12,ceil((11.4*var(30)+fvar(12)*var(25)/2)/3*var(14)),ceil((-11.4*(var(30)-12)-fvar(12)*(var(30)-12)*(var(30)-12)/2)/3*var(14))),-71-ceil((9.6*(var(30)-6)-fvar(13)*(var(30)-6)*(var(30)-6)/2)/3*var(14))+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------i rounding 6
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(30) >= 18
offset=ifelse(var(30)<=12,ceil(11.4*var(30)+fvar(12)*var(25)/2),ceil(-11.4*(var(30)-12)-fvar(12)*(var(30)-12)*(var(30)-12)/2)),-71+ceil(-9.6*(var(30)-18)+fvar(13)*(var(30)-18)*(var(30)-18)/2)+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(30) >= 0 && var(30) <= 6
offset=ifelse(var(30)<=12,ceil(11.4*var(30)+fvar(12)*var(25)/2),ceil(-11.4*(var(30)-12)-fvar(12)*(var(30)-12)*(var(30)-12)/2)),-71+ceil(-9.6*(var(30)+6)+fvar(13)*(var(30)+6)*(var(30)+6)/2)+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(30) > 6 && var(30) < 18
offset=ifelse(var(30)<=12,ceil(11.4*var(30)+fvar(12)*var(25)/2),ceil(-11.4*(var(30)-12)-fvar(12)*(var(30)-12)*(var(30)-12)/2)),-71+ceil(9.6*(var(30)-6)-fvar(13)*(var(30)-6)*(var(30)-6)/2)+parent,pos y
projanim=var(5)
projremovetime = 1
projsprpriority= 997
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get in ico FB
type = projectile
trigger1 = var(31) = 0 && var(14) > 0 && var(14) < 3 && var(32) >= 15
offset=ifelse(var(32)>=0&&var(32)<=10,ceil((13*var(32)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(var(32)-10)-fvar(10)*(var(32)-10)*(var(32)-10)/2)/3*var(14))),-72+ceil((-11*(var(32)-15)+fvar(11)*(var(32)-15)*(var(32)-15)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=150,722,737)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 0 && var(14) > 0 && var(14) < 3 && var(32) >= 0 && var(32) <= 5
offset=ifelse(var(32)>=0&&var(32)<=10,ceil((13*var(32)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(var(32)-10)-fvar(10)*(var(32)-10)*(var(32)-10)/2)/3*var(14))),-72+ceil((-11*(var(32)+5)+fvar(11)*(var(32)+5)*(var(32)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=150,722,737)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 0 && var(14) > 0 && var(14) < 3 && var(32) > 5 && var(32) < 15
offset=ifelse(var(32)>=0&&var(32)<=10,ceil((13*var(32)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(var(32)-10)-fvar(10)*(var(32)-10)*(var(32)-10)/2)/3*var(14))),-72+ceil((11*(var(32)-5)-fvar(11)*(var(32)-5)*(var(32)-5)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=150,722,737)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get out ico FB
type = projectile
trigger1 = var(31) = 0 && var(14) < 0 && var(14) > -3 && var(32) >= 15
offset=-ifelse(var(32)>=0&&var(32)<=10,ceil((13*var(32)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(var(32)-10)-fvar(10)*(var(32)-10)*(var(32)-10)/2)/3*var(14))),-72-ceil((-11*(var(32)-15)+fvar(11)*(var(32)-15)*(var(32)-15)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=150,722,737)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 0 && var(14) < 0 && var(14) > -3 && var(32) >= 0 && var(32) <= 5
offset=-ifelse(var(32)>=0&&var(32)<=10,ceil((13*var(32)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(var(32)-10)-fvar(10)*(var(32)-10)*(var(32)-10)/2)/3*var(14))),-72-ceil((-11*(var(32)+5)+fvar(11)*(var(32)+5)*(var(32)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=150,722,737)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 0 && var(14) < 0 && var(14) > -3 && var(32) > 5 && var(32) < 15
offset=-ifelse(var(32)>=0&&var(32)<=10,ceil((13*var(32)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(var(32)-10)-fvar(10)*(var(32)-10)*(var(32)-10)/2)/3*var(14))),-72-ceil((11*(var(32)-5)-fvar(11)*(var(32)-5)*(var(32)-5)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=150,722,737)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------rounding ico FB
type = projectile
trigger1 = var(31) = 0 && var(14) >= 3 && var(32) >= 15
offset=ifelse(var(32)<=10,ceil(13*var(32)+fvar(10)*var(12)/2),ceil(-13*(var(32)-10)-fvar(10)*(var(32)-10)*(var(32)-10)/2)),-72+ceil(-11*(var(32)-15)+fvar(11)*(var(32)-15)*(var(32)-15)/2)+parent,pos y
projanim=ifelse((parent,power)>=150,722,737)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 0 && var(14) >= 3 && var(32) >= 0 && var(32) <= 5
offset=ifelse(var(32)<=10,ceil(13*var(32)+fvar(10)*var(12)/2),ceil(-13*(var(32)-10)-fvar(10)*(var(32)-10)*(var(32)-10)/2)),-72+ceil(-11*(var(32)+5)+fvar(11)*(var(32)+5)*(var(32)+5)/2)+parent,pos y
projanim=ifelse((parent,power)>=150,722,737)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 0 && var(14) >= 3 && var(32) > 5 && var(32) < 15
offset=ifelse(var(32)<=10,ceil(13*var(32)+fvar(10)*var(12)/2),ceil(-13*(var(32)-10)-fvar(10)*(var(32)-10)*(var(32)-10)/2)),-72+ceil(11*(var(32)-5)-fvar(11)*(var(32)-5)*(var(32)-5)/2)+parent,pos y
projanim=ifelse((parent,power)>=150,722,737)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get in ico m-2
type = projectile
trigger1 = var(31) != 3 && var(14) > 0 && var(14) < 3 && var(26) >= 15
offset=ifelse(var(26)>=0&&var(26)<=10,ceil((13*var(26)+fvar(10)*var(21)/2)/3*var(14)),ceil((-13*(var(26)-10)-fvar(10)*(var(26)-10)*(var(26)-10)/2)/3*var(14))),-72+ceil((-11*(var(26)-15)+fvar(11)*(var(26)-15)*(var(26)-15)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,726,ifelse(var(31)=1,731,ifelse(var(26)<4,736,753)))+ifelse((var(31)=0&&parent,power<230)||(var(31)=1&&parent,power<170)||(var(31)=2&&(parent,var(36)!=3||(parent,fvar(33)=0&&parent,power<500))),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) > 0 && var(14) < 3 && var(26) >= 0 && var(26) <= 5
offset=ifelse(var(26)>=0&&var(26)<=10,ceil((13*var(26)+fvar(10)*var(21)/2)/3*var(14)),ceil((-13*(var(26)-10)-fvar(10)*(var(26)-10)*(var(26)-10)/2)/3*var(14))),-72+ceil((-11*(var(26)+5)+fvar(11)*(var(26)+5)*(var(26)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,726,ifelse(var(31)=1,731,ifelse(var(26)<4,736,753)))+ifelse((var(31)=0&&parent,power<230)||(var(31)=1&&parent,power<170)||(var(31)=2&&(parent,var(36)!=3||(parent,fvar(33)=0&&parent,power<500))),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) > 0 && var(14) < 3 && var(26) > 5 && var(26) < 15
offset=ifelse(var(26)>=0&&var(26)<=10,ceil((13*var(26)+fvar(10)*var(21)/2)/3*var(14)),ceil((-13*(var(26)-10)-fvar(10)*(var(26)-10)*(var(26)-10)/2)/3*var(14))),-72+ceil((11*(var(26)-5)-fvar(11)*(var(26)-5)*(var(26)-5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,726,ifelse(var(31)=1,731,ifelse(var(26)<4,736,753)))+ifelse((var(31)=0&&parent,power<230)||(var(31)=1&&parent,power<170)||(var(31)=2&&(parent,var(36)!=3||(parent,fvar(33)=0&&parent,power<500))),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get out ico m-2
type = projectile
trigger1 = var(31) != 3 && var(14) < 0 && var(14) > -3 && var(26) >= 15
offset=-ifelse(var(26)>=0&&var(26)<=10,ceil((13*var(26)+fvar(10)*var(21)/2)/3*var(14)),ceil((-13*(var(26)-10)-fvar(10)*(var(26)-10)*(var(26)-10)/2)/3*var(14))),-72-ceil((-11*(var(26)-15)+fvar(11)*(var(26)-15)*(var(26)-15)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,726,ifelse(var(31)=1,731,ifelse(var(26)<4,736,753)))+ifelse((var(31)=0&&parent,power<230)||(var(31)=1&&parent,power<170)||(var(31)=2&&(parent,var(36)!=3||(parent,fvar(33)=0&&parent,power<500))),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) < 0 && var(14) > -3 && var(26) >= 0 && var(26) <= 5
offset=-ifelse(var(26)>=0&&var(26)<=10,ceil((13*var(26)+fvar(10)*var(21)/2)/3*var(14)),ceil((-13*(var(26)-10)-fvar(10)*(var(26)-10)*(var(26)-10)/2)/3*var(14))),-72-ceil((-11*(var(26)+5)+fvar(11)*(var(26)+5)*(var(26)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,726,ifelse(var(31)=1,731,ifelse(var(26)<4,736,753)))+ifelse((var(31)=0&&parent,power<230)||(var(31)=1&&parent,power<170)||(var(31)=2&&(parent,var(36)!=3||(parent,fvar(33)=0&&parent,power<500))),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) < 0 && var(14) > -3 && var(26) > 5 && var(26) < 15
offset=-ifelse(var(26)>=0&&var(26)<=10,ceil((13*var(26)+fvar(10)*var(21)/2)/3*var(14)),ceil((-13*(var(26)-10)-fvar(10)*(var(26)-10)*(var(26)-10)/2)/3*var(14))),-72-ceil((11*(var(26)-5)-fvar(11)*(var(26)-5)*(var(26)-5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,726,ifelse(var(31)=1,731,ifelse(var(26)<4,736,753)))+ifelse((var(31)=0&&parent,power<230)||(var(31)=1&&parent,power<170)||(var(31)=2&&(parent,var(36)!=3||(parent,fvar(33)=0&&parent,power<500))),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------rounding ico m-2
type = projectile
trigger1 = var(31) != 3 && var(14) >= 3 && var(26) >= 15
offset=ifelse(var(26)<=10,ceil(13*var(26)+fvar(10)*var(21)/2),ceil(-13*(var(26)-10)-fvar(10)*(var(26)-10)*(var(26)-10)/2)),-72+ceil(-11*(var(26)-15)+fvar(11)*(var(26)-15)*(var(26)-15)/2)+parent,pos y
projanim=ifelse(var(31)=0,726,ifelse(var(31)=1,731,ifelse(var(26)<4,736,753)))+ifelse((var(31)=0&&parent,power<230)||(var(31)=1&&parent,power<170)||(var(31)=2&&(parent,var(36)!=3||(parent,fvar(33)=0&&parent,power<500))),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) >= 3 && var(26) >= 0 && var(26) <= 5
offset=ifelse(var(26)<=10,ceil(13*var(26)+fvar(10)*var(21)/2),ceil(-13*(var(26)-10)-fvar(10)*(var(26)-10)*(var(26)-10)/2)),-72+ceil(-11*(var(26)+5)+fvar(11)*(var(26)+5)*(var(26)+5)/2)+parent,pos y
projanim=ifelse(var(31)=0,726,ifelse(var(31)=1,731,ifelse(var(26)<4,736,753)))+ifelse((var(31)=0&&parent,power<230)||(var(31)=1&&parent,power<170)||(var(31)=2&&(parent,var(36)!=3||(parent,fvar(33)=0&&parent,power<500))),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) >= 3 && var(26) > 5 && var(26) < 15
offset=ifelse(var(26)<=10,ceil(13*var(26)+fvar(10)*var(21)/2),ceil(-13*(var(26)-10)-fvar(10)*(var(26)-10)*(var(26)-10)/2)),-72+ceil(11*(var(26)-5)-fvar(11)*(var(26)-5)*(var(26)-5)/2)+parent,pos y
projanim=ifelse(var(31)=0,726,ifelse(var(31)=1,731,ifelse(var(26)<4,736,753)))+ifelse((var(31)=0&&parent,power<230)||(var(31)=1&&parent,power<170)||(var(31)=2&&(parent,var(36)!=3||(parent,fvar(33)=0&&parent,power<500))),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get in ico m-3
type = projectile
trigger1 = var(31) != 3 && var(14) > 0 && var(14) < 3 && var(27) >= 15
offset=ifelse(var(27)>=0&&var(27)<=10,ceil((13*var(27)+fvar(10)*var(22)/2)/3*var(14)),ceil((-13*(var(27)-10)-fvar(10)*(var(27)-10)*(var(27)-10)/2)/3*var(14))),-72+ceil((-11*(var(27)-15)+fvar(11)*(var(27)-15)*(var(27)-15)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,725,ifelse(var(31)=1,730,ifelse(var(27)<4,735,752)))+ifelse((var(31)=0&&parent,power<240)||(var(31)=1&&parent,power<220)||(var(31)=2&&parent,power<240),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) > 0 && var(14) < 3 && var(27) >= 0 && var(27) <= 5
offset=ifelse(var(27)>=0&&var(27)<=10,ceil((13*var(27)+fvar(10)*var(22)/2)/3*var(14)),ceil((-13*(var(27)-10)-fvar(10)*(var(27)-10)*(var(27)-10)/2)/3*var(14))),-72+ceil((-11*(var(27)+5)+fvar(11)*(var(27)+5)*(var(27)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,725,ifelse(var(31)=1,730,ifelse(var(27)<4,735,752)))+ifelse((var(31)=0&&parent,power<240)||(var(31)=1&&parent,power<220)||(var(31)=2&&parent,power<240),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) > 0 && var(14) < 3 && var(27) > 5 && var(27) < 15
offset=ifelse(var(27)>=0&&var(27)<=10,ceil((13*var(27)+fvar(10)*var(22)/2)/3*var(14)),ceil((-13*(var(27)-10)-fvar(10)*(var(27)-10)*(var(27)-10)/2)/3*var(14))),-72+ceil((11*(var(27)-5)-fvar(11)*(var(27)-5)*(var(27)-5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,725,ifelse(var(31)=1,730,ifelse(var(27)<4,735,752)))+ifelse((var(31)=0&&parent,power<240)||(var(31)=1&&parent,power<220)||(var(31)=2&&parent,power<240),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get out ico m-3
type = projectile
trigger1 = var(31) != 3 && var(14) < 0 && var(14) > -3 && var(27) >= 15
offset=-ifelse(var(27)>=0&&var(27)<=10,ceil((13*var(27)+fvar(10)*var(22)/2)/3*var(14)),ceil((-13*(var(27)-10)-fvar(10)*(var(27)-10)*(var(27)-10)/2)/3*var(14))),-72-ceil((-11*(var(27)-15)+fvar(11)*(var(27)-15)*(var(27)-15)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,725,ifelse(var(31)=1,730,ifelse(var(27)<4,735,752)))+ifelse((var(31)=0&&parent,power<240)||(var(31)=1&&parent,power<220)||(var(31)=2&&parent,power<240),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) < 0 && var(14) > -3 && var(27) >= 0 && var(27) <= 5
offset=-ifelse(var(27)>=0&&var(27)<=10,ceil((13*var(27)+fvar(10)*var(22)/2)/3*var(14)),ceil((-13*(var(27)-10)-fvar(10)*(var(27)-10)*(var(27)-10)/2)/3*var(14))),-72-ceil((-11*(var(27)+5)+fvar(11)*(var(27)+5)*(var(27)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,725,ifelse(var(31)=1,730,ifelse(var(27)<4,735,752)))+ifelse((var(31)=0&&parent,power<240)||(var(31)=1&&parent,power<220)||(var(31)=2&&parent,power<240),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) < 0 && var(14) > -3 && var(27) > 5 && var(27) < 15
offset=-ifelse(var(27)>=0&&var(27)<=10,ceil((13*var(27)+fvar(10)*var(22)/2)/3*var(14)),ceil((-13*(var(27)-10)-fvar(10)*(var(27)-10)*(var(27)-10)/2)/3*var(14))),-72-ceil((11*(var(27)-5)-fvar(11)*(var(27)-5)*(var(27)-5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,725,ifelse(var(31)=1,730,ifelse(var(27)<4,735,752)))+ifelse((var(31)=0&&parent,power<240)||(var(31)=1&&parent,power<220)||(var(31)=2&&parent,power<240),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------rounding ico m-3
type = projectile
trigger1 = var(31) != 3 && var(14) >= 3 && var(27) >= 15
offset=ifelse(var(27)<=10,ceil(13*var(27)+fvar(10)*var(22)/2),ceil(-13*(var(27)-10)-fvar(10)*(var(27)-10)*(var(27)-10)/2)),-72+ceil(-11*(var(27)-15)+fvar(11)*(var(27)-15)*(var(27)-15)/2)+parent,pos y
projanim=ifelse(var(31)=0,725,ifelse(var(31)=1,730,ifelse(var(27)<4,735,752)))+ifelse((var(31)=0&&parent,power<240)||(var(31)=1&&parent,power<220)||(var(31)=2&&parent,power<240),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) >= 3 && var(27) >= 0 && var(27) <= 5
offset=ifelse(var(27)<=10,ceil(13*var(27)+fvar(10)*var(22)/2),ceil(-13*(var(27)-10)-fvar(10)*(var(27)-10)*(var(27)-10)/2)),-72+ceil(-11*(var(27)+5)+fvar(11)*(var(27)+5)*(var(27)+5)/2)+parent,pos y
projanim=ifelse(var(31)=0,725,ifelse(var(31)=1,730,ifelse(var(27)<4,735,752)))+ifelse((var(31)=0&&parent,power<240)||(var(31)=1&&parent,power<220)||(var(31)=2&&parent,power<240),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) >= 3 && var(27) > 5 && var(27) < 15
offset=ifelse(var(27)<=10,ceil(13*var(27)+fvar(10)*var(22)/2),ceil(-13*(var(27)-10)-fvar(10)*(var(27)-10)*(var(27)-10)/2)),-72+ceil(11*(var(27)-5)-fvar(11)*(var(27)-5)*(var(27)-5)/2)+parent,pos y
projanim=ifelse(var(31)=0,725,ifelse(var(31)=1,730,ifelse(var(27)<4,735,752)))+ifelse((var(31)=0&&parent,power<240)||(var(31)=1&&parent,power<220)||(var(31)=2&&parent,power<240),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get in ico m-4
type = projectile
trigger1 = var(31) != 3 && var(14) > 0 && var(14) < 3 && var(28) >= 15
offset=ifelse(var(28)>=0&&var(28)<=10,ceil((13*var(28)+fvar(10)*var(23)/2)/3*var(14)),ceil((-13*(var(28)-10)-fvar(10)*(var(28)-10)*(var(28)-10)/2)/3*var(14))),-72+ceil((-11*(var(28)-15)+fvar(11)*(var(28)-15)*(var(28)-15)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,724,ifelse(var(31)=1,729,734))+ifelse((var(31)=0&&parent,power<195)||(var(31)=1&&parent,power<310),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) > 0 && var(14) < 3 && var(28) >= 0 && var(28) <= 5
offset=ifelse(var(28)>=0&&var(28)<=10,ceil((13*var(28)+fvar(10)*var(23)/2)/3*var(14)),ceil((-13*(var(28)-10)-fvar(10)*(var(28)-10)*(var(28)-10)/2)/3*var(14))),-72+ceil((-11*(var(28)+5)+fvar(11)*(var(28)+5)*(var(28)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,724,ifelse(var(31)=1,729,734))+ifelse((var(31)=0&&parent,power<195)||(var(31)=1&&parent,power<310),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) > 0 && var(14) < 3 && var(28) > 5 && var(28) < 15
offset=ifelse(var(28)>=0&&var(28)<=10,ceil((13*var(28)+fvar(10)*var(23)/2)/3*var(14)),ceil((-13*(var(28)-10)-fvar(10)*(var(28)-10)*(var(28)-10)/2)/3*var(14))),-72+ceil((11*(var(28)-5)-fvar(11)*(var(28)-5)*(var(28)-5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,724,ifelse(var(31)=1,729,734))+ifelse((var(31)=0&&parent,power<195)||(var(31)=1&&parent,power<310),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get out ico m-4
type = projectile
trigger1 = var(31) != 3 && var(14) < 0 && var(14) > -3 && var(28) >= 15
offset=-ifelse(var(28)>=0&&var(28)<=10,ceil((13*var(28)+fvar(10)*var(23)/2)/3*var(14)),ceil((-13*(var(28)-10)-fvar(10)*(var(28)-10)*(var(28)-10)/2)/3*var(14))),-72-ceil((-11*(var(28)-15)+fvar(11)*(var(28)-15)*(var(28)-15)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,724,ifelse(var(31)=1,729,734))+ifelse((var(31)=0&&parent,power<195)||(var(31)=1&&parent,power<310),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) < 0 && var(14) > -3 && var(28) >= 0 && var(28) <= 5
offset=-ifelse(var(28)>=0&&var(28)<=10,ceil((13*var(28)+fvar(10)*var(23)/2)/3*var(14)),ceil((-13*(var(28)-10)-fvar(10)*(var(28)-10)*(var(28)-10)/2)/3*var(14))),-72-ceil((-11*(var(28)+5)+fvar(11)*(var(28)+5)*(var(28)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,724,ifelse(var(31)=1,729,734))+ifelse((var(31)=0&&parent,power<195)||(var(31)=1&&parent,power<310),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) < 0 && var(14) > -3 && var(28) > 5 && var(28) < 15
offset=-ifelse(var(28)>=0&&var(28)<=10,ceil((13*var(28)+fvar(10)*var(23)/2)/3*var(14)),ceil((-13*(var(28)-10)-fvar(10)*(var(28)-10)*(var(28)-10)/2)/3*var(14))),-72-ceil((11*(var(28)-5)-fvar(11)*(var(28)-5)*(var(28)-5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,724,ifelse(var(31)=1,729,734))+ifelse((var(31)=0&&parent,power<195)||(var(31)=1&&parent,power<310),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------rounding ico m-4
type = projectile
trigger1 = var(31) != 3 && var(14) >= 3 && var(28) >= 15
offset=ifelse(var(28)<=10,ceil(13*var(28)+fvar(10)*var(23)/2),ceil(-13*(var(28)-10)-fvar(10)*(var(28)-10)*(var(28)-10)/2)),-72+ceil(-11*(var(28)-15)+fvar(11)*(var(28)-15)*(var(28)-15)/2)+parent,pos y
projanim=ifelse(var(31)=0,724,ifelse(var(31)=1,729,734))+ifelse((var(31)=0&&parent,power<195)||(var(31)=1&&parent,power<310),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) >= 3 && var(28) >= 0 && var(28) <= 5
offset=ifelse(var(28)<=10,ceil(13*var(28)+fvar(10)*var(23)/2),ceil(-13*(var(28)-10)-fvar(10)*(var(28)-10)*(var(28)-10)/2)),-72+ceil(-11*(var(28)+5)+fvar(11)*(var(28)+5)*(var(28)+5)/2)+parent,pos y
projanim=ifelse(var(31)=0,724,ifelse(var(31)=1,729,734))+ifelse((var(31)=0&&parent,power<195)||(var(31)=1&&parent,power<310),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) >= 3 && var(28) > 5 && var(28) < 15
offset=ifelse(var(28)<=10,ceil(13*var(28)+fvar(10)*var(23)/2),ceil(-13*(var(28)-10)-fvar(10)*(var(28)-10)*(var(28)-10)/2)),-72+ceil(11*(var(28)-5)-fvar(11)*(var(28)-5)*(var(28)-5)/2)+parent,pos y
projanim=ifelse(var(31)=0,724,ifelse(var(31)=1,729,734))+ifelse((var(31)=0&&parent,power<195)||(var(31)=1&&parent,power<310),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get in ico m-5
type = projectile
trigger1 = var(31) != 3 && var(14) > 0 && var(14) < 3 && var(29) >= 15
offset=ifelse(var(29)>=0&&var(29)<=10,ceil((13*var(29)+fvar(10)*var(24)/2)/3*var(14)),ceil((-13*(var(29)-10)-fvar(10)*(var(29)-10)*(var(29)-10)/2)/3*var(14))),-72+ceil((-11*(var(29)-15)+fvar(11)*(var(29)-15)*(var(29)-15)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,723,ifelse(var(31)=1,728,733))+ifelse((var(31)=0&&parent,power<650)||(var(31)=1&&parent,power<600)||(var(31)=2&&parent,power<700),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) > 0 && var(14) < 3 && var(29) >= 0 && var(29) <= 5
offset=ifelse(var(29)>=0&&var(29)<=10,ceil((13*var(29)+fvar(10)*var(24)/2)/3*var(14)),ceil((-13*(var(29)-10)-fvar(10)*(var(29)-10)*(var(29)-10)/2)/3*var(14))),-72+ceil((-11*(var(29)+5)+fvar(11)*(var(29)+5)*(var(29)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,723,ifelse(var(31)=1,728,733))+ifelse((var(31)=0&&parent,power<650)||(var(31)=1&&parent,power<600)||(var(31)=2&&parent,power<700),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) > 0 && var(14) < 3 && var(29) > 5 && var(29) < 15
offset=ifelse(var(29)>=0&&var(29)<=10,ceil((13*var(29)+fvar(10)*var(24)/2)/3*var(14)),ceil((-13*(var(29)-10)-fvar(10)*(var(29)-10)*(var(29)-10)/2)/3*var(14))),-72+ceil((11*(var(29)-5)-fvar(11)*(var(29)-5)*(var(29)-5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,723,ifelse(var(31)=1,728,733))+ifelse((var(31)=0&&parent,power<650)||(var(31)=1&&parent,power<600)||(var(31)=2&&parent,power<700),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get out ico m-5
type = projectile
trigger1 = var(31) != 3 && var(14) < 0 && var(14) > -3 && var(29) >= 15
offset=-ifelse(var(29)>=0&&var(29)<=10,ceil((13*var(29)+fvar(10)*var(24)/2)/3*var(14)),ceil((-13*(var(29)-10)-fvar(10)*(var(29)-10)*(var(29)-10)/2)/3*var(14))),-72-ceil((-11*(var(29)-15)+fvar(11)*(var(29)-15)*(var(29)-15)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,723,ifelse(var(31)=1,728,733))+ifelse((var(31)=0&&parent,power<650)||(var(31)=1&&parent,power<600)||(var(31)=2&&parent,power<700),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) < 0 && var(14) > -3 && var(29) >= 0 && var(29) <= 5
offset=-ifelse(var(29)>=0&&var(29)<=10,ceil((13*var(29)+fvar(10)*var(24)/2)/3*var(14)),ceil((-13*(var(29)-10)-fvar(10)*(var(29)-10)*(var(29)-10)/2)/3*var(14))),-72-ceil((-11*(var(29)+5)+fvar(11)*(var(29)+5)*(var(29)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,723,ifelse(var(31)=1,728,733))+ifelse((var(31)=0&&parent,power<650)||(var(31)=1&&parent,power<600)||(var(31)=2&&parent,power<700),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) < 0 && var(14) > -3 && var(29) > 5 && var(29) < 15
offset=-ifelse(var(29)>=0&&var(29)<=10,ceil((13*var(29)+fvar(10)*var(24)/2)/3*var(14)),ceil((-13*(var(29)-10)-fvar(10)*(var(29)-10)*(var(29)-10)/2)/3*var(14))),-72-ceil((11*(var(29)-5)-fvar(11)*(var(29)-5)*(var(29)-5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,723,ifelse(var(31)=1,728,733))+ifelse((var(31)=0&&parent,power<650)||(var(31)=1&&parent,power<600)||(var(31)=2&&parent,power<700),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------rounding ico m-5
type = projectile
trigger1 = var(31) != 3 && var(14) >= 3 && var(29) >= 15
offset=ifelse(var(29)<=10,ceil(13*var(29)+fvar(10)*var(24)/2),ceil(-13*(var(29)-10)-fvar(10)*(var(29)-10)*(var(29)-10)/2)),-72+ceil(-11*(var(29)-15)+fvar(11)*(var(29)-15)*(var(29)-15)/2)+parent,pos y
projanim=ifelse(var(31)=0,723,ifelse(var(31)=1,728,733))+ifelse((var(31)=0&&parent,power<650)||(var(31)=1&&parent,power<600)||(var(31)=2&&parent,power<700),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) >= 3 && var(29) >= 0 && var(29) <= 5
offset=ifelse(var(29)<=10,ceil(13*var(29)+fvar(10)*var(24)/2),ceil(-13*(var(29)-10)-fvar(10)*(var(29)-10)*(var(29)-10)/2)),-72+ceil(-11*(var(29)+5)+fvar(11)*(var(29)+5)*(var(29)+5)/2)+parent,pos y
projanim=ifelse(var(31)=0,723,ifelse(var(31)=1,728,733))+ifelse((var(31)=0&&parent,power<650)||(var(31)=1&&parent,power<600)||(var(31)=2&&parent,power<700),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) != 3 && var(14) >= 3 && var(29) > 5 && var(29) < 15
offset=ifelse(var(29)<=10,ceil(13*var(29)+fvar(10)*var(24)/2),ceil(-13*(var(29)-10)-fvar(10)*(var(29)-10)*(var(29)-10)/2)),-72+ceil(11*(var(29)-5)-fvar(11)*(var(29)-5)*(var(29)-5)/2)+parent,pos y
projanim=ifelse(var(31)=0,723,ifelse(var(31)=1,728,733))+ifelse((var(31)=0&&parent,power<650)||(var(31)=1&&parent,power<600)||(var(31)=2&&parent,power<700),15,0)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get in ico MM
type = projectile
trigger1 = var(31) = 1 && var(14) > 0 && var(14) < 3 && VAR(33) >= 15
offset=ifelse(VAR(33)>=0&&VAR(33)<=10,ceil((13*VAR(33)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(VAR(33)-10)-fvar(10)*(VAR(33)-10)*(VAR(33)-10)/2)/3*var(14))),-72+ceil((-11*(VAR(33)-15)+fvar(11)*(VAR(33)-15)*(VAR(33)-15)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=200,727,742)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 1 && var(14) > 0 && var(14) < 3 && VAR(33) >= 0 && VAR(33) <= 5
offset=ifelse(VAR(33)>=0&&VAR(33)<=10,ceil((13*VAR(33)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(VAR(33)-10)-fvar(10)*(VAR(33)-10)*(VAR(33)-10)/2)/3*var(14))),-72+ceil((-11*(VAR(33)+5)+fvar(11)*(VAR(33)+5)*(VAR(33)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=200,727,742)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 1 && var(14) > 0 && var(14) < 3 && VAR(33) > 5 && VAR(33) < 15
offset=ifelse(VAR(33)>=0&&VAR(33)<=10,ceil((13*VAR(33)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(VAR(33)-10)-fvar(10)*(VAR(33)-10)*(VAR(33)-10)/2)/3*var(14))),-72+ceil((11*(VAR(33)-5)-fvar(11)*(VAR(33)-5)*(VAR(33)-5)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=200,727,742)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get out ico MM
type = projectile
trigger1 = var(31) = 1 && var(14) < 0 && var(14) > -3 && VAR(33) >= 15
offset=-ifelse(VAR(33)>=0&&VAR(33)<=10,ceil((13*VAR(33)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(VAR(33)-10)-fvar(10)*(VAR(33)-10)*(VAR(33)-10)/2)/3*var(14))),-72-ceil((-11*(VAR(33)-15)+fvar(11)*(VAR(33)-15)*(VAR(33)-15)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=200,727,742)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 1 && var(14) < 0 && var(14) > -3 && VAR(33) >= 0 && VAR(33) <= 5
offset=-ifelse(VAR(33)>=0&&VAR(33)<=10,ceil((13*VAR(33)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(VAR(33)-10)-fvar(10)*(VAR(33)-10)*(VAR(33)-10)/2)/3*var(14))),-72-ceil((-11*(VAR(33)+5)+fvar(11)*(VAR(33)+5)*(VAR(33)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=200,727,742)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 1 && var(14) < 0 && var(14) > -3 && VAR(33) > 5 && VAR(33) < 15
offset=-ifelse(VAR(33)>=0&&VAR(33)<=10,ceil((13*VAR(33)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(VAR(33)-10)-fvar(10)*(VAR(33)-10)*(VAR(33)-10)/2)/3*var(14))),-72-ceil((11*(VAR(33)-5)-fvar(11)*(VAR(33)-5)*(VAR(33)-5)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=200,727,742)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------rounding ico MM
type = projectile
trigger1 = var(31) = 1 && var(14) >= 3 && VAR(33) >= 15
offset=ifelse(VAR(33)<=10,ceil(13*VAR(33)+fvar(10)*var(12)/2),ceil(-13*(VAR(33)-10)-fvar(10)*(VAR(33)-10)*(VAR(33)-10)/2)),-72+ceil(-11*(VAR(33)-15)+fvar(11)*(VAR(33)-15)*(VAR(33)-15)/2)+parent,pos y
projanim=ifelse((parent,power)>=200,727,742)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 1 && var(14) >= 3 && VAR(33) >= 0 && VAR(33) <= 5
offset=ifelse(VAR(33)<=10,ceil(13*VAR(33)+fvar(10)*var(12)/2),ceil(-13*(VAR(33)-10)-fvar(10)*(VAR(33)-10)*(VAR(33)-10)/2)),-72+ceil(-11*(VAR(33)+5)+fvar(11)*(VAR(33)+5)*(VAR(33)+5)/2)+parent,pos y
projanim=ifelse((parent,power)>=200,727,742)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 1 && var(14) >= 3 && VAR(33) > 5 && VAR(33) < 15
offset=ifelse(VAR(33)<=10,ceil(13*VAR(33)+fvar(10)*var(12)/2),ceil(-13*(VAR(33)-10)-fvar(10)*(VAR(33)-10)*(VAR(33)-10)/2)),-72+ceil(11*(VAR(33)-5)-fvar(11)*(VAR(33)-5)*(VAR(33)-5)/2)+parent,pos y
projanim=ifelse((parent,power)>=200,727,742)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get in ico FR
type = projectile
trigger1 = var(31) = 2 && var(14) > 0 && var(14) < 3 && var(34) >= 15
offset=ifelse(var(34)>=0&&var(34)<=10,ceil((13*var(34)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(var(34)-10)-fvar(10)*(var(34)-10)*(var(34)-10)/2)/3*var(14))),-72+ceil((-11*(var(34)-15)+fvar(11)*(var(34)-15)*(var(34)-15)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=140,732,747)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 2 && var(14) > 0 && var(14) < 3 && var(34) >= 0 && var(34) <= 5
offset=ifelse(var(34)>=0&&var(34)<=10,ceil((13*var(34)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(var(34)-10)-fvar(10)*(var(34)-10)*(var(34)-10)/2)/3*var(14))),-72+ceil((-11*(var(34)+5)+fvar(11)*(var(34)+5)*(var(34)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=140,732,747)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 2 && var(14) > 0 && var(14) < 3 && var(34) > 5 && var(34) < 15
offset=ifelse(var(34)>=0&&var(34)<=10,ceil((13*var(34)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(var(34)-10)-fvar(10)*(var(34)-10)*(var(34)-10)/2)/3*var(14))),-72+ceil((11*(var(34)-5)-fvar(11)*(var(34)-5)*(var(34)-5)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=140,732,747)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get out ico FR
type = projectile
trigger1 = var(31) = 2 && var(14) < 0 && var(14) > -3 && var(34) >= 15
offset=-ifelse(var(34)>=0&&var(34)<=10,ceil((13*var(34)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(var(34)-10)-fvar(10)*(var(34)-10)*(var(34)-10)/2)/3*var(14))),-72-ceil((-11*(var(34)-15)+fvar(11)*(var(34)-15)*(var(34)-15)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=140,732,747)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 2 && var(14) < 0 && var(14) > -3 && var(34) >= 0 && var(34) <= 5
offset=-ifelse(var(34)>=0&&var(34)<=10,ceil((13*var(34)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(var(34)-10)-fvar(10)*(var(34)-10)*(var(34)-10)/2)/3*var(14))),-72-ceil((-11*(var(34)+5)+fvar(11)*(var(34)+5)*(var(34)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=140,732,747)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 2 && var(14) < 0 && var(14) > -3 && var(34) > 5 && var(34) < 15
offset=-ifelse(var(34)>=0&&var(34)<=10,ceil((13*var(34)+fvar(10)*var(12)/2)/3*var(14)),ceil((-13*(var(34)-10)-fvar(10)*(var(34)-10)*(var(34)-10)/2)/3*var(14))),-72-ceil((11*(var(34)-5)-fvar(11)*(var(34)-5)*(var(34)-5)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=140,732,747)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------rounding ico FR
type = projectile
trigger1 = var(31) = 2 && var(14) >= 3 && var(34) >= 15
offset=ifelse(var(34)<=10,ceil(13*var(34)+fvar(10)*var(12)/2),ceil(-13*(var(34)-10)-fvar(10)*(var(34)-10)*(var(34)-10)/2)),-72+ceil(-11*(var(34)-15)+fvar(11)*(var(34)-15)*(var(34)-15)/2)+parent,pos y
projanim=ifelse((parent,power)>=140,732,747)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 2 && var(14) >= 3 && var(34) >= 0 && var(34) <= 5
offset=ifelse(var(34)<=10,ceil(13*var(34)+fvar(10)*var(12)/2),ceil(-13*(var(34)-10)-fvar(10)*(var(34)-10)*(var(34)-10)/2)),-72+ceil(-11*(var(34)+5)+fvar(11)*(var(34)+5)*(var(34)+5)/2)+parent,pos y
projanim=ifelse((parent,power)>=140,732,747)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 2 && var(14) >= 3 && var(34) > 5 && var(34) < 15
offset=ifelse(var(34)<=10,ceil(13*var(34)+fvar(10)*var(12)/2),ceil(-13*(var(34)-10)-fvar(10)*(var(34)-10)*(var(34)-10)/2)),-72+ceil(11*(var(34)-5)-fvar(11)*(var(34)-5)*(var(34)-5)/2)+parent,pos y
projanim=ifelse((parent,power)>=140,732,747)
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get i ico in 1
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(35) >= 18
offset=ifelse(var(35)>=0&&var(35)<=12,ceil((11.4*var(35)+fvar(12)*var(12)/2)/3*var(14)),ceil((-11.4*(var(35)-12)-fvar(12)*(var(35)-12)*(var(35)-12)/2)/3*var(14))),-71+ceil((-9.6*(var(35)-18)+fvar(13)*(var(35)-18)*(var(35)-18)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(41))=0,332,309+(parent,var(41)))+ifelse((parent,var(41)=0||(parent,var(41)>4&&parent,var(41)<21))&&var(35)>=4,23,0)
projscale=ifelse(var(35)>=4&&((parent,var(41)>8&&parent,var(41)<16&&parent,var(41)!=13)||parent,var(41)=22),0.9,ifelse(var(35)>=4&&(parent,var(41)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(35) >= 0 && var(35) <= 6
offset=ifelse(var(35)>=0&&var(35)<=12,ceil((11.4*var(35)+fvar(12)*var(12)/2)/3*var(14)),ceil((-11.4*(var(35)-12)-fvar(12)*(var(35)-12)*(var(35)-12)/2)/3*var(14))),-71+ceil((-9.6*(var(35)+6)+fvar(13)*(var(35)+6)*(var(35)+6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(41))=0,332,309+(parent,var(41)))+ifelse((parent,var(41)=0||(parent,var(41)>4&&parent,var(41)<21))&&var(35)>=4,23,0)
projscale=ifelse(var(35)>=4&&((parent,var(41)>8&&parent,var(41)<16&&parent,var(41)!=13)||parent,var(41)=22),0.9,ifelse(var(35)>=4&&(parent,var(41)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(35) > 6 && var(35) < 18
offset=ifelse(var(35)>=0&&var(35)<=12,ceil((11.4*var(35)+fvar(12)*var(12)/2)/3*var(14)),ceil((-11.4*(var(35)-12)-fvar(12)*(var(35)-12)*(var(35)-12)/2)/3*var(14))),-71+ceil((9.6*(var(35)-6)-fvar(13)*(var(35)-6)*(var(35)-6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(41))=0,332,309+(parent,var(41)))+ifelse((parent,var(41)=0||(parent,var(41)>4&&parent,var(41)<21))&&var(35)>=4,23,0)
projscale=ifelse(var(35)>=4&&((parent,var(41)>8&&parent,var(41)<16&&parent,var(41)!=13)||parent,var(41)=22),0.9,ifelse(var(35)>=4&&(parent,var(41)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get i ico out 1
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(35) >= 18
offset=-ifelse(var(35)>=0&&var(35)<=12,ceil((11.4*var(35)+fvar(12)*var(12)/2)/3*var(14)),ceil((-11.4*(var(35)-12)-fvar(12)*(var(35)-12)*(var(35)-12)/2)/3*var(14))),-71-ceil((-9.6*(var(35)-18)+fvar(13)*(var(35)-18)*(var(35)-18)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(41))=0,332,309+(parent,var(41)))+ifelse((parent,var(41)=0||(parent,var(41)>4&&parent,var(41)<21))&&var(35)>=4,23,0)
projscale=ifelse(var(35)>=4&&((parent,var(41)>8&&parent,var(41)<16&&parent,var(41)!=13)||parent,var(41)=22),0.9,ifelse(var(35)>=4&&(parent,var(41)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(35) >= 0 && var(35) <= 6
offset=-ifelse(var(35)>=0&&var(35)<=12,ceil((11.4*var(35)+fvar(12)*var(12)/2)/3*var(14)),ceil((-11.4*(var(35)-12)-fvar(12)*(var(35)-12)*(var(35)-12)/2)/3*var(14))),-71-ceil((-9.6*(var(35)+6)+fvar(13)*(var(35)+6)*(var(35)+6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(41))=0,332,309+(parent,var(41)))+ifelse((parent,var(41)=0||(parent,var(41)>4&&parent,var(41)<21))&&var(35)>=4,23,0)
projscale=ifelse(var(35)>=4&&((parent,var(41)>8&&parent,var(41)<16&&parent,var(41)!=13)||parent,var(41)=22),0.9,ifelse(var(35)>=4&&(parent,var(41)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(35) > 6 && var(35) < 18
offset=-ifelse(var(35)>=0&&var(35)<=12,ceil((11.4*var(35)+fvar(12)*var(12)/2)/3*var(14)),ceil((-11.4*(var(35)-12)-fvar(12)*(var(35)-12)*(var(35)-12)/2)/3*var(14))),-71-ceil((9.6*(var(35)-6)-fvar(13)*(var(35)-6)*(var(35)-6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(41))=0,332,309+(parent,var(41)))+ifelse((parent,var(41)=0||(parent,var(41)>4&&parent,var(41)<21))&&var(35)>=4,23,0)
projscale=ifelse(var(35)>=4&&((parent,var(41)>8&&parent,var(41)<16&&parent,var(41)!=13)||parent,var(41)=22),0.9,ifelse(var(35)>=4&&(parent,var(41)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------i ico rounding 1
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(35) >= 18
offset=ifelse(var(35)<=12,ceil(11.4*var(35)+fvar(12)*var(12)/2),ceil(-11.4*(var(35)-12)-fvar(12)*(var(35)-12)*(var(35)-12)/2)),-71+ceil(-9.6*(var(35)-18)+fvar(13)*(var(35)-18)*(var(35)-18)/2)+parent,pos y
projanim=ifelse((parent,var(41))=0,332,309+(parent,var(41)))+ifelse((parent,var(41)=0||(parent,var(41)>4&&parent,var(41)<21))&&var(35)>=4,23,0)
projscale=ifelse(var(35)>=4&&((parent,var(41)>8&&parent,var(41)<16&&parent,var(41)!=13)||parent,var(41)=22),0.9,ifelse(var(35)>=4&&(parent,var(41)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(35) >= 0 && var(35) <= 6
offset=ifelse(var(35)<=12,ceil(11.4*var(35)+fvar(12)*var(12)/2),ceil(-11.4*(var(35)-12)-fvar(12)*(var(35)-12)*(var(35)-12)/2)),-71+ceil(-9.6*(var(35)+6)+fvar(13)*(var(35)+6)*(var(35)+6)/2)+parent,pos y
projanim=ifelse((parent,var(41))=0,332,309+(parent,var(41)))+ifelse((parent,var(41)=0||(parent,var(41)>4&&parent,var(41)<21))&&var(35)>=4,23,0)
projscale=ifelse(var(35)>=4&&((parent,var(41)>8&&parent,var(41)<16&&parent,var(41)!=13)||parent,var(41)=22),0.9,ifelse(var(35)>=4&&(parent,var(41)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(35) > 6 && var(35) < 18
offset=ifelse(var(35)<=12,ceil(11.4*var(35)+fvar(12)*var(12)/2),ceil(-11.4*(var(35)-12)-fvar(12)*(var(35)-12)*(var(35)-12)/2)),-71+ceil(9.6*(var(35)-6)-fvar(13)*(var(35)-6)*(var(35)-6)/2)+parent,pos y
projanim=ifelse((parent,var(41))=0,332,309+(parent,var(41)))+ifelse((parent,var(41)=0||(parent,var(41)>4&&parent,var(41)<21))&&var(35)>=4,23,0)
projscale=ifelse(var(35)>=4&&((parent,var(41)>8&&parent,var(41)<16&&parent,var(41)!=13)||parent,var(41)=22),0.9,ifelse(var(35)>=4&&(parent,var(41)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get i ico in 2
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(26) >= 18
offset=ifelse(var(26)>=0&&var(26)<=12,ceil((11.4*var(26)+fvar(12)*var(21)/2)/3*var(14)),ceil((-11.4*(var(26)-12)-fvar(12)*(var(26)-12)*(var(26)-12)/2)/3*var(14))),-71+ceil((-9.6*(var(26)-18)+fvar(13)*(var(26)-18)*(var(26)-18)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(46))=0,332,309+(parent,var(46)))+ifelse((parent,var(46)=0||(parent,var(46)>4&&parent,var(46)<21))&&var(26)>=4,23,0)
projscale=ifelse(var(26)>=4&&((parent,var(46)>8&&parent,var(46)<16&&parent,var(46)!=13)||parent,var(46)=22),0.9,ifelse(var(26)>=4&&(parent,var(46)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(26) >= 0 && var(26) <= 6
offset=ifelse(var(26)>=0&&var(26)<=12,ceil((11.4*var(26)+fvar(12)*var(21)/2)/3*var(14)),ceil((-11.4*(var(26)-12)-fvar(12)*(var(26)-12)*(var(26)-12)/2)/3*var(14))),-71+ceil((-9.6*(var(26)+6)+fvar(13)*(var(26)+6)*(var(26)+6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(46))=0,332,309+(parent,var(46)))+ifelse((parent,var(46)=0||(parent,var(46)>4&&parent,var(46)<21))&&var(26)>=4,23,0)
projscale=ifelse(var(26)>=4&&((parent,var(46)>8&&parent,var(46)<16&&parent,var(46)!=13)||parent,var(46)=22),0.9,ifelse(var(26)>=4&&(parent,var(46)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(26) > 6 && var(26) < 18
offset=ifelse(var(26)>=0&&var(26)<=12,ceil((11.4*var(26)+fvar(12)*var(21)/2)/3*var(14)),ceil((-11.4*(var(26)-12)-fvar(12)*(var(26)-12)*(var(26)-12)/2)/3*var(14))),-71+ceil((9.6*(var(26)-6)-fvar(13)*(var(26)-6)*(var(26)-6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(46))=0,332,309+(parent,var(46)))+ifelse((parent,var(46)=0||(parent,var(46)>4&&parent,var(46)<21))&&var(26)>=4,23,0)
projscale=ifelse(var(26)>=4&&((parent,var(46)>8&&parent,var(46)<16&&parent,var(46)!=13)||parent,var(46)=22),0.9,ifelse(var(26)>=4&&(parent,var(46)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get i ico out 2
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(26) >= 18
offset=-ifelse(var(26)>=0&&var(26)<=12,ceil((11.4*var(26)+fvar(12)*var(21)/2)/3*var(14)),ceil((-11.4*(var(26)-12)-fvar(12)*(var(26)-12)*(var(26)-12)/2)/3*var(14))),-71-ceil((-9.6*(var(26)-18)+fvar(13)*(var(26)-18)*(var(26)-18)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(46))=0,332,309+(parent,var(46)))+ifelse((parent,var(46)=0||(parent,var(46)>4&&parent,var(46)<21))&&var(26)>=4,23,0)
projscale=ifelse(var(26)>=4&&((parent,var(46)>8&&parent,var(46)<16&&parent,var(46)!=13)||parent,var(46)=22),0.9,ifelse(var(26)>=4&&(parent,var(46)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(26) >= 0 && var(26) <= 6
offset=-ifelse(var(26)>=0&&var(26)<=12,ceil((11.4*var(26)+fvar(12)*var(21)/2)/3*var(14)),ceil((-11.4*(var(26)-12)-fvar(12)*(var(26)-12)*(var(26)-12)/2)/3*var(14))),-71-ceil((-9.6*(var(26)+6)+fvar(13)*(var(26)+6)*(var(26)+6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(46))=0,332,309+(parent,var(46)))+ifelse((parent,var(46)=0||(parent,var(46)>4&&parent,var(46)<21))&&var(26)>=4,23,0)
projscale=ifelse(var(26)>=4&&((parent,var(46)>8&&parent,var(46)<16&&parent,var(46)!=13)||parent,var(46)=22),0.9,ifelse(var(26)>=4&&(parent,var(46)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(26) > 6 && var(26) < 18
offset=-ifelse(var(26)>=0&&var(26)<=12,ceil((11.4*var(26)+fvar(12)*var(21)/2)/3*var(14)),ceil((-11.4*(var(26)-12)-fvar(12)*(var(26)-12)*(var(26)-12)/2)/3*var(14))),-71-ceil((9.6*(var(26)-6)-fvar(13)*(var(26)-6)*(var(26)-6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(46))=0,332,309+(parent,var(46)))+ifelse((parent,var(46)=0||(parent,var(46)>4&&parent,var(46)<21))&&var(26)>=4,23,0)
projscale=ifelse(var(26)>=4&&((parent,var(46)>8&&parent,var(46)<16&&parent,var(46)!=13)||parent,var(46)=22),0.9,ifelse(var(26)>=4&&(parent,var(46)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------i ico rounding 2
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(26) >= 18
offset=ifelse(var(26)<=12,ceil(11.4*var(26)+fvar(12)*var(21)/2),ceil(-11.4*(var(26)-12)-fvar(12)*(var(26)-12)*(var(26)-12)/2)),-71+ceil(-9.6*(var(26)-18)+fvar(13)*(var(26)-18)*(var(26)-18)/2)+parent,pos y
projanim=ifelse((parent,var(46))=0,332,309+(parent,var(46)))+ifelse((parent,var(46)=0||(parent,var(46)>4&&parent,var(46)<21))&&var(26)>=4,23,0)
projscale=ifelse(var(26)>=4&&((parent,var(46)>8&&parent,var(46)<16&&parent,var(46)!=13)||parent,var(46)=22),0.9,ifelse(var(26)>=4&&(parent,var(46)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(26) >= 0 && var(26) <= 6
offset=ifelse(var(26)<=12,ceil(11.4*var(26)+fvar(12)*var(21)/2),ceil(-11.4*(var(26)-12)-fvar(12)*(var(26)-12)*(var(26)-12)/2)),-71+ceil(-9.6*(var(26)+6)+fvar(13)*(var(26)+6)*(var(26)+6)/2)+parent,pos y
projanim=ifelse((parent,var(46))=0,332,309+(parent,var(46)))+ifelse((parent,var(46)=0||(parent,var(46)>4&&parent,var(46)<21))&&var(26)>=4,23,0)
projscale=ifelse(var(26)>=4&&((parent,var(46)>8&&parent,var(46)<16&&parent,var(46)!=13)||parent,var(46)=22),0.9,ifelse(var(26)>=4&&(parent,var(46)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(26) > 6 && var(26) < 18
offset=ifelse(var(26)<=12,ceil(11.4*var(26)+fvar(12)*var(21)/2),ceil(-11.4*(var(26)-12)-fvar(12)*(var(26)-12)*(var(26)-12)/2)),-71+ceil(9.6*(var(26)-6)-fvar(13)*(var(26)-6)*(var(26)-6)/2)+parent,pos y
projanim=ifelse((parent,var(46))=0,332,309+(parent,var(46)))+ifelse((parent,var(46)=0||(parent,var(46)>4&&parent,var(46)<21))&&var(26)>=4,23,0)
projscale=ifelse(var(26)>=4&&((parent,var(46)>8&&parent,var(46)<16&&parent,var(46)!=13)||parent,var(46)=22),0.9,ifelse(var(26)>=4&&(parent,var(46)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get i ico in 3
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(27) >= 18
offset=ifelse(var(27)>=0&&var(27)<=12,ceil((11.4*var(27)+fvar(12)*var(22)/2)/3*var(14)),ceil((-11.4*(var(27)-12)-fvar(12)*(var(27)-12)*(var(27)-12)/2)/3*var(14))),-71+ceil((-9.6*(var(27)-18)+fvar(13)*(var(27)-18)*(var(27)-18)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(45))=0,332,309+(parent,var(45)))+ifelse((parent,var(45)=0||(parent,var(45)>4&&parent,var(45)<21))&&var(27)>=4,23,0)
projscale=ifelse(var(27)>=4&&((parent,var(45)>8&&parent,var(45)<16&&parent,var(45)!=13)||parent,var(45)=22),0.9,ifelse(var(27)>=4&&(parent,var(45)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(27) >= 0 && var(27) <= 6
offset=ifelse(var(27)>=0&&var(27)<=12,ceil((11.4*var(27)+fvar(12)*var(22)/2)/3*var(14)),ceil((-11.4*(var(27)-12)-fvar(12)*(var(27)-12)*(var(27)-12)/2)/3*var(14))),-71+ceil((-9.6*(var(27)+6)+fvar(13)*(var(27)+6)*(var(27)+6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(45))=0,332,309+(parent,var(45)))+ifelse((parent,var(45)=0||(parent,var(45)>4&&parent,var(45)<21))&&var(27)>=4,23,0)
projscale=ifelse(var(27)>=4&&((parent,var(45)>8&&parent,var(45)<16&&parent,var(45)!=13)||parent,var(45)=22),0.9,ifelse(var(27)>=4&&(parent,var(45)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(27) > 6 && var(27) < 18
offset=ifelse(var(27)>=0&&var(27)<=12,ceil((11.4*var(27)+fvar(12)*var(22)/2)/3*var(14)),ceil((-11.4*(var(27)-12)-fvar(12)*(var(27)-12)*(var(27)-12)/2)/3*var(14))),-71+ceil((9.6*(var(27)-6)-fvar(13)*(var(27)-6)*(var(27)-6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(45))=0,332,309+(parent,var(45)))+ifelse((parent,var(45)=0||(parent,var(45)>4&&parent,var(45)<21))&&var(27)>=4,23,0)
projscale=ifelse(var(27)>=4&&((parent,var(45)>8&&parent,var(45)<16&&parent,var(45)!=13)||parent,var(45)=22),0.9,ifelse(var(27)>=4&&(parent,var(45)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get i ico out 3
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(27) >= 18
offset=-ifelse(var(27)>=0&&var(27)<=12,ceil((11.4*var(27)+fvar(12)*var(22)/2)/3*var(14)),ceil((-11.4*(var(27)-12)-fvar(12)*(var(27)-12)*(var(27)-12)/2)/3*var(14))),-71-ceil((-9.6*(var(27)-18)+fvar(13)*(var(27)-18)*(var(27)-18)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(45))=0,332,309+(parent,var(45)))+ifelse((parent,var(45)=0||(parent,var(45)>4&&parent,var(45)<21))&&var(27)>=4,23,0)
projscale=ifelse(var(27)>=4&&((parent,var(45)>8&&parent,var(45)<16&&parent,var(45)!=13)||parent,var(45)=22),0.9,ifelse(var(27)>=4&&(parent,var(45)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(27) >= 0 && var(27) <= 6
offset=-ifelse(var(27)>=0&&var(27)<=12,ceil((11.4*var(27)+fvar(12)*var(22)/2)/3*var(14)),ceil((-11.4*(var(27)-12)-fvar(12)*(var(27)-12)*(var(27)-12)/2)/3*var(14))),-71-ceil((-9.6*(var(27)+6)+fvar(13)*(var(27)+6)*(var(27)+6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(45))=0,332,309+(parent,var(45)))+ifelse((parent,var(45)=0||(parent,var(45)>4&&parent,var(45)<21))&&var(27)>=4,23,0)
projscale=ifelse(var(27)>=4&&((parent,var(45)>8&&parent,var(45)<16&&parent,var(45)!=13)||parent,var(45)=22),0.9,ifelse(var(27)>=4&&(parent,var(45)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(27) > 6 && var(27) < 18
offset=-ifelse(var(27)>=0&&var(27)<=12,ceil((11.4*var(27)+fvar(12)*var(22)/2)/3*var(14)),ceil((-11.4*(var(27)-12)-fvar(12)*(var(27)-12)*(var(27)-12)/2)/3*var(14))),-71-ceil((9.6*(var(27)-6)-fvar(13)*(var(27)-6)*(var(27)-6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(45))=0,332,309+(parent,var(45)))+ifelse((parent,var(45)=0||(parent,var(45)>4&&parent,var(45)<21))&&var(27)>=4,23,0)
projscale=ifelse(var(27)>=4&&((parent,var(45)>8&&parent,var(45)<16&&parent,var(45)!=13)||parent,var(45)=22),0.9,ifelse(var(27)>=4&&(parent,var(45)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------i ico rounding 3
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(27) >= 18
offset=ifelse(var(27)<=12,ceil(11.4*var(27)+fvar(12)*var(22)/2),ceil(-11.4*(var(27)-12)-fvar(12)*(var(27)-12)*(var(27)-12)/2)),-71+ceil(-9.6*(var(27)-18)+fvar(13)*(var(27)-18)*(var(27)-18)/2)+parent,pos y
projanim=ifelse((parent,var(45))=0,332,309+(parent,var(45)))+ifelse((parent,var(45)=0||(parent,var(45)>4&&parent,var(45)<21))&&var(27)>=4,23,0)
projscale=ifelse(var(27)>=4&&((parent,var(45)>8&&parent,var(45)<16&&parent,var(45)!=13)||parent,var(45)=22),0.9,ifelse(var(27)>=4&&(parent,var(45)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(27) >= 0 && var(27) <= 6
offset=ifelse(var(27)<=12,ceil(11.4*var(27)+fvar(12)*var(22)/2),ceil(-11.4*(var(27)-12)-fvar(12)*(var(27)-12)*(var(27)-12)/2)),-71+ceil(-9.6*(var(27)+6)+fvar(13)*(var(27)+6)*(var(27)+6)/2)+parent,pos y
projanim=ifelse((parent,var(45))=0,332,309+(parent,var(45)))+ifelse((parent,var(45)=0||(parent,var(45)>4&&parent,var(45)<21))&&var(27)>=4,23,0)
projscale=ifelse(var(27)>=4&&((parent,var(45)>8&&parent,var(45)<16&&parent,var(45)!=13)||parent,var(45)=22),0.9,ifelse(var(27)>=4&&(parent,var(45)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(27) > 6 && var(27) < 18
offset=ifelse(var(27)<=12,ceil(11.4*var(27)+fvar(12)*var(22)/2),ceil(-11.4*(var(27)-12)-fvar(12)*(var(27)-12)*(var(27)-12)/2)),-71+ceil(9.6*(var(27)-6)-fvar(13)*(var(27)-6)*(var(27)-6)/2)+parent,pos y
projanim=ifelse((parent,var(45))=0,332,309+(parent,var(45)))+ifelse((parent,var(45)=0||(parent,var(45)>4&&parent,var(45)<21))&&var(27)>=4,23,0)
projscale=ifelse(var(27)>=4&&((parent,var(45)>8&&parent,var(45)<16&&parent,var(45)!=13)||parent,var(45)=22),0.9,ifelse(var(27)>=4&&(parent,var(45)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get i ico in 4
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(28) >= 18
offset=ifelse(var(28)>=0&&var(28)<=12,ceil((11.4*var(28)+fvar(12)*var(23)/2)/3*var(14)),ceil((-11.4*(var(28)-12)-fvar(12)*(var(28)-12)*(var(28)-12)/2)/3*var(14))),-71+ceil((-9.6*(var(28)-18)+fvar(13)*(var(28)-18)*(var(28)-18)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(44))=0,332,309+(parent,var(44)))+ifelse((parent,var(44)=0||(parent,var(44)>4&&parent,var(44)<21))&&var(28)>=4,23,0)
projscale=ifelse(var(28)>=4&&((parent,var(44)>8&&parent,var(44)<16&&parent,var(44)!=13)||parent,var(44)=22),0.9,ifelse(var(28)>=4&&(parent,var(44)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(28) >= 0 && var(28) <= 6
offset=ifelse(var(28)>=0&&var(28)<=12,ceil((11.4*var(28)+fvar(12)*var(23)/2)/3*var(14)),ceil((-11.4*(var(28)-12)-fvar(12)*(var(28)-12)*(var(28)-12)/2)/3*var(14))),-71+ceil((-9.6*(var(28)+6)+fvar(13)*(var(28)+6)*(var(28)+6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(44))=0,332,309+(parent,var(44)))+ifelse((parent,var(44)=0||(parent,var(44)>4&&parent,var(44)<21))&&var(28)>=4,23,0)
projscale=ifelse(var(28)>=4&&((parent,var(44)>8&&parent,var(44)<16&&parent,var(44)!=13)||parent,var(44)=22),0.9,ifelse(var(28)>=4&&(parent,var(44)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(28) > 6 && var(28) < 18
offset=ifelse(var(28)>=0&&var(28)<=12,ceil((11.4*var(28)+fvar(12)*var(23)/2)/3*var(14)),ceil((-11.4*(var(28)-12)-fvar(12)*(var(28)-12)*(var(28)-12)/2)/3*var(14))),-71+ceil((9.6*(var(28)-6)-fvar(13)*(var(28)-6)*(var(28)-6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(44))=0,332,309+(parent,var(44)))+ifelse((parent,var(44)=0||(parent,var(44)>4&&parent,var(44)<21))&&var(28)>=4,23,0)
projscale=ifelse(var(28)>=4&&((parent,var(44)>8&&parent,var(44)<16&&parent,var(44)!=13)||parent,var(44)=22),0.9,ifelse(var(28)>=4&&(parent,var(44)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get i ico out 4
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(28) >= 18
offset=-ifelse(var(28)>=0&&var(28)<=12,ceil((11.4*var(28)+fvar(12)*var(23)/2)/3*var(14)),ceil((-11.4*(var(28)-12)-fvar(12)*(var(28)-12)*(var(28)-12)/2)/3*var(14))),-71-ceil((-9.6*(var(28)-18)+fvar(13)*(var(28)-18)*(var(28)-18)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(44))=0,332,309+(parent,var(44)))+ifelse((parent,var(44)=0||(parent,var(44)>4&&parent,var(44)<21))&&var(28)>=4,23,0)
projscale=ifelse(var(28)>=4&&((parent,var(44)>8&&parent,var(44)<16&&parent,var(44)!=13)||parent,var(44)=22),0.9,ifelse(var(28)>=4&&(parent,var(44)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(28) >= 0 && var(28) <= 6
offset=-ifelse(var(28)>=0&&var(28)<=12,ceil((11.4*var(28)+fvar(12)*var(23)/2)/3*var(14)),ceil((-11.4*(var(28)-12)-fvar(12)*(var(28)-12)*(var(28)-12)/2)/3*var(14))),-71-ceil((-9.6*(var(28)+6)+fvar(13)*(var(28)+6)*(var(28)+6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(44))=0,332,309+(parent,var(44)))+ifelse((parent,var(44)=0||(parent,var(44)>4&&parent,var(44)<21))&&var(28)>=4,23,0)
projscale=ifelse(var(28)>=4&&((parent,var(44)>8&&parent,var(44)<16&&parent,var(44)!=13)||parent,var(44)=22),0.9,ifelse(var(28)>=4&&(parent,var(44)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(28) > 6 && var(28) < 18
offset=-ifelse(var(28)>=0&&var(28)<=12,ceil((11.4*var(28)+fvar(12)*var(23)/2)/3*var(14)),ceil((-11.4*(var(28)-12)-fvar(12)*(var(28)-12)*(var(28)-12)/2)/3*var(14))),-71-ceil((9.6*(var(28)-6)-fvar(13)*(var(28)-6)*(var(28)-6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(44))=0,332,309+(parent,var(44)))+ifelse((parent,var(44)=0||(parent,var(44)>4&&parent,var(44)<21))&&var(28)>=4,23,0)
projscale=ifelse(var(28)>=4&&((parent,var(44)>8&&parent,var(44)<16&&parent,var(44)!=13)||parent,var(44)=22),0.9,ifelse(var(28)>=4&&(parent,var(44)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------i ico rounding 4
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(28) >= 18
offset=ifelse(var(28)<=12,ceil(11.4*var(28)+fvar(12)*var(23)/2),ceil(-11.4*(var(28)-12)-fvar(12)*(var(28)-12)*(var(28)-12)/2)),-71+ceil(-9.6*(var(28)-18)+fvar(13)*(var(28)-18)*(var(28)-18)/2)+parent,pos y
projanim=ifelse((parent,var(44))=0,332,309+(parent,var(44)))+ifelse((parent,var(44)=0||(parent,var(44)>4&&parent,var(44)<21))&&var(28)>=4,23,0)
projscale=ifelse(var(28)>=4&&((parent,var(44)>8&&parent,var(44)<16&&parent,var(44)!=13)||parent,var(44)=22),0.9,ifelse(var(28)>=4&&(parent,var(44)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(28) >= 0 && var(28) <= 6
offset=ifelse(var(28)<=12,ceil(11.4*var(28)+fvar(12)*var(23)/2),ceil(-11.4*(var(28)-12)-fvar(12)*(var(28)-12)*(var(28)-12)/2)),-71+ceil(-9.6*(var(28)+6)+fvar(13)*(var(28)+6)*(var(28)+6)/2)+parent,pos y
projanim=ifelse((parent,var(44))=0,332,309+(parent,var(44)))+ifelse((parent,var(44)=0||(parent,var(44)>4&&parent,var(44)<21))&&var(28)>=4,23,0)
projscale=ifelse(var(28)>=4&&((parent,var(44)>8&&parent,var(44)<16&&parent,var(44)!=13)||parent,var(44)=22),0.9,ifelse(var(28)>=4&&(parent,var(44)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(28) > 6 && var(28) < 18
offset=ifelse(var(28)<=12,ceil(11.4*var(28)+fvar(12)*var(23)/2),ceil(-11.4*(var(28)-12)-fvar(12)*(var(28)-12)*(var(28)-12)/2)),-71+ceil(9.6*(var(28)-6)-fvar(13)*(var(28)-6)*(var(28)-6)/2)+parent,pos y
projanim=ifelse((parent,var(44))=0,332,309+(parent,var(44)))+ifelse((parent,var(44)=0||(parent,var(44)>4&&parent,var(44)<21))&&var(28)>=4,23,0)
projscale=ifelse(var(28)>=4&&((parent,var(44)>8&&parent,var(44)<16&&parent,var(44)!=13)||parent,var(44)=22),0.9,ifelse(var(28)>=4&&(parent,var(44)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get i ico in 5
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(29) >= 18
offset=ifelse(var(29)>=0&&var(29)<=12,ceil((11.4*var(29)+fvar(12)*var(24)/2)/3*var(14)),ceil((-11.4*(var(29)-12)-fvar(12)*(var(29)-12)*(var(29)-12)/2)/3*var(14))),-71+ceil((-9.6*(var(29)-18)+fvar(13)*(var(29)-18)*(var(29)-18)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(43))=0,332,309+(parent,var(43)))+ifelse((parent,var(43)=0||(parent,var(43)>4&&parent,var(43)<21))&&var(29)>=4,23,0)
projscale=ifelse(var(29)>=4&&((parent,var(43)>8&&parent,var(43)<16&&parent,var(43)!=13)||parent,var(43)=22),0.9,ifelse(var(29)>=4&&(parent,var(43)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(29) >= 0 && var(29) <= 6
offset=ifelse(var(29)>=0&&var(29)<=12,ceil((11.4*var(29)+fvar(12)*var(24)/2)/3*var(14)),ceil((-11.4*(var(29)-12)-fvar(12)*(var(29)-12)*(var(29)-12)/2)/3*var(14))),-71+ceil((-9.6*(var(29)+6)+fvar(13)*(var(29)+6)*(var(29)+6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(43))=0,332,309+(parent,var(43)))+ifelse((parent,var(43)=0||(parent,var(43)>4&&parent,var(43)<21))&&var(29)>=4,23,0)
projscale=ifelse(var(29)>=4&&((parent,var(43)>8&&parent,var(43)<16&&parent,var(43)!=13)||parent,var(43)=22),0.9,ifelse(var(29)>=4&&(parent,var(43)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(29) > 6 && var(29) < 18
offset=ifelse(var(29)>=0&&var(29)<=12,ceil((11.4*var(29)+fvar(12)*var(24)/2)/3*var(14)),ceil((-11.4*(var(29)-12)-fvar(12)*(var(29)-12)*(var(29)-12)/2)/3*var(14))),-71+ceil((9.6*(var(29)-6)-fvar(13)*(var(29)-6)*(var(29)-6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(43))=0,332,309+(parent,var(43)))+ifelse((parent,var(43)=0||(parent,var(43)>4&&parent,var(43)<21))&&var(29)>=4,23,0)
projscale=ifelse(var(29)>=4&&((parent,var(43)>8&&parent,var(43)<16&&parent,var(43)!=13)||parent,var(43)=22),0.9,ifelse(var(29)>=4&&(parent,var(43)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get i ico out 5
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(29) >= 18
offset=-ifelse(var(29)>=0&&var(29)<=12,ceil((11.4*var(29)+fvar(12)*var(24)/2)/3*var(14)),ceil((-11.4*(var(29)-12)-fvar(12)*(var(29)-12)*(var(29)-12)/2)/3*var(14))),-71-ceil((-9.6*(var(29)-18)+fvar(13)*(var(29)-18)*(var(29)-18)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(43))=0,332,309+(parent,var(43)))+ifelse((parent,var(43)=0||(parent,var(43)>4&&parent,var(43)<21))&&var(29)>=4,23,0)
projscale=ifelse(var(29)>=4&&((parent,var(43)>8&&parent,var(43)<16&&parent,var(43)!=13)||parent,var(43)=22),0.9,ifelse(var(29)>=4&&(parent,var(43)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(29) >= 0 && var(29) <= 6
offset=-ifelse(var(29)>=0&&var(29)<=12,ceil((11.4*var(29)+fvar(12)*var(24)/2)/3*var(14)),ceil((-11.4*(var(29)-12)-fvar(12)*(var(29)-12)*(var(29)-12)/2)/3*var(14))),-71-ceil((-9.6*(var(29)+6)+fvar(13)*(var(29)+6)*(var(29)+6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(43))=0,332,309+(parent,var(43)))+ifelse((parent,var(43)=0||(parent,var(43)>4&&parent,var(43)<21))&&var(29)>=4,23,0)
projscale=ifelse(var(29)>=4&&((parent,var(43)>8&&parent,var(43)<16&&parent,var(43)!=13)||parent,var(43)=22),0.9,ifelse(var(29)>=4&&(parent,var(43)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(29) > 6 && var(29) < 18
offset=-ifelse(var(29)>=0&&var(29)<=12,ceil((11.4*var(29)+fvar(12)*var(24)/2)/3*var(14)),ceil((-11.4*(var(29)-12)-fvar(12)*(var(29)-12)*(var(29)-12)/2)/3*var(14))),-71-ceil((9.6*(var(29)-6)-fvar(13)*(var(29)-6)*(var(29)-6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(43))=0,332,309+(parent,var(43)))+ifelse((parent,var(43)=0||(parent,var(43)>4&&parent,var(43)<21))&&var(29)>=4,23,0)
projscale=ifelse(var(29)>=4&&((parent,var(43)>8&&parent,var(43)<16&&parent,var(43)!=13)||parent,var(43)=22),0.9,ifelse(var(29)>=4&&(parent,var(43)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------i ico rounding 5
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(29) >= 18
offset=ifelse(var(29)<=12,ceil(11.4*var(29)+fvar(12)*var(24)/2),ceil(-11.4*(var(29)-12)-fvar(12)*(var(29)-12)*(var(29)-12)/2)),-71+ceil(-9.6*(var(29)-18)+fvar(13)*(var(29)-18)*(var(29)-18)/2)+parent,pos y
projanim=ifelse((parent,var(43))=0,332,309+(parent,var(43)))+ifelse((parent,var(43)=0||(parent,var(43)>4&&parent,var(43)<21))&&var(29)>=4,23,0)
projscale=ifelse(var(29)>=4&&((parent,var(43)>8&&parent,var(43)<16&&parent,var(43)!=13)||parent,var(43)=22),0.9,ifelse(var(29)>=4&&(parent,var(43)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(29) >= 0 && var(29) <= 6
offset=ifelse(var(29)<=12,ceil(11.4*var(29)+fvar(12)*var(24)/2),ceil(-11.4*(var(29)-12)-fvar(12)*(var(29)-12)*(var(29)-12)/2)),-71+ceil(-9.6*(var(29)+6)+fvar(13)*(var(29)+6)*(var(29)+6)/2)+parent,pos y
projanim=ifelse((parent,var(43))=0,332,309+(parent,var(43)))+ifelse((parent,var(43)=0||(parent,var(43)>4&&parent,var(43)<21))&&var(29)>=4,23,0)
projscale=ifelse(var(29)>=4&&((parent,var(43)>8&&parent,var(43)<16&&parent,var(43)!=13)||parent,var(43)=22),0.9,ifelse(var(29)>=4&&(parent,var(43)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(29) > 6 && var(29) < 18
offset=ifelse(var(29)<=12,ceil(11.4*var(29)+fvar(12)*var(24)/2),ceil(-11.4*(var(29)-12)-fvar(12)*(var(29)-12)*(var(29)-12)/2)),-71+ceil(9.6*(var(29)-6)-fvar(13)*(var(29)-6)*(var(29)-6)/2)+parent,pos y
projanim=ifelse((parent,var(43))=0,332,309+(parent,var(43)))+ifelse((parent,var(43)=0||(parent,var(43)>4&&parent,var(43)<21))&&var(29)>=4,23,0)
projscale=ifelse(var(29)>=4&&((parent,var(43)>8&&parent,var(43)<16&&parent,var(43)!=13)||parent,var(43)=22),0.9,ifelse(var(29)>=4&&(parent,var(43)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get i ico in 6
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(30) >= 18
offset=ifelse(var(30)>=0&&var(30)<=12,ceil((11.4*var(30)+fvar(12)*var(25)/2)/3*var(14)),ceil((-11.4*(var(30)-12)-fvar(12)*(var(30)-12)*(var(30)-12)/2)/3*var(14))),-71+ceil((-9.6*(var(30)-18)+fvar(13)*(var(30)-18)*(var(30)-18)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(42))=0,332,309+(parent,var(42)))+ifelse((parent,var(42)=0||(parent,var(42)>4&&parent,var(42)<21))&&var(30)>=4,23,0)
projscale=ifelse(var(30)>=4&&((parent,var(42)>8&&parent,var(42)<16&&parent,var(42)!=13)||parent,var(42)=22),0.9,ifelse(var(30)>=4&&(parent,var(42)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(30) >= 0 && var(30) <= 6
offset=ifelse(var(30)>=0&&var(30)<=12,ceil((11.4*var(30)+fvar(12)*var(25)/2)/3*var(14)),ceil((-11.4*(var(30)-12)-fvar(12)*(var(30)-12)*(var(30)-12)/2)/3*var(14))),-71+ceil((-9.6*(var(30)+6)+fvar(13)*(var(30)+6)*(var(30)+6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(42))=0,332,309+(parent,var(42)))+ifelse((parent,var(42)=0||(parent,var(42)>4&&parent,var(42)<21))&&var(30)>=4,23,0)
projscale=ifelse(var(30)>=4&&((parent,var(42)>8&&parent,var(42)<16&&parent,var(42)!=13)||parent,var(42)=22),0.9,ifelse(var(30)>=4&&(parent,var(42)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(30) > 6 && var(30) < 18
offset=ifelse(var(30)>=0&&var(30)<=12,ceil((11.4*var(30)+fvar(12)*var(25)/2)/3*var(14)),ceil((-11.4*(var(30)-12)-fvar(12)*(var(30)-12)*(var(30)-12)/2)/3*var(14))),-71+ceil((9.6*(var(30)-6)-fvar(13)*(var(30)-6)*(var(30)-6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(42))=0,332,309+(parent,var(42)))+ifelse((parent,var(42)=0||(parent,var(42)>4&&parent,var(42)<21))&&var(30)>=4,23,0)
projscale=ifelse(var(30)>=4&&((parent,var(42)>8&&parent,var(42)<16&&parent,var(42)!=13)||parent,var(42)=22),0.9,ifelse(var(30)>=4&&(parent,var(42)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get i ico out 6
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(30) >= 18
offset=-ifelse(var(30)>=0&&var(30)<=12,ceil((11.4*var(30)+fvar(12)*var(25)/2)/3*var(14)),ceil((-11.4*(var(30)-12)-fvar(12)*(var(30)-12)*(var(30)-12)/2)/3*var(14))),-71-ceil((-9.6*(var(30)-18)+fvar(13)*(var(30)-18)*(var(30)-18)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(42))=0,332,309+(parent,var(42)))+ifelse((parent,var(42)=0||(parent,var(42)>4&&parent,var(42)<21))&&var(30)>=4,23,0)
projscale=ifelse(var(30)>=4&&((parent,var(42)>8&&parent,var(42)<16&&parent,var(42)!=13)||parent,var(42)=22),0.9,ifelse(var(30)>=4&&(parent,var(42)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(30) >= 0 && var(30) <= 6
offset=-ifelse(var(30)>=0&&var(30)<=12,ceil((11.4*var(30)+fvar(12)*var(25)/2)/3*var(14)),ceil((-11.4*(var(30)-12)-fvar(12)*(var(30)-12)*(var(30)-12)/2)/3*var(14))),-71-ceil((-9.6*(var(30)+6)+fvar(13)*(var(30)+6)*(var(30)+6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(42))=0,332,309+(parent,var(42)))+ifelse((parent,var(42)=0||(parent,var(42)>4&&parent,var(42)<21))&&var(30)>=4,23,0)
projscale=ifelse(var(30)>=4&&((parent,var(42)>8&&parent,var(42)<16&&parent,var(42)!=13)||parent,var(42)=22),0.9,ifelse(var(30)>=4&&(parent,var(42)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(30) > 6 && var(30) < 18
offset=-ifelse(var(30)>=0&&var(30)<=12,ceil((11.4*var(30)+fvar(12)*var(25)/2)/3*var(14)),ceil((-11.4*(var(30)-12)-fvar(12)*(var(30)-12)*(var(30)-12)/2)/3*var(14))),-71-ceil((9.6*(var(30)-6)-fvar(13)*(var(30)-6)*(var(30)-6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(42))=0,332,309+(parent,var(42)))+ifelse((parent,var(42)=0||(parent,var(42)>4&&parent,var(42)<21))&&var(30)>=4,23,0)
projscale=ifelse(var(30)>=4&&((parent,var(42)>8&&parent,var(42)<16&&parent,var(42)!=13)||parent,var(42)=22),0.9,ifelse(var(30)>=4&&(parent,var(42)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------i ico rounding 6
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(30) >= 18
offset=ifelse(var(30)<=12,ceil(11.4*var(30)+fvar(12)*var(25)/2),ceil(-11.4*(var(30)-12)-fvar(12)*(var(30)-12)*(var(30)-12)/2)),-71+ceil(-9.6*(var(30)-18)+fvar(13)*(var(30)-18)*(var(30)-18)/2)+parent,pos y
projanim=ifelse((parent,var(42))=0,332,309+(parent,var(42)))+ifelse((parent,var(42)=0||(parent,var(42)>4&&parent,var(42)<21))&&var(30)>=4,23,0)
projscale=ifelse(var(30)>=4&&((parent,var(42)>8&&parent,var(42)<16&&parent,var(42)!=13)||parent,var(42)=22),0.9,ifelse(var(30)>=4&&(parent,var(42)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(30) >= 0 && var(30) <= 6
offset=ifelse(var(30)<=12,ceil(11.4*var(30)+fvar(12)*var(25)/2),ceil(-11.4*(var(30)-12)-fvar(12)*(var(30)-12)*(var(30)-12)/2)),-71+ceil(-9.6*(var(30)+6)+fvar(13)*(var(30)+6)*(var(30)+6)/2)+parent,pos y
projanim=ifelse((parent,var(42))=0,332,309+(parent,var(42)))+ifelse((parent,var(42)=0||(parent,var(42)>4&&parent,var(42)<21))&&var(30)>=4,23,0)
projscale=ifelse(var(30)>=4&&((parent,var(42)>8&&parent,var(42)<16&&parent,var(42)!=13)||parent,var(42)=22),0.9,ifelse(var(30)>=4&&(parent,var(42)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(30) > 6 && var(30) < 18
offset=ifelse(var(30)<=12,ceil(11.4*var(30)+fvar(12)*var(25)/2),ceil(-11.4*(var(30)-12)-fvar(12)*(var(30)-12)*(var(30)-12)/2)),-71+ceil(9.6*(var(30)-6)-fvar(13)*(var(30)-6)*(var(30)-6)/2)+parent,pos y
projanim=ifelse((parent,var(42))=0,332,309+(parent,var(42)))+ifelse((parent,var(42)=0||(parent,var(42)>4&&parent,var(42)<21))&&var(30)>=4,23,0)
projscale=ifelse(var(30)>=4&&((parent,var(42)>8&&parent,var(42)<16&&parent,var(42)!=13)||parent,var(42)=22),0.9,ifelse(var(30)>=4&&(parent,var(42)=18),0.8,1))
projremovetime = 1
projsprpriority= 998
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get in cmd FB
type = projectile
trigger1 = var(31) = 0 && var(14) > 0 && var(14) < 3 && var(32) >= 0 && var(32) < 4
offset=ceil((13*var(32)+fvar(10)*var(12)/2)/3*var(14)),-72+ceil((-11*(var(32)+5)+fvar(11)*(var(32)+5)*(var(32)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=150,769,784)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get out cmd FB
type = projectile
trigger1 = var(31) = 0 && var(14) < 0 && var(14) > -3 && var(32) >= 0 && var(32) < 4
offset=-ceil((13*var(32)+fvar(10)*var(12)/2)/3*var(14)),-72-ceil((-11*(var(32)+5)+fvar(11)*(var(32)+5)*(var(32)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=150,769,784)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------rounding cmd FB
type = projectile
trigger1 = var(31) = 0 && var(14) >= 3 && var(32) >= 0 && var(32) < 4
offset=ceil(13*var(32)+fvar(10)*var(12)/2),-72+ceil(-11*(var(32)+5)+fvar(11)*(var(32)+5)*(var(32)+5)/2)+parent,pos y
projanim=ifelse((parent,power)>=150,769,784)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get in cmd m-2
type = projectile
trigger1 = var(31) != 3 && var(14) > 0 && var(14) < 3 && var(26) >= 0 && var(26) < 4
offset=ceil((13*var(26)+fvar(10)*var(21)/2)/3*var(14)),-72+ceil((-11*(var(26)+5)+fvar(11)*(var(26)+5)*(var(26)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,773,ifelse(var(31)=1,778,783))+ifelse((var(31)=0&&parent,power<230)||(var(31)=1&&parent,power<170)||(var(31)=2&&(parent,var(36)!=3||(parent,fvar(33)=0&&parent,power<500))),15,0)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get out cmd m-2
type = projectile
trigger1 = var(31) != 3 && var(14) < 0 && var(14) > -3 && var(26) >= 0 && var(26) < 4
offset=-ceil((13*var(26)+fvar(10)*var(21)/2)/3*var(14)),-72+ceil((-11*(var(26)+5)+fvar(11)*(var(26)+5)*(var(26)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,773,ifelse(var(31)=1,778,783))+ifelse((var(31)=0&&parent,power<230)||(var(31)=1&&parent,power<170)||(var(31)=2&&(parent,var(36)!=3||(parent,fvar(33)=0&&parent,power<500))),15,0)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------rounding cmd m-2
type = projectile
trigger1 = var(31) != 3 && var(14) >= 3 && var(26) >= 0 && var(26) < 4
offset=ceil(13*var(26)+fvar(10)*var(21)/2),-72+ceil(-11*(var(26)+5)+fvar(11)*(var(26)+5)*(var(26)+5)/2)+parent,pos y
projanim=ifelse(var(31)=0,773,ifelse(var(31)=1,778,783))+ifelse((var(31)=0&&parent,power<230)||(var(31)=1&&parent,power<170)||(var(31)=2&&(parent,var(36)!=3||(parent,fvar(33)=0&&parent,power<500))),15,0)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get in cmd m-3
type = projectile
trigger1 = var(31) != 3 && var(14) > 0 && var(14) < 3 && var(27) >= 0 && var(27) < 4
offset=ceil((13*var(27)+fvar(10)*var(22)/2)/3*var(14)),-72+ceil((-11*(var(27)+5)+fvar(11)*(var(27)+5)*(var(27)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,772,ifelse(var(31)=1,777,782))+ifelse((var(31)=0&&parent,power<240)||(var(31)=1&&parent,power<220)||(var(31)=2&&parent,power<240),15,0)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get out cmd m-3
type = projectile
trigger1 = var(31) != 3 && var(14) < 0 && var(14) > -3 && var(27) >= 0 && var(27) < 4
offset=-ceil((13*var(27)+fvar(10)*var(22)/2)/3*var(14)),-72+ceil((-11*(var(27)+5)+fvar(11)*(var(27)+5)*(var(27)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,772,ifelse(var(31)=1,777,782))+ifelse((var(31)=0&&parent,power<240)||(var(31)=1&&parent,power<220)||(var(31)=2&&parent,power<240),15,0)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------rounding cmd m-3
type = projectile
trigger1 = var(31) != 3 && var(14) >= 3 && var(27) >= 0 && var(27) < 4
offset=ceil(13*var(27)+fvar(10)*var(22)/2),-72+ceil(-11*(var(27)+5)+fvar(11)*(var(27)+5)*(var(27)+5)/2)+parent,pos y
projanim=ifelse(var(31)=0,772,ifelse(var(31)=1,777,782))+ifelse((var(31)=0&&parent,power<240)||(var(31)=1&&parent,power<220)||(var(31)=2&&parent,power<240),15,0)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get in cmd m-4
type = projectile
trigger1 = var(31) != 3 && var(14) > 0 && var(14) < 3 && var(28) >= 0 && var(28) < 4
offset=ceil((13*var(28)+fvar(10)*var(23)/2)/3*var(14)),-72+ceil((-11*(var(28)+5)+fvar(11)*(var(28)+5)*(var(28)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,771,ifelse(var(31)=1,776,781))+ifelse((var(31)=0&&parent,power<195)||(var(31)=1&&parent,power<310),15,0)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get out cmd m-4
type = projectile
trigger1 = var(31) != 3 && var(14) < 0 && var(14) > -3 && var(28) >= 0 && var(28) < 4
offset=-ceil((13*var(28)+fvar(10)*var(23)/2)/3*var(14)),-72+ceil((-11*(var(28)+5)+fvar(11)*(var(28)+5)*(var(28)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,771,ifelse(var(31)=1,776,781))+ifelse((var(31)=0&&parent,power<195)||(var(31)=1&&parent,power<310),15,0)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------rounding cmd m-4
type = projectile
trigger1 = var(31) != 3 && var(14) >= 3 && var(28) >= 0 && var(28) < 4
offset=ceil(13*var(28)+fvar(10)*var(23)/2),-72+ceil(-11*(var(28)+5)+fvar(11)*(var(28)+5)*(var(28)+5)/2)+parent,pos y
projanim=ifelse(var(31)=0,771,ifelse(var(31)=1,776,781))+ifelse((var(31)=0&&parent,power<195)||(var(31)=1&&parent,power<310),15,0)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get in cmd m-5
type = projectile
trigger1 = var(31) != 3 && var(14) > 0 && var(14) < 3 && var(29) >= 0 && var(29) < 4
offset=ceil((13*var(29)+fvar(10)*var(24)/2)/3*var(14)),-72+ceil((-11*(var(29)+5)+fvar(11)*(var(29)+5)*(var(29)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,770,ifelse(var(31)=1,775,780))+ifelse((var(31)=0&&parent,power<650)||(var(31)=1&&parent,power<600)||(var(31)=2&&parent,power<700),15,0)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get out cmd m-5
type = projectile
trigger1 = var(31) != 3 && var(14) < 0 && var(14) > -3 && var(29) >= 0 && var(29) < 4
offset=-ceil((13*var(29)+fvar(10)*var(24)/2)/3*var(14)),-72+ceil((-11*(var(29)+5)+fvar(11)*(var(29)+5)*(var(29)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse(var(31)=0,770,ifelse(var(31)=1,775,780))+ifelse((var(31)=0&&parent,power<650)||(var(31)=1&&parent,power<600)||(var(31)=2&&parent,power<700),15,0)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------rounding cmd m-5
type = projectile
trigger1 = var(31) != 3 && var(14) >= 3 && var(29) >= 0 && var(29) < 4
offset=ceil(13*var(29)+fvar(10)*var(24)/2),-72+ceil(-11*(var(29)+5)+fvar(11)*(var(29)+5)*(var(29)+5)/2)+parent,pos y
projanim=ifelse(var(31)=0,770,ifelse(var(31)=1,775,780))+ifelse((var(31)=0&&parent,power<650)||(var(31)=1&&parent,power<600)||(var(31)=2&&parent,power<700),15,0)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get in cmd MM
type = projectile
trigger1 = var(31) = 1 && var(14) > 0 && var(14) < 3 && VAR(33) >= 0 && VAR(33) < 4
offset=ceil((13*VAR(33)+fvar(10)*var(12)/2)/3*var(14)),-72+ceil((-11*(VAR(33)+5)+fvar(11)*(VAR(33)+5)*(VAR(33)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=200,774,789)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get out cmd MM
type = projectile
trigger1 = var(31) = 1 && var(14) < 0 && var(14) > -3 && VAR(33) >= 0 && VAR(33) < 4
offset=-ceil((13*VAR(33)+fvar(10)*var(12)/2)/3*var(14)),-72-ceil((-11*(VAR(33)+5)+fvar(11)*(VAR(33)+5)*(VAR(33)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=200,774,789)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------rounding cmd MM
type = projectile
trigger1 = var(31) = 1 && var(14) >= 3 && VAR(33) >= 0 && VAR(33) < 4
offset=ceil(13*VAR(33)+fvar(10)*var(12)/2),-72+ceil(-11*(VAR(33)+5)+fvar(11)*(VAR(33)+5)*(VAR(33)+5)/2)+parent,pos y
projanim=ifelse((parent,power)>=200,774,789)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get in cmd FR
type = projectile
trigger1 = var(31) = 2 && var(14) > 0 && var(14) < 3 && var(34) >= 0 && var(34) < 4
offset=ceil((13*var(34)+fvar(10)*var(12)/2)/3*var(14)),-72+ceil((-11*(var(34)+5)+fvar(11)*(var(34)+5)*(var(34)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=140,779,794)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get out cmd FR
type = projectile
trigger1 = var(31) = 2 && var(14) < 0 && var(14) > -3 && var(34) >= 0 && var(34) < 4
offset=-ceil((13*var(34)+fvar(10)*var(12)/2)/3*var(14)),-72-ceil((-11*(var(34)+5)+fvar(11)*(var(34)+5)*(var(34)+5)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,power)>=140,779,794)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------rounding cmd FR
type = projectile
trigger1 = var(31) = 2 && var(14) >= 3 && var(34) >= 0 && var(34) < 4
offset=ceil(13*var(34)+fvar(10)*var(12)/2),-72+ceil(-11*(var(34)+5)+fvar(11)*(var(34)+5)*(var(34)+5)/2)+parent,pos y
projanim=ifelse((parent,power)>=140,779,794)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get i num in 1
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(35) >= 0 && var(35) < 4 && parent,var(41) > 8 && parent,var(41) < 21
offset=ceil((11.4*var(35)+fvar(12)*var(12)/2)/3*var(14)),-71+ceil((-9.6*(var(35)+6)+fvar(13)*(var(35)+6)*(var(35)+6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(41))=16,356,(355+parent,var(47)))
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get i num out 1
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(35) >= 0 && var(35) < 4 && parent,var(41) > 8 && parent,var(41) < 21
offset=-ceil((11.4*var(35)+fvar(12)*var(12)/2)/3*var(14)),-71-ceil((-9.6*(var(35)+6)+fvar(13)*(var(35)+6)*(var(35)+6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(41))=16,356,(355+parent,var(47)))
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------i num rounding 1
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(35) >= 0 && var(35) < 4 && parent,var(41) > 8 && parent,var(41) < 21
offset=ceil(11.4*var(35)+fvar(12)*var(12)/2),-71+ceil(-9.6*(var(35)+6)+fvar(13)*(var(35)+6)*(var(35)+6)/2)+parent,pos y
projanim=ifelse((parent,var(41))=16,356,(355+parent,var(47)))
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get i num in 2
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(26) >= 0 && var(26) < 4 && parent,var(46) > 8 && parent,var(46) < 21
offset=ceil((11.4*var(26)+fvar(12)*var(21)/2)/3*var(14)),-71+ceil((-9.6*(var(26)+6)+fvar(13)*(var(26)+6)*(var(26)+6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(46))=16,356,(355+parent,var(52)))
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get i num out 2
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(26) >= 0 && var(26) < 4 && parent,var(46) > 8 && parent,var(46) < 21
offset=-ceil((11.4*var(26)+fvar(12)*var(21)/2)/3*var(14)),-71-ceil((-9.6*(var(26)+6)+fvar(13)*(var(26)+6)*(var(26)+6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(46))=16,356,(355+parent,var(52)))
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------i num rounding 2
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(26) >= 0 && var(26) < 4 && parent,var(46) > 8 && parent,var(46) < 21
offset=ceil(11.4*var(26)+fvar(12)*var(21)/2),-71+ceil(-9.6*(var(26)+6)+fvar(13)*(var(26)+6)*(var(26)+6)/2)+parent,pos y
projanim=ifelse((parent,var(46))=16,356,(355+parent,var(52)))
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get i num in 3
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(27) >= 0 && var(27) < 4 && parent,var(45) > 8 && parent,var(45) < 21
offset=ceil((11.4*var(27)+fvar(12)*var(22)/2)/3*var(14)),-71+ceil((-9.6*(var(27)+6)+fvar(13)*(var(27)+6)*(var(27)+6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(45))=16,356,(355+parent,var(51)))
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get i num out 3
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(27) >= 0 && var(27) < 4 && parent,var(45) > 8 && parent,var(45) < 21
offset=-ceil((11.4*var(27)+fvar(12)*var(22)/2)/3*var(14)),-71-ceil((-9.6*(var(27)+6)+fvar(13)*(var(27)+6)*(var(27)+6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(45))=16,356,(355+parent,var(51)))
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------i num rounding 3
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(27) >= 0 && var(27) < 4 && parent,var(45) > 8 && parent,var(45) < 21
offset=ceil(11.4*var(27)+fvar(12)*var(22)/2),-71+ceil(-9.6*(var(27)+6)+fvar(13)*(var(27)+6)*(var(27)+6)/2)+parent,pos y
projanim=ifelse((parent,var(45))=16,356,(355+parent,var(51)))
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get i num in 4
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(28) >= 0 && var(28) < 4 && parent,var(44) > 8 && parent,var(44) < 21
offset=ceil((11.4*var(28)+fvar(12)*var(23)/2)/3*var(14)),-71+ceil((-9.6*(var(28)+6)+fvar(13)*(var(28)+6)*(var(28)+6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(44))=16,356,(355+parent,var(50)))
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get i num out 4
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(28) >= 0 && var(28) < 4 && parent,var(44) > 8 && parent,var(44) < 21
offset=-ceil((11.4*var(28)+fvar(12)*var(23)/2)/3*var(14)),-71-ceil((-9.6*(var(28)+6)+fvar(13)*(var(28)+6)*(var(28)+6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(44))=16,356,(355+parent,var(50)))
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------i num rounding 4
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(28) >= 0 && var(28) < 4 && parent,var(44) > 8 && parent,var(44) < 21
offset=ceil(11.4*var(28)+fvar(12)*var(23)/2),-71+ceil(-9.6*(var(28)+6)+fvar(13)*(var(28)+6)*(var(28)+6)/2)+parent,pos y
projanim=ifelse((parent,var(44))=16,356,(355+parent,var(50)))
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get i num in 5
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(29) >= 0 && var(29) < 4 && parent,var(43) > 8 && parent,var(43) < 21
offset=ceil((11.4*var(29)+fvar(12)*var(24)/2)/3*var(14)),-71+ceil((-9.6*(var(29)+6)+fvar(13)*(var(29)+6)*(var(29)+6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(43))=16,356,(355+parent,var(49)))
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get i num out 5
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(29) >= 0 && var(29) < 4 && parent,var(43) > 8 && parent,var(43) < 21
offset=-ceil((11.4*var(29)+fvar(12)*var(24)/2)/3*var(14)),-71-ceil((-9.6*(var(29)+6)+fvar(13)*(var(29)+6)*(var(29)+6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(43))=16,356,(355+parent,var(49)))
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------i num rounding 5
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(29) >= 0 && var(29) < 4 && parent,var(43) > 8 && parent,var(43) < 21
offset=ceil(11.4*var(29)+fvar(12)*var(24)/2),-71+ceil(-9.6*(var(29)+6)+fvar(13)*(var(29)+6)*(var(29)+6)/2)+parent,pos y
projanim=ifelse((parent,var(43))=16,356,(355+parent,var(49)))
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get i num in 6
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(30) >= 0 && var(30) < 4 && parent,var(42) > 8 && parent,var(42) < 21
offset=ceil((11.4*var(30)+fvar(12)*var(25)/2)/3*var(14)),-71+ceil((-9.6*(var(30)+6)+fvar(13)*(var(30)+6)*(var(30)+6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(42))=16,356,(355+parent,var(48)))
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get i num out 6
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(30) >= 0 && var(30) < 4 && parent,var(42) > 8 && parent,var(42) < 21
offset=-ceil((11.4*var(30)+fvar(12)*var(25)/2)/3*var(14)),-71-ceil((-9.6*(var(30)+6)+fvar(13)*(var(30)+6)*(var(30)+6)/2)/3*var(14))+parent,pos y
projanim=ifelse((parent,var(42))=16,356,(355+parent,var(48)))
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------i num rounding 6
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(30) >= 0 && var(30) < 4 && parent,var(42) > 8 && parent,var(42) < 21
offset=ceil(11.4*var(30)+fvar(12)*var(25)/2),-71+ceil(-9.6*(var(30)+6)+fvar(13)*(var(30)+6)*(var(30)+6)/2)+parent,pos y
projanim=ifelse((parent,var(42))=16,356,(355+parent,var(48)))
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get i name in 1
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(35) >= 0 && var(35) < 4
offset=ceil((11.4*var(35)+fvar(12)*var(12)/2)/3*var(14)),-71+ceil((-9.6*(var(35)+6)+fvar(13)*(var(35)+6)*(var(35)+6)/2)/3*var(14))+parent,pos y
projanim=365+parent,var(41)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get i name out 1
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(35) >= 0 && var(35) < 4
offset=-ceil((11.4*var(35)+fvar(12)*var(12)/2)/3*var(14)),-71-ceil((-9.6*(var(35)+6)+fvar(13)*(var(35)+6)*(var(35)+6)/2)/3*var(14))+parent,pos y
projanim=365+parent,var(41)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------i name rounding 1
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(35) >= 0 && var(35) < 4
offset=ceil(11.4*var(35)+fvar(12)*var(12)/2),-71+ceil(-9.6*(var(35)+6)+fvar(13)*(var(35)+6)*(var(35)+6)/2)+parent,pos y
projanim=365+parent,var(41)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get i name in 2
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(26) >= 0 && var(26) < 4
offset=ceil((11.4*var(26)+fvar(12)*var(21)/2)/3*var(14)),-71+ceil((-9.6*(var(26)+6)+fvar(13)*(var(26)+6)*(var(26)+6)/2)/3*var(14))+parent,pos y
projanim=365+parent,var(46)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get i name out 2
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(26) >= 0 && var(26) < 4
offset=-ceil((11.4*var(26)+fvar(12)*var(21)/2)/3*var(14)),-71-ceil((-9.6*(var(26)+6)+fvar(13)*(var(26)+6)*(var(26)+6)/2)/3*var(14))+parent,pos y
projanim=365+parent,var(46)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------i name rounding 2
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(26) >= 0 && var(26) < 4
offset=ceil(11.4*var(26)+fvar(12)*var(21)/2),-71+ceil(-9.6*(var(26)+6)+fvar(13)*(var(26)+6)*(var(26)+6)/2)+parent,pos y
projanim=365+parent,var(46)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get i name in 3
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(27) >= 0 && var(27) < 4
offset=ceil((11.4*var(27)+fvar(12)*var(22)/2)/3*var(14)),-71+ceil((-9.6*(var(27)+6)+fvar(13)*(var(27)+6)*(var(27)+6)/2)/3*var(14))+parent,pos y
projanim=365+parent,var(45)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get i name out 3
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(27) >= 0 && var(27) < 4
offset=-ceil((11.4*var(27)+fvar(12)*var(22)/2)/3*var(14)),-71-ceil((-9.6*(var(27)+6)+fvar(13)*(var(27)+6)*(var(27)+6)/2)/3*var(14))+parent,pos y
projanim=365+parent,var(45)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------i name rounding 3
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(27) >= 0 && var(27) < 4
offset=ceil(11.4*var(27)+fvar(12)*var(22)/2),-71+ceil(-9.6*(var(27)+6)+fvar(13)*(var(27)+6)*(var(27)+6)/2)+parent,pos y
projanim=365+parent,var(45)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get i name in 4
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(28) >= 0 && var(28) < 4
offset=ceil((11.4*var(28)+fvar(12)*var(23)/2)/3*var(14)),-71+ceil((-9.6*(var(28)+6)+fvar(13)*(var(28)+6)*(var(28)+6)/2)/3*var(14))+parent,pos y
projanim=365+parent,var(44)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get i name out 4
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(28) >= 0 && var(28) < 4
offset=-ceil((11.4*var(28)+fvar(12)*var(23)/2)/3*var(14)),-71-ceil((-9.6*(var(28)+6)+fvar(13)*(var(28)+6)*(var(28)+6)/2)/3*var(14))+parent,pos y
projanim=365+parent,var(44)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------i name rounding 4
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(28) >= 0 && var(28) < 4
offset=ceil(11.4*var(28)+fvar(12)*var(23)/2),-71+ceil(-9.6*(var(28)+6)+fvar(13)*(var(28)+6)*(var(28)+6)/2)+parent,pos y
projanim=365+parent,var(44)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get i name in 5
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(29) >= 0 && var(29) < 4
offset=ceil((11.4*var(29)+fvar(12)*var(24)/2)/3*var(14)),-71+ceil((-9.6*(var(29)+6)+fvar(13)*(var(29)+6)*(var(29)+6)/2)/3*var(14))+parent,pos y
projanim=365+parent,var(43)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get i name out 5
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(29) >= 0 && var(29) < 4
offset=-ceil((11.4*var(29)+fvar(12)*var(24)/2)/3*var(14)),-71-ceil((-9.6*(var(29)+6)+fvar(13)*(var(29)+6)*(var(29)+6)/2)/3*var(14))+parent,pos y
projanim=365+parent,var(43)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------i name rounding 5
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(29) >= 0 && var(29) < 4
offset=ceil(11.4*var(29)+fvar(12)*var(24)/2),-71+ceil(-9.6*(var(29)+6)+fvar(13)*(var(29)+6)*(var(29)+6)/2)+parent,pos y
projanim=365+parent,var(43)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1];---------get i name in 6
type = projectile
trigger1 = var(31) = 3 && var(14) > 0 && var(14) < 3 && var(30) >= 0 && var(30) < 4
offset=ceil((11.4*var(30)+fvar(12)*var(25)/2)/3*var(14)),-71+ceil((-9.6*(var(30)+6)+fvar(13)*(var(30)+6)*(var(30)+6)/2)/3*var(14))+parent,pos y
projanim=365+parent,var(42)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------get i name out 6
type = projectile
trigger1 = var(31) = 3 && var(14) < 0 && var(14) > -3 && var(30) >= 0 && var(30) < 4
offset=-ceil((11.4*var(30)+fvar(12)*var(25)/2)/3*var(14)),-71-ceil((-9.6*(var(30)+6)+fvar(13)*(var(30)+6)*(var(30)+6)/2)/3*var(14))+parent,pos y
projanim=365+parent,var(42)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1];------------i name rounding 6
type = projectile
trigger1 = var(31) = 3 && var(14) >= 3 && var(30) >= 0 && var(30) < 4
offset=ceil(11.4*var(30)+fvar(12)*var(25)/2),-71+ceil(-9.6*(var(30)+6)+fvar(13)*(var(30)+6)*(var(30)+6)/2)+parent,pos y
projanim=365+parent,var(42)
projremovetime = 1
projsprpriority= 999
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
;---------------------------------------------------------------------------
;hand equip(helper)
[Statedef 02]
type    = S
physics = N
velset = 0,0
ctrl = 0

[state -2]
type = assertspecial
trigger1 = parent,var(25) != 0
trigger2 = (parent,stateno = 191 || parent,stateno = 192) && parent,anim = 205 && parent,animelem = 4,<0
flag = invisible
ignorehitpause = 1

[state 01,0]
type = varset
trigger1 = 1
var(2) = 0
[state 01,0]
type = varset
trigger1 = !selfanimexist(parent,anim+1000*parent,var(36)+ifelse((parent,var(36))>4,5000,0))
trigger2 = parent,movetype = H
trigger2 = (parent,anim != [130,152]) && (parent,anim != [5000,5300])
trigger3 = (parent,anim = [130,152]) && (parent,stateno != [130,155])
trigger4 = ((parent,anim = [5000,5002]) || (parent,anim = [5010,5012])) && parent,stateno != 5000 && parent,stateno != 5001 && parent,stateno != 5020 && parent,stateno != 5030 && parent,stateno != 5040
trigger5 = ((parent,anim = [5005,5007]) || (parent,anim = [5015,5017])) && parent,stateno != 5001 && parent,stateno != 5030 && parent,stateno != 5040
trigger6 = (parent,anim = [5020,5022]) && parent,stateno != 5010 && parent,stateno != 5011
trigger7 = (parent,anim = [5025,5027]) && parent,stateno != 5011
trigger8 = parent,anim = 5030 && parent,stateno != 5000 && parent,stateno != 5020 && parent,stateno != 5030
trigger9 = parent,anim = 5040 && parent,stateno != 5040
trigger10 = parent,anim = 5055 && parent,stateno != 5050
trigger11 = parent,anim = 5050 && parent,stateno != 5000 && parent,stateno != 5020 && parent,stateno != 5030 && parent,stateno != 5050
trigger12 = parent,anim = 5070 && parent,stateno != 5070 && parent,stateno != 5071
trigger13 = parent,anim = 5080 && parent,stateno != 5080 && parent,stateno != 5081
trigger14 = parent,anim = 5090 && parent,stateno != 5080 && parent,stateno != 5050
trigger15 = (parent,anim = 5100 || parent,anim = 5099) && parent,stateno != 5100
trigger16 = parent,anim = 5160 && parent,stateno != 5101
trigger17 = (parent,anim = 5170 || parent,anim = 5110) && parent,stateno != 5110 && parent,stateno != 5150
trigger18 = parent,anim = 5210 && parent,stateno != 5210
trigger19 = parent,anim = 5120 && parent,stateno != 5120
trigger20 = parent,anim = 5300 && parent,stateno != 5300
var(2) = 1

[State -2]
type = helper
trigger1 = parent,var(20) > 0 && gametime%10 = 0 && var(2) != 1 && parent,var(25) = 0 && parent,movetype != H
stateno = 851
pos = 0,0
ownpal = 1

[state 01,0]
type = assertspecial
trigger1 = var(2) = 1
trigger2 = parent,var(36) > 4 && parent,var(36) < 9 && parent,var(21+parent,var(36)) < 6 && time%8 < 4
flag = invisible

[state 01,0]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 01,2]
type = changeanim
triggerall = selfanimexist(parent,anim+1000*parent,var(36)+ifelse((parent,var(36))>4,5000,0)) && parent,movetype != A
trigger1 = parent,movetype != H
trigger2 = parent,anim = [130,152]
trigger3 = parent,anim = [5000,5300]
value = parent,anim + 1000*parent,var(36)+ifelse((parent,var(36))>4,5000,0)
elem = parent,animelemno(0)
ignorehitpause = 1

[state 01,2]
type = changeanim
trigger1 = selfanimexist(parent,anim+1000*parent,var(36)+ifelse((parent,var(36))>4,5000,0)) && parent,movetype = A
value = parent,anim + 1000*parent,var(36)+ifelse((parent,var(36))>4,5000,0)
elem = parent,var(3)
ignorehitpause = 1

[state 01,2]
type = sprpriority
trigger1 = parent,stateno = 5150
value = -4
[state 01,2]
type = sprpriority
trigger1 = parent,anim = [120,155]
value = -1

[state 01,2]
type = sprpriority
triggerall = parent,stateno != 5150
trigger1 = parent,movetype != H && parent,anim != 5 && parent,anim != 41
trigger1 = parent,anim != 108 && parent,anim != 107 && parent,anim != 205
trigger1 = parent,anim != 42 && parent,anim != 43 && parent,anim != 48
trigger1 = parent,anim != 104 && parent,anim != 181 && parent,anim != 200 && parent,anim != 201
trigger1 = parent,anim != 400 && parent,anim != 600 && parent,anim != 610
trigger1 = parent,anim != 401 && parent,anim != 601 && parent,anim != 611
trigger1 = parent,anim != 250 && parent,anim != 300 && parent,anim != 100 && parent,anim != 301
trigger1 = parent,anim != 103 && parent,anim != 104 && parent,anim != 230
trigger1 = parent,anim != [120,155]
trigger2 = parent,anim = 5 && parent,animelem = 2
trigger3 = parent,anim = 41 && parent,animelemno(0) < 12
trigger4 = (parent,anim = 42 || parent,anim = 43 || parent,anim = 48) && parent,animelemno(0) < 13
trigger5 = parent,anim = 104 && parent,animelemno(0) > 1
trigger6 = parent,anim = 181 && parent,animelemno(0) > 2
trigger7 = parent,anim = 400 && parent,animelemno(0) < 4
trigger8 = (parent,anim = [5000,5300]) || (parent,anim != [130,152])
trigger9 = parent,anim = 205 && (parent,animelemno(0) < 2 || parent,animelemno(0) > 6)
trigger10 = parent,anim = 7 && parent,animelem = 2,>=0
value = 0
[state 01,2]
type = sprpriority
triggerall = parent,stateno != 5150
trigger1 = parent,anim = 5 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger2 = parent,anim = 41 && parent,animelemno(0) >= 12
trigger3 = (parent,anim = 42 || parent,anim = 43 || parent,anim = 48) && parent,animelemno(0) >= 13
trigger4 = (parent,anim = 400 || parent,anim = 401) && (parent,var(3) = 4 || parent,var(3) > 5)
trigger5 = parent,anim = 107 || parent,anim = 108
trigger6 = parent,anim = 181 && parent,animelemno(0) <= 2
trigger7 = (parent,anim = 200 || parent,anim = 201) && parent,var(3) < 5
trigger8 = (parent,anim = 600 || parent,anim = 601) && parent,var(3) < 4
trigger9 = parent,anim = 610 || parent,anim = 611 || parent,anim = 250 || parent,anim = 300 || parent,anim = 301
trigger10 = parent,anim = 100 || parent,anim = 103 || parent,anim = 104
trigger11 = parent,anim = 205 && parent,animelemno(0) > 1 && parent,animelemno(0) < 7
trigger12 = parent,anim = 7 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
value = 1
[state 01,2]
type = sprpriority
triggerall = parent,stateno != 5150
trigger1 = (parent,anim = 107 || parent,anim = 108) && parent,animelemno(0) >= 1
trigger2 = (parent,anim = 200 || parent,anim = 201) && parent,var(3) >= 5
trigger3 = (parent,anim = 400 || parent,anim = 401) && parent,var(3) = 5
trigger4 = (parent,anim = 600 || parent,anim = 601) && parent,var(3) = 4
trigger5 = parent,anim = 104 && parent,animelemno(0) = 1
trigger6 = parent,anim = 230
value = 2

[state 01,2]
type = turn
trigger1 = facing != parent,facing

[State 01,3]
type = posadd
trigger1 = facing = 1
x = -(pos x - parent,pos x)

[State 01,3]
type = posadd
trigger1 = facing = -1
x = pos x - parent,pos x

[State 01,3]
type = posadd
trigger1 = 1
y = -(pos y - parent,pos y)

[state -2]
type = palfx
triggerall = parent,var(36) = 3 && (time+63)%64 > 31
trigger1 = parent,power >= 500+parent,var(19)*10
trigger2 = numpartner > 0
trigger2 = partner,alive
time = 1
add = 240,128,0
mul = ceil((71-((time+63)%64))/8)*8+130,ceil((71-((time+63)%64))/8)*8+130,0
ignorehitpause = 1
[state -2]
type = palfx
triggerall = parent,var(36) = 3 && (time+63)%64 < 32
trigger1 = parent,power >= 500+parent,var(19)*10
trigger2 = numpartner > 0
trigger2 = partner,alive
time = 1
add = 240,128,0
mul = ceil(((time+63)%64)/8)*8+130,ceil(((time+63)%64)/8)*8+130,0
ignorehitpause = 1

[State 112, 2]
type = ParentVarSet
triggerall = time > 0
triggerall = parent,var(58) < 0 || parent,var(58) > 0
triggerall = parent,fvar(30) = 0
triggerall = parent, movetype != H
triggerall = parent, RoundState = 2
trigger1 = parent, command = "x"
trigger2 = parent, command = "y"
trigger3 = parent, command = "z"
trigger4 = parent, command = "a"
trigger5 = parent, command = "b"
trigger6 = parent, command = "c"
trigger7 = parent, command = "s"
trigger8 = parent, command = "holdfwd"
trigger9 = parent, command = "holdback"
trigger10 = parent, command = "holdup"
trigger11 = parent, command = "holddown"
fvar(35) = 1

[State 113, 3]
type = ParentVarSet
triggerall = parent, fvar(35) = 1 && parent,fvar(30) = 0
triggerall = parent, RoundState = 2
trigger1 = command = "x" && parent, command = "x"
trigger2 = command = "y" && parent, command = "y"
trigger3 = command = "z" && parent, command = "z"
trigger4 = command = "a" && parent, command = "a"
trigger5 = command = "b" && parent, command = "b"
trigger6 = command = "c" && parent, command = "c"
trigger7 = command = "s" && parent, command = "s"
trigger8 = command = "holdfwd" && parent, command = "holdfwd"
trigger9 = command = "holdback" && parent, command = "holdback"
trigger10 = command = "holdup" && parent, command = "holdup"
trigger11 = command = "holddown" && parent, command = "holddown"
fvar(35) = 0

[State 112, 2]
type = ParentVarSet
triggerall = time > 0
triggerall = parent, RoundState = 2
trigger1 = parent, command = "x"
trigger2 = parent, command = "y"
trigger3 = parent, command = "z"
trigger4 = parent, command = "a"
trigger5 = parent, command = "b"
trigger6 = parent, command = "c"
trigger7 = parent, command = "s"
trigger8 = parent, command = "holdfwd"
trigger9 = parent, command = "holdback"
trigger10 = parent, command = "holdup"
trigger11 = parent, command = "holddown"
fvar(30) = 1

[Statedef 003];--------------item1---------------------------
type    = S
physics = N
movetype = I
sprpriority = 2
ctrl = 0

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 20, 1]
type = turn
trigger1 = time = 0 && facing != 1

[state 20, 1]
type = varrandom
trigger1 = time = 0 && prevstateno != 5 && prevstateno != 6
v = 1
range = 2,65
;range = 37,37
[state 20, 1]
type = varset
trigger1 = var(1) = [38,49]
var(1) = var(1)-29
[state 20, 1]
type = varset
trigger1 = var(1) >= 50
var(1) = (var(1)-2)%4+17
[state 20, 1]
type = varset
trigger1 = time = 0
var(2) = 0
[state 20, 1]
type = varset
trigger1 = time = 0
var(3) = 0
[state 20, 1]
type = destroyself
triggerall = time = 0 && var(1) < 9
trigger1 = parent,var(36) = var(1) || parent,var(41) = var(1) || parent,var(42) = var(1) || parent,var(43) = var(1) || parent,var(44) = var(1) || parent,var(45) = var(1) || parent,var(46) = var(1)
trigger2 = parent,numhelper(4) > 0
trigger2 = helper(4),var(1) = var(1)
;trigger3 = var(1) = 3
;trigger3 = matchno != parent,var(54) || parent,numhelper(596) < 1

[state 20, 1]
type = changeanim
trigger1 = time = 0
value = var(1)+499

[state 20, 1]
type = velset
trigger1 = time = 0 && prevstateno = 6
x = -2*parent,facing
[state 20, 1]
type = velset
triggerall = prevstateno = 6
trigger1 = vel x < 0 && backedgedist < 1
trigger2 = vel x > 0 && frontedgedist < 1
x = 0
[state 20, 1]
type = posset
trigger1 = time = 42 && prevstateno != 5 && prevstateno != 6
trigger2 = time = 11 && (prevstateno = 5 || prevstateno = 6)
y = 10
[state 20, 1]
type = velset
trigger1 = time = 0 && prevstateno != 5 && prevstateno != 6
y = -4.5
[state 20, 1]
type = posset
trigger1 = time = 0 && (prevstateno = 5 || prevstateno = 6)
y = -9
[state 20, 1]
type = veladd
trigger1 = pos y < 10
y = 0.25
[state 20, 1]
type = velset
trigger1 = time = 42 && prevstateno != 5 && prevstateno != 6
y = 0
[state 20, 1]
type = velset
trigger1 = time = 11 && (prevstateno = 5 || prevstateno = 6)
y = 0
[state 20, 1]
type = velset
trigger1 = time = 11 && prevstateno = 6
x = 0

[state 20, 1]
type = assertspecial
trigger1 = time >= 780 && time%2 && var(1) != 33 && var(1) != 34
flag = invisible

[state 01,1]
type = projectile
trigger1 = (time+6)%96 < 48 && time >= 42 && time < 762 && parent,var(21) - parent,pos x > -80 && parent,var(21) - parent,pos x < 80 && pos y = 10
offset = 0,-20
projanim = ifelse((var(1)>8&&var(1)<17)||var(1)=30||var(1)=32||var(1)=33||var(1)=36,975,ifelse((var(1)>20&&var(1)<25)||var(1)=26||var(1)=27||var(1)=28||var(1)=35||var(1)=37,974,ifelse(var(1)=29||var(1)=31||var(1)=34,976,ifelse(var(1)=25,977,974))))
projsprpriority = 93
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = (time+6)%96 < 48 && time >= 42 && time < 762 && parent,var(21) - parent,pos x > -80 && parent,var(21) - parent,pos x < 80 && pos y = 10
trigger1 = (var(1) > 8 && var(1) < 17) || var(1) > 20
offset = 0,-20
projanim = 528+var(1)
projsprpriority = 94
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[State 50, 4]
type = playsnd
triggerall = pos y > 9
triggerall = var(1) > 32
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,numhelper(4)=0
trigger1 = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger2 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger2 = parent,var(21) - parent,pos x < 28 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger3 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger3 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -28 && parent,facing = -1
trigger4 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger4 = parent,var(21) - parent,pos x < 80 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger5 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger5 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -80 && parent,facing = -1
trigger6 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger6 = parent,var(21) - parent,pos x < 80 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger7 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger7 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -80 && parent,facing = -1
trigger8 = parent,stateno = 410 && parent,animelem = 2,1
trigger8 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
trigger8 = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
value = 6,2

[State 50, 4]
type = parentvaradd
triggerall = pos y > 9
triggerall = var(1) = 33 || var(1) = 34
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,numhelper(4)=0
trigger1 = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger2 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger2 = parent,var(21) - parent,pos x < 28 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger3 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger3 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -28 && parent,facing = -1
trigger4 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger4 = parent,var(21) - parent,pos x < 80 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger5 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger5 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -80 && parent,facing = -1
trigger6 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger6 = parent,var(21) - parent,pos x < 80 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger7 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger7 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -80 && parent,facing = -1
trigger8 = parent,stateno = 410 && parent,animelem = 2,1
trigger8 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
trigger8 = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
var(24) = var(1)-32

[State 50, 4]
type = parentvaradd
triggerall = pos y > 9
triggerall = var(1) = 35
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,numhelper(4)=0
trigger1 = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger2 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger2 = parent,var(21) - parent,pos x < 28 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger3 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger3 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -28 && parent,facing = -1
trigger4 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger4 = parent,var(21) - parent,pos x < 80 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger5 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger5 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -80 && parent,facing = -1
trigger6 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger6 = parent,var(21) - parent,pos x < 80 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger7 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger7 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -80 && parent,facing = -1
trigger8 = parent,stateno = 410 && parent,animelem = 2,1
trigger8 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
trigger8 = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
var(23) = 704
[State 50, 4]
type = parentvaradd
triggerall = pos y > 9
triggerall = var(1) = 37
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,numhelper(4)=0
trigger1 = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger2 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger2 = parent,var(21) - parent,pos x < 28 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger3 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger3 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -28 && parent,facing = -1
trigger4 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger4 = parent,var(21) - parent,pos x < 80 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger5 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger5 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -80 && parent,facing = -1
trigger6 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger6 = parent,var(21) - parent,pos x < 80 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger7 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger7 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -80 && parent,facing = -1
trigger8 = parent,stateno = 410 && parent,animelem = 2,1
trigger8 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
trigger8 = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
var(11) = 704

[State 50, 4]
type = parentvaradd
triggerall = pos y > 9
triggerall = var(1) = 36
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,numhelper(4)=0
trigger1 = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger2 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger2 = parent,var(21) - parent,pos x < 28 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger3 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger3 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -28 && parent,facing = -1
trigger4 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger4 = parent,var(21) - parent,pos x < 80 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger5 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger5 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -80 && parent,facing = -1
trigger6 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger6 = parent,var(21) - parent,pos x < 80 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger7 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger7 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -80 && parent,facing = -1
trigger8 = parent,stateno = 410 && parent,animelem = 2,1
trigger8 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
trigger8 = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
var(19) = -75

[State 50, 4]
type = varset
triggeral = pos y > 9
triggerall = (var(1) = 23||var(1) = 24)&&parent,var(37) != 0&&parent,var(37) != var(1)-22
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(2) = parent,var(37)+22
[State 50, 4]
type = parentvarset
triggerall = pos y > 9
triggerall = (var(1) = 23||var(1) = 24)&&var(2) != 0
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(37) = var(1) - 22
[State 50, 4]
type = parentvarset
triggerall = pos y > 9
triggerall = (var(1) = 23||var(1) = 24)&&(parent,var(37) = 0||parent,var(37)=var(1)-22)&&var(2) = 0
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(37) = var(1) - 22
[State 50, 4];globe
type = parentvarset
triggeral = pos y > 9
triggerall = var(1) = 25
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(38) = var(1) - 24

[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = (var(1) > 25&&var(1) < 30)&&parent,var(39) != 0&&parent,var(39) != var(1)-25
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(2) = parent,var(39)+25
[State 50, 4]
type = parentvarset
triggerall = pos y > 9
triggerall = (var(1) > 25&&var(1) < 30)&&var(2) != 0
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(39) = var(1) - 25
[State 50, 4]
type = parentvarset
triggerall = pos y > 9
triggerall = (var(1) > 25&&var(1) < 30)&&(parent,var(39) = 0||parent,var(39)=var(1)-25)&&var(2) = 0
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(39) = var(1) - 25

[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = (var(1) > 29&&var(1) < 33)&&parent,var(40) != 0&&parent,var(40) != var(1)-29
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(2) = parent,var(40)+29
[State 50, 4]
type = parentvarset
triggerall = pos y > 9
triggerall = (var(1) > 29&&var(1) < 33)&&var(2) != 0
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(40) = var(1) - 29
[State 50, 4]
type = parentvarset
triggerall = pos y > 9
triggerall = (var(1) > 29&&var(1) < 33)&&(parent,var(40) = 0||parent,var(40)=var(1)-29)&&var(2) = 0
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(40) = var(1) - 29

[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = var(1) > 0 && var(1) < 23 && helper(1),var(35) = [0,3]
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(3) = ifelse((parent,var(41))=0,1,ifelse((parent,var(42))=0,2,ifelse((parent,var(43))=0,3,ifelse((parent,var(44))=0,4,ifelse((parent,var(45))=0,5,ifelse((parent,var(46))=0,6,0))))))
[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = var(1) > 0 && var(1) < 23 && helper(1),var(35) = [4,7]
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(3) = ifelse((parent,var(42))=0,2,ifelse((parent,var(43))=0,3,ifelse((parent,var(44))=0,4,ifelse((parent,var(45))=0,5,ifelse((parent,var(46))=0,6,ifelse((parent,var(41))=0,1,0))))))
[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = var(1) > 0 && var(1) < 23 && helper(1),var(35) = [8,11]
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(3) = ifelse((parent,var(43))=0,3,ifelse((parent,var(44))=0,4,ifelse((parent,var(45))=0,5,ifelse((parent,var(46))=0,6,ifelse((parent,var(41))=0,1,ifelse((parent,var(42))=0,2,0))))))
[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = var(1) > 0 && var(1) < 23 && helper(1),var(35) = [12,15]
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(3) = ifelse((parent,var(44))=0,4,ifelse((parent,var(45))=0,5,ifelse((parent,var(46))=0,6,ifelse((parent,var(41))=0,1,ifelse((parent,var(42))=0,2,ifelse((parent,var(43))=0,3,0))))))
[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = var(1) > 0 && var(1) < 23 && helper(1),var(35) = [16,19]
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(3) = ifelse((parent,var(45))=0,5,ifelse((parent,var(46))=0,6,ifelse((parent,var(41))=0,1,ifelse((parent,var(42))=0,2,ifelse((parent,var(43))=0,3,ifelse((parent,var(44))=0,4,0))))))
[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = var(1) > 0 && var(1) < 23 && helper(1),var(35) = [20,23]
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(3) = ifelse((parent,var(46))=0,6,ifelse((parent,var(41))=0,1,ifelse((parent,var(42))=0,2,ifelse((parent,var(43))=0,3,ifelse((parent,var(44))=0,4,ifelse((parent,var(45))=0,5,0))))))
[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = var(1) > 0 && var(1) < 23
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(3) = ifelse((parent,var(41))=var(1),1,ifelse((parent,var(42))=var(1),2,ifelse((parent,var(43))=var(1),3,ifelse((parent,var(44))=var(1),4,ifelse((parent,var(45))=var(1),5,ifelse((parent,var(46))=var(1),6,var(3)))))))

[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = var(1) > 0 && var(1) < 23
triggerall = parent,stateno = 410 && parent,animelem = 2,1 && var(3) = 0
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
triggerall = (helper(1),var(35) = [0,3]) && parent,var(41) != 1 && parent,var(47) < 2
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(3) = -1
[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = var(1) > 0 && var(1) < 23
triggerall = parent,stateno = 410 && parent,animelem = 2,1 && var(3) = 0
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
triggerall = (helper(1),var(35) = [4,7]) && parent,var(42) != 1 && parent,var(48) < 2
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(3) = -2
[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = var(1) > 0 && var(1) < 23
triggerall = parent,stateno = 410 && parent,animelem = 2,1 && var(3) = 0
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
triggerall = (helper(1),var(35) = [8,11]) && parent,var(43) != 1 && parent,var(49) < 2
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(3) = -3
[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = var(1) > 0 && var(1) < 23
triggerall = parent,stateno = 410 && parent,animelem = 2,1 && var(3) = 0
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
triggerall = (helper(1),var(35) = [12,15]) && parent,var(44) != 1 && parent,var(50) < 2
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(3) = -4
[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = var(1) > 0 && var(1) < 23
triggerall = parent,stateno = 410 && parent,animelem = 2,1 && var(3) = 0
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
triggerall = (helper(1),var(35) = [16,19]) && parent,var(45) != 1 && parent,var(51) < 2
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(3) = -5
[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = var(1) > 0 && var(1) < 23
triggerall = parent,stateno = 410 && parent,animelem = 2,1 && var(3) = 0
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
triggerall = (helper(1),var(35) = [20,23]) && parent,var(46) != 1 && parent,var(52) < 2
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(3) = -6
[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = var(1) > 0 && var(1) < 23
triggerall = parent,stateno = 410 && parent,animelem = 2,1 && var(3) < 0
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(2) = parent,var(40-var(3))

[State 50, 4]
type = parentvarset
triggerall = pos y > 9
triggerall = var(1) > 0 && var(1) < 23 && var(3) != 0
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(40+ifelse(var(3)>0,var(3),-var(3))) = var(1)
[State 50, 4]
type = parentvaradd
triggerall = pos y > 9
triggerall = var(1) > 8 && var(1) < 21 && var(3) > 0 && parent,var(46+var(3)) < 9 && parent,var(46+var(3)) > 0
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(46+var(3)) = 1
[State 50, 4]
type = parentvarset
triggerall = pos y > 9
triggerall = var(1) > 8 && var(1) < 21 && var(3) > 0 && parent,var(46+var(3)) <= 0
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(46+var(3)) = 1
[State 50, 4]
type = parentvarset
triggerall = pos y > 9
triggerall = (var(1) < 9 || var(1) = 21 || var(1) = 22 || var(1) = 16) && var(3) != 0
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(46+ifelse(var(3)>0,var(3),-var(3))) = 0
[State 50, 4]
type = parentvarset
triggerall = pos y > 9
triggerall = var(1) > 8 && var(1) < 21 && var(3) < 0
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(46-var(3)) = 1
[State 50, 4]
type = parentvarset
triggerall = pos y > 9
triggerall = var(1) > 4 && var(1) < 9 && var(3) != 0
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(21+var(1)) = 10

[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = var(2) != 0
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(1) = var(2)
[State 50, 4]
type = changestate
triggerall = pos y > 9
triggerall = var(2) != 0
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
value = 5
[State 50, 4]
type = changestate
triggerall = pos y > 9
triggerall = var(3) = 0 && var(1) > 0 && var(1) < 23
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
value = 6

[state 20, 1]
type = destroyself
triggerall = pos y > 9
trigger1 = time = 900 && var(1) != 33 && var(1) != 34
trigger2 = parent,stateno = 410 && parent,animelem = 2,1
trigger2 = parent,numhelper(4)=0
trigger2 = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger3 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0 && var(1) > 32
trigger3 = parent,var(21) - parent,pos x < 28 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger4 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0 && var(1) > 32
trigger4 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -28 && parent,facing = -1
trigger5 = parent,stateno = 107 && parent,animelem = 2,>=0 && var(1) > 32
trigger5 = parent,var(21) - parent,pos x < 80 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger6 = parent,stateno = 107 && parent,animelem = 2,>=0 && var(1) > 32
trigger6 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -80 && parent,facing = -1
trigger7 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0 && var(1) > 32
trigger7 = parent,var(21) - parent,pos x < 80 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger8 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0 && var(1) > 32
trigger8 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -80 && parent,facing = -1
trigger9 = parent,stateno = 410 && parent,animelem = 2,1
trigger9 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
trigger9 = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20

[state 20, 1]
type = parentvarset
trigger1 = 1
var(21) = ceil(pos x)
[Statedef 004];--------------item2---------------------------
type    = S
physics = N
movetype = I
sprpriority = 2
ctrl = 0

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 20, 1]
type = turn
trigger1 = time = 0 && facing != 1

[state 20, 1]
type = varrandom
trigger1 = time = 0 && prevstateno != 5 && prevstateno != 6
v = 1
range = 2,65
[state 20, 1]
type = varset
trigger1 = var(1) = [38,49]
var(1) = var(1)-29
[state 20, 1]
type = varset
trigger1 = var(1) >= 50
var(1) = (var(1)-2)%4+17
[state 20, 1]
type = varset
trigger1 = time = 0
var(2) = 0
[state 20, 1]
type = varset
trigger1 = time = 0
var(3) = 0
[state 20, 1]
type = destroyself
triggerall = time = 0 && var(1) < 9
trigger1 = parent,var(36) = var(1) || parent,var(41) = var(1) || parent,var(42) = var(1) || parent,var(43) = var(1) || parent,var(44) = var(1) || parent,var(45) = var(1) || parent,var(46) = var(1)
trigger2 = parent,numhelper(3) > 0
trigger2 = helper(3),var(1) = var(1)
;trigger3 = var(1) = 3
;trigger3 = matchno != parent,var(54) || parent,numhelper(596) < 1

[state 20, 1]
type = changeanim
trigger1 = time = 0
value = var(1)+499

[state 20, 1]
type = velset
trigger1 = time = 0 && prevstateno = 6
x = -2*parent,facing
[state 20, 1]
type = velset
triggerall = prevstateno = 6
trigger1 = vel x < 0 && backedgedist < 1
trigger2 = vel x > 0 && frontedgedist < 1
x = 0
[state 20, 1]
type = posset
trigger1 = time = 42 && prevstateno != 5 && prevstateno != 6
trigger2 = time = 11 && (prevstateno = 5 || prevstateno = 6)
y = 10
[state 20, 1]
type = velset
trigger1 = time = 0 && prevstateno != 5 && prevstateno != 6
y = -4.5
[state 20, 1]
type = posset
trigger1 = time = 0 && (prevstateno = 5 || prevstateno = 6)
y = -9
[state 20, 1]
type = veladd
trigger1 = pos y < 10
y = 0.25
[state 20, 1]
type = velset
trigger1 = time = 42 && prevstateno != 5 && prevstateno != 6
y = 0
[state 20, 1]
type = velset
trigger1 = time = 11 && (prevstateno = 5 || prevstateno = 6)
y = 0
[state 20, 1]
type = velset
trigger1 = time = 11 && prevstateno = 6
x = 0

[state 20, 1]
type = assertspecial
trigger1 = time >= 780 && time%2 && var(1) != 33 && var(1) != 34
flag = invisible

[state 01,1]
type = projectile
trigger1 = (time+6)%96 < 48 && time >= 42 && time < 762 && parent,var(22) - parent,pos x > -80 && parent,var(22) - parent,pos x < 80 && pos y = 10
offset = 0,-20
projanim = ifelse((var(1)>8&&var(1)<17)||var(1)=30||var(1)=32||var(1)=33||var(1)=36,975,ifelse((var(1)>20&&var(1)<25)||var(1)=26||var(1)=27||var(1)=28||var(1)=35||var(1)=37,974,ifelse(var(1)=29||var(1)=31||var(1)=34,976,ifelse(var(1)=25,977,974))))
projsprpriority = 93
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = (time+6)%96 < 48 && time >= 42 && time < 762 && parent,var(22) - parent,pos x > -80 && parent,var(22) - parent,pos x < 80 && pos y = 10
trigger1 = (var(1) > 8 && var(1) < 17) || var(1) > 20
offset = 0,-20
projanim = 528+var(1)
projsprpriority = 94
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[State 50, 4]
type = playsnd
triggerall = pos y > 9
triggerall = var(1) > 32
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
trigger2 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger2 = parent,var(22) - parent,pos x < 28 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger3 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger3 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -28 && parent,facing = -1
trigger4 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger4 = parent,var(22) - parent,pos x < 80 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger5 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger5 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -80 && parent,facing = -1
trigger6 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger6 = parent,var(22) - parent,pos x < 80 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger7 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger7 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -80 && parent,facing = -1
value = 6,2

[State 50, 4]
type = parentvaradd
triggerall = pos y > 9
triggerall = var(1) = 33 || var(1) = 34
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
trigger2 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger2 = parent,var(22) - parent,pos x < 28 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger3 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger3 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -28 && parent,facing = -1
trigger4 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger4 = parent,var(22) - parent,pos x < 80 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger5 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger5 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -80 && parent,facing = -1
trigger6 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger6 = parent,var(22) - parent,pos x < 80 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger7 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger7 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -80 && parent,facing = -1
var(24) = var(1)-32

[State 50, 4]
type = parentvaradd
triggerall = pos y > 9
triggerall = var(1) = 35
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
trigger2 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger2 = parent,var(22) - parent,pos x < 28 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger3 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger3 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -28 && parent,facing = -1
trigger4 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger4 = parent,var(22) - parent,pos x < 80 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger5 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger5 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -80 && parent,facing = -1
trigger6 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger6 = parent,var(22) - parent,pos x < 80 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger7 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger7 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -80 && parent,facing = -1
var(23) = 704
[State 50, 4]
type = parentvaradd
triggerall = pos y > 9
triggerall = var(1) = 37
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
trigger2 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger2 = parent,var(22) - parent,pos x < 28 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger3 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger3 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -28 && parent,facing = -1
trigger4 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger4 = parent,var(22) - parent,pos x < 80 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger5 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger5 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -80 && parent,facing = -1
trigger6 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger6 = parent,var(22) - parent,pos x < 80 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger7 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger7 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -80 && parent,facing = -1
var(11) = 704

[State 50, 4]
type = parentvaradd
triggerall = pos y > 9
triggerall = var(1) = 36
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
trigger2 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger2 = parent,var(22) - parent,pos x < 28 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger3 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger3 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -28 && parent,facing = -1
trigger4 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger4 = parent,var(22) - parent,pos x < 80 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger5 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger5 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -80 && parent,facing = -1
trigger6 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger6 = parent,var(22) - parent,pos x < 80 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger7 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger7 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -80 && parent,facing = -1
var(19) = -75

[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = (var(1) = 23||var(1) = 24)&&parent,var(37) != 0&&parent,var(37) != var(1)-22
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(2) = parent,var(37)+22
[State 50, 4]
type = parentvarset
trigger1 = pos y > 9
trigger1 = (var(1) = 23||var(1) = 24)&&var(2) != 0
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(37) = var(1) - 22
[State 50, 4]
type = parentvarset
trigger1 = pos y > 9
trigger1 = (var(1) = 23||var(1) = 24)&&(parent,var(37) = 0||parent,var(37)=var(1)-22)&&var(2) = 0
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(37) = var(1) - 22
[State 50, 4];globe
type = parentvarset
trigger1 = pos y > 9
trigger1 = var(1) = 25
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(38) = var(1) - 24

[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = (var(1) > 25&&var(1) < 30)&&parent,var(39) != 0&&parent,var(39) != var(1)-25
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(2) = parent,var(39)+25
[State 50, 4]
type = parentvarset
trigger1 = pos y > 9
trigger1 = (var(1) > 25&&var(1) < 30)&&var(2) != 0
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(39) = var(1) - 25
[State 50, 4]
type = parentvarset
trigger1 = pos y > 9
trigger1 = (var(1) > 25&&var(1) < 30)&&(parent,var(39) = 0||parent,var(39)=var(1)-25)&&var(2) = 0
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(39) = var(1) - 25

[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = (var(1) > 29&&var(1) < 33)&&parent,var(40) != 0&&parent,var(40) != var(1)-29
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(2) = parent,var(40)+29
[State 50, 4]
type = parentvarset
trigger1 = pos y > 9
trigger1 = (var(1) > 29&&var(1) < 33)&&var(2) != 0
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(40) = var(1) - 29
[State 50, 4]
type = parentvarset
trigger1 = pos y > 9
trigger1 = (var(1) > 29&&var(1) < 33)&&(parent,var(40) = 0||parent,var(40)=var(1)-29)&&var(2) = 0
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(40) = var(1) - 29

[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = var(1) > 0 && var(1) < 23 && helper(1),var(35) = [0,3]
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(3) = ifelse((parent,var(41))=0,1,ifelse((parent,var(42))=0,2,ifelse((parent,var(43))=0,3,ifelse((parent,var(44))=0,4,ifelse((parent,var(45))=0,5,ifelse((parent,var(46))=0,6,0))))))
[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = var(1) > 0 && var(1) < 23 && helper(1),var(35) = [4,7]
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(3) = ifelse((parent,var(42))=0,2,ifelse((parent,var(43))=0,3,ifelse((parent,var(44))=0,4,ifelse((parent,var(45))=0,5,ifelse((parent,var(46))=0,6,ifelse((parent,var(41))=0,1,0))))))
[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = var(1) > 0 && var(1) < 23 && helper(1),var(35) = [8,11]
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(3) = ifelse((parent,var(43))=0,3,ifelse((parent,var(44))=0,4,ifelse((parent,var(45))=0,5,ifelse((parent,var(46))=0,6,ifelse((parent,var(41))=0,1,ifelse((parent,var(42))=0,2,0))))))
[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = var(1) > 0 && var(1) < 23 && helper(1),var(35) = [12,15]
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(3) = ifelse((parent,var(44))=0,4,ifelse((parent,var(45))=0,5,ifelse((parent,var(46))=0,6,ifelse((parent,var(41))=0,1,ifelse((parent,var(42))=0,2,ifelse((parent,var(43))=0,3,0))))))
[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = var(1) > 0 && var(1) < 23 && helper(1),var(35) = [16,19]
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(3) = ifelse((parent,var(45))=0,5,ifelse((parent,var(46))=0,6,ifelse((parent,var(41))=0,1,ifelse((parent,var(42))=0,2,ifelse((parent,var(43))=0,3,ifelse((parent,var(44))=0,4,0))))))
[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = var(1) > 0 && var(1) < 23 && helper(1),var(35) = [20,23]
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(3) = ifelse((parent,var(46))=0,6,ifelse((parent,var(41))=0,1,ifelse((parent,var(42))=0,2,ifelse((parent,var(43))=0,3,ifelse((parent,var(44))=0,4,ifelse((parent,var(45))=0,5,0))))))
[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = var(1) > 0 && var(1) < 23
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(3) = ifelse((parent,var(41))=var(1),1,ifelse((parent,var(42))=var(1),2,ifelse((parent,var(43))=var(1),3,ifelse((parent,var(44))=var(1),4,ifelse((parent,var(45))=var(1),5,ifelse((parent,var(46))=var(1),6,var(3)))))))

[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = var(1) > 0 && var(1) < 23
trigger1 = parent,stateno = 410 && parent,animelem = 2,1 && var(3) = 0
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
trigger1 = (helper(1),var(35) = [0,3]) && parent,var(41) != 1 && parent,var(47) < 2
var(3) = -1
[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = var(1) > 0 && var(1) < 23
trigger1 = parent,stateno = 410 && parent,animelem = 2,1 && var(3) = 0
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
trigger1 = (helper(1),var(35) = [4,7]) && parent,var(42) != 1 && parent,var(48) < 2
var(3) = -2
[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = var(1) > 0 && var(1) < 23
trigger1 = parent,stateno = 410 && parent,animelem = 2,1 && var(3) = 0
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
trigger1 = (helper(1),var(35) = [8,11]) && parent,var(43) != 1 && parent,var(49) < 2
var(3) = -3
[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = var(1) > 0 && var(1) < 23
trigger1 = parent,stateno = 410 && parent,animelem = 2,1 && var(3) = 0
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
trigger1 = (helper(1),var(35) = [12,15]) && parent,var(44) != 1 && parent,var(50) < 2
var(3) = -4
[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = var(1) > 0 && var(1) < 23
trigger1 = parent,stateno = 410 && parent,animelem = 2,1 && var(3) = 0
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
trigger1 = (helper(1),var(35) = [16,19]) && parent,var(45) != 1 && parent,var(51) < 2
var(3) = -5
[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = var(1) > 0 && var(1) < 23
trigger1 = parent,stateno = 410 && parent,animelem = 2,1 && var(3) = 0
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
trigger1 = (helper(1),var(35) = [20,23]) && parent,var(46) != 1 && parent,var(52) < 2
var(3) = -6
[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = var(1) > 0 && var(1) < 23
trigger1 = parent,stateno = 410 && parent,animelem = 2,1 && var(3) < 0
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(2) = parent,var(40-var(3))

[State 50, 4]
type = parentvarset
trigger1 = pos y > 9
trigger1 = var(1) > 0 && var(1) < 23 && var(3) != 0
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(40+ifelse(var(3)>0,var(3),-var(3))) = var(1)
[State 50, 4]
type = parentvaradd
trigger1 = pos y > 9
trigger1 = var(1) > 8 && var(1) < 21 && var(3) > 0 && parent,var(46+var(3)) < 9 && parent,var(46+var(3)) > 0
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(46+var(3)) = 1
[State 50, 4]
type = parentvarset
trigger1 = pos y > 9
trigger1 = var(1) > 8 && var(1) < 21 && var(3) > 0 && parent,var(46+var(3)) <= 0
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(46+var(3)) = 1
[State 50, 4]
type = parentvarset
trigger1 = pos y > 9
trigger1 = (var(1) < 9 || var(1) = 21 || var(1) = 22 || var(1) = 16) && var(3) != 0
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(46+ifelse(var(3)>0,var(3),-var(3))) = 0
[State 50, 4]
type = parentvarset
trigger1 = pos y > 9
trigger1 = var(1) > 8 && var(1) < 21 && var(3) < 0
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(46-var(3)) = 1
[State 50, 4]
type = parentvarset
trigger1 = pos y > 9
trigger1 = var(1) > 4 && var(1) < 9 && var(3) != 0
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(21+var(1)) = 10

[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = var(2) != 0
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(1) = var(2)
[State 50, 4]
type = changestate
trigger1 = pos y > 9
trigger1 = var(2) != 0
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
value = 5
[State 50, 4]
type = changestate
trigger1 = pos y > 9
trigger1 = var(3) = 0 && var(1) > 0 && var(1) < 23
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
value = 6

[state 20, 1]
type = destroyself
triggerall = pos y > 9
trigger1 = time = 900 && var(1) != 33 && var(1) != 34
trigger2 = parent,stateno = 410 && parent,animelem = 2,1
trigger2 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
trigger3 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0 && var(1) > 32
trigger3 = parent,var(22) - parent,pos x < 28 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger4 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0 && var(1) > 32
trigger4 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -28 && parent,facing = -1
trigger5 = parent,stateno = 107 && parent,animelem = 2,>=0 && var(1) > 32
trigger5 = parent,var(22) - parent,pos x < 80 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger6 = parent,stateno = 107 && parent,animelem = 2,>=0 && var(1) > 32
trigger6 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -80 && parent,facing = -1
trigger7 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0 && var(1) > 32
trigger7 = parent,var(22) - parent,pos x < 80 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger8 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0 && var(1) > 32
trigger8 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -80 && parent,facing = -1

[state 20, 1]
type = parentvarset
trigger1 = 1
var(22) = ceil(pos x)
[Statedef 005];--------------item change-------------------------
type    = S
physics = N
movetype = I
anim = 999
ctrl = 0

[state 20, 1]
type = posset
trigger1 = time = 0
y = -14
[state 20, 1]
type = varset
trigger1 = time = 0
var(2) = 0

[state 20, 1]
type = changestate
trigger1 = time = 12
value = prevstateno
[Statedef 006];--------------item not change----------------------
type    = S
physics = N
movetype = I
ctrl = 0

[state 20, 1]
type = varset
trigger1 = time = 0
var(2) = 0

[state 20, 1]
type = changestate
trigger1 = time = 2
value = prevstateno
[Statedef 333];--------------box---------------------------
type    = S
physics = N
movetype = I
anim = 596
sprpriority = -5
ctrl = 0

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 20, 1]
type = turn
trigger1 = time = 0 && facing != 1

[state 20, 1]
type = posset
trigger1 = time = 0
x = 0
y = -5

[state 01,1]
type = projectile
triggerall = root,movetype = A
trigger1 = root,stateno = 200 && (root,anim = [200,201]) && root,animelem = 3,0
trigger1 = pos x - root,pos x < ifelse((root,facing)=1,106+ifelse((root,anim)=200,5,0),30) && pos x - root,pos x > ifelse((root,facing)=1,-30,-106-ifelse((root,anim)=200,5,0))
trigger2 = root,stateno = 400 && (root,anim = [400,401]) && root,animelem = 4,0
trigger2 = pos x - root,pos x < ifelse((root,facing)=1,90+ifelse((root,anim)=400,10,0),30) && pos x - root,pos x > ifelse((root,facing)=1,-30,-90-ifelse((root,anim)=400,10,0))
trigger3 = root,stateno = 300 && (root,anim = [300,301]) && (root,animelem = 4,0 || root,animelem = 5,0)
trigger3 = pos x - root,pos x < ifelse((root,facing)=1,66+ifelse((root,anim)=300,25,0),30) && pos x - root,pos x > ifelse((root,facing)=1,-30,-66-ifelse((root,anim)=300,25,0))
trigger4 = (root,stateno = 600 || root,stateno = 111) && (root,anim = [600,601]) && root,animelem = 3,0 && root,pos y > -20
trigger4 = pos x - root,pos x < ifelse((root,facing)=1,102+ifelse((root,anim)=600,5,0),30) && pos x - root,pos x > ifelse((root,facing)=1,-30,-102-ifelse((root,anim)=600,5,0))
trigger5 = (root,stateno = 610 || root,stateno = 111) && (root,anim = [610,611]) && root,animelem = 3,0 && root,pos y > -78-ifelse((root,anim)=610,12,0)
trigger5 = pos x - root,pos x < ifelse((root,facing)=1,45,25) && pos x - root,pos x > ifelse((root,facing)=1,-25,-45)
trigger6 = root,stateno = 250 && root,anim = 250 && root,animelem = 5,0
trigger6 = pos x - root,pos x < ifelse((root,facing)=1,115,-25) && pos x - root,pos x > ifelse((root,facing)=1,25,-115)
offset = ifelse(((root,facing)=-1&&(root,pos x - pos x)<0)||((root,facing)=1&&(root,pos x - pos x)>0),ceil(root,pos x - pos x),ceil((root,pos x - pos x)/5)),-70+ifelse((root,stateno)=400,50,ifelse((root,stateno)=250,23,ifelse((root,stateno)=300,10,0)))
projanim = 20000+ifelse((root,facing)=-1,1,0)
projsprpriority = 3
projremovetime = 19
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 20, 1]
type = playsnd
triggerall = root,movetype = A
trigger1 = root,stateno = 200 && (root,anim = [200,201]) && root,animelem = 3,0
trigger1 = pos x - root,pos x < ifelse((root,facing)=1,106+ifelse((root,anim)=200,5,0),30) && pos x - root,pos x > ifelse((root,facing)=1,-30,-106-ifelse((root,anim)=200,5,0))
trigger2 = root,stateno = 400 && (root,anim = [400,401]) && root,animelem = 4,0
trigger2 = pos x - root,pos x < ifelse((root,facing)=1,90+ifelse((root,anim)=400,10,0),30) && pos x - root,pos x > ifelse((root,facing)=1,-30,-90-ifelse((root,anim)=400,10,0))
trigger3 = root,stateno = 300 && (root,anim = [300,301]) && (root,animelem = 4,0 || root,animelem = 5,0)
trigger3 = pos x - root,pos x < ifelse((root,facing)=1,66+ifelse((root,anim)=300,25,0),30) && pos x - root,pos x > ifelse((root,facing)=1,-30,-66-ifelse((root,anim)=300,25,0))
trigger4 = (root,stateno = 600 || root,stateno = 111) && (root,anim = [600,601]) && root,animelem = 3,0 && root,pos y > -20
trigger4 = pos x - root,pos x < ifelse((root,facing)=1,102+ifelse((root,anim)=600,5,0),30) && pos x - root,pos x > ifelse((root,facing)=1,-30,-102-ifelse((root,anim)=600,5,0))
trigger5 = (root,stateno = 610 || root,stateno = 111) && (root,anim = [610,611]) && root,animelem = 3,0 && root,pos y > -78-ifelse((root,anim)=610,12,0)
trigger5 = pos x - root,pos x < ifelse((root,facing)=1,45,25) && pos x - root,pos x > ifelse((root,facing)=1,-25,-45)
trigger6 = root,stateno = 250 && root,anim = 250 && root,animelem = 5,0
trigger6 = pos x - root,pos x < ifelse((root,facing)=1,115,-25) && pos x - root,pos x > ifelse((root,facing)=1,25,-115)
value = 8,1
[state 01,1]
type = projectile
triggerall = root,movetype = A
trigger1 = root,stateno = 200 && (root,anim = [200,201]) && root,animelem = 3,0
trigger1 = pos x - root,pos x < ifelse((root,facing)=1,106+ifelse((root,anim)=200,5,0),30) && pos x - root,pos x > ifelse((root,facing)=1,-30,-106-ifelse((root,anim)=200,5,0))
trigger2 = root,stateno = 400 && (root,anim = [400,401]) && root,animelem = 4,0
trigger2 = pos x - root,pos x < ifelse((root,facing)=1,90+ifelse((root,anim)=400,10,0),30) && pos x - root,pos x > ifelse((root,facing)=1,-30,-90-ifelse((root,anim)=400,10,0))
trigger3 = root,stateno = 300 && (root,anim = [300,301]) && (root,animelem = 4,0 || root,animelem = 5,0)
trigger3 = pos x - root,pos x < ifelse((root,facing)=1,66+ifelse((root,anim)=300,25,0),30) && pos x - root,pos x > ifelse((root,facing)=1,-30,-66-ifelse((root,anim)=300,25,0))
trigger4 = (root,stateno = 600 || root,stateno = 111) && (root,anim = [600,601]) && root,animelem = 3,0 && root,pos y > -20
trigger4 = pos x - root,pos x < ifelse((root,facing)=1,102+ifelse((root,anim)=600,5,0),30) && pos x - root,pos x > ifelse((root,facing)=1,-30,-102-ifelse((root,anim)=600,5,0))
trigger5 = (root,stateno = 610 || root,stateno = 111) && (root,anim = [610,611]) && root,animelem = 3,0 && root,pos y > -78-ifelse((root,anim)=610,12,0)
trigger5 = pos x - root,pos x < ifelse((root,facing)=1,45,25) && pos x - root,pos x > ifelse((root,facing)=1,-25,-45)
trigger6 = root,stateno = 250 && root,anim = 250 && root,animelem = 5,0
trigger6 = pos x - root,pos x < ifelse((root,facing)=1,115,-25) && pos x - root,pos x > ifelse((root,facing)=1,25,-115)
offset = 0,0
projanim = 597
projsprpriority = -5
projremovetime = 87
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 20, 1]
type = changestate
triggerall = root,movetype = A
trigger1 = root,stateno = 200 && (root,anim = [200,201]) && root,animelem = 3,0
trigger1 = pos x - root,pos x < ifelse((root,facing)=1,106+ifelse((root,anim)=200,5,0),30) && pos x - root,pos x > ifelse((root,facing)=1,-30,-106-ifelse((root,anim)=200,5,0))
trigger2 = root,stateno = 400 && (root,anim = [400,401]) && root,animelem = 4,0
trigger2 = pos x - root,pos x < ifelse((root,facing)=1,90+ifelse((root,anim)=400,10,0),30) && pos x - root,pos x > ifelse((root,facing)=1,-30,-90-ifelse((root,anim)=400,10,0))
trigger3 = root,stateno = 300 && (root,anim = [300,301]) && (root,animelem = 4,0 || root,animelem = 5,0)
trigger3 = pos x - root,pos x < ifelse((root,facing)=1,66+ifelse((root,anim)=300,25,0),30) && pos x - root,pos x > ifelse((root,facing)=1,-30,-66-ifelse((root,anim)=300,25,0))
trigger4 = (root,stateno = 600 || root,stateno = 111) && (root,anim = [600,601]) && root,animelem = 3,0 && root,pos y > -20
trigger4 = pos x - root,pos x < ifelse((root,facing)=1,102+ifelse((root,anim)=600,5,0),30) && pos x - root,pos x > ifelse((root,facing)=1,-30,-102-ifelse((root,anim)=600,5,0))
trigger5 = (root,stateno = 610 || root,stateno = 111) && (root,anim = [610,611]) && root,animelem = 3,0 && root,pos y > -78-ifelse((root,anim)=610,12,0)
trigger5 = pos x - root,pos x < ifelse((root,facing)=1,45,25) && pos x - root,pos x > ifelse((root,facing)=1,-25,-45)
trigger6 = root,stateno = 250 && root,anim = 250 && root,animelem = 5,0
trigger6 = pos x - root,pos x < ifelse((root,facing)=1,115,-25) && pos x - root,pos x > ifelse((root,facing)=1,25,-115)
value = 334
[Statedef 334];--------------box remove------------------------
type    = S
physics = N
movetype = I
anim = 999
ctrl = 0

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 20, 1]
type = parentvarset
trigger1 = time = 0
fvar(36) = 1

[state 20, 1]
type = destroyself
trigger1 = time > 1
[Statedef 033];--------------item1 d---------------------------
type    = S
physics = N
movetype = I
sprpriority = 2
ctrl = 0

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 20, 1]
type = turn
trigger1 = time = 0 && facing != 1

[state 20, 1]
type = varrandom
trigger1 = time = 0 && prevstateno != 5 && prevstateno != 6
v = 1
range = 2,65
[state 20, 1]
type = varset
trigger1 = var(1) = [38,49]
var(1) = var(1)-29
[state 20, 1]
type = varset
trigger1 = var(1) >= 50
var(1) = (var(1)-2)%4+17
[state 20, 1]
type = varset
trigger1 = time = 0
var(2) = 0
[state 20, 1]
type = varset
trigger1 = time = 0
var(3) = 0
[state 20, 1]
type = varset
trigger1 = time = 0 && matchno = parent,var(54) && parent,numhelper(596) > 0
var(1) = 3
[state 20, 1]
type = destroyself
triggerall = time = 0 && var(1) < 9
trigger1 = parent,var(36) = var(1) || parent,var(41) = var(1) || parent,var(42) = var(1) || parent,var(43) = var(1) || parent,var(44) = var(1) || parent,var(45) = var(1) || parent,var(46) = var(1)
trigger2 = parent,numhelper(4) > 0
trigger2 = helper(4),var(1) = var(1)
;trigger3 = var(1) = 3
;trigger3 = matchno != parent,var(54) || parent,numhelper(596) < 1

[state 20, 1]
type = changeanim
trigger1 = time = 0
value = var(1)+499

[state 20, 1]
type = velset
trigger1 = pos y < 10 && prevstateno != 5 && prevstateno != 6 && frontedgedist > 10
x = 1.5*ifelse(var(1)=3,0,1)
[state 20, 1]
type = velset
trigger1 = pos y < 10 && prevstateno != 5 && prevstateno != 6 && frontedgedist <= 10
x = 0

[state 20, 1]
type = velset
trigger1 = time = 0 && prevstateno = 6
x = -2*parent,facing
[state 20, 1]
type = velset
triggerall = prevstateno = 6
trigger1 = vel x < 0 && backedgedist < 1
trigger2 = vel x > 0 && frontedgedist < 1
x = 0
[state 20, 1]
type = posset
trigger1 = pos y >= 9 && prevstateno != 5 && prevstateno != 6
trigger2 = time = 11 && (prevstateno = 5 || prevstateno = 6)
y = 10
[state 20, 1]
type = velset
trigger1 = time = 0 && prevstateno != 5 && prevstateno != 6
y = -4.5
[state 20, 1]
type = posset
trigger1 = time = 0 && (prevstateno = 5 || prevstateno = 6)
y = -9
[state 20, 1]
type = veladd
trigger1 = pos y < 10
y = 0.25
[state 20, 1]
type = velset
trigger1 = pos y >= 9 && prevstateno != 5 && prevstateno != 6
y = 0
[state 20, 1]
type = velset
trigger1 = time = 11 && (prevstateno = 5 || prevstateno = 6)
y = 0
[state 20, 1]
type = velset
trigger1 = time = 11 && prevstateno = 6
trigger2 = pos y >= 9 && prevstateno != 5 && prevstateno != 6
x = 0

[state 20, 1]
type = assertspecial
trigger1 = time >= 780 && time%2 && var(1) != 33 && var(1) != 34 && var(1) != 3
flag = invisible

[state 01,1]
type = projectile
trigger1 = (time+6)%96 < 48 && time >= 42 && time < 762 && parent,var(21) - parent,pos x > -80 && parent,var(21) - parent,pos x < 80 && pos y = 10
offset = 0,-20
projanim = ifelse((var(1)>8&&var(1)<17)||var(1)=30||var(1)=32||var(1)=33||var(1)=36,975,ifelse((var(1)>20&&var(1)<25)||var(1)=26||var(1)=27||var(1)=28||var(1)=35||var(1)=37,974,ifelse(var(1)=29||var(1)=31||var(1)=34,976,ifelse(var(1)=25,977,974))))
projsprpriority = 93
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = (time+6)%96 < 48 && time >= 42 && time < 762 && parent,var(21) - parent,pos x > -80 && parent,var(21) - parent,pos x < 80 && pos y = 10
trigger1 = (var(1) > 8 && var(1) < 17) || var(1) > 20
offset = 0,-20
projanim = 528+var(1)
projsprpriority = 94
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[State 50, 4]
type = playsnd
triggerall = pos y > 9
triggerall = var(1) > 32
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,numhelper(4)=0
trigger1 = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger2 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger2 = parent,var(21) - parent,pos x < 28 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger3 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger3 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -28 && parent,facing = -1
trigger4 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger4 = parent,var(21) - parent,pos x < 80 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger5 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger5 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -80 && parent,facing = -1
trigger6 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger6 = parent,var(21) - parent,pos x < 80 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger7 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger7 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -80 && parent,facing = -1
trigger8 = parent,stateno = 410 && parent,animelem = 2,1
trigger8 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
trigger8 = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
value = 6,2

[State 50, 4]
type = parentvaradd
triggerall = pos y > 9
triggerall = var(1) = 33 || var(1) = 34
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,numhelper(4)=0
trigger1 = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger2 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger2 = parent,var(21) - parent,pos x < 28 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger3 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger3 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -28 && parent,facing = -1
trigger4 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger4 = parent,var(21) - parent,pos x < 80 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger5 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger5 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -80 && parent,facing = -1
trigger6 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger6 = parent,var(21) - parent,pos x < 80 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger7 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger7 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -80 && parent,facing = -1
trigger8 = parent,stateno = 410 && parent,animelem = 2,1
trigger8 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
trigger8 = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
var(24) = var(1)-32

[State 50, 4]
type = parentvaradd
triggerall = pos y > 9
triggerall = var(1) = 35
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,numhelper(4)=0
trigger1 = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger2 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger2 = parent,var(21) - parent,pos x < 28 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger3 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger3 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -28 && parent,facing = -1
trigger4 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger4 = parent,var(21) - parent,pos x < 80 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger5 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger5 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -80 && parent,facing = -1
trigger6 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger6 = parent,var(21) - parent,pos x < 80 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger7 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger7 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -80 && parent,facing = -1
trigger8 = parent,stateno = 410 && parent,animelem = 2,1
trigger8 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
trigger8 = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
var(23) = 704
[State 50, 4]
type = parentvaradd
triggerall = pos y > 9
triggerall = var(1) = 37
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,numhelper(4)=0
trigger1 = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger2 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger2 = parent,var(21) - parent,pos x < 28 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger3 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger3 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -28 && parent,facing = -1
trigger4 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger4 = parent,var(21) - parent,pos x < 80 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger5 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger5 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -80 && parent,facing = -1
trigger6 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger6 = parent,var(21) - parent,pos x < 80 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger7 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger7 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -80 && parent,facing = -1
trigger8 = parent,stateno = 410 && parent,animelem = 2,1
trigger8 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
trigger8 = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
var(11) = 704

[State 50, 4]
type = parentvaradd
triggerall = pos y > 9
triggerall = var(1) = 36
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,numhelper(4)=0
trigger1 = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger2 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger2 = parent,var(21) - parent,pos x < 28 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger3 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger3 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -28 && parent,facing = -1
trigger4 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger4 = parent,var(21) - parent,pos x < 80 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger5 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger5 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -80 && parent,facing = -1
trigger6 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger6 = parent,var(21) - parent,pos x < 80 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger7 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger7 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -80 && parent,facing = -1
trigger8 = parent,stateno = 410 && parent,animelem = 2,1
trigger8 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
trigger8 = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
var(19) = -75

[State 50, 4]
type = varset
triggeral = pos y > 9
triggerall = (var(1) = 23||var(1) = 24)&&parent,var(37) != 0&&parent,var(37) != var(1)-22
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(2) = parent,var(37)+22
[State 50, 4]
type = parentvarset
triggerall = pos y > 9
triggerall = (var(1) = 23||var(1) = 24)&&var(2) != 0
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(37) = var(1) - 22
[State 50, 4]
type = parentvarset
triggerall = pos y > 9
triggerall = (var(1) = 23||var(1) = 24)&&(parent,var(37) = 0||parent,var(37)=var(1)-22)&&var(2) = 0
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(37) = var(1) - 22
[State 50, 4];globe
type = parentvarset
triggeral = pos y > 9
triggerall = var(1) = 25
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(38) = var(1) - 24

[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = (var(1) > 25&&var(1) < 30)&&parent,var(39) != 0&&parent,var(39) != var(1)-25
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(2) = parent,var(39)+25
[State 50, 4]
type = parentvarset
triggerall = pos y > 9
triggerall = (var(1) > 25&&var(1) < 30)&&var(2) != 0
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(39) = var(1) - 25
[State 50, 4]
type = parentvarset
triggerall = pos y > 9
triggerall = (var(1) > 25&&var(1) < 30)&&(parent,var(39) = 0||parent,var(39)=var(1)-25)&&var(2) = 0
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(39) = var(1) - 25

[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = (var(1) > 29&&var(1) < 33)&&parent,var(40) != 0&&parent,var(40) != var(1)-29
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(2) = parent,var(40)+29
[State 50, 4]
type = parentvarset
triggerall = pos y > 9
triggerall = (var(1) > 29&&var(1) < 33)&&var(2) != 0
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(40) = var(1) - 29
[State 50, 4]
type = parentvarset
triggerall = pos y > 9
triggerall = (var(1) > 29&&var(1) < 33)&&(parent,var(40) = 0||parent,var(40)=var(1)-29)&&var(2) = 0
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(40) = var(1) - 29

[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = var(1) > 0 && var(1) < 23 && helper(1),var(35) = [0,3]
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(3) = ifelse((parent,var(41))=0,1,ifelse((parent,var(42))=0,2,ifelse((parent,var(43))=0,3,ifelse((parent,var(44))=0,4,ifelse((parent,var(45))=0,5,ifelse((parent,var(46))=0,6,0))))))
[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = var(1) > 0 && var(1) < 23 && helper(1),var(35) = [4,7]
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(3) = ifelse((parent,var(42))=0,2,ifelse((parent,var(43))=0,3,ifelse((parent,var(44))=0,4,ifelse((parent,var(45))=0,5,ifelse((parent,var(46))=0,6,ifelse((parent,var(41))=0,1,0))))))
[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = var(1) > 0 && var(1) < 23 && helper(1),var(35) = [8,11]
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(3) = ifelse((parent,var(43))=0,3,ifelse((parent,var(44))=0,4,ifelse((parent,var(45))=0,5,ifelse((parent,var(46))=0,6,ifelse((parent,var(41))=0,1,ifelse((parent,var(42))=0,2,0))))))
[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = var(1) > 0 && var(1) < 23 && helper(1),var(35) = [12,15]
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(3) = ifelse((parent,var(44))=0,4,ifelse((parent,var(45))=0,5,ifelse((parent,var(46))=0,6,ifelse((parent,var(41))=0,1,ifelse((parent,var(42))=0,2,ifelse((parent,var(43))=0,3,0))))))
[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = var(1) > 0 && var(1) < 23 && helper(1),var(35) = [16,19]
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(3) = ifelse((parent,var(45))=0,5,ifelse((parent,var(46))=0,6,ifelse((parent,var(41))=0,1,ifelse((parent,var(42))=0,2,ifelse((parent,var(43))=0,3,ifelse((parent,var(44))=0,4,0))))))
[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = var(1) > 0 && var(1) < 23 && helper(1),var(35) = [20,23]
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(3) = ifelse((parent,var(46))=0,6,ifelse((parent,var(41))=0,1,ifelse((parent,var(42))=0,2,ifelse((parent,var(43))=0,3,ifelse((parent,var(44))=0,4,ifelse((parent,var(45))=0,5,0))))))
[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = var(1) > 0 && var(1) < 23
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(3) = ifelse((parent,var(41))=var(1),1,ifelse((parent,var(42))=var(1),2,ifelse((parent,var(43))=var(1),3,ifelse((parent,var(44))=var(1),4,ifelse((parent,var(45))=var(1),5,ifelse((parent,var(46))=var(1),6,var(3)))))))

[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = var(1) > 0 && var(1) < 23
triggerall = parent,stateno = 410 && parent,animelem = 2,1 && var(3) = 0
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
triggerall = (helper(1),var(35) = [0,3]) && parent,var(41) != 1 && parent,var(47) < 2
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(3) = -1
[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = var(1) > 0 && var(1) < 23
triggerall = parent,stateno = 410 && parent,animelem = 2,1 && var(3) = 0
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
triggerall = (helper(1),var(35) = [4,7]) && parent,var(42) != 1 && parent,var(48) < 2
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(3) = -2
[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = var(1) > 0 && var(1) < 23
triggerall = parent,stateno = 410 && parent,animelem = 2,1 && var(3) = 0
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
triggerall = (helper(1),var(35) = [8,11]) && parent,var(43) != 1 && parent,var(49) < 2
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(3) = -3
[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = var(1) > 0 && var(1) < 23
triggerall = parent,stateno = 410 && parent,animelem = 2,1 && var(3) = 0
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
triggerall = (helper(1),var(35) = [12,15]) && parent,var(44) != 1 && parent,var(50) < 2
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(3) = -4
[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = var(1) > 0 && var(1) < 23
triggerall = parent,stateno = 410 && parent,animelem = 2,1 && var(3) = 0
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
triggerall = (helper(1),var(35) = [16,19]) && parent,var(45) != 1 && parent,var(51) < 2
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(3) = -5
[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = var(1) > 0 && var(1) < 23
triggerall = parent,stateno = 410 && parent,animelem = 2,1 && var(3) = 0
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
triggerall = (helper(1),var(35) = [20,23]) && parent,var(46) != 1 && parent,var(52) < 2
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(3) = -6
[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = var(1) > 0 && var(1) < 23
triggerall = parent,stateno = 410 && parent,animelem = 2,1 && var(3) < 0
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(2) = parent,var(40-var(3))

[State 50, 4]
type = parentvarset
triggerall = pos y > 9
triggerall = var(1) > 0 && var(1) < 23 && var(3) != 0
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(40+ifelse(var(3)>0,var(3),-var(3))) = var(1)
[State 50, 4]
type = parentvaradd
triggerall = pos y > 9
triggerall = var(1) > 8 && var(1) < 21 && var(3) > 0 && parent,var(46+var(3)) < 9 && parent,var(46+var(3)) > 0
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(46+var(3)) = 1
[State 50, 4]
type = parentvarset
triggerall = pos y > 9
triggerall = var(1) > 8 && var(1) < 21 && var(3) > 0 && parent,var(46+var(3)) <= 0
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(46+var(3)) = 1
[State 50, 4]
type = parentvarset
triggerall = pos y > 9
triggerall = (var(1) < 9 || var(1) = 21 || var(1) = 22 || var(1) = 16) && var(3) != 0
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(46+ifelse(var(3)>0,var(3),-var(3))) = 0
[State 50, 4]
type = parentvarset
triggerall = pos y > 9
triggerall = var(1) > 8 && var(1) < 21 && var(3) < 0
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(46-var(3)) = 1
[State 50, 4]
type = parentvarset
triggerall = pos y > 9
triggerall = var(1) > 4 && var(1) < 9 && var(3) != 0
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(21+var(1)) = 10

[State 50, 4]
type = varset
triggerall = pos y > 9
triggerall = var(2) != 0
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
var(1) = var(2)
[State 50, 4]
type = changestate
triggerall = pos y > 9
triggerall = var(2) != 0
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
value = 5
[State 50, 4]
type = changestate
triggerall = pos y > 9
triggerall = var(3) = 0 && var(1) > 0 && var(1) < 23
triggerall = parent,stateno = 410 && parent,animelem = 2,1
triggerall = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger1 = parent,numhelper(4)=0
trigger2 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
value = 6

[state 20, 1]
type = destroyself
triggerall = pos y > 9
trigger1 = time = 900 && var(1) != 33 && var(1) != 34 && var(1) != 3
trigger2 = parent,stateno = 410 && parent,animelem = 2,1
trigger2 = parent,numhelper(4)=0
trigger2 = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20
trigger3 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0 && var(1) > 32
trigger3 = parent,var(21) - parent,pos x < 28 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger4 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0 && var(1) > 32
trigger4 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -28 && parent,facing = -1
trigger5 = parent,stateno = 107 && parent,animelem = 2,>=0 && var(1) > 32
trigger5 = parent,var(21) - parent,pos x < 80 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger6 = parent,stateno = 107 && parent,animelem = 2,>=0 && var(1) > 32
trigger6 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -80 && parent,facing = -1
trigger7 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0 && var(1) > 32
trigger7 = parent,var(21) - parent,pos x < 80 && parent,var(21) - parent,pos x > -9 && parent,facing = 1
trigger8 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0 && var(1) > 32
trigger8 = parent,var(21) - parent,pos x < 9 && parent,var(21) - parent,pos x > -80 && parent,facing = -1
trigger9 = parent,stateno = 410 && parent,animelem = 2,1
trigger9 = parent,numhelper(4)>0&&((parent,pos x-parent,var(22)>19||parent,pos x-parent,var(22)<-19)||helper(4),pos y<=9||(parent,var(22)<pos x&&parent,pos x-parent,var(22)>19)||(parent,var(22)>pos x&&parent,pos x-parent,var(22)<-19))
trigger9 = parent,var(21) - parent,pos x < 20 && parent,var(21) - parent,pos x > -20

[state 20, 1]
type = parentvarset
trigger1 = 1
var(21) = ceil(pos x)
[Statedef 044];--------------item2 d---------------------------
type    = S
physics = N
movetype = I
sprpriority = 2
ctrl = 0

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 20, 1]
type = turn
trigger1 = time = 0 && facing != 1

[state 20, 1]
type = varrandom
trigger1 = time = 0 && prevstateno != 5 && prevstateno != 6
v = 1
range = 2,65
[state 20, 1]
type = varset
trigger1 = var(1) = [38,49]
var(1) = var(1)-29
[state 20, 1]
type = varset
trigger1 = var(1) >= 50
var(1) = (var(1)-2)%4+17
[state 20, 1]
type = varset
trigger1 = time = 0
var(2) = 0
[state 20, 1]
type = varset
trigger1 = time = 0
var(3) = 0
[state 20, 1]
type = destroyself
triggerall = time = 0 && var(1) < 9
trigger1 = parent,var(36) = var(1) || parent,var(41) = var(1) || parent,var(42) = var(1) || parent,var(43) = var(1) || parent,var(44) = var(1) || parent,var(45) = var(1) || parent,var(46) = var(1)
trigger2 = parent,numhelper(3) > 0
trigger2 = helper(3),var(1) = var(1)
;trigger3 = var(1) = 3
;trigger3 = matchno != parent,var(54) || parent,numhelper(596) < 1

[state 20, 1]
type = changeanim
trigger1 = time = 0
value = var(1)+499

[state 20, 1]
type = velset
trigger1 = pos y < 10 && prevstateno != 5 && prevstateno != 6 && backedgedist > 10
x = -1.5
[state 20, 1]
type = velset
trigger1 = pos y < 10 && prevstateno != 5 && prevstateno != 6 && backedgedist <= 10
x = 0

[state 20, 1]
type = velset
trigger1 = time = 0 && prevstateno = 6
x = -2*parent,facing
[state 20, 1]
type = velset
triggerall = prevstateno = 6
trigger1 = vel x < 0 && backedgedist < 1
trigger2 = vel x > 0 && frontedgedist < 1
x = 0
[state 20, 1]
type = posset
trigger1 = pos y >= 9 && prevstateno != 5 && prevstateno != 6
trigger2 = time = 11 && (prevstateno = 5 || prevstateno = 6)
y = 10
[state 20, 1]
type = velset
trigger1 = time = 0 && prevstateno != 5 && prevstateno != 6
y = -4.5
[state 20, 1]
type = posset
trigger1 = time = 0 && (prevstateno = 5 || prevstateno = 6)
y = -9
[state 20, 1]
type = veladd
trigger1 = pos y < 10
y = 0.25
[state 20, 1]
type = velset
trigger1 = pos y >= 9 && prevstateno != 5 && prevstateno != 6
y = 0
[state 20, 1]
type = velset
trigger1 = time = 11 && (prevstateno = 5 || prevstateno = 6)
y = 0
[state 20, 1]
type = velset
trigger1 = time = 11 && prevstateno = 6
trigger2 = pos y >= 9 && prevstateno != 5 && prevstateno != 6
x = 0

[state 20, 1]
type = assertspecial
trigger1 = time >= 780 && time%2 && var(1) != 33 && var(1) != 34
flag = invisible

[state 01,1]
type = projectile
trigger1 = (time+6)%96 < 48 && time >= 42 && time < 762 && parent,var(22) - parent,pos x > -80 && parent,var(22) - parent,pos x < 80 && pos y = 10
offset = 0,-20
projanim = ifelse((var(1)>8&&var(1)<17)||var(1)=30||var(1)=32||var(1)=33||var(1)=36,975,ifelse((var(1)>20&&var(1)<25)||var(1)=26||var(1)=27||var(1)=28||var(1)=35||var(1)=37,974,ifelse(var(1)=29||var(1)=31||var(1)=34,976,ifelse(var(1)=25,977,974))))
projsprpriority = 93
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = (time+6)%96 < 48 && time >= 42 && time < 762 && parent,var(22) - parent,pos x > -80 && parent,var(22) - parent,pos x < 80 && pos y = 10
trigger1 = (var(1) > 8 && var(1) < 17) || var(1) > 20
offset = 0,-20
projanim = 528+var(1)
projsprpriority = 94
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[State 50, 4]
type = playsnd
triggerall = pos y > 9
triggerall = var(1) > 32
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
trigger2 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger2 = parent,var(22) - parent,pos x < 28 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger3 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger3 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -28 && parent,facing = -1
trigger4 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger4 = parent,var(22) - parent,pos x < 80 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger5 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger5 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -80 && parent,facing = -1
trigger6 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger6 = parent,var(22) - parent,pos x < 80 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger7 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger7 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -80 && parent,facing = -1
value = 6,2

[State 50, 4]
type = parentvaradd
triggerall = pos y > 9
triggerall = var(1) = 33 || var(1) = 34
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
trigger2 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger2 = parent,var(22) - parent,pos x < 28 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger3 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger3 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -28 && parent,facing = -1
trigger4 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger4 = parent,var(22) - parent,pos x < 80 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger5 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger5 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -80 && parent,facing = -1
trigger6 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger6 = parent,var(22) - parent,pos x < 80 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger7 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger7 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -80 && parent,facing = -1
var(24) = var(1)-32

[State 50, 4]
type = parentvaradd
triggerall = pos y > 9
triggerall = var(1) = 35
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
trigger2 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger2 = parent,var(22) - parent,pos x < 28 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger3 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger3 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -28 && parent,facing = -1
trigger4 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger4 = parent,var(22) - parent,pos x < 80 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger5 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger5 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -80 && parent,facing = -1
trigger6 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger6 = parent,var(22) - parent,pos x < 80 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger7 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger7 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -80 && parent,facing = -1
var(23) = 704
[State 50, 4]
type = parentvaradd
triggerall = pos y > 9
triggerall = var(1) = 37
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
trigger2 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger2 = parent,var(22) - parent,pos x < 28 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger3 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger3 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -28 && parent,facing = -1
trigger4 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger4 = parent,var(22) - parent,pos x < 80 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger5 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger5 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -80 && parent,facing = -1
trigger6 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger6 = parent,var(22) - parent,pos x < 80 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger7 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger7 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -80 && parent,facing = -1
var(11) = 704

[State 50, 4]
type = parentvaradd
triggerall = pos y > 9
triggerall = var(1) = 36
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
trigger2 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger2 = parent,var(22) - parent,pos x < 28 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger3 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0
trigger3 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -28 && parent,facing = -1
trigger4 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger4 = parent,var(22) - parent,pos x < 80 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger5 = parent,stateno = 107 && parent,animelem = 2,>=0
trigger5 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -80 && parent,facing = -1
trigger6 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger6 = parent,var(22) - parent,pos x < 80 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger7 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0
trigger7 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -80 && parent,facing = -1
var(19) = -75

[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = (var(1) = 23||var(1) = 24)&&parent,var(37) != 0&&parent,var(37) != var(1)-22
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(2) = parent,var(37)+22
[State 50, 4]
type = parentvarset
trigger1 = pos y > 9
trigger1 = (var(1) = 23||var(1) = 24)&&var(2) != 0
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(37) = var(1) - 22
[State 50, 4]
type = parentvarset
trigger1 = pos y > 9
trigger1 = (var(1) = 23||var(1) = 24)&&(parent,var(37) = 0||parent,var(37)=var(1)-22)&&var(2) = 0
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(37) = var(1) - 22
[State 50, 4];globe
type = parentvarset
trigger1 = pos y > 9
trigger1 = var(1) = 25
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(38) = var(1) - 24

[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = (var(1) > 25&&var(1) < 30)&&parent,var(39) != 0&&parent,var(39) != var(1)-25
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(2) = parent,var(39)+25
[State 50, 4]
type = parentvarset
trigger1 = pos y > 9
trigger1 = (var(1) > 25&&var(1) < 30)&&var(2) != 0
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(39) = var(1) - 25
[State 50, 4]
type = parentvarset
trigger1 = pos y > 9
trigger1 = (var(1) > 25&&var(1) < 30)&&(parent,var(39) = 0||parent,var(39)=var(1)-25)&&var(2) = 0
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(39) = var(1) - 25

[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = (var(1) > 29&&var(1) < 33)&&parent,var(40) != 0&&parent,var(40) != var(1)-29
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(2) = parent,var(40)+29
[State 50, 4]
type = parentvarset
trigger1 = pos y > 9
trigger1 = (var(1) > 29&&var(1) < 33)&&var(2) != 0
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(40) = var(1) - 29
[State 50, 4]
type = parentvarset
trigger1 = pos y > 9
trigger1 = (var(1) > 29&&var(1) < 33)&&(parent,var(40) = 0||parent,var(40)=var(1)-29)&&var(2) = 0
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(40) = var(1) - 29

[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = var(1) > 0 && var(1) < 23 && helper(1),var(35) = [0,3]
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(3) = ifelse((parent,var(41))=0,1,ifelse((parent,var(42))=0,2,ifelse((parent,var(43))=0,3,ifelse((parent,var(44))=0,4,ifelse((parent,var(45))=0,5,ifelse((parent,var(46))=0,6,0))))))
[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = var(1) > 0 && var(1) < 23 && helper(1),var(35) = [4,7]
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(3) = ifelse((parent,var(42))=0,2,ifelse((parent,var(43))=0,3,ifelse((parent,var(44))=0,4,ifelse((parent,var(45))=0,5,ifelse((parent,var(46))=0,6,ifelse((parent,var(41))=0,1,0))))))
[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = var(1) > 0 && var(1) < 23 && helper(1),var(35) = [8,11]
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(3) = ifelse((parent,var(43))=0,3,ifelse((parent,var(44))=0,4,ifelse((parent,var(45))=0,5,ifelse((parent,var(46))=0,6,ifelse((parent,var(41))=0,1,ifelse((parent,var(42))=0,2,0))))))
[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = var(1) > 0 && var(1) < 23 && helper(1),var(35) = [12,15]
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(3) = ifelse((parent,var(44))=0,4,ifelse((parent,var(45))=0,5,ifelse((parent,var(46))=0,6,ifelse((parent,var(41))=0,1,ifelse((parent,var(42))=0,2,ifelse((parent,var(43))=0,3,0))))))
[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = var(1) > 0 && var(1) < 23 && helper(1),var(35) = [16,19]
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(3) = ifelse((parent,var(45))=0,5,ifelse((parent,var(46))=0,6,ifelse((parent,var(41))=0,1,ifelse((parent,var(42))=0,2,ifelse((parent,var(43))=0,3,ifelse((parent,var(44))=0,4,0))))))
[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = var(1) > 0 && var(1) < 23 && helper(1),var(35) = [20,23]
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(3) = ifelse((parent,var(46))=0,6,ifelse((parent,var(41))=0,1,ifelse((parent,var(42))=0,2,ifelse((parent,var(43))=0,3,ifelse((parent,var(44))=0,4,ifelse((parent,var(45))=0,5,0))))))
[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = var(1) > 0 && var(1) < 23
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(3) = ifelse((parent,var(41))=var(1),1,ifelse((parent,var(42))=var(1),2,ifelse((parent,var(43))=var(1),3,ifelse((parent,var(44))=var(1),4,ifelse((parent,var(45))=var(1),5,ifelse((parent,var(46))=var(1),6,var(3)))))))

[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = var(1) > 0 && var(1) < 23
trigger1 = parent,stateno = 410 && parent,animelem = 2,1 && var(3) = 0
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
trigger1 = (helper(1),var(35) = [0,3]) && parent,var(41) != 1 && parent,var(47) < 2
var(3) = -1
[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = var(1) > 0 && var(1) < 23
trigger1 = parent,stateno = 410 && parent,animelem = 2,1 && var(3) = 0
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
trigger1 = (helper(1),var(35) = [4,7]) && parent,var(42) != 1 && parent,var(48) < 2
var(3) = -2
[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = var(1) > 0 && var(1) < 23
trigger1 = parent,stateno = 410 && parent,animelem = 2,1 && var(3) = 0
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
trigger1 = (helper(1),var(35) = [8,11]) && parent,var(43) != 1 && parent,var(49) < 2
var(3) = -3
[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = var(1) > 0 && var(1) < 23
trigger1 = parent,stateno = 410 && parent,animelem = 2,1 && var(3) = 0
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
trigger1 = (helper(1),var(35) = [12,15]) && parent,var(44) != 1 && parent,var(50) < 2
var(3) = -4
[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = var(1) > 0 && var(1) < 23
trigger1 = parent,stateno = 410 && parent,animelem = 2,1 && var(3) = 0
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
trigger1 = (helper(1),var(35) = [16,19]) && parent,var(45) != 1 && parent,var(51) < 2
var(3) = -5
[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = var(1) > 0 && var(1) < 23
trigger1 = parent,stateno = 410 && parent,animelem = 2,1 && var(3) = 0
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
trigger1 = (helper(1),var(35) = [20,23]) && parent,var(46) != 1 && parent,var(52) < 2
var(3) = -6
[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = var(1) > 0 && var(1) < 23
trigger1 = parent,stateno = 410 && parent,animelem = 2,1 && var(3) < 0
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(2) = parent,var(40-var(3))

[State 50, 4]
type = parentvarset
trigger1 = pos y > 9
trigger1 = var(1) > 0 && var(1) < 23 && var(3) != 0
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(40+ifelse(var(3)>0,var(3),-var(3))) = var(1)
[State 50, 4]
type = parentvaradd
trigger1 = pos y > 9
trigger1 = var(1) > 8 && var(1) < 21 && var(3) > 0 && parent,var(46+var(3)) < 9 && parent,var(46+var(3)) > 0
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(46+var(3)) = 1
[State 50, 4]
type = parentvarset
trigger1 = pos y > 9
trigger1 = var(1) > 8 && var(1) < 21 && var(3) > 0 && parent,var(46+var(3)) <= 0
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(46+var(3)) = 1
[State 50, 4]
type = parentvarset
trigger1 = pos y > 9
trigger1 = (var(1) < 9 || var(1) = 21 || var(1) = 22 || var(1) = 16) && var(3) != 0
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(46+ifelse(var(3)>0,var(3),-var(3))) = 0
[State 50, 4]
type = parentvarset
trigger1 = pos y > 9
trigger1 = var(1) > 8 && var(1) < 21 && var(3) < 0
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(46-var(3)) = 1
[State 50, 4]
type = parentvarset
trigger1 = pos y > 9
trigger1 = var(1) > 4 && var(1) < 9 && var(3) != 0
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(21+var(1)) = 10

[State 50, 4]
type = varset
trigger1 = pos y > 9
trigger1 = var(2) != 0
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
var(1) = var(2)
[State 50, 4]
type = changestate
trigger1 = pos y > 9
trigger1 = var(2) != 0
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
value = 5
[State 50, 4]
type = changestate
trigger1 = pos y > 9
trigger1 = var(3) = 0 && var(1) > 0 && var(1) < 23
trigger1 = parent,stateno = 410 && parent,animelem = 2,1
trigger1 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
value = 6

[state 20, 1]
type = destroyself
triggerall = pos y > 9
trigger1 = time = 900 && var(1) != 33 && var(1) != 34
trigger2 = parent,stateno = 410 && parent,animelem = 2,1
trigger2 = parent,var(22) - parent,pos x < 20 && parent,var(22) - parent,pos x > -20
trigger3 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0 && var(1) > 32
trigger3 = parent,var(22) - parent,pos x < 28 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger4 = parent,stateno = 107 && parent,animelem = 1,>=0 && parent,animelem = 2,<0 && var(1) > 32
trigger4 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -28 && parent,facing = -1
trigger5 = parent,stateno = 107 && parent,animelem = 2,>=0 && var(1) > 32
trigger5 = parent,var(22) - parent,pos x < 80 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger6 = parent,stateno = 107 && parent,animelem = 2,>=0 && var(1) > 32
trigger6 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -80 && parent,facing = -1
trigger7 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0 && var(1) > 32
trigger7 = parent,var(22) - parent,pos x < 80 && parent,var(22) - parent,pos x > -9 && parent,facing = 1
trigger8 = parent,stateno = 108 && parent,animelem = 1,>=0 && parent,animelem = 3,<0 && var(1) > 32
trigger8 = parent,var(22) - parent,pos x < 9 && parent,var(22) - parent,pos x > -80 && parent,facing = -1

[state 20, 1]
type = parentvarset
trigger1 = 1
var(22) = ceil(pos x)
;---------------------------------------------------------------------------
;crouch attack
[Statedef 400]
type    = C
physics = N
movetype = A
sprpriority = 1
anim = 400
velset = 0,0
juggle = 16
ctrl = 0

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0 && var(36) > 4
value = 401
[State 0, 1]
type = changeanim
triggerall = var(11) > 0
trigger1 = animelem = 2,3||animelem = 3,1||animelem = 6,2
trigger2 = animelem = 7,1||animelem = 8,1||animelem = 9,1
value = anim
elem = animelemno(0)+1

[state 20, 1]
type = assertspecial
trigger1 = time = 0
flag = noshadow

[state 20, 1]
type = varset
trigger1 = 1
var(3) = animelemno(0)

[State 20, 3]
type = turn
triggerall = time = 0
trigger1 = command = "holdback" && fvar(35) = 0
trigger2 = fvar(35) = 1 && p2dist x < 0

[state 20, 1]
type = assertspecial
trigger1 = p2statetype != A
trigger2 = numhelper(1176) > 0
trigger2 = helper(1176),numtarget > 0 && p2stateno = [1179,1187]
flag = nojugglecheck

[state 20, 1]
type = varadd
trigger1 = movehit > 0
var(6) = 3
persistent = 0
ignorehitpause = 1
[state 20, 1]
type = varset
trigger1 = movehit > 0
var(7) = 160
persistent = 0
ignorehitpause = 1
[state 20, 1]
type = varset
trigger1 = time = 0
var(8) = 0

[State 52, 1]
type = playsnd
trigger1 = animelem = 3
value = 1,3

[State 1000, 4]
type = hitdef
trigger1 = animelem = 4 && (var(6)+3 < 15 || var(36) = 8)
attr = C, NA
damage = ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0)))*ifelse(var(25)>0,2,1),ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0))/8)*ifelse(var(25)>0,2,1)
priority = 5,hit
animtype = H
id = 400
hitflag = MAFD
guardflag = L
hitonce = 0
pausetime = 8,ifelse((var(36)!=8)||(var(36)=8&&(p2statetype=A||p2statetype=L)),12,69)
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.hittime  = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
down.hittime = ifelse(var(36)!=8,1,10)
guard.velocity = -4
ground.velocity = -2
air.velocity = -3,-5
down.velocity = 0,0
ground.cornerpush.veloff = -2.8
guard.cornerpush.veloff = -7.2
getpower = 0,0
givepower = 0,0
sparkno = s20000
sparkxy = 5-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,16,0),-20
hitsound   = s1,0
guardsound = 6,0
ground.type = Low
air.fall = 1
fall.recover = 1
fall.recovertime = 40
[State 1000, 4]
type = hitdef
trigger1 = animelem = 4 && var(6)+3 >= 15 && var(36) != 8
attr = C, NA
damage = ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0)))*ifelse(var(25)>0,2,1),ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0))/8)*ifelse(var(25)>0,2,1)
priority = 5,hit
id = 400
animtype = H
hitflag = MAFD
guardflag = L
hitonce = 0
pausetime = 8,ifelse((var(36)!=8)||(var(36)=8&&(p2statetype=A||p2statetype=L)),12,69)
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.hittime  = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
down.hittime = ifelse(var(36)!=8,1,10)
guard.velocity = -4
ground.velocity = -3,-5
air.velocity = -3,-5
down.velocity = 0,0
ground.cornerpush.veloff = -2.8
guard.cornerpush.veloff = -7.2
getpower = 0,0
givepower = 0,0
sparkno = s20000
sparkxy = 5-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,16,0),-20
hitsound   = s1,0
guardsound = 6,0
ground.type = T
fall = 1
fall.recover = 1
fall.recovertime = 40

[State 9001, 3]
type = Envcolor
trigger1 = movehit > 0 && var(25) > 0
value = 150,255,255
time = 2
ignorehitpause = 1
persistent = 0
[State 9001, 3]
type = varset
trigger1 = movecontact > 0 && var(25) > 0
var(25) = 0
ignorehitpause = 1
persistent = 0

[State 20, 4]
type = helper
trigger1 = animelem = 4 && var(36) = 5
stateno = 220
pos = 58,-22
name = "wf"
ownpal = 1
[State 20, 4]
type = helper
trigger1 = animelem = 4 && var(36) = 6
stateno = 223
pos = 54,0
name = "wc"
ownpal = 1
[State 20, 4]
type = helper
trigger1 = animelem = 4 && var(36) = 7
stateno = 227
pos = 54,0
name = "wl"
ownpal = 1
[state 20, 1]
type = varadd
trigger1 = animelem = 4 && var(36) > 4 && var(36) < 8
var(21+var(36)) = -1
[state 20, 1]
type = varadd
trigger1 = movecontact > 0 && var(36) = 8 && animelem = 5
var(29) = -1
persistent = 0
[State 20, 4]
type = helper
trigger1 = var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
stateno = 226+var(36)
pos = 54,-22
name = "w broke"
ownpal = 1
[state 20, 1]
type = varset
trigger1 = var(41) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(41) = 0
[state 20, 1]
type = varset
trigger1 = var(42) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(42) = 0
[state 20, 1]
type = varset
trigger1 = var(43) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(43) = 0
[state 20, 1]
type = varset
trigger1 = var(44) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(44) = 0
[state 20, 1]
type = varset
trigger1 = var(45) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(45) = 0
[state 20, 1]
type = varset
trigger1 = var(46) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(46) = 0
[state 20, 1]
type = varset
trigger1 = var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(36) = 1
[state 20, 1]
type = changeanim
trigger1 = var(36) = 1 && anim != 400
value = 400
elem = animelemno(0)

[state 20, 1]
type = changestate
trigger1 = fvar(35) = 1 && animelem = 5, >= 0
trigger1 = p2movetype = A || p2stateno = 5120
trigger1 = movecontact = 0 && p2dist x < 111 && random < 200
value = 109

[state 20, 1]
type = changestate
trigger1 = animtime = -1 && var(11) > 0
value = 11
ctrl = 1
[Statedef 410];-----------------pickup-------------
type    = C
physics = N
movetype = I
sprpriority = 0
anim = 410
velset = 0,0
ctrl = 0

[State 109, 1]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 109, 1]
type = playerpush
trigger1 = animtime < 0
value = 0

[State 109, 1]
type = varset
trigger1 = time = 0
trigger1 = numhelper(3) > 0 && helper(3),pos y > 9
trigger1 = helper(3),var(1) > 22&&helper(3),var(1) < 33
trigger1 = var(21) - pos x < 20 && var(21) - pos x > -20
var(18) = helper(3),var(1)
[State 109, 1]
type = varset
trigger1 = time = 0
trigger1 = numhelper(4) > 0 && helper(4),pos y > 9
trigger1 = helper(4),var(1) > 22&&helper(4),var(1) < 33
trigger1 = var(22) - pos x < 20 && var(22) - pos x > -20
var(18) = helper(4),var(1)

[state 01,1]
type = explod
triggerall = animelem = 2,1 && numexplod(558) < 3
trigger1 = numhelper(3) > 0 && helper(3),pos y > 9
trigger1 = helper(3),var(1) > 22&&helper(3),var(1) < 33
trigger1 = var(21) - pos x < 20 && var(21) - pos x > -20
trigger2 = numhelper(4) > 0 && helper(4),pos y > 9
trigger2 = helper(4),var(1) > 22&&helper(4),var(1) < 33
trigger2 = var(22) - pos x < 20 && var(22) - pos x > -20
postype = left
pos = 160,235
anim = 558+var(18)
id = 558
ownpal = 1
removetime = 60
sprpriority = 95
bindtime = -1
ignorehitpause = 1
[state 01,1]
type = explod
triggerall = animelem = 2,1 && numexplod(558) < 3
trigger1 = numhelper(3) > 0 && helper(3),pos y > 9
trigger1 = helper(3),var(1) > 22&&helper(3),var(1) < 33
trigger1 = var(21) - pos x < 20 && var(21) - pos x > -20
trigger2 = numhelper(4) > 0 && helper(4),pos y > 9
trigger2 = helper(4),var(1) > 22&&helper(4),var(1) < 33
trigger2 = var(22) - pos x < 20 && var(22) - pos x > -20
postype = left
pos = ifelse(var(18)=23,90,ifelse(var(18)=24||var(18)=25||var(18)=29,71,ifelse(var(18)=26||var(18)=27,100,ifelse(var(18)=28,80,ifelse(var(18)>=30,113+(var(18)-30)*5,0))))),238
anim = 592
id = 558
ownpal = 1
scale = 0.3,0.3
removetime = 60
sprpriority = 95
bindtime = -1
ignorehitpause = 1
[state 01,1]
type = explod
triggerall = animelem = 2,1 && numexplod(558) < 3
trigger1 = numhelper(3) > 0 && helper(3),pos y > 9
trigger1 = helper(3),var(1) > 22&&helper(3),var(1) < 33
trigger1 = var(21) - pos x < 20 && var(21) - pos x > -20
trigger2 = numhelper(4) > 0 && helper(4),pos y > 9
trigger2 = helper(4),var(1) > 22&&helper(4),var(1) < 33
trigger2 = var(22) - pos x < 20 && var(22) - pos x > -20
postype = left
pos = 0,0
anim = 999
id = 558
removetime = 60
ignorehitpause = 1
;---------------------------------------------------------------------------
;jump attack f
[Statedef 600]
type    = A
physics = N
movetype = A
sprpriority = 1
juggle = 16
anim = 600
ctrl = 0

[State 100, 1]
type = playerpush
trigger1 = pos y + vel y < 0
value = 0

[State 0, 1]
type = changeanim
trigger1 = var(12) > 0
trigger1 = animelem = 1,2 || animelem = 2,2 || animelem = 3,1
value = anim
elem = animelemno(0)+1

[state 20, 1]
type = varset
trigger1 = 1
var(3) = animelemno(0)

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0 && var(36) > 4
value = 601

[State 50, 4]
type = changestate
triggerall = var(9) = 0
trigger1 = command = "DJ" && fvar(35) = 0
trigger2 = fvar(35) = 1 && animelem = 4,>=0 && movecontact = 0 && command = "DJ"
value = 40

[State 20, 4]
type = varset
trigger1 = time = 0
var(5) = 0

[state 20, 1]
type = varadd
trigger1 = movehit > 0
var(6) = 2
persistent = 0
ignorehitpause = 1
[state 20, 1]
type = varset
trigger1 = movehit > 0
var(7) = 160
persistent = 0
ignorehitpause = 1
[state 20, 1]
type = varset
trigger1 = time = 0
var(8) = 0

[State 20, 4]
type = veladd
trigger1 = prevstateno != 41 || var(18) != 1
y = .31*ifelse(var(12)>0,3.7,1)
[State 50, 1]
type = Veladd
trigger1 = prevstateno = 41 && var(18) = 1
y = .105*ifelse(var(12)>0,2*1.75,1)

[State 50, 4]
type = veladd
trigger1 = prevstateno = 50 && var(18) = 1
x = .18*ifelse(var(12)>0,4,1)
[State 50, 4]
type = veladd
trigger1 = prevstateno = 50 && var(18) = 2
x = .19*ifelse(var(12)>0,4,1)
[State 50, 4]
type = veladd
trigger1 = prevstateno = 41 && var(4) = 1
x = .2*ifelse(var(12)>0,4,1)

[state 20, 1]
type = assertspecial
trigger1 = p2statetype != A
trigger2 = numhelper(1176) > 0
trigger2 = helper(1176),numtarget > 0 && p2stateno = [1179,1187]
flag = nojugglecheck

[State 52, 1]
type = playsnd
trigger1 = animelem = 2
value = 1,3

[State 1000, 4]
type = hitdef
trigger1 = animelem = 3
trigger1 = var(36) != 8 || (var(36) = 8 && p2statetype = A)
attr = A, NA
damage = ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0)))*ifelse(var(25)>0,2,1),ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0))/8)*ifelse(var(25)>0,2,1)
priority = 5,hit
animtype = H
guardflag = M
hitonce = 0
pausetime = 8,12
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.hittime  = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.velocity = -4
ground.velocity = -2-ifelse(var(6)+2>=15,1,0),ifelse(var(6)+2>=15,-5,0)
air.velocity = -3,-5
getpower = 0,0
givepower = 0,0
sparkno = s20000
sparkxy = 5-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,16,0),-60
hitsound   = s1,0
guardsound = 6,0
ground.type = High
fall = ifelse(var(6)+2>=15,1,0)
air.fall = 1
fall.recover = 1
fall.recovertime = 40
[State 1000, 4]
type = hitdef
trigger1 = animelem = 3
trigger1 = var(36) = 8 && p2statetype != A
attr = A, NA
damage = ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0)))*ifelse(var(25)>0,2,1),ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0))/8)*ifelse(var(25)>0,2,1)
priority = 5,hit
animtype = H
guardflag = M
hitonce = 0
pausetime = 8,69
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.hittime  = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.velocity = -4
ground.velocity = -2-ifelse(var(6)+2>=15,1,0),ifelse(var(6)+2>=15,-5,0)
air.velocity = -3,-5
getpower = 0,0
givepower = 0,0
sparkno = s20000
sparkxy = 5-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,16,0),-60
hitsound   = s1,0
guardsound = 6,0
ground.type = High
fall = ifelse(var(6)+2>=15,1,0)
air.fall = 1
fall.recover = 1
fall.recovertime = 40

[State 9001, 3]
type = Envcolor
trigger1 = movehit > 0 && var(25) > 0
value = 150,255,255
time = 2
ignorehitpause = 1
persistent = 0
[State 9001, 3]
type = varset
trigger1 = movecontact > 0 && var(25) > 0
var(25) = 0
ignorehitpause = 1
persistent = 0

[State 20, 4]
type = helper
trigger1 = animelem = 3 && var(36) = 5
stateno = 220
pos = 68,-67
name = "wf"
ownpal = 1
[State 20, 4]
type = helper
trigger1 = animelem = 3 && var(36) = 6
stateno = 223
pos = 54,0
name = "wc"
ownpal = 1
[State 20, 4]
type = helper
trigger1 = animelem = 3 && var(36) = 7
stateno = 227
pos = 54,0
name = "wl"
ownpal = 1
[state 20, 1]
type = varadd
trigger1 = animelem = 3 && var(36) > 4 && var(36) < 8
var(21+var(36)) = -1
[state 20, 1]
type = varadd
trigger1 = movecontact > 0 && var(36) = 8 && animelem = 4
var(29) = -1
persistent = 0
[State 20, 4]
type = helper
trigger1 = var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
stateno = 226+var(36)
pos = 54,-67
name = "w broke"
ownpal = 1
[state 20, 1]
type = varset
trigger1 = var(41) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(41) = 0
[state 20, 1]
type = varset
trigger1 = var(42) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(42) = 0
[state 20, 1]
type = varset
trigger1 = var(43) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(43) = 0
[state 20, 1]
type = varset
trigger1 = var(44) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(44) = 0
[state 20, 1]
type = varset
trigger1 = var(45) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(45) = 0
[state 20, 1]
type = varset
trigger1 = var(46) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(46) = 0
[state 20, 1]
type = varset
trigger1 = var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(36) = 1
[state 20, 1]
type = changeanim
trigger1 = var(36) = 1 && anim != 600
value = 600
elem = animelemno(0)

[State 20, 4]
type = Changestate
trigger1 = vel y > 0 && pos y > -1
value = 52
;---------------------------------------------------------------------------
;jump attack d
[Statedef 610]
type    = A
physics = N
movetype = A
sprpriority = 1
juggle = 16
anim = 610
ctrl = 0

[State 100, 1]
type = playerpush
trigger1 = pos y + vel y < 0
value = 0

[State 0, 1]
type = changeanim
trigger1 = var(12) > 0
trigger1 = animelem = 1,2 || animelem = 4,2
value = anim
elem = animelemno(0)+1

[state 20, 1]
type = varset
trigger1 = 1
var(3) = animelemno(0)

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0 && var(36) > 4
value = 611

[State 50, 4]
type = changestate
triggerall = var(9) = 0
trigger1 = command = "DJ" && fvar(35) = 0
trigger2 = fvar(35) = 1 && animelem = 5,>=0 && movecontact = 0 && command = "DJ"
value = 40

[state 20, 1]
type = varadd
trigger1 = movehit > 0
var(6) = 2
persistent = 0
ignorehitpause = 1
[state 20, 1]
type = varset
trigger1 = movehit > 0
var(7) = 160
persistent = 0
ignorehitpause = 1
[state 20, 1]
type = varset
trigger1 = time = 0
var(8) = 0

[State 20, 4]
type = varset
trigger1 = time = 0
var(5) = 0

[State 20, 4]
type = veladd
trigger1 = prevstateno != 41 || var(18) != 1
y = .31*ifelse(var(12)>0,3.7,1)
[State 50, 1]
type = Veladd
trigger1 = prevstateno = 41 && var(18) = 1
y = .105*ifelse(var(12)>0,2*1.75,1)

[State 50, 4]
type = veladd
trigger1 = prevstateno = 50 && var(18) = 1
x = .18*ifelse(var(12)>0,4,1)
[State 50, 4]
type = veladd
trigger1 = prevstateno = 50 && var(18) = 2
x = .19*ifelse(var(12)>0,4,1)
[State 50, 4]
type = veladd
trigger1 = prevstateno = 41 && var(4) = 1
x = .2*ifelse(var(12)>0,4,1)

[state 20, 1]
type = assertspecial
trigger1 = p2statetype != A
trigger2 = numhelper(1176) > 0
trigger2 = helper(1176),numtarget > 0 && p2stateno = [1179,1187]
flag = nojugglecheck

[State 52, 1]
type = playsnd
trigger1 = animelem = 2
value = 1,3

[State 1000, 4]
type = hitdef
trigger1 = animelem = 3
trigger1 = var(36) != 8 || (var(36) = 8 && (p2statetype = A || p2statetype = L))
attr = A, NA
damage = ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0)))*ifelse(var(25)>0,2,1),ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0))/8)*ifelse(var(25)>0,2,1)
priority = 5,hit
animtype = H
hitflag = MAFD
guardflag = M
hitonce = 0
pausetime = 8,12
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.hittime  = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.velocity = -4
ground.velocity = -2-ifelse(var(6)+2>=15,1,0),ifelse(var(6)+2>=15,-5,0)
air.velocity = -3,-5
down.velocity = 0,0
getpower = 0,0
givepower = 0,0
sparkno = s20040
sparkxy = -2-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,16,0),20+ifelse(pos y > -30,ceil(-30-pos y),0)+ifelse(p2dist y < 0,ceil(-20+p2dist y),0)
hitsound   = s1,0
guardsound = 6,0
ground.type = Low
fall = ifelse(var(6)+2>=15,1,0)
air.fall = 1
fall.recover = 1
fall.recovertime = 40
[State 1000, 4]
type = hitdef
trigger1 = animelem = 3
trigger1 = var(36) = 8 && p2statetype != A && p2statetype != L
attr = A, NA
damage = ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0)))*ifelse(var(25)>0,2,1),ceil(var(2)*4*(fvar(5)+fvar(6)+ifelse(var(23)>0,0.25,0))/8)*ifelse(var(25)>0,2,1)
priority = 5,hit
animtype = H
hitflag = MAFD
guardflag = M
hitonce = 0
pausetime = 8,69
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.hittime  = 22-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,10,0)
guard.velocity = -4
ground.velocity = -2-ifelse(var(6)+2>=15,1,0),ifelse(var(6)+2>=15,-5,0)
air.velocity = -3,-5
down.velocity = 0,0
getpower = 0,0
givepower = 0,0
sparkno = s20040
sparkxy = -2-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,16,0),20+ifelse(pos y > -30,ceil(-30-pos y),0)+ifelse(p2dist y < 0,ceil(-20+p2dist y),0)
hitsound   = s1,0
guardsound = 6,0
ground.type = Low
fall = ifelse(var(6)+2>=15,1,0)
air.fall = 1
fall.recover = 1
fall.recovertime = 40

[State 9001, 3]
type = Envcolor
trigger1 = movehit > 0 && var(25) > 0
value = 150,255,255
time = 2
ignorehitpause = 1
persistent = 0
[State 9001, 3]
type = varset
trigger1 = movecontact > 0 && var(25) > 0
var(25) = 0
ignorehitpause = 1
persistent = 0

[State 20, 4]
type = helper
trigger1 = animelem = 3 && var(36) = 5
stateno = 221
pos = 12,20
name = "wf"
ownpal = 1
[State 20, 4]
type = helper
trigger1 = animelem = 3 && var(36) = 6
stateno = 225
pos = 11,0
name = "wc"
ownpal = 1
[State 20, 4]
type = helper
trigger1 = animelem = 3 && var(36) = 7
stateno = 229
pos = 11,0
name = "wl"
ownpal = 1
[state 20, 1]
type = varadd
trigger1 = animelem = 3 && var(36) > 4 && var(36) < 8
var(21+var(36)) = -1
[state 20, 1]
type = varadd
trigger1 = movecontact > 0 && var(36) = 8 && animelem = 4
var(29) = -1
persistent = 0
[State 20, 4]
type = helper
trigger1 = var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
stateno = 226+var(36)
pos = 11,20
name = "w broke"
ownpal = 1
[state 20, 1]
type = varset
trigger1 = var(41) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(41) = 0
[state 20, 1]
type = varset
trigger1 = var(42) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(42) = 0
[state 20, 1]
type = varset
trigger1 = var(43) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(43) = 0
[state 20, 1]
type = varset
trigger1 = var(44) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(44) = 0
[state 20, 1]
type = varset
trigger1 = var(45) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(45) = 0
[state 20, 1]
type = varset
trigger1 = var(46) = 1 && var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(46) = 0
[state 20, 1]
type = varset
trigger1 = var(36) > 4 && var(36) < 9 && var(21+var(36)) < 1
var(36) = 1
[state 20, 1]
type = changeanim
trigger1 = var(36) = 1 && anim != 610
value = 610
elem = animelemno(0)

[State 20, 4]
type = Changestate
trigger1 = vel y > 0 && pos y > -1
value = 52
[Statedef 1001];-----------mm force guard helper--------------
type    = S
physics = N
movetype = A
anim = 799
velset = 0,0

[State 01,3]
type = bindtoparent
trigger1 = 1
pos = 0,-10

[State 01,3]
type = destroyself
trigger1 = parent,stateno != 1000 && parent,stateno != 1060
;---------------------------------------------------------------------------
;magic missile
[Statedef 1000]
type    = S
physics = S
movetype = A
sprpriority = 0
velset = 0,0
anim = 800
ctrl = 0

[State 100, 1]
type = turn
triggerall = time = 0 && fvar(35) = 0
trigger1 = helper(1),command = "mmb" && facing = 1
trigger2 = helper(1),command = "mmf" && facing = -1
trigger3 = helper(1),command = "holdback" && command = "b" && facing = 1
trigger4 = helper(1),command = "holdfwd" && command = "b" && facing = -1
[State 100, 1]
type = turn
trigger1 = animelem = 21 && command = "holdback" && fvar(35) = 0
trigger2 = (time = 0 || animelem = 21) && (p2dist x < 0 && fvar(35) = 1)

[State 20, 4]
type = helper
trigger1 = time = 0
stateno = 1001
pos = 0,-10
name = "force guard"

[state 01,1]
type = poweradd
trigger1 = time < 60 && time%3 != 2
value = -1
[state 01,1]
type = varadd
trigger1 = numhelper(801) + numhelper(802) < 5 && var(59) != 1
trigger1 = animelem = 23,1 || animelem = 29,1 || animelem = 26,1 || animelem = 32,1
var(19) = 4
[state 01,1]
type = varadd
trigger1 = numhelper(801) + numhelper(802) < 5 && var(59) = 1
trigger1 = animelem = 23,1 || animelem = 29,1 || animelem = 26,1 || animelem = 32,1 || animelem = 35,1
var(19) = 3
[state 01,1]
type = poweradd
trigger1 = numhelper(801) + numhelper(802) < 5 && var(59) = 1
trigger1 = animelem = 23,1 || animelem = 29,1 || animelem = 26,1 || animelem = 32,1 || animelem = 35,1
value = -2

[State 20, 4]
type = width
trigger1 = animelem = 21,>= 0 && animelem = 22,< 0 && p2dist x > 0
value = 10
[State 20, 4]
type = width
trigger1 = animelem = 22,>= 0 && animelem = 35,< 0 && p2dist x > 0
value = 30

[State 50, 4]
type = playsnd
trigger1 = animelem = 6
value = 1,8

[State 50, 4]
type = varrandom
trigger1 = time = 1 && var(59) = 1
v = 5
range = 1

[State 50, 4]
type = playsnd
trigger1 = animelem = 23
value = 1,7
channel = 1

[state 01,1]
type = projectile
triggerall = var(25) = 0
trigger1 = animelem = 1,>=0 && animelem = 21,<0
trigger2 = animelem = 35,>=0 && animtime < 0
offset = 0,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 21,>=0 && animelem = 35,<0 && var(25) = 0
offset = 16,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1]
type = projectile
trigger1 = animelem = 6,0
offset = -27,-116
projanim = 801
projscale = 0.4,0.4
projsprpriority = 1
projremovetime = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 6,0
offset = 17,-116
projanim = 801
projscale = 0.4,0.4
projsprpriority = 1
projremovetime = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 6,2
offset = -27,-116
projanim = 802
projscale = 0.4,0.4
projsprpriority = 1
projremovetime = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 6,2
offset = 17,-116
projanim = 802
projscale = 0.4,0.4
projsprpriority = 1
projremovetime = 1
projedgebound = 210
projstagebound = 210

[state 01,1]
type = projectile
trigger1 = animelem = 6,4
offset = -27,-116
projanim = 801
projscale = 0.55,0.55
projsprpriority = 1
projremovetime = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 6,4
offset = 17,-116
projanim = 801
projscale = 0.55,0.55
projsprpriority = 1
projremovetime = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 7,1
offset = -27,-116
projanim = 802
projscale = 0.55,0.55
projsprpriority = 1
projremovetime = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 7,1
offset = 17,-116
projanim = 802
projscale = 0.55,0.55
projsprpriority = 1
projremovetime = 1
projedgebound = 210
projstagebound = 210

[state 01,1]
type = projectile
trigger1 = animelem = 8,0
offset = -27,-116
projanim = 801
projscale = 0.7,0.7
projsprpriority = 1
projremovetime = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 8,0
offset = 17,-116
projanim = 801
projscale = 0.7,0.7
projsprpriority = 1
projremovetime = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 8,2
offset = -27,-116
projanim = 802
projscale = 0.7,0.7
projsprpriority = 1
projremovetime = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 8,2
offset = 17,-116
projanim = 802
projscale = 0.7,0.7
projsprpriority = 1
projremovetime = 1
projedgebound = 210
projstagebound = 210

[state 01,1]
type = projectile
trigger1 = animelem = 9,1
offset = -27,-116
projanim = 801
projscale = 0.85,0.85
projsprpriority = 1
projremovetime = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 9,1
offset = 17,-116
projanim = 801
projscale = 0.85,0.85
projsprpriority = 1
projremovetime = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 10,0
offset = -27,-116
projanim = 802
projscale = 0.85,0.85
projsprpriority = 1
projremovetime = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 10,0
offset = 17,-116
projanim = 802
projscale = 0.85,0.85
projsprpriority = 1
projremovetime = 1
projedgebound = 210
projstagebound = 210

[state 01,1]
type = projectile
trigger1 = animelem = 10,> 1 && animelem = 21,< 0
trigger1 = time%4 = 3
offset = -27,-116
projanim = 801
projsprpriority = 1
projremovetime = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 10,> 1 && animelem = 21,< 0
trigger1 = time%4 = 3
offset = 17,-116
projanim = 801
projsprpriority = 1
projremovetime = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 10,> 1 && animelem = 21,< 0
trigger1 = time%4 = 1
offset = -27,-116
projanim = 802
projsprpriority = 1
projremovetime = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 10,> 1 && animelem = 21,< 0
trigger1 = time%4 = 1
offset = 17,-116
projanim = 802
projsprpriority = 1
projremovetime = 1
projedgebound = 210
projstagebound = 210

[state 01,1]
type = projectile
trigger1 = animelem = 23,1 || animelem = 29,1
trigger2 = animelem = 26,1 || animelem = 32,1 || animelem = 35,1
offset = 76,-69
projanim = 803
projsprpriority = 1
projremovetime = 17
projedgebound = 210
projstagebound = 210

[State 230, 1]
type = helper
trigger1 = animelem = 23,8 && numhelper(820) = 0
stateno = 820
id = 820
pos = 420,0
name = "aim"
helpertype = normal
sprpriority = 0
ownpal = 1
pausemovetime = 9999
[State 230, 1]
type = helper
trigger1 = (animelem = 26,8 || animelem = 32,8) && numhelper(821) = 0 && numenemy > 1
stateno = 821
id = 821
pos = -420,0
name = "aim"
helpertype = normal
sprpriority = 0
ownpal = 1
pausemovetime = 9999

[State 50, 4]
type = varset
trigger1 = animelem = 23,1 || animelem = 29,1
trigger2 = animelem = 26,1 || animelem = 32,1
trigger3 = animelem = 35,1
var(4) = ifelse(numhelper(801) + numhelper(802) >= 5,1,0)

[State 50, 4]
type = playsnd
triggerall = var(4) = 1
trigger1 = animelem = 23,8 || animelem = 29,8
trigger2 = animelem = 26,8 || animelem = 32,8
trigger3 = animelem = 35,8
value = 1,9

[State 230, 1]
type = helper
triggerall = numhelper(801) + numhelper(802) < 5
trigger1 = animelem = 23,1 || animelem = 29,1
trigger2 = numhelper(821) = 0
trigger2 = animelem = 26,1 || animelem = 32,1
trigger3 = animelem = 35,1 && (var(5) = 0 || numhelper(821) = 0)
stateno = 801
id = 801
name = "missile"
pos = 74,-70
helpertype = normal
sprpriority = 0
shadow = -1
pausemovetime = 9999
ownpal = 1
[State 230, 1]
type = helper
trigger1 = numhelper(821) > 0
trigger1 = numhelper(801) + numhelper(802) < 5
trigger1 = animelem = 26,1 || animelem = 32,1 || (animelem = 35,1 && var(5) = 1)
stateno = 802
id = 802
name = "missile"
pos = 74,-70
helpertype = normal
sprpriority = 0
shadow = -1
pausemovetime = 9999
ownpal = 1

[State 20, 4]
type = Changeanim
trigger1 = animelem = 35 && var(59) != 1
value = 800
elem = 38
persistent = 0
[Statedef 801];------------------------------------------
type    = S
movetype= A
physics = S
ctrl = 0
anim = 999
velset = 0,0
sprpriority = 0

[state 01,1]
type = changeanim
trigger1 = time = 7
value = 807

[State 50, 4]
type = playsnd
trigger1 = time = 7
value = 1,9

[state 01,1]
type = playerpush
trigger1 = 1
value = 0

[state 230, 1]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 230, 1]
type = changeanim
triggerall = time >= 7
trigger1 = anim = 807 && fvar(1) < 0
value = 816
elem = animelemno(0)
ignorehitpause = 1
[state 230, 1]
type = changeanim
triggerall = time >= 7
trigger1 = anim = 816 && fvar(1) >= 0
value = 807
elem = animelemno(0)
ignorehitpause = 1

[state 230, 1]
type = varset
trigger1 = time = 7
var(9) = 0

[state 230, 1]
type = varset
trigger1 = time = 7 && facing != 1
var(9) = 1

[state 230, 1]
type = turn
trigger1 = time = 7 && facing != 1

[state 230, 1];x vel
type = varset
trigger1 = time = 7 && var(9) = 0
fvar(1) = 5
[state 230, 1];x vel facing
type = varset
trigger1 = time = 7 && var(9) = 0
var(2) = -1
[state 230, 1];x vel
type = varset
trigger1 = time = 7 && var(9) = 1
fvar(1) = -5
[state 230, 1];x vel facing
type = varset
trigger1 = time = 7 && var(9) = 1
var(2) = 1
[state 230, 1];y vel
type = varset
triggerall = time = 7
trigger1 = parent,var(15) - pos x >= 0 && (parent,var(15) - pos x)/4*(-2.5) > parent,var(16)
trigger2 = parent,var(15) - pos x <= 0 && (parent,var(15) - pos x)/-4*(-2.5) > parent,var(16)
fvar(4) = -3
[state 230, 1];y vel facing
type = varset
trigger1 = time = 7
var(5) = 0
[state 230, 1];y pos
type = varset
trigger1 = time = 7
fvar(6) = -70
[state 230, 1];z vel
type = varset
trigger1 = time = 7
fvar(7) = 0
[state 230, 1];z vel facing
type = varset
trigger1 = time = 7
var(8) = 0
[state 230, 1];z pos
type = varset
trigger1 = time = 7
fvar(9) = 0
[state 230, 1]
type = varset
trigger1 = time = 7
var(18) = 0

[state 230, 1]
type = varset
triggerall = time >= 7
trigger1 = fvar(1) > 5
fvar(1) = 5
[state 230, 1]
type = varset
triggerall = time >= 7
trigger1 = fvar(1) < -5
fvar(1) = -5
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
triggerall = (parent,var(15) - pos x >= 0 && fvar(1) < 0) || (parent,var(15) - pos x <= 0 && fvar(1) > 0)
trigger1 = pos x > parent,var(15) && var(2) != 1 && fvar(1) >= 5
trigger2 = pos x > parent,var(15) && var(2) = -1 && fvar(1) >= 0 && fvar(1) < 0.24 && fvar(9) > 1 && -fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21)-fvar(23)-fvar(25) > pos y; && (fvar(9) > 35 || fvar(9) < -35)
trigger3 = pos x - parent,var(15) > -50 && var(2) != 1 && fvar(1) >= 5 && (fvar(9) > 35 || fvar(9) < -35)
trigger4 = pos x > parent,var(15) && var(2) = -1 && fvar(1) <= 0 && fvar(1) > -0.34 && fvar(9) < -1 && -fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21)-fvar(23)-fvar(25) < pos y; && (fvar(9) > 35 || fvar(9) < -35)
var(2) = 1
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
triggerall = (parent,var(15) - pos x >= 0 && fvar(1) < 0) || (parent,var(15) - pos x <= 0 && fvar(1) > 0)
trigger1 = pos x < parent,var(15) && var(2) != -1 && fvar(1) <= -5
trigger2 = pos x < parent,var(15) && var(2) = 1 && fvar(1) <= 0 && fvar(1) > -0.24 && fvar(9) > 1 && -fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21)-fvar(23)-fvar(25) > pos y; && (fvar(9) > 35 || fvar(9) < -35)
trigger3 = pos x - parent,var(15) < 50 && var(2) != -1 && fvar(1) <= -5 && (fvar(9) > 35 || fvar(9) < -35)
trigger4 = pos x < parent,var(15) && var(2) = 1 && fvar(1) >= 0 && fvar(1) < 0.34 && fvar(9) < -1 && -fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21)-fvar(23)-fvar(25) < pos y; && (fvar(9) > 35 || fvar(9) < -35)
var(2) = -1
[state 230, 1]
type = varadd
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = var(2) = 1
fvar(1) = -0.25
[state 230, 1]
type = varadd
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = var(2) = -1
fvar(1) = 0.25
[state 230, 1]
type = varadd
triggerall = time >= 7
trigger1 = time >= 367 || p2life <= 0 || roundstate >= 3
trigger1 = var(2) = 1 && fvar(7) < 2 && fvar(7) > -2 && fvar(4) < 1.5 && fvar(4) > -1.5 && fvar(1) > -2
fvar(1) = -0.25
[state 230, 1]
type = varadd
triggerall = time >= 7
trigger1 = time >= 367 || p2life <= 0 || roundstate >= 3
trigger1 = var(2) = -1 && fvar(7) < 2 && fvar(7) > -2 && fvar(4) < 1.5 && fvar(4) > -1.5 && fvar(1) < 2
fvar(1) = 0.25
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
triggerall = (parent,var(15) - pos x >= 0 && fvar(1) >= (parent,var(15) - pos x)/-fvar(9)/fvar(7)) || (parent,var(15) - pos x <= 0 && fvar(1) <= (parent,var(15) - pos x)/-fvar(9)/fvar(7))
;;triggerall = (parent,var(15) - pos x >= 0 && pos x - fvar(9)/fvar(7)*fvar(1) >= parent,var(15)) || (parent,var(15) - pos x <= 0 && pos x - fvar(9)/fvar(7)*fvar(1) <= parent,var(15))
triggerall = (parent,var(15) - pos x >= 0 && fvar(1) > 0) || (parent,var(15) - pos x <= 0 && fvar(1) < 0)
trigger1 = fvar(9) > 0 && fvar(9) < 41 && fvar(7) < 0 && -fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21)-fvar(23)-fvar(25) < pos y
trigger2 = fvar(9) < 0 && fvar(9) > -41 && fvar(7) > 0 && -fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21)-fvar(23)-fvar(25) > pos y
fvar(1) = (parent,var(15) - pos x)/-fvar(9)/fvar(7)

[state 230, 1]
type = varset
triggerall = time >= 7
trigger1 = fvar(4) > 3
fvar(4) = 3
[state 230, 1]
type = varset
triggerall = time >= 7
trigger1 = fvar(4) < -3
fvar(4) = -3
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = (70+fvar(6)) = 0 && parent,var(16) = 0
fvar(4) = 0
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = (60+fvar(6)) = 0 && parent,var(16) = 0
var(5) = 0
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = (60+fvar(6)) > parent,var(16) && var(5) != 1
var(5) = 1
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = (60+fvar(6)) < parent,var(16) && var(5) != -1
var(5) = -1
[state 230, 1]
type = varadd
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = var(5) = 1
fvar(4) = -0.15
[state 230, 1]
type = varadd
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = var(5) = -1
fvar(4) = 0.15
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = (70+fvar(6))+fvar(4) > 0 && fvar(4) !=0 && var(5) != 0
fvar(4) = -(70+fvar(6))
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
triggerall = (parent,var(16) - (60+fvar(6)) > 0 && fvar(4) >= (parent,var(16) - (60+fvar(6)))/(parent,var(15) - pos x)/fvar(1)) || ((parent,var(16) - (60+fvar(6))) < 0 && fvar(4) <= (parent,var(16) - (60+fvar(6)))/(parent,var(15) - pos x)/fvar(1))
triggerall = (parent,var(16) - (60+fvar(6)) > 0 && (60+fvar(6)) + (parent,var(15) - pos x)/fvar(1)*fvar(4) >= parent,var(16)) || (parent,var(16) - (60+fvar(6)) < 0 && (60+fvar(6)) + (parent,var(15) - pos x)/fvar(1)*fvar(4) <= parent,var(16))
triggerall = (parent,var(16) - (60+fvar(6)) > 0 && fvar(4) > 0) || (parent,var(16)-(60+fvar(6)) < 0 && fvar(4) < 0)
trigger1 = parent,var(16) - (60+fvar(6)) > 0 && (((parent,var(15) - pos x) < 0 && fvar(1) < 0) || ((parent,var(15) - pos x) > 0 && fvar(1) > 0))
trigger2 = parent,var(16) - (60+fvar(6)) < 0 && (((parent,var(15) - pos x) < 0 && fvar(1) < 0) || ((parent,var(15) - pos x) > 0 && fvar(1) > 0))
fvar(4) = (parent,var(16) - (60+fvar(6)))/(parent,var(15) - pos x)/fvar(1)
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(6) = fvar(6)+fvar(4)

[state 230, 1]
type = varset
triggerall = time >= 7
trigger1 = fvar(7) > 2
fvar(7) = 2
[state 230, 1]
type = varset
triggerall = time >= 7
trigger1 = fvar(7) < -2
fvar(7) = -2
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
triggerall = var(18) != -1
trigger1 = fvar(9) < 40 && fvar(9) > 20 && fvar(7) >= 2
trigger2 = fvar(9) < 0 && fvar(9) > -20 && fvar(7) >= 2
var(8) = 1
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
triggerall = fvar(7) <= 0 && var(18) != 1
trigger1 = pos x > parent,var(15) && var(8) = 0 && fvar(1) >= 4.75
trigger2 = pos x < parent,var(15) && var(8) = 0 && fvar(1) <= -4.75
trigger3 = fvar(9) > 0 && fvar(9) < 20 && fvar(7) <= -2
trigger4 = fvar(9) > -40 && fvar(9) < -20 && fvar(7) <= -2
var(8) = -1
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = fvar(9) = 0 && var(8) != 0 && var(18) != 0
fvar(7) = 0
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = fvar(9) = 0 && var(8) != 0 && var(18) != 0
var(8) = 0
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = (fvar(1) < 5 && fvar(1) > 0 && var(2) = 1) || (fvar(1) > -5 && fvar(1) < 0 && var(2) = -1) || fvar(1) = 0
trigger1 = fvar(9) = 0 && var(18) = 1
var(8) = 1
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = (fvar(1) < 5 && fvar(1) > 0 && var(2) = 1) || (fvar(1) > -5 && fvar(1) < 0 && var(2) = -1) || fvar(1) = 0
trigger1 = fvar(9) = 0 && var(18) = -1
var(8) = -1
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = var(18) != 0
var(18) = 0
[state 230, 1]
type = varadd
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = var(8) = 1
fvar(7) = -0.1
[state 230, 1]
type = varadd
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = var(8) = -1
fvar(7) = 0.1
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = (fvar(9) > 0 && fvar(7) <= -fvar(9)/(parent,var(15) - pos x)/fvar(1)) || (fvar(9) < 0 && fvar(7) >= -fvar(9)/(parent,var(15) - pos x)/fvar(1))
trigger1 = (fvar(9) > 0 && fvar(9) + (parent,var(15) - pos x)/fvar(1)*fvar(7) <= 0) || (fvar(9) < 0 && fvar(9) + (parent,var(15) - pos x)/fvar(1)*fvar(7) >= 0)
trigger1 = (fvar(9) > 0 && fvar(7) < 0) || (fvar(9) < 0 && fvar(7) > 0)
trigger1 = fvar(9) != 0 && (((parent,var(15) - pos x) < 0 && fvar(1) <= -5) || ((parent,var(15) - pos x) > 0 && fvar(1) >= 5))
fvar(7) = -fvar(9)/(parent,var(15) - pos x)/fvar(1)
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = fvar(9) > 0 && fvar(9)+fvar(7) < 0 && fvar(7) < 0 && var(8) = -1 && var(18) = 0
var(18) = 1
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = fvar(9) < 0 && fvar(9)+fvar(7) > 0 && fvar(7) > 0 && var(8) = 1 && var(18) = 0
var(18) = -1
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = fvar(9) > 0 && fvar(9)+fvar(7) < 0 && fvar(7) < 0 && var(8) = -1 && var(18) = 1
trigger2 = fvar(9) < 0 && fvar(9)+fvar(7) > 0 && fvar(7) > 0 && var(8) = 1 && var(18) = -1
fvar(7) = -fvar(9)
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(9) = fvar(9)+fvar(7)
[state 230, 1]
type = posadd
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = fvar(9) < -40
y = 1
[state 230, 1]
type = varadd
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = fvar(9) < -40
fvar(9) = 1
[state 230, 1]
type = posadd
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = fvar(9) > 40
y = -1
[state 230, 1]
type = varadd
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = fvar(9) > 40
fvar(9) = -1
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = fvar(9) = 0
fvar(7) = 0
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = fvar(9) = 0
var(8) = 0

[state 230, 1]
type = explod
triggerall = time >= 7
trigger1 = fvar(9) >= 0
anim = 1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
pos = 0,-pos y + fvar(9)
[state 230, 1]
type = explod
triggerall = time >= 7
trigger1 = fvar(9) < 0 && fvar(9) > -42
anim = 1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
pos = 0,-pos y + fvar(9)/2

[state 230, 1]
type = velset
trigger1 = time >= 7
x = fvar(1)
y = fvar(4)+fvar(7)

[state 230, 1]
type = varset
triggerall = time >= 7
trigger1 = fvar(9) > 0
var(19) = fvar(9)*8
[state 230, 1]
type = varset
triggerall = time >= 7
trigger1 = fvar(9) < -2
var(19) = fvar(9)
[state 230, 1]
type = varset
triggerall = time >= 7
trigger1 = fvar(9) <= 0 && fvar(9) > -3
var(19) = -1
[state 230, 1]
type = varset
triggerall = time >= 7
trigger1 = fvar(9)-fvar(11)-fvar(13) > 0
var(20) = (fvar(9)-fvar(11)-fvar(13))*8
[state 230, 1]
type = varset
triggerall = time >= 7
trigger1 = fvar(9)-fvar(11)-fvar(13) < -2
var(20) = fvar(9)-fvar(11)-fvar(13)
[state 230, 1]
type = varset
triggerall = time >= 7
trigger1 = fvar(9)-fvar(11)-fvar(13) <= 0 && fvar(9)-fvar(11)-fvar(13) > -3
var(20) = -1
[state 230, 1]
type = varset
triggerall = time >= 7
trigger1 = fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17) > 0
var(21) = (fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17))*8
[state 230, 1]
type = varset
triggerall = time >= 7
trigger1 = fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17) < -2
var(21) = fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17)
[state 230, 1]
type = varset
triggerall = time >= 7
trigger1 = fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17) <= 0 && fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17) > -3
var(21) = -1
[state 230, 1]
type = varset
triggerall = time >= 7
trigger1 = fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21) > 0
var(22) = (fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21))*8
[state 230, 1]
type = varset
triggerall = time >= 7
trigger1 = fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21) < -2
var(22) = fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21)
[state 230, 1]
type = varset
triggerall = time >= 7
trigger1 = fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21) <= 0 && fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21) > -3
var(22) = -1
[state 230, 1]
type = varset
triggerall = time >= 7
trigger1 = fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21)-fvar(23)-fvar(25) > 0
var(23) = (fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21))*8
[state 230, 1]
type = varset
triggerall = time >= 7
trigger1 = fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21)-fvar(23)-fvar(25) < -2
var(23) = fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21)
[state 230, 1]
type = varset
triggerall = time >= 7
trigger1 = fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21)-fvar(23)-fvar(25) <= 0 && fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21)-fvar(23)-fvar(25) > -3
var(23) = -1

[state 230, 1]
type = sprpriority
trigger1 = time >= 7
value = var(19)

[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(25) = fvar(23)
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(24) = fvar(22)
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(23) = fvar(21)
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(22) = fvar(20)
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(21) = fvar(19)
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(20) = fvar(18)
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(19) = fvar(17)
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(18) = fvar(16)
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(17) = fvar(15)
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(16) = fvar(14)
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(15) = fvar(13)
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(14) = fvar(12)
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(13) = fvar(11)
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(12) = fvar(10)
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(11) = vel y
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(10) = vel x

[state 230, 1]
type = explod
trigger1 = time >= 7
anim = 807+animelemno(0)+ifelse(anim=816,10,0)
pausemovetime = 9999
pos = (-fvar(10)-fvar(12)),(-fvar(11)-fvar(13))
scale = 0.9,0.9
sprpriority = var(20)
ownpal = 1
ignorehitpause = 1
[state 230, 1]
type = explod
trigger1 = time >= 7
anim = 265+animelemno(0)+ifelse(anim=816,556,0)
pausemovetime = 9999
pos = (-fvar(10)-fvar(12)-fvar(14)-fvar(16)),(-fvar(11)-fvar(13)-fvar(15)-fvar(17))
scale = 0.75,0.75
sprpriority = var(21)
ownpal = 1
ignorehitpause = 1
[state 230, 1]
type = explod
trigger1 = time >= 7
anim = 807+animelemno(0)+ifelse(anim=816,10,0)
pausemovetime = 9999
pos = (-fvar(10)-fvar(12)-fvar(14)-fvar(16)-fvar(18)-fvar(20)),(-fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21))
scale = 0.6,0.6
sprpriority = var(22)
ownpal = 1
ignorehitpause = 1
[state 230, 1]
type = explod
trigger1 = time >= 7
anim = 265+animelemno(0)+ifelse(anim=816,556,0)
id = 808
pausemovetime = 9999
pos = (-fvar(10)-fvar(12)-fvar(14)-fvar(16)-fvar(18)-fvar(20)-fvar(22)-fvar(24)),(-fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21)-fvar(23)-fvar(25))
scale = 0.45,0.45
sprpriority = var(23)
ownpal = 1
ignorehitpause = 1

[State 1000, 4]
type = hitdef
trigger1 = time >= 7
trigger1 = fvar(9) < 10 && fvar(9) >= 0
attr = S, SP
damage = ceil(45*(parent,fvar(1)+parent,fvar(3))),ceil(45*(parent,fvar(1)+parent,fvar(3))/4)
hitonce = 1
priority = 5,hit
animtype = H
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = MA
pausetime = 0,8
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 27-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,13,0)
guard.hittime  = 27-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,13,0)
guard.velocity = ifelse(fvar(1) < 0,4,-4)
ground.velocity = ifelse(fvar(1) < 0,3,-3),-5
air.velocity = ifelse(fvar(1) < 0,3,-3),-5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
sparkno = -1
guard.sparkno = -1
hitsound   = s1,10
guardsound = s1,10
ground.type = low
fall = 1
fall.recover = 1
fall.recovertime = 37
[State 1000, 4]
type = hitdef
trigger1 = time >= 7
trigger1 = fvar(9) < 0 && fvar(9) > -10
attr = S, ST
damage = ceil(45*(parent,fvar(1)+parent,fvar(3))),ceil(45*(parent,fvar(1)+parent,fvar(3))/4)
hitonce = 1
priority = 5,hit
animtype = H
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = MA
pausetime = 0,8
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 27-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,13,0)
guard.hittime  = 27-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,13,0)
guard.velocity = ifelse(fvar(1) < 0,4,-4)
ground.velocity = ifelse(fvar(1) < 0,3,-3),-5
air.velocity = ifelse(fvar(1) < 0,3,-3),-5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
sparkno = -1
guard.sparkno = -1
hitsound   = s1,10
guardsound = s1,10
ground.type = low
fall = 1
fall.recover = 1
fall.recovertime = 37

[State 1000, 4]
type = hitdef
trigger1 = time >= 7
trigger1 = fvar(9) >= 10 || fvar(9) <= -10
ground.type = N

[State 1000, 4]
type = nothitby
trigger1 = time >= 7
trigger1 = fvar(9) >= 10 || fvar(9) <= -10
value = SCA
[State 1000, 4]
type = hitby
trigger1 = time >= 7
trigger1 = fvar(9) < 10 && fvar(9) > -10
value = SCA,AP

[state 230, 1]
type = explod
trigger1 = time >= 7
trigger1 = movehit > 0 && p2movetype = H
anim = 805
pausemovetime = 9999
facing = ifelse(fvar(1) < 0,-1,1)
pos = p2dist X,p2dist Y-60
sprpriority = -1
ownpal = 1
ignorehitpause = 1
[state 230, 1]
type = explod
trigger1 = time >= 7
trigger1 = movecontact > 0 && p2movetype = H
anim = 806
pausemovetime = 9999
facing = ifelse(fvar(1) < 0,-1,1)
pos = p2dist X,p2dist Y-60
sprpriority = -2
ownpal = 1
ignorehitpause = 1

[State 8300, 9]
type = HitOverride
trigger1 = time >= 7
attr = SCA,AA,AT,AP
stateno = 805
ignorehitpause = 1
[State 8300, 9]
type = changestate
trigger1 = time >= 7
trigger1 = movecontact > 0
value = 805
ignorehitpause = 1

[state 230, 1]
type = destroyself
triggerall = time >= 7
trigger1 = numexplod(808) = 0
trigger2 = time >= 367 || p2life <= 0 || roundstate >= 3
trigger2 = frontedgedist <= -120 || backedgedist <= -120 || screenpos Y < -40 || screenpos Y > 280
[Statedef 802];------------------------------------------
type    = S
movetype= A
physics = S
ctrl = 0
anim = 999
velset = 0
sprpriority = 0

[state 01,1]
type = changeanim
trigger1 = time = 7
value = 807

[State 50, 4]
type = playsnd
trigger1 = time = 7
value = 1,9

[state 01,1]
type = playerpush
trigger1 = 1
value = 0

[state 230, 1]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 230, 1]
type = changeanim
triggerall = time >= 7
trigger1 = anim = 807 && fvar(1) < 0
value = 816
elem = animelemno(0)
ignorehitpause = 1
[state 230, 1]
type = changeanim
triggerall = time >= 7
trigger1 = anim = 816 && fvar(1) >= 0
value = 807
elem = animelemno(0)
ignorehitpause = 1

[state 230, 1]
type = varset
trigger1 = time = 7
var(9) = 0

[state 230, 1]
type = varset
trigger1 = time = 7 && facing != 1
var(9) = 1

[state 230, 1]
type = turn
trigger1 = time = 7 && facing != 1

[state 230, 1];x vel
type = varset
trigger1 = time = 7 && var(9) = 0
fvar(1) = 5
[state 230, 1];x vel facing
type = varset
trigger1 = time = 7 && var(9) = 0
var(2) = -1
[state 230, 1];x vel
type = varset
trigger1 = time = 7 && var(9) = 1
fvar(1) = -5
[state 230, 1];x vel facing
type = varset
trigger1 = time = 7 && var(9) = 1
var(2) = 1
[state 230, 1];y vel
type = varset
triggerall = time = 7
trigger1 = parent,var(17) - pos x >= 0 && (parent,var(17) - pos x)/4*(-2.5) > parent,var(10)
trigger2 = parent,var(17) - pos x <= 0 && (parent,var(17) - pos x)/-4*(-2.5) > parent,var(10)
fvar(4) = -3
[state 230, 1];y vel facing
type = varset
trigger1 = time = 7
var(5) = 0
[state 230, 1];y pos
type = varset
trigger1 = time = 7
fvar(6) = -70
[state 230, 1];z vel
type = varset
trigger1 = time = 7
fvar(7) = 0
[state 230, 1];z vel facing
type = varset
trigger1 = time = 7
var(8) = 0
[state 230, 1];z pos
type = varset
trigger1 = time = 7
fvar(9) = 0
[state 230, 1]
type = varset
trigger1 = time = 7
var(18) = 0

[state 230, 1]
type = varset
triggerall = time >= 7
trigger1 = fvar(1) > 5
fvar(1) = 5
[state 230, 1]
type = varset
triggerall = time >= 7
trigger1 = fvar(1) < -5
fvar(1) = -5
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
triggerall = (parent,var(17) - pos x >= 0 && fvar(1) < 0) || (parent,var(17) - pos x <= 0 && fvar(1) > 0)
trigger1 = pos x > parent,var(17) && var(2) != 1 && fvar(1) >= 5
trigger2 = pos x > parent,var(17) && var(2) = -1 && fvar(1) >= 0 && fvar(1) < 0.24 && fvar(9) > 1 && -fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21)-fvar(23)-fvar(25) > pos y; && (fvar(9) > 35 || fvar(9) < -35)
trigger3 = pos x - parent,var(17) > -50 && var(2) != 1 && fvar(1) >= 5 && (fvar(9) > 35 || fvar(9) < -35)
trigger4 = pos x > parent,var(17) && var(2) = -1 && fvar(1) <= 0 && fvar(1) > -0.34 && fvar(9) < -1 && -fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21)-fvar(23)-fvar(25) < pos y; && (fvar(9) > 35 || fvar(9) < -35)
var(2) = 1
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
triggerall = (parent,var(17) - pos x >= 0 && fvar(1) < 0) || (parent,var(17) - pos x <= 0 && fvar(1) > 0)
trigger1 = pos x < parent,var(17) && var(2) != -1 && fvar(1) <= -5
trigger2 = pos x < parent,var(17) && var(2) = 1 && fvar(1) <= 0 && fvar(1) > -0.24 && fvar(9) > 1 && -fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21)-fvar(23)-fvar(25) > pos y;&& (fvar(9) > 35 || fvar(9) < -35)
trigger3 = pos x - parent,var(17) < 50 && var(2) != -1 && fvar(1) <= -5 && (fvar(9) > 35 || fvar(9) < -35)
trigger4 = pos x < parent,var(17) && var(2) = 1 && fvar(1) >= 0 && fvar(1) < 0.34 && fvar(9) < -1 && -fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21)-fvar(23)-fvar(25) < pos y; && (fvar(9) > 35 || fvar(9) < -35)
var(2) = -1
[state 230, 1]
type = varadd
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = var(2) = 1
fvar(1) = -0.25
[state 230, 1]
type = varadd
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = var(2) = -1
fvar(1) = 0.25
[state 230, 1]
type = varadd
triggerall = time >= 7
trigger1 = time >= 367 || p2life <= 0 || roundstate >= 3
trigger1 = var(2) = 1 && fvar(7) < 2 && fvar(7) > -2 && fvar(4) < 1.5 && fvar(4) > -1.5 && fvar(1) > -2
fvar(1) = -0.25
[state 230, 1]
type = varadd
triggerall = time >= 7
trigger1 = time >= 367 || p2life <= 0 || roundstate >= 3
trigger1 = var(2) = -1 && fvar(7) < 2 && fvar(7) > -2 && fvar(4) < 1.5 && fvar(4) > -1.5 && fvar(1) < 2
fvar(1) = 0.25
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
triggerall = (parent,var(17) - pos x >= 0 && fvar(1) >= (parent,var(17) - pos x)/-fvar(9)/fvar(7)) || (parent,var(17) - pos x <= 0 && fvar(1) <= (parent,var(17) - pos x)/-fvar(9)/fvar(7))
;;triggerall = (parent,var(17) - pos x >= 0 && pos x - fvar(9)/fvar(7)*fvar(1) >= parent,var(17)) || (parent,var(17) - pos x <= 0 && pos x - fvar(9)/fvar(7)*fvar(1) <= parent,var(17))
triggerall = (parent,var(17) - pos x >= 0 && fvar(1) > 0) || (parent,var(17) - pos x <= 0 && fvar(1) < 0)
trigger1 = fvar(9) > 0 && fvar(9) < 41 && fvar(7) < 0 && -fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21)-fvar(23)-fvar(25) < pos y
trigger2 = fvar(9) < 0 && fvar(9) > -41 && fvar(7) > 0 && -fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21)-fvar(23)-fvar(25) > pos y
fvar(1) = (parent,var(17) - pos x)/-fvar(9)/fvar(7)

[state 230, 1]
type = varset
triggerall = time >= 7
trigger1 = fvar(4) > 3
fvar(4) = 3
[state 230, 1]
type = varset
triggerall = time >= 7
trigger1 = fvar(4) < -3
fvar(4) = -3
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = (70+fvar(6)) = 0 && parent,var(10) = 0
fvar(4) = 0
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = (60+fvar(6)) = 0 && parent,var(10) = 0
var(5) = 0
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = (60+fvar(6)) > parent,var(10) && var(5) != 1
var(5) = 1
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = (60+fvar(6)) < parent,var(10) && var(5) != -1
var(5) = -1
[state 230, 1]
type = varadd
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = var(5) = 1
fvar(4) = -0.15
[state 230, 1]
type = varadd
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = var(5) = -1
fvar(4) = 0.15
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = (70+fvar(6))+fvar(4) > 0 && fvar(4) !=0 && var(5) != 0
fvar(4) = -(70+fvar(6))
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
triggerall = (parent,var(10) - (60+fvar(6)) > 0 && fvar(4) >= (parent,var(10) - (60+fvar(6)))/(parent,var(17) - pos x)/fvar(1)) || ((parent,var(10) - (60+fvar(6))) < 0 && fvar(4) <= (parent,var(10) - (60+fvar(6)))/(parent,var(17) - pos x)/fvar(1))
triggerall = (parent,var(10) - (60+fvar(6)) > 0 && (60+fvar(6)) + (parent,var(17) - pos x)/fvar(1)*fvar(4) >= parent,var(10)) || (parent,var(10) - (60+fvar(6)) < 0 && (60+fvar(6)) + (parent,var(17) - pos x)/fvar(1)*fvar(4) <= parent,var(10))
triggerall = (parent,var(10) - (60+fvar(6)) > 0 && fvar(4) > 0) || (parent,var(10)-(60+fvar(6)) < 0 && fvar(4) < 0)
trigger1 = parent,var(10) - (60+fvar(6)) > 0 && (((parent,var(17) - pos x) < 0 && fvar(1) < 0) || ((parent,var(17) - pos x) > 0 && fvar(1) > 0))
trigger2 = parent,var(10) - (60+fvar(6)) < 0 && (((parent,var(17) - pos x) < 0 && fvar(1) < 0) || ((parent,var(17) - pos x) > 0 && fvar(1) > 0))
fvar(4) = (parent,var(10) - (60+fvar(6)))/(parent,var(17) - pos x)/fvar(1)
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(6) = fvar(6)+fvar(4)

[state 230, 1]
type = varset
triggerall = time >= 7
trigger1 = fvar(7) > 2
fvar(7) = 2
[state 230, 1]
type = varset
triggerall = time >= 7
trigger1 = fvar(7) < -2
fvar(7) = -2
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
triggerall = var(18) != -1
trigger1 = fvar(9) < 40 && fvar(9) > 20 && fvar(7) >= 2
trigger2 = fvar(9) < 0 && fvar(9) > -20 && fvar(7) >= 2
var(8) = 1
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
triggerall = fvar(7) <= 0 && var(18) != 1
trigger1 = pos x > parent,var(17) && var(8) = 0 && fvar(1) >= 4.75
trigger2 = pos x < parent,var(17) && var(8) = 0 && fvar(1) <= -4.75
trigger3 = fvar(9) > 0 && fvar(9) < 20 && fvar(7) <= -2
trigger4 = fvar(9) > -40 && fvar(9) < -20 && fvar(7) <= -2
var(8) = -1
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = fvar(9) = 0 && var(8) != 0 && var(18) != 0
fvar(7) = 0
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = fvar(9) = 0 && var(8) != 0 && var(18) != 0
var(8) = 0
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = (fvar(1) < 5 && fvar(1) > 0 && var(2) = 1) || (fvar(1) > -5 && fvar(1) < 0 && var(2) = -1) || fvar(1) = 0
trigger1 = fvar(9) = 0 && var(18) = 1
var(8) = 1
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = (fvar(1) < 5 && fvar(1) > 0 && var(2) = 1) || (fvar(1) > -5 && fvar(1) < 0 && var(2) = -1) || fvar(1) = 0
trigger1 = fvar(9) = 0 && var(18) = -1
var(8) = -1
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = var(18) != 0
var(18) = 0
[state 230, 1]
type = varadd
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = var(8) = 1
fvar(7) = -0.1
[state 230, 1]
type = varadd
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = var(8) = -1
fvar(7) = 0.1
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = (fvar(9) > 0 && fvar(7) <= -fvar(9)/(parent,var(17) - pos x)/fvar(1)) || (fvar(9) < 0 && fvar(7) >= -fvar(9)/(parent,var(17) - pos x)/fvar(1))
trigger1 = (fvar(9) > 0 && fvar(9) + (parent,var(17) - pos x)/fvar(1)*fvar(7) <= 0) || (fvar(9) < 0 && fvar(9) + (parent,var(17) - pos x)/fvar(1)*fvar(7) >= 0)
trigger1 = (fvar(9) > 0 && fvar(7) < 0) || (fvar(9) < 0 && fvar(7) > 0)
trigger1 = fvar(9) != 0 && (((parent,var(17) - pos x) < 0 && fvar(1) <= -5) || ((parent,var(17) - pos x) > 0 && fvar(1) >= 5))
fvar(7) = -fvar(9)/(parent,var(17) - pos x)/fvar(1)
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = fvar(9) > 0 && fvar(9)+fvar(7) < 0 && fvar(7) < 0 && var(8) = -1 && var(18) = 0
var(18) = 1
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = fvar(9) < 0 && fvar(9)+fvar(7) > 0 && fvar(7) > 0 && var(8) = 1 && var(18) = 0
var(18) = -1
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = fvar(9) > 0 && fvar(9)+fvar(7) < 0 && fvar(7) < 0 && var(8) = -1 && var(18) = 1
trigger2 = fvar(9) < 0 && fvar(9)+fvar(7) > 0 && fvar(7) > 0 && var(8) = 1 && var(18) = -1
fvar(7) = -fvar(9)
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(9) = fvar(9)+fvar(7)
[state 230, 1]
type = posadd
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = fvar(9) < -40
y = 1
[state 230, 1]
type = varadd
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = fvar(9) < -40
fvar(9) = 1
[state 230, 1]
type = posadd
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = fvar(9) > 40
y = -1
[state 230, 1]
type = varadd
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = fvar(9) > 40
fvar(9) = -1
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = fvar(9) = 0
fvar(7) = 0
[state 230, 1]
type = varset
triggerall = time >= 7
triggerall = time < 367 && p2life > 0 && roundstate < 3
trigger1 = fvar(9) = 0
var(8) = 0

[state 230, 1]
type = explod
triggerall = time >= 7
trigger1 = fvar(9) >= 0
anim = 1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
pos = 0,-pos y + fvar(9)
[state 230, 1]
type = explod
triggerall = time >= 7
trigger1 = fvar(9) < 0 && fvar(9) > -42
anim = 1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,1
sprpriority = -2
ownpal = 1
ignorehitpause = 1
pos = 0,-pos y + fvar(9)/2

[state 230, 1]
type = velset
trigger1 = time >= 7
x = fvar(1)
y = fvar(4)+fvar(7)

[state 230, 1]
type = varset
trigger1 = time >= 7
trigger1 = fvar(9) > 0
var(19) = fvar(9)*8
[state 230, 1]
type = varset
trigger1 = time >= 7
trigger1 = fvar(9) < -2
var(19) = fvar(9)
[state 230, 1]
type = varset
trigger1 = time >= 7
trigger1 = fvar(9) <= 0 && fvar(9) > -3
var(19) = -1
[state 230, 1]
type = varset
trigger1 = time >= 7
trigger1 = fvar(9)-fvar(11)-fvar(13) > 0
var(20) = (fvar(9)-fvar(11)-fvar(13))*8
[state 230, 1]
type = varset
trigger1 = time >= 7
trigger1 = fvar(9)-fvar(11)-fvar(13) < -2
var(20) = fvar(9)-fvar(11)-fvar(13)
[state 230, 1]
type = varset
trigger1 = time >= 7
trigger1 = fvar(9)-fvar(11)-fvar(13) <= 0 && fvar(9)-fvar(11)-fvar(13) > -3
var(20) = -1
[state 230, 1]
type = varset
trigger1 = time >= 7
trigger1 = fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17) > 0
var(21) = (fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17))*8
[state 230, 1]
type = varset
trigger1 = time >= 7
trigger1 = fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17) < -2
var(21) = fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17)
[state 230, 1]
type = varset
trigger1 = time >= 7
trigger1 = fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17) <= 0 && fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17) > -3
var(21) = -1
[state 230, 1]
type = varset
trigger1 = time >= 7
trigger1 = fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21) > 0
var(22) = (fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21))*8
[state 230, 1]
type = varset
trigger1 = time >= 7
trigger1 = fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21) < -2
var(22) = fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21)
[state 230, 1]
type = varset
trigger1 = time >= 7
trigger1 = fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21) <= 0 && fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21) > -3
var(22) = -1
[state 230, 1]
type = varset
trigger1 = time >= 7
trigger1 = fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21)-fvar(23)-fvar(25) > 0
var(23) = (fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21))*8
[state 230, 1]
type = varset
trigger1 = time >= 7
trigger1 = fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21)-fvar(23)-fvar(25) < -2
var(23) = fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21)
[state 230, 1]
type = varset
trigger1 = time >= 7
trigger1 = fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21)-fvar(23)-fvar(25) <= 0 && fvar(9)-fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21)-fvar(23)-fvar(25) > -3
var(23) = -1

[state 230, 1]
type = sprpriority
trigger1 = time >= 7
value = var(19)

[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(25) = fvar(23)
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(24) = fvar(22)
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(23) = fvar(21)
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(22) = fvar(20)
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(21) = fvar(19)
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(20) = fvar(18)
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(19) = fvar(17)
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(18) = fvar(16)
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(17) = fvar(15)
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(16) = fvar(14)
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(15) = fvar(13)
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(14) = fvar(12)
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(13) = fvar(11)
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(12) = fvar(10)
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(11) = vel y
[state 230, 1]
type = varset
trigger1 = time >= 7
fvar(10) = vel x

[state 230, 1]
type = explod
trigger1 = time >= 7
anim = 807+animelemno(0)+ifelse(anim=816,10,0)
pausemovetime = 9999
pos = (-fvar(10)-fvar(12)),(-fvar(11)-fvar(13))
scale = 0.9,0.9
sprpriority = var(20)
ownpal = 1
ignorehitpause = 1
[state 230, 1]
type = explod
trigger1 = time >= 7
anim = 265+animelemno(0)+ifelse(anim=816,556,0)
pausemovetime = 9999
pos = (-fvar(10)-fvar(12)-fvar(14)-fvar(16)),(-fvar(11)-fvar(13)-fvar(15)-fvar(17))
scale = 0.75,0.75
sprpriority = var(21)
ownpal = 1
ignorehitpause = 1
[state 230, 1]
type = explod
trigger1 = time >= 7
anim = 807+animelemno(0)+ifelse(anim=816,10,0)
pausemovetime = 9999
pos = (-fvar(10)-fvar(12)-fvar(14)-fvar(16)-fvar(18)-fvar(20)),(-fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21))
scale = 0.6,0.6
sprpriority = var(22)
ownpal = 1
ignorehitpause = 1
[state 230, 1]
type = explod
trigger1 = time >= 7
anim = 265+animelemno(0)+ifelse(anim=816,556,0)
id = 808
pausemovetime = 9999
pos = (-fvar(10)-fvar(12)-fvar(14)-fvar(16)-fvar(18)-fvar(20)-fvar(22)-fvar(24)),(-fvar(11)-fvar(13)-fvar(15)-fvar(17)-fvar(19)-fvar(21)-fvar(23)-fvar(25))
scale = 0.45,0.45
sprpriority = var(23)
ownpal = 1
ignorehitpause = 1

[State 1000, 4]
type = hitdef
trigger1 = time >= 7
trigger1 = fvar(9) < 10 && fvar(9) >= 0
attr = S, SP
damage = ceil(45*(parent,fvar(1)+parent,fvar(3))),ceil(45*(parent,fvar(1)+parent,fvar(3))/4)
hitonce = 1
priority = 5,hit
animtype = H
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = MA
pausetime = 0,8
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 27-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,13,0)
guard.hittime  = 27-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,13,0)
guard.velocity = ifelse(fvar(1) < 0,4,-4)
ground.velocity = ifelse(fvar(1) < 0,3,-3),-5
air.velocity = ifelse(fvar(1) < 0,3,-3),-5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
sparkno = -1
guard.sparkno = -1
hitsound   = s1,10
guardsound = s1,10
ground.type = low
fall = 1
fall.recover = 1
fall.recovertime = 37
[State 1000, 4]
type = hitdef
trigger1 = time >= 7
trigger1 = fvar(9) < 0 && fvar(9) > -10
attr = S, ST
damage = ceil(45*(parent,fvar(1)+parent,fvar(3))),ceil(45*(parent,fvar(1)+parent,fvar(3))/4)
hitonce = 1
priority = 5,hit
animtype = H
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = MA
pausetime = 0,8
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 27-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,13,0)
guard.hittime  = 27-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,13,0)
guard.velocity = ifelse(fvar(1) < 0,4,-4)
ground.velocity = ifelse(fvar(1) < 0,3,-3),-5
air.velocity = ifelse(fvar(1) < 0,3,-3),-5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
sparkno = -1
guard.sparkno = -1
hitsound   = s1,10
guardsound = s1,10
ground.type = low
fall = 1
fall.recover = 1
fall.recovertime = 37

[State 1000, 4]
type = hitdef
trigger1 = time >= 7
trigger1 = fvar(9) >= 10 || fvar(9) <= -10
ground.type = N

[State 1000, 4]
type = nothitby
trigger1 = time >= 7
trigger1 = fvar(9) >= 10 || fvar(9) <= -10
value = SCA
[State 1000, 4]
type = hitby
trigger1 = time >= 7
trigger1 = fvar(9) < 10 && fvar(9) > -10
value = SCA,AP

[state 230, 1]
type = explod
trigger1 = time >= 7
trigger1 = movehit > 0 && p2movetype = H
anim = 805
pausemovetime = 9999
facing = ifelse(fvar(1) < 0,-1,1)
pos = p2dist X,p2dist Y-60
sprpriority = -1
ownpal = 1
ignorehitpause = 1
[state 230, 1]
type = explod
trigger1 = time >= 7
trigger1 = movecontact > 0 && p2movetype = H
anim = 806
pausemovetime = 9999
facing = ifelse(fvar(1) < 0,-1,1)
pos = p2dist X,p2dist Y-60
sprpriority = -2
ownpal = 1
ignorehitpause = 1

[State 8300, 9]
type = HitOverride
trigger1 = time >= 7
attr = SCA,AA,AT,AP
stateno = 805
ignorehitpause = 1
[State 8300, 9]
type = changestate
trigger1 = movecontact > 0
value = 805
ignorehitpause = 1

[state 230, 1]
type = destroyself
triggerall = time >= 7
trigger1 = numexplod(808) = 0
trigger2 = time >= 367 || p2life <= 0 || roundstate >= 3
trigger2 = frontedgedist <= -120 || backedgedist <= -120 || screenpos Y < -40 || screenpos Y > 280
[Statedef 805];------------------------------------------
type    = S
movetype= I
physics = S
ctrl = 0
anim = 804
velset = 0,0
sprpriority = 1

[State -2, 3];die
type = targetstate
trigger1 = numtarget > 0
trigger1 = target,life <= 0 && target,stateno != 864 && target,stateno != 865
value = 864
persistent = 0
ignorehitpause = 1

[State -2, 3]
type = assertspecial
trigger1 = 1
flag = noshadow
[State -2, 3]
type = turn
trigger1 = fvar(1) < 0 && time = 0
[State -2, 3]
type = posadd
trigger1 = time = 0
x = 10

[state 100, 1]
type = destroyself
trigger1 = animtime = 0
[Statedef 1010];---------------ck-------------
type    = A
physics = N
movetype = A
sprpriority = 0
velset = 0,-4.5
anim = 826
ctrl = 0
juggle = 0

[State 100, 1]
type = varset
trigger1 = time = 0
var(4) = 0
[State 100, 1]
type = varset
trigger1 = time = 0 && facing = 1
var(4) = 1
[State 100, 1]
type = varset
trigger1 = time = 0
var(5) = 0

[State 100, 1]
type = varset
trigger1 = time = 0
trigger1 = (pos x < 0 && facing = -1) || (pos x > 0 && facing = 1)
var(5) = 1

[State 100, 1]
type = turn
trigger1 = time = 0
trigger1 = (pos x < 0 && facing = -1) || (pos x > 0 && facing = 1)

[State 20, 4]
type = velset
trigger1 = animelem = 6,<1 && prevstateno != 108
x = ifelse(pos x < 0,-ceil(pos x /(17-time)),ceil(pos x /(17-time)))

[State 20, 4]
type = velset
trigger1 = animelem = 6,<1 && prevstateno = 108
x = ifelse(var(4) = 1,-ceil((pos x+80)/(17-time)),ceil((pos x-80)/(17-time)))*ifelse(var(5)=1,-1,1)

[State 50, 4]
type = playsnd
trigger1 = animelem = 7
value = 2,0
channel = 1
[State 50, 4]
type = playsnd
trigger1 = animelem = 7
value = 3,3
[State 50, 4]
type = playsnd
trigger1 = animelem = 9
value = 3,4
channel = 1
[State 50, 4]
type = playsnd
trigger1 = animelem = 9
value = 3,5
channel = 2

[state 01,1]
type = playerpush
trigger1 = animelem = 7,<0
value = 0

[state 01,1]
type = poweradd
trigger1 = time > 1 && time < 52
value = -1
[state 01,1]
type = varadd
trigger1 = animelem = 8
var(19) = 19

[State 20, 4]
type = velset
trigger1 = animelem = 6,1
x = 0
y = 0
[State 20, 4]
type = veladd
trigger1 = animelem = 57,>=0 && animtime < 0
y = 0.25

[State 7800, 3]
type = BGPalfx
trigger1 = animelem = 7,>=31 && animelem = 55,<2
ignorehitpause = 1
time = 2
add = 0,208,144
mul = 0,110,70
;add = 60,120,84
;mul = 60,120,84

[state 01,1]
type = explod
trigger1 = animelem = 6,1
pos = -6,-65
anim = 827
id = 840
bindtime = -1
sprpriority = 1
ownpal = 1
[state 01,1]
type = explod
trigger1 = animelem = 8
pos = 4,-68
id = 840
anim = 828
sprpriority = 2
removetime = 99

[State 1000, 4]
type = Projectile
trigger1 = animelem = 8,>=0 && animelem = 57,<0
attr = S,SP
projanim = 832
projRemoveTime = 1
projpriority = 99
offset = 0,0
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = hitdef
trigger1 = time = 54 || time = 64 || time = 74 || time = 84 || time = 94 || time = 104 || time = 174
trigger2 = time = 114 || time = 124 || time = 134 || time = 144 || time = 154 || time = 164 || time = 184
attr = SC,ST
p2stateno = 811
damage   = ceil(180*(fvar(1)+fvar(3)+fvar(4))),ceil(180*(fvar(1)+fvar(3)+fvar(4))/96)
animtype = heavy 
hitflag = MAFD
guardflag = MA
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
hitonce = 0
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.hittime  = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
ground.velocity = 0
airguard.velocity = 0,-3.2
air.velocity = -3,-5
fall = 1
fall.recover = 0
down.bounce = 1
[State 1000, 4]
type = hitdef
trigger1 = time = 195

[state 01,1];d
type = projectile
trigger1 = time = 54 || time = 71 || time = 88 || time = 105 || time = 122 || time = 139 || time = 156
offset = 0,-40
projanim = 829
velocity = 0,2
projsprpriority = 15-ceil(time-54)/17
projremovetime = 47
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time = 62 || time = 79 || time = 96 || time = 113 || time = 130 || time = 147
offset = 0,-40
projanim = 831
velocity = 0,2
projsprpriority = 15-ceil(time-62)/17
projremovetime = 40
projedgebound = 210
projstagebound = 210

[state 01,1];df
type = projectile
trigger1 = time = 54 || time = 71 || time = 88 || time = 105 || time = 122 || time = 139 || time = 156
offset = 25,-45
projanim = 829
velocity = 2.8,1.5
projsprpriority = 15-ceil(time-54)/17
projremovetime = 47
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time = 62 || time = 79 || time = 96 || time = 113 || time = 130 || time = 147
offset = 25,-45
projanim = 831
velocity = 2.8,1.5
projsprpriority = 15-ceil(time-62)/17
projremovetime = 40
projedgebound = 210
projstagebound = 210

[state 01,1];db
type = projectile
trigger1 = time = 54 || time = 71 || time = 88 || time = 105 || time = 122 || time = 139 || time = 156
offset = -25,-45
projanim = 829
velocity = -2.8,1.5
projsprpriority = 15-ceil(time-54)/17
projremovetime = 47
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time = 62 || time = 79 || time = 96 || time = 113 || time = 130 || time = 147
offset = -25,-45
projanim = 831
velocity = -2.8,1.5
projsprpriority = 15-ceil(time-62)/17
projremovetime = 40
projedgebound = 210
projstagebound = 210

[state 01,1];fu
type = projectile
trigger1 = time = 54 || time = 71 || time = 88 || time = 105 || time = 122 || time = 139 || time = 156
offset = 35,-65
projanim = 829
velocity = 3.5,-0.7
projsprpriority = -10+ceil(time-54)/17
projremovetime = 47
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time = 62 || time = 79 || time = 96 || time = 113 || time = 130 || time = 147
offset = 35,-65
projanim = 831
velocity = 3.5,-0.7
projsprpriority = -10+ceil(time-62)/17
projremovetime = 40
projedgebound = 210
projstagebound = 210

[state 01,1];bu
type = projectile
trigger1 = time = 54 || time = 71 || time = 88 || time = 105 || time = 122 || time = 139 || time = 156
offset = -35,-65
projanim = 829
velocity = -3.5,-0.7
projsprpriority = -10+ceil(time-54)/17
projremovetime = 47
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time = 62 || time = 79 || time = 96 || time = 113 || time = 130 || time = 147
offset = -35,-65
projanim = 831
velocity = -3.5,-0.7
projsprpriority = -10+ceil(time-62)/17
projremovetime = 40
projedgebound = 210
projstagebound = 210
[Statedef 811];------------hit by ck---------------
type    = S
movetype = H
physics = N
anim = 5300
velset = 0,0
sprpriority = 0

[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 1

[State 5000, 1]
type = changestate
trigger1 = life <= 0
value = 864

[state 230, 1]
type = posset
trigger1 = time <= 1 && pos y > 0
y = 0

[state 230, 1]
type = statetypeset
trigger1 = time = 0 && pos y < 0
value = A

[state 230, 1]
type = velset
trigger1 = time = 142
x = -3
y = -6

[state 230, 1]
type = nothitby
trigger1 = time < 142
value = SCA
[state 230, 1]
type = nothitby
trigger1 = time = 142
value2 = SCA
time = 50

[state 230, 1]
type = selfstate
trigger1 = time = 142
value = 5050
[Statedef 812];------------hit by lb---------------
type    = S
movetype = H
physics = N
velset = 0,0
sprpriority = -1
facep2 = 1

[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 1

[State 5000, 1]
type = changestate
trigger1 = life <= 0
value = 864

[State 5000, 1]
type = changeanim
trigger1 = 1
value = 5012

[state 230, 1]
type = posset
trigger1 = time <= 1 && pos y > 0
y = 0

[state 230, 1]
type = statetypeset
trigger1 = time = 0 && pos y < 0
value = A

[state 230, 1]
type = nothitby
trigger1 = time = 23
value = SCA
time = 55

[state 230, 1]
type = velset
trigger1 = time = 23
x = -3
y = -5

[state 230, 1]
type = selfstate
trigger1 = time = 23
value = 5050
;--------------------------------------------------------------
[Statedef 820];aim
type    = S
movetype= i
physics = S
ctrl = 0
anim = 999
velset = 0,0
sprpriority = 0

[State 5210, 1] 
type = PalFX
trigger1 = 1
time = 1
add = 0,0,0
[state 230, 1]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 1240, 1]
type = posset
trigger1 = 1
x = root,pos x - 1000
[state 1240, 1]
type = posset
trigger1 = 1
x = enemynear,pos x
y = enemynear,pos y

[state 230, 1]
type = turn
trigger1 = facing = enemynear,facing

[state 230, 1]
type = changeanim
trigger1 = enemynear,stateno = 844 || enemynear,stateno = 845 || enemynear,stateno = 846 || enemynear,stateno = 848 || enemynear,stateno = 852 || enemynear,stateno = 3010
trigger1 = enemynear,movetype = H && anim != 868 && enemynear,anim = 5050
value = 868
ignorehitpause = 1
[state 230, 1]
type = changeanim
trigger1 = enemynear,stateno = 254 && enemynear,anim = 5300
trigger1 = enemynear,movetype = I && anim != 716
value = 716
ignorehitpause = 1
[state 230, 1]
type = changeanim
trigger1 = enemynear,stateno = 847||enemynear,stateno = 853
trigger1 = enemynear,movetype = H && anim != 922 && enemynear,anim = 5050
trigger2 = enemynear,stateno = 812
trigger2 = enemynear,movetype = H && anim != 922 && enemynear,anim = 5012
value = 922
ignorehitpause = 1
[state 230, 1]
type = changeanim
triggerall = anim != 999
trigger1 = enemynear,stateno != 254 && enemynear,stateno != 844 && enemynear,stateno != 845 && enemynear,stateno != 846&& enemynear,stateno != 847&&enemynear,stateno != 848&&enemynear,stateno != 812&&enemynear,stateno != 852&&enemynear,stateno != 853
trigger1 = enemynear,stateno != 3010
trigger1 = enemynear,anim != 5300||enemynear,anim != 5050
trigger2 = enemynear,movetype != H && (enemynear,stateno != 254 || enemynear,movetype != I)
trigger3 = enemynear,stateno = 5050 && enemynear,prevstateno = 812
value = 999
ignorehitpause = 1

[state 230, 1]
type = sprpriority
trigger1 = anim = 716
value = 1
ignorehitpause = 1
[state 230, 1]
type = sprpriority
trigger1 = anim != 716
value = 0
ignorehitpause = 1

[state 01,1]
type = explod
trigger1 = enemynear,stateno = 1149 && enemynear,anim = 5110 && enemynear,time > 2
trigger1 = enemynear,movetype = H && time%18 = 0
pos = 40,-ceil(pos y)+50
anim = 716
id = 716
sprpriority = 1
bindtime = -1
ownpal = 1
ignorehitpause = 1
[state 01,1]
type = removeexplod
trigger1 = numexplod(716) > 0
trigger1 = enemynear,stateno != 1149 || enemynear,anim != 5110 || enemynear,movetype != H
id = 716
ignorehitpause = 1

[state 01,1]
type = projectile
trigger1 = enemynear,stateno = 864 && enemynear,life <= 0 && enemynear,time = 1 && random < 500 && enemynear,anim = 5012
trigger2 = enemynear,stateno = 865 && enemynear,life <= 0 && enemynear,time = 1 && random < 500 && enemynear,anim = 5000
offset = 0,-100
postype = p2
projanim = 833
projsprpriority = -2
projremovetime = 10
[state 01,1]
type = projectile
trigger1 = enemynear,stateno = 864 && enemynear,life <= 0 && enemynear,time = 1 && random < 500 && enemynear,anim = 5012
trigger2 = enemynear,stateno = 865 && enemynear,life <= 0 && enemynear,time = 1 && random < 500 && enemynear,anim = 5000
offset = 0,-100
postype = p2
projanim = 834
projsprpriority = -2
projremovetime = 10

[State -2, 3];die
type = playsnd
trigger1 = enemynear,stateno = 864 && enemynear,life <= 0 && enemynear,time = 1 && enemynear,anim = 5012
trigger2 = enemynear,stateno = 865 && enemynear,life <= 0 && enemynear,time = 1 && enemynear,anim = 5000
value = 3,0
persistent = 0

[State -2, 3];is
type = playsnd
trigger1 = (enemynear,stateno = 1022 || enemynear,stateno = 3009) && enemynear,time = 1
trigger1 = enemynear,movetype = H && enemynear,anim = 5000
value = 3,9
[state 01,1]
type = projectile
trigger1 = enemynear,stateno = 1022 || enemynear,stateno = 1023 || enemynear,stateno = 3009
trigger1 = enemynear,movetype = H && enemynear,anim = 5000
postype = p2
offset = -20,-40+ifelse((enemynear,const(size.head.pos.y))>-51,15,0)
projanim = 858
projsprpriority = -1
projremovetime = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = enemynear,stateno = 1022 || enemynear,stateno = 1023 || enemynear,stateno = 3009
trigger1 = enemynear,movetype = H && enemynear,anim = 5000
postype = p2
offset = 25,-50+ifelse((enemynear,const(size.head.pos.y))>-51,15,0)
projanim = 838
projsprpriority = -1
projremovetime = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = enemynear,stateno = 1022 || enemynear,stateno = 1023 || enemynear,stateno = 3009
trigger1 = enemynear,movetype = H && enemynear,anim = 5000
postype = p2
offset = 0,-80+ifelse((enemynear,const(size.head.pos.y))>-51,15,0)
projanim = 880
projsprpriority = -1
projremovetime = 1
projedgebound = 210
projstagebound = 210

[State 1000, 4]
type = Projectile
trigger1 = (enemynear,stateno = 1022 && enemynear,time = 99)||(enemynear,stateno = 1023 && enemynear,time = 45)
trigger1 = enemynear,movetype = H && enemynear,anim = 5000
postype = p2
projanim = 859
projsprpriority = 1
offset = -20,-40+ifelse((enemynear,const(size.head.pos.y))>-51,15,0)
velocity = -1,-4
accel = 0,0.35
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = (enemynear,stateno = 1022 && enemynear,time = 99)||(enemynear,stateno = 1023 && enemynear,time = 45)
trigger1 = enemynear,movetype = H && enemynear,anim = 5000
postype = p2
projanim = 839
projsprpriority = 1
offset = 25,-50+ifelse((enemynear,const(size.head.pos.y))>-51,15,0)
velocity = 2,-4
accel = 0,0.35
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = (enemynear,stateno = 1022 && enemynear,time = 99)||(enemynear,stateno = 1023 && enemynear,time = 45)
trigger1 = enemynear,movetype = H && enemynear,anim = 5000
postype = p2
projanim = 881
projsprpriority = 1
offset = 0,-80+ifelse((enemynear,const(size.head.pos.y))>-51,15,0)
velocity = 2,-4
accel = 0,0.35
projedgebound = 210
projstagebound = 210

[State 1000, 4]
type = Projectile
trigger1 = enemynear,name != "bao" && enemynear,name != "choi"
trigger1 = enemynear,name != "ryuzito de souza" && enemynear,name != "pocket ryu"
trigger1 = enemynear,name != "Asahi_Sakurai By Toshi"
trigger1 = enemynear,stateno = 1083
trigger1 = enemynear,movetype = H && enemynear,anim = 869
postype = p2
projanim = 892+ifelse((enemynear,const(size.head.pos.y))>-51,3,0)
projid = 892
projsprpriority = 0
offset = 0,0
projremovetime = 1
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
triggerall = enemynear,stateno = 1083
triggerall = enemynear,movetype = H && enemynear,anim = 869
trigger1 = enemynear,name = "bao" || enemynear,name = "choi"
trigger2 = enemynear,name = "ryuzito de souza" || enemynear,name = "pocket ryu"
trigger3 = enemynear,name = "Asahi_Sakurai By Toshi"
postype = p2
projanim = 895
projid = 892
projsprpriority = 0
offset = 0,0
projremovetime = 1
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = explod
trigger1 = enemynear,stateno = 1083 && timemod = 16,0
trigger1 = enemynear,movetype = H && enemynear,anim = 869
postype = p2
anim = 717
id = 717
sprpriority = -2
pos = 0,-100
ownpal = 1
bindtime = -1
[State 1000, 4]
type = removeexplod
trigger1 = numexplod(717) > 0
trigger1 = enemynear,stateno != 1083 || enemynear,movetype != H || enemynear,anim != 869
id = 717

[State 1000, 4]
type = Projectile
trigger1 = parent,numprojid(892) > 0
trigger1 = enemynear,stateno != 1083 || enemynear,movetype != H || enemynear,anim != 869
trigger1 = enemynear,name != "bao" && enemynear,name != "choi"
trigger1 = enemynear,name != "ryuzito de souza" && enemynear,name != "pocket ryu"
trigger1 = enemynear,name != "Asahi_Sakurai By Toshi"
postype = p2
projanim = 893
projsprpriority = 1
offset = 5,-70+ifelse((enemynear,const(size.head.pos.y))>-51,25,0)
velocity = 2,-4
accel = 0,0.35
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = parent,numprojid(892) > 0
trigger1 = enemynear,stateno != 1083 || enemynear,movetype != H || enemynear,anim != 869
trigger1 = enemynear,name != "bao" && enemynear,name != "choi"
trigger1 = enemynear,name != "ryuzito de souza" && enemynear,name != "pocket ryu"
trigger1 = enemynear,name != "Asahi_Sakurai By Toshi"
postype = p2
projanim = 893
projsprpriority = 1
offset = -5,-70+ifelse((enemynear,const(size.head.pos.y))>-51,25,0)
velocity = -2,-4
accel = 0,0.35
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
triggerall = parent,numprojid(892) > 0
triggerall = enemynear,stateno != 1083 || enemynear,movetype != H || enemynear,anim != 869
trigger1 = enemynear,name = "bao" || enemynear,name = "choi"
trigger2 = enemynear,name = "ryuzito de souza" || enemynear,name = "pocket ryu"
trigger3 = enemynear,name = "Asahi_Sakurai By Toshi"
postype = p2
projanim = 893
projsprpriority = 1
offset = 5,-45
velocity = 2,-4
accel = 0,0.35
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
triggerall = parent,numprojid(892) > 0
triggerall = enemynear,stateno != 1083 || enemynear,movetype != H || enemynear,anim != 869
trigger1 = enemynear,name = "bao" || enemynear,name = "choi"
trigger2 = enemynear,name = "ryuzito de souza" || enemynear,name = "pocket ryu"
trigger3 = enemynear,name = "Asahi_Sakurai By Toshi"
postype = p2
projanim = 893
projsprpriority = 1
offset = -5,-45
velocity = -2,-4
accel = 0,0.35
projedgebound = 210
projstagebound = 210

[state 01,1];pk
type = projectile
triggerall = enemynear,time = 1 && enemynear,anim = 5012
trigger1 = enemynear,stateno = 849
trigger1 = enemynear,movetype = H
trigger2 = enemynear,stateno = 3011
trigger2 = enemynear,movetype = I
postype = p2
offset = 0,-50
projanim = 930
projsprpriority = 1
projremovetime = 22
projedgebound = 210
projstagebound = 210

[state 01,1];lb
type = projectile
trigger1 = enemynear,stateno = 812 && parent,numprojid(963) = 0 && random < 40
trigger1 = enemynear,movetype = H && enemynear,anim = 5012 && enemynear,time < 11
postype = p2
offset = 0,-60
projanim = 963
projid = 963
projsprpriority = -2
projremovetime = 13
projedgebound = 210
projstagebound = 210

[State 01, 3];ds
type = projectile
trigger1 = enemynear,stateno = 1109 && enemynear,time = 1
trigger1 = enemynear,movetype = H && enemynear,anim = 5100
projanim = 864
offset = 0,20
projsprpriority = -1
projremovetime = 15
projedgebound = 210
projstagebound = 210
[State 01, 3]
type = projectile
trigger1 = enemynear,stateno = 1109 && enemynear,time = 1
trigger1 = enemynear,movetype = H && enemynear,anim = 5100
projanim = 865
offset = 0,20
projsprpriority = 2
projremovetime = 12
projedgebound = 210
projstagebound = 210

[state 01,1];po
type = projectile
trigger1 = enemynear,stateno = 1177 && enemynear,time%10 = 0
trigger1 = enemynear,movetype = H && enemynear,anim = 5000
offset = -25+ceil(random/20),-50+ceil(random/20)
projanim = 993
projsprpriority = 1
projremovetime = 21
projedgebound = 210
projstagebound = 210
[state 01,1];po refresh
type = projectile
trigger1 = enemynear,stateno = 1188 && enemynear,time%10 = 0
trigger1 = enemynear,movetype = H && enemynear,anim = [30000,30024]
offset = -15+ceil(random/33),-30+ceil(random/33)
projanim = 993
projsprpriority = 3
projremovetime = 21
projedgebound = 210
projstagebound = 210

[state 230, 1]
type = parentvarset
trigger1 = enemynear,life > 0
var(15) = ceil(pos x)
[state 230, 1]
type = parentvarset
trigger1 = enemynear,life > 0
var(16) = ceil(pos y)
[state 230, 1]
type = parentvarset
trigger1 = enemynear,life <= 0
var(15) = parent,var(17)
[state 230, 1]
type = parentvarset
trigger1 = enemynear,life <= 0
var(16) = parent,var(10)
;---------------------------------------------------------------------------
[Statedef 821];aim
type    = S
movetype= i
physics = S
ctrl = 0
anim = 999
velset = 0,0
sprpriority = 0

[State 5210, 1] 
type = PalFX
trigger1 = 1
time = 1
add = 0,0,0
[state 230, 1]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 1240, 1]
type = posset
trigger1 = 1
x = root,pos x + 1000
[state 1240, 1]
type = posset
trigger1 = 1
x = enemynear,pos x
y = enemynear,pos y

[state 230, 1]
type = destroyself
trigger1 = numenemy <= 1

[state 230, 1]
type = turn
trigger1 = facing = enemynear,facing

[state 230, 1]
type = changeanim
trigger1 = enemynear,stateno = 844 || enemynear,stateno = 845 || enemynear,stateno = 846 || enemynear,stateno = 848 || enemynear,stateno = 852 || enemynear,stateno = 3010
trigger1 = enemynear,movetype = H && anim != 868 && enemynear,anim = 5050
value = 868
ignorehitpause = 1
[state 230, 1]
type = changeanim
trigger1 = enemynear,stateno = 254 && enemynear,anim = 5300
trigger1 = enemynear,movetype = I && anim != 716
value = 716
ignorehitpause = 1
[state 230, 1]
type = changeanim
trigger1 = enemynear,stateno = 847||enemynear,stateno = 853
trigger1 = enemynear,movetype = H && anim != 922 && enemynear,anim = 5050
trigger2 = enemynear,stateno = 812
trigger2 = enemynear,movetype = H && anim != 922 && enemynear,anim = 5012
value = 922
ignorehitpause = 1
[state 230, 1]
type = changeanim
triggerall = anim != 999
trigger1 = enemynear,stateno != 254 && enemynear,stateno != 844 && enemynear,stateno != 845 && enemynear,stateno != 846&& enemynear,stateno != 847&&enemynear,stateno != 848&&enemynear,stateno != 812&&enemynear,stateno != 852&&enemynear,stateno != 853
trigger1 = enemynear,stateno != 3010
trigger1 = enemynear,anim != 5300||enemynear,anim != 5050
trigger2 = enemynear,movetype != H && (enemynear,stateno != 254 || enemynear,movetype != I)
trigger3 = enemynear,stateno = 5050 && enemynear,prevstateno = 812
value = 999
ignorehitpause = 1

[state 230, 1]
type = sprpriority
trigger1 = anim = 716
value = 1
ignorehitpause = 1
[state 230, 1]
type = sprpriority
trigger1 = anim != 716
value = 0
ignorehitpause = 1

[state 01,1]
type = explod
trigger1 = enemynear,stateno = 1149 && enemynear,anim = 5110 && enemynear,time > 2
trigger1 = enemynear,movetype = H && time%18 = 0
pos = 40,-ceil(pos y)+50
anim = 716
id = 716
sprpriority = 1
bindtime = -1
ownpal = 1
ignorehitpause = 1
[state 01,1]
type = removeexplod
trigger1 = numexplod(716) > 0
trigger1 = enemynear,stateno != 1149 || enemynear,anim != 5110 || enemynear,movetype != H
id = 716
ignorehitpause = 1

[state 01,1]
type = projectile
trigger1 = enemynear,stateno = 864 && enemynear,life <= 0 && enemynear,time = 1 && random < 500 && enemynear,anim = 5012
trigger2 = enemynear,stateno = 865 && enemynear,life <= 0 && enemynear,time = 1 && random < 500 && enemynear,anim = 5000
offset = 0,-100
postype = p2
projanim = 833
projsprpriority = -2
projremovetime = 10
[state 01,1]
type = projectile
trigger1 = enemynear,stateno = 864 && enemynear,life <= 0 && enemynear,time = 1 && random < 500 && enemynear,anim = 5012
trigger2 = enemynear,stateno = 865 && enemynear,life <= 0 && enemynear,time = 1 && random < 500 && enemynear,anim = 5000
offset = 0,-100
postype = p2
projanim = 834
projsprpriority = -2
projremovetime = 10

[State -2, 3];die
type = playsnd
trigger1 = enemynear,stateno = 864 && enemynear,life <= 0 && enemynear,time = 1 && enemynear,anim = 5012
trigger2 = enemynear,stateno = 865 && enemynear,life <= 0 && enemynear,time = 1 && enemynear,anim = 5000
value = 3,0
persistent = 0

[State -2, 3];is
type = playsnd
trigger1 = (enemynear,stateno = 1022 || enemynear,stateno = 3009) && enemynear,time = 1
trigger1 = enemynear,movetype = H && enemynear,anim = 5000
value = 3,9
[state 01,1]
type = projectile
trigger1 = enemynear,stateno = 1022 || enemynear,stateno = 1023 || enemynear,stateno = 3009
trigger1 = enemynear,movetype = H && enemynear,anim = 5000
postype = p2
offset = -20,-40+ifelse((enemynear,const(size.head.pos.y))>-51,15,0)
projanim = 858
projsprpriority = 0
projremovetime = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = enemynear,stateno = 1022 || enemynear,stateno = 1023 || enemynear,stateno = 3009
trigger1 = enemynear,movetype = H && enemynear,anim = 5000
postype = p2
offset = 25,-50+ifelse((enemynear,const(size.head.pos.y))>-51,15,0)
projanim = 838
projsprpriority = 0
projremovetime = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = enemynear,stateno = 1022 || enemynear,stateno = 1023 || enemynear,stateno = 3009
trigger1 = enemynear,movetype = H && enemynear,anim = 5000
postype = p2
offset = 0,-80+ifelse((enemynear,const(size.head.pos.y))>-51,15,0)
projanim = 880
projsprpriority = 0
projremovetime = 1
projedgebound = 210
projstagebound = 210

[State 1000, 4]
type = Projectile
trigger1 = (enemynear,stateno = 1022 && enemynear,time = 99)||(enemynear,stateno = 1023 && enemynear,time = 45)
trigger1 = enemynear,movetype = H && enemynear,anim = 5000
postype = p2
projanim = 859
projsprpriority = 1
offset = -20,-40+ifelse((enemynear,const(size.head.pos.y))>-51,15,0)
velocity = -1,-4
accel = 0,0.35
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = (enemynear,stateno = 1022 && enemynear,time = 99)||(enemynear,stateno = 1023 && enemynear,time = 45)
trigger1 = enemynear,movetype = H && enemynear,anim = 5000
postype = p2
projanim = 839
projsprpriority = 1
offset = 25,-50+ifelse((enemynear,const(size.head.pos.y))>-51,15,0)
velocity = 2,-4
accel = 0,0.35
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = (enemynear,stateno = 1022 && enemynear,time = 99)||(enemynear,stateno = 1023 && enemynear,time = 45)
trigger1 = enemynear,movetype = H && enemynear,anim = 5000
postype = p2
projanim = 881
projsprpriority = 1
offset = 0,-80+ifelse((enemynear,const(size.head.pos.y))>-51,15,0)
velocity = 2,-4
accel = 0,0.35
projedgebound = 210
projstagebound = 210

[State 1000, 4]
type = Projectile
trigger1 = enemynear,name != "bao" && enemynear,name != "choi"
trigger1 = enemynear,name != "ryuzito de souza" && enemynear,name != "pocket ryu"
trigger1 = enemynear,name != "Asahi_Sakurai By Toshi"
trigger1 = enemynear,stateno = 1083
trigger1 = enemynear,movetype = H && enemynear,anim = 869
postype = p2
projanim = 892+ifelse((enemynear,const(size.head.pos.y))>-51,3,0)
projid = 893
projsprpriority = 1
offset = 0,0
projremovetime = 1
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
triggerall = enemynear,stateno = 1083
triggerall = enemynear,movetype = H && enemynear,anim = 869
trigger1 = enemynear,name = "bao" || enemynear,name = "choi"
trigger2 = enemynear,name = "ryuzito de souza" || enemynear,name = "pocket ryu"
trigger3 = enemynear,name = "Asahi_Sakurai By Toshi"
postype = p2
projanim = 895
projid = 893
projsprpriority = 1
offset = 0,0
projremovetime = 1
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = explod
trigger1 = enemynear,stateno = 1083 && timemod = 16,0
trigger1 = enemynear,movetype = H && enemynear,anim = 869
postype = p2
anim = 717
id = 717
sprpriority = -2
pos = 0,-100
ownpal = 1
bindtime = -1
[State 1000, 4]
type = removeexplod
trigger1 = numexplod(717) > 0
trigger1 = enemynear,stateno != 1083 || enemynear,movetype != H || enemynear,anim != 869
id = 717

[State 1000, 4]
type = Projectile
trigger1 = parent,numprojid(893) > 0
trigger1 = enemynear,stateno != 1083 || enemynear,movetype != H || enemynear,anim != 869
trigger1 = enemynear,name != "bao" && enemynear,name != "choi"
trigger1 = enemynear,name != "ryuzito de souza" && enemynear,name != "pocket ryu"
trigger1 = enemynear,name != "Asahi_Sakurai By Toshi"
postype = p2
projanim = 893
projsprpriority = 1
offset = 5,-70+ifelse((enemynear,const(size.head.pos.y))>-51,25,0)
velocity = 2,-4
accel = 0,0.35
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = parent,numprojid(893) > 0
trigger1 = enemynear,stateno != 1083 || enemynear,movetype != H || enemynear,anim != 869
trigger1 = enemynear,name != "bao" && enemynear,name != "choi"
trigger1 = enemynear,name != "ryuzito de souza" && enemynear,name != "pocket ryu"
trigger1 = enemynear,name != "Asahi_Sakurai By Toshi"
postype = p2
projanim = 893
projsprpriority = 1
offset = -5,-70+ifelse((enemynear,const(size.head.pos.y))>-51,25,0)
velocity = -2,-4
accel = 0,0.35
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
triggerall = parent,numprojid(893) > 0
triggerall = enemynear,stateno != 1083 || enemynear,movetype != H || enemynear,anim != 869
trigger1 = enemynear,name = "bao" || enemynear,name = "choi"
trigger2 = enemynear,name = "ryuzito de souza" || enemynear,name = "pocket ryu"
trigger3 = enemynear,name = "Asahi_Sakurai By Toshi"
postype = p2
projanim = 893
projsprpriority = 1
offset = 5,-45
velocity = 2,-4
accel = 0,0.35
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
triggerall = parent,numprojid(893) > 0
triggerall = enemynear,stateno != 1083 || enemynear,movetype != H || enemynear,anim != 869
trigger1 = enemynear,name = "bao" || enemynear,name = "choi"
trigger2 = enemynear,name = "ryuzito de souza" || enemynear,name = "pocket ryu"
trigger3 = enemynear,name = "Asahi_Sakurai By Toshi"
postype = p2
projanim = 893
projsprpriority = 1
offset = -5,-45
velocity = -2,-4
accel = 0,0.35
projedgebound = 210
projstagebound = 210

[state 01,1];pk
type = projectile
triggerall = enemynear,time = 1 && enemynear,anim = 5012
trigger1 = enemynear,stateno = 849
trigger1 = enemynear,movetype = H
trigger2 = enemynear,stateno = 3011
trigger2 = enemynear,movetype = I
postype = p2
offset = 0,-50
projanim = 930
projsprpriority = 1
projremovetime = 22
projedgebound = 210
projstagebound = 210

postype = p2
offset = 0,-50
projanim = 930
projsprpriority = 1
projremovetime = 22
projedgebound = 210
projstagebound = 210

[state 01,1];lb
type = projectile
trigger1 = enemynear,stateno = 812 && parent,numprojid(962) = 0 && random < 40
trigger1 = enemynear,movetype = H && enemynear,anim = 5012 && enemynear,time < 11
postype = p2
offset = 0,-60
projanim = 963
projid = 962
projsprpriority = -2
projremovetime = 13
projedgebound = 210
projstagebound = 210

[State 01, 3];ds
type = projectile
trigger1 = enemynear,stateno = 1109 && enemynear,time = 1
trigger1 = enemynear,movetype = H && enemynear,anim = 5100
projanim = 864
offset = 0,20
projsprpriority = -1
projremovetime = 15
projedgebound = 210
projstagebound = 210
[State 01, 3]
type = projectile
trigger1 = enemynear,stateno = 1109 && enemynear,time = 1
trigger1 = enemynear,movetype = H && enemynear,anim = 5100
projanim = 865
offset = 0,20
projsprpriority = 2
projremovetime = 12
projedgebound = 210
projstagebound = 210

[state 01,1];po
type = projectile
trigger1 = enemynear,stateno = 1177 && enemynear,time%10 = 0
trigger1 = enemynear,movetype = H && enemynear,anim = 5000
offset = -25+ceil(random/20),-50+ceil(random/20)
projanim = 993
projsprpriority = 1
projremovetime = 21
projedgebound = 210
projstagebound = 210
[state 01,1];po refresh
type = projectile
trigger1 = enemynear,stateno = 1188 && enemynear,time%10 = 0
trigger1 = enemynear,movetype = H && enemynear,anim = [30000,30024]
offset = -15+ceil(random/33),-30+ceil(random/33)
projanim = 993
projsprpriority = 3
projremovetime = 21
projedgebound = 210
projstagebound = 210

[state 230, 1]
type = parentvarset
trigger1 = enemynear,life > 0
var(17) = ceil(pos x)
[state 230, 1]
type = parentvarset
trigger1 = enemynear,life > 0
var(10) = ceil(pos y)
[state 230, 1]
type = parentvarset
trigger1 = enemynear,life <= 0
var(17) = parent,var(15)
[state 230, 1]
type = parentvarset
trigger1 = enemynear,life <= 0
var(10) = parent,var(16)
;----------------------2 jump mz--------
[Statedef 830]
type    = A
physics = N
movetype = I
anim = 964
sprpriority = -1
ctrl = 0

[state 01,0]
type = assertspecial
trigger1 = 1
flag = noshadow
[state 01,0]
type = assertspecial
trigger1 = time > 20
flag = invisible

[State 5210, 1] 
type = PalFX
trigger1 = time < 11
time = 1
add = 96,208,240
mul = 30+14*time,30+14*time,30+14*time
[State 5210, 1] 
type = PalFX
trigger1 = time > 10 && time < 21
time = 1
add = 96,208,240
mul = 170-14*(time-10),170-14*(time-10),170-14*(time-10)

[state 230, 1]
type = destroyself
trigger1 = time = 26
[Statedef 1020];---------------is-------------
type    = S
physics = S
movetype = A
sprpriority = 0
velset = 0,0
anim = 835
ctrl = 0
juggle = 0

[State 100, 1]
type = turn
triggerall = time = 0
trigger1 = helper(1),command = "isb" && facing = 1
trigger2 = helper(1),command = "isf" && facing = -1
trigger3 = helper(1),command = "holdback" && command = "b" && facing = 1
trigger4 = helper(1),command = "holdfwd" && command = "b" && facing = -1

[state 01,1]
type = hitadd
trigger1 = 1
value = -1

[state 01,1]
type = poweradd
trigger1 = time < 50
value = -1
[state 01,1]
type = varadd
trigger1 = animelem = 7
var(19) = 18

[state 01,1]
type = explod
trigger1 = animelem = 5,2
pos = 2,-66
anim = 595
id = 840
bindtime = -1
sprpriority = 1
ownpal = 1
[state 01,1]
type = explod
trigger1 = animelem = 5,2
pos = 2,-66
anim = 836
id = 840
bindtime = -1
sprpriority = 2
ownpal = 1
[state 01,1]
type = explod
trigger1 = animelem = 7,1
pos = 4,-67
anim = 837
id = 840
bindtime = -1
sprpriority = -1
ownpal = 1

[State 20, 3]
type = varrandom
trigger1 = 1
v = 4
range = 7
[State 20, 3]
type = varrandom
trigger1 = 1
v = 5
range = 1
[State 20, 3]
type = varrandom
trigger1 = 1
v = 9
range = 7
[State 20, 3]
type = varrandom
trigger1 = 1
v = 18
range = 1

[State 50, 4]
type = playsnd
trigger1 = animelem = 5
value = 3,6
channel = 2
[State 50, 4]
type = playsnd
trigger1 = animelem = 7
value = 3,7
channel = 1
[State 50, 4]
type = playsnd
trigger1 = animelem = 7
value = 3,8
channel = 2

[State 7800, 3]
type = BGPalfx
trigger1 = animelem = 1,>= 0 && animelem = 65,<1
ignorehitpause = 1
time = 2
add = 80,104,140
mul = 80,104,140

[State 1000, 4]
type = Projectile
trigger1 = var(9) = 4 && var(18) = 0
trigger1 = animelem = 6,>=0 && animelem = 66,<0 && time%6 = 2
postype = right
projanim = 855
projsprpriority = 99
offset = 0,-200
projheightbound = -240,50
velocity = (-7+(random/500))*facing,5
accel = 0,-0.2
projedgebound = 60
[State 1000, 4]
type = Projectile
trigger1 = var(9) = 3 && var(18) = 0
trigger1 = animelem = 6,>=0 && animelem = 66,<0 && time%6 = 2
postype = right
projanim = 855
projsprpriority = 99
offset = 0,-200
projheightbound = -240,50
velocity = (-7+(random/500))*facing,5
accel = 0,-0.15
projedgebound = 60
[State 1000, 4]
type = Projectile
trigger1 = var(9) = 2 && var(18) = 0
trigger1 = animelem = 6,>=0 && animelem = 66,<0 && time%6 = 2
postype = right
projanim = 855
projsprpriority = 99
offset = 0,-200
projheightbound = -240,50
velocity = (-7+(random/500))*facing,5
accel = 0,-0.1
projedgebound = 60
[State 1000, 4]
type = Projectile
trigger1 = var(9) = 1 && var(18) = 0
trigger1 = animelem = 6,>=0 && animelem = 66,<0 && time%6 = 2
postype = right
projanim = 855
projsprpriority = 99
offset = 0,-200
projheightbound = -240,50
velocity = (-7+(random/500))*facing,5
accel = 0,-0.05
projedgebound = 60
[State 1000, 4]
type = Projectile
trigger1 = var(9) = 0 && var(18) = 0
trigger1 = animelem = 6,>=0 && animelem = 66,<0 && time%6 = 2
postype = right
projanim = 855
projsprpriority = 99
offset = 0,-200
projheightbound = -240,50
velocity = (-7+(random/500))*facing,5
projedgebound = 60
[State 1000, 4]
type = Projectile
trigger1 = var(9) = 5 && var(18) = 0
trigger1 = animelem = 6,>=0 && animelem = 66,<0 && time%6 = 2
postype = right
projanim = 855
projsprpriority = 99
offset = 0,-200
projheightbound = -240,50
velocity = (-7+(random/500))*facing,5
accel = 0,0.05
projedgebound = 60
[State 1000, 4]
type = Projectile
trigger1 = var(9) = 6 && var(18) = 0
trigger1 = animelem = 6,>=0 && animelem = 66,<0 && time%6 = 2
postype = right
projanim = 855
projsprpriority = 99
offset = 0,-200
projheightbound = -240,50
velocity = (-7+(random/500))*facing,5
accel = 0,-0.25
projedgebound = 60
[State 1000, 4]
type = Projectile
trigger1 = var(9) = 7 && var(18) = 0
trigger1 = animelem = 6,>=0 && animelem = 66,<0 && time%6 = 2
postype = right
projanim = 855
projsprpriority = 99
offset = 0,-200
projheightbound = -240,50
velocity = (-7+(random/500))*facing,5
accel = 0,0.1
projedgebound = 60

[State 1000, 4]
type = Projectile
trigger1 = var(9) = 4 && var(18) = 1
trigger1 = animelem = 6,>=0 && animelem = 66,<0 && time%6 = 2
postype = right
projanim = 853
projsprpriority = 99
offset = 0,-200
projheightbound = -240,50
velocity = (-7+(random/500))*facing,5
accel = 0,-0.2
projedgebound = 60
[State 1000, 4]
type = Projectile
trigger1 = var(9) = 3 && var(18) = 1
trigger1 = animelem = 6,>=0 && animelem = 66,<0 && time%6 = 2
postype = right
projanim = 853
projsprpriority = 99
offset = 0,-200
projheightbound = -240,50
velocity = (-7+(random/500))*facing,5
accel = 0,-0.15
projedgebound = 60
[State 1000, 4]
type = Projectile
trigger1 = var(9) = 2 && var(18) = 1
trigger1 = animelem = 6,>=0 && animelem = 66,<0 && time%6 = 2
postype = right
projanim = 853
projsprpriority = 99
offset = 0,-200
projheightbound = -240,50
velocity = (-7+(random/500))*facing,5
accel = 0,-0.1
projedgebound = 60
[State 1000, 4]
type = Projectile
trigger1 = var(9) = 1 && var(18) = 1
trigger1 = animelem = 6,>=0 && animelem = 66,<0 && time%6 = 2
postype = right
projanim = 853
projsprpriority = 99
offset = 0,-200
projheightbound = -240,50
velocity = (-7+(random/500))*facing,5
accel = 0,-0.05
projedgebound = 60
[State 1000, 4]
type = Projectile
trigger1 = var(9) = 0 && var(18) = 1
trigger1 = animelem = 6,>=0 && animelem = 66,<0 && time%6 = 2
postype = right
projanim = 853
projsprpriority = 99
offset = 0,-200
projheightbound = -240,50
velocity = (-7+(random/500))*facing,5
projedgebound = 60
[State 1000, 4]
type = Projectile
trigger1 = var(9) = 5 && var(18) = 1
trigger1 = animelem = 6,>=0 && animelem = 66,<0 && time%6 = 2
postype = right
projanim = 853
projsprpriority = 99
offset = 0,-200
projheightbound = -240,50
velocity = (-7+(random/500))*facing,5
accel = 0,0.05
projedgebound = 60
[State 1000, 4]
type = Projectile
trigger1 = var(9) = 6 && var(18) = 1
trigger1 = animelem = 6,>=0 && animelem = 66,<0 && time%6 = 2
postype = right
projanim = 853
projsprpriority = 99
offset = 0,-200
projheightbound = -240,50
velocity = (-7+(random/500))*facing,5
accel = 0,-0.25
projedgebound = 60
[State 1000, 4]
type = Projectile
trigger1 = var(9) = 7 && var(18) = 1
trigger1 = animelem = 6,>=0 && animelem = 66,<0 && time%6 = 2
postype = right
projanim = 853
projsprpriority = 99
offset = 0,-200
projheightbound = -240,50
velocity = (-7+(random/500))*facing,5
accel = 0,0.1
projedgebound = 60

[State 1000, 4]
type = Projectile
trigger1 = var(4) = 4 && var(5) = 0
trigger1 = animelem = 6,>=0 && animelem = 66,<0 && time%6 = 2
postype = left
projanim = 854
projsprpriority = 99
offset = 0,-200
projheightbound = -240,50
velocity = (7-(random/500))*facing,5
accel = 0,-0.2
projedgebound = 60
[State 1000, 4]
type = Projectile
trigger1 = var(4) = 3 && var(5) = 0
trigger1 = animelem = 6,>=0 && animelem = 66,<0 && time%6 = 2
postype = left
projanim = 854
projsprpriority = 99
offset = 0,-200
projheightbound = -240,50
velocity = (7-(random/500))*facing,5
accel = 0,-0.15
projedgebound = 60
[State 1000, 4]
type = Projectile
trigger1 = var(4) = 2 && var(5) = 0
trigger1 = animelem = 6,>=0 && animelem = 66,<0 && time%6 = 2
postype = left
projanim = 854
projsprpriority = 99
offset = 0,-200
projheightbound = -240,50
velocity = (7-(random/500))*facing,5
accel = 0,-0.1
projedgebound = 60
[State 1000, 4]
type = Projectile
trigger1 = var(4) = 1 && var(5) = 0
trigger1 = animelem = 6,>=0 && animelem = 66,<0 && time%6 = 2
postype = left
projanim = 854
projsprpriority = 99
offset = 0,-200
projheightbound = -240,50
velocity = (7-(random/500))*facing,5
accel = 0,-0.05
projedgebound = 60
[State 1000, 4]
type = Projectile
trigger1 = var(4) = 0 && var(5) = 0
trigger1 = animelem = 6,>=0 && animelem = 66,<0 && time%6 = 2
postype = left
projanim = 854
projsprpriority = 99
offset = 0,-200
projheightbound = -240,50
velocity = (7-(random/500))*facing,5
projedgebound = 60
[State 1000, 4]
type = Projectile
trigger1 = var(4) = 5 && var(5) = 0
trigger1 = animelem = 6,>=0 && animelem = 66,<0 && time%6 = 2
postype = left
projanim = 854
projsprpriority = 99
offset = 0,-200
projheightbound = -240,50
velocity = (7-(random/500))*facing,5
accel = 0,0.05
projedgebound = 60
[State 1000, 4]
type = Projectile
trigger1 = var(4) = 6 && var(5) = 0
trigger1 = animelem = 6,>=0 && animelem = 66,<0 && time%6 = 2
postype = left
projanim = 854
projsprpriority = 99
offset = 0,-200
projheightbound = -240,50
velocity = (7-(random/500))*facing,5
accel = 0,-0.25
projedgebound = 60
[State 1000, 4]
type = Projectile
trigger1 = var(4) = 7 && var(5) = 0
trigger1 = animelem = 6,>=0 && animelem = 66,<0 && time%6 = 2
postype = left
projanim = 854
projsprpriority = 99
offset = 0,-200
projheightbound = -240,50
velocity = (7-(random/500))*facing,5
accel = 0,0.1
projedgebound = 60

[State 1000, 4]
type = Projectile
trigger1 = var(4) = 4 && var(5) = 1
trigger1 = animelem = 6,>=0 && animelem = 66,<0 && time%6 = 2
postype = left
projanim = 852
projsprpriority = 99
offset = 0,-200
projheightbound = -240,50
velocity = (7-(random/500))*facing,5
accel = 0,-0.2
projedgebound = 60
[State 1000, 4]
type = Projectile
trigger1 = var(4) = 3 && var(5) = 1
trigger1 = animelem = 6,>=0 && animelem = 66,<0 && time%6 = 2
postype = left
projanim = 852
projsprpriority = 99
offset = 0,-200
projheightbound = -240,50
velocity = (7-(random/500))*facing,5
accel = 0,-0.15
projedgebound = 60
[State 1000, 4]
type = Projectile
trigger1 = var(4) = 2 && var(5) = 1
trigger1 = animelem = 6,>=0 && animelem = 66,<0 && time%6 = 2
postype = left
projanim = 852
projsprpriority = 99
offset = 0,-200
projheightbound = -240,50
velocity = (7-(random/500))*facing,5
accel = 0,-0.1
projedgebound = 60
[State 1000, 4]
type = Projectile
trigger1 = var(4) = 1 && var(5) = 1
trigger1 = animelem = 6,>=0 && animelem = 66,<0 && time%6 = 2
postype = left
projanim = 852
projsprpriority = 99
offset = 0,-200
projheightbound = -240,50
velocity = (7-(random/500))*facing,5
accel = 0,-0.05
projedgebound = 60
[State 1000, 4]
type = Projectile
trigger1 = var(4) = 0 && var(5) = 1
trigger1 = animelem = 6,>=0 && animelem = 66,<0 && time%6 = 2
postype = left
projanim = 852
projsprpriority = 99
offset = 0,-200
projheightbound = -240,50
velocity = (7-(random/500))*facing,5
projedgebound = 60
[State 1000, 4]
type = Projectile
trigger1 = var(4) = 5 && var(5) = 1
trigger1 = animelem = 6,>=0 && animelem = 66,<0 && time%6 = 2
postype = left
projanim = 852
projsprpriority = 99
offset = 0,-200
projheightbound = -240,50
velocity = (7-(random/500))*facing,5
accel = 0,0.05
projedgebound = 60
[State 1000, 4]
type = Projectile
trigger1 = var(4) = 6 && var(5) = 1
trigger1 = animelem = 6,>=0 && animelem = 66,<0 && time%6 = 2
postype = left
projanim = 852
projsprpriority = 99
offset = 0,-200
projheightbound = -240,50
velocity = (7-(random/500))*facing,5
accel = 0,-0.25
projedgebound = 60
[State 1000, 4]
type = Projectile
trigger1 = var(4) = 7 && var(5) = 1
trigger1 = animelem = 6,>=0 && animelem = 66,<0 && time%6 = 2
postype = left
projanim = 852
projsprpriority = 99
offset = 0,-200
projheightbound = -240,50
velocity = (7-(random/500))*facing,5
accel = 0,0.1
projedgebound = 60

[State 1000, 4]
type = Projectile
trigger1 = animelem = 7,>=0 && animelem = 66,<0
attr = S,SP
projanim = 857
projRemoveTime = 1
projpriority = 99
offset = 0,0
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = hitdef
trigger1 = time = 50 || time = 70 || time = 90 || time = 110
attr = S,ST
damage = 0,ceil(175*(fvar(1)+fvar(7)+fvar(3)+fvar(4))/96)
p2stateno = 1021
animtype = heavy 
hitflag = MAFD
guardflag = MA
hitonce = 0
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.hittime  = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
ground.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,-3.2
fall = 1
fall.recover = 0
[State 1000, 4]
type = hitdef
trigger1 = time = 60 || time = 80 || time = 100 || time = 120
attr = S,SP
damage = 0,ceil(175*(fvar(1)+fvar(7)+fvar(3)+fvar(4))/96)
p2stateno = 1021
animtype = heavy 
hitflag = MAFD
guardflag = MA
hitonce = 0
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.hittime  = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
ground.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,-3.2
fall = 1
fall.recover = 0
[State 1000, 4]
type = projectile
trigger1 = time = 130
attr = SC,SP
projanim = 856
projremove = 0
projremovetime = 10
p2stateno = 1022
damage   = ceil(175*(fvar(1)+fvar(7)+fvar(3)+fvar(4))),ceil(175*(fvar(1)+fvar(7)+fvar(3)+fvar(4))/96)
animtype = heavy 
hitflag = MAFD
guardflag = MA
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.hittime  = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.velocity = 0
ground.velocity = -3,-6
air.velocity = -3,-6
airguard.velocity = 0,-3.2
fall = 1
fall.recover = 0
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = hitdef
trigger1 = time = 140 || time = 150 || time = 160 || time = 170 || time = 180 || time = 190 || time = 200 || time = 210
attr = S,ST
damage   = ceil(175*(fvar(1)+fvar(7)+fvar(3)+fvar(4))),ceil(175*(fvar(1)+fvar(7)+fvar(3)+fvar(4))/96)
p2stateno = 1022
animtype = heavy 
hitflag = MAFD
guardflag = MA
hitonce = 0
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.hittime  = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
ground.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,-3.2
fall = 1
fall.recover = 0
[State 1000, 4]
type = hitdef
trigger1 = animelem = 66
[Statedef 1021];------------hit by is1---------------
type    = S
movetype = H
physics = N
velset = 0,0
sprpriority = 0

[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 1

[State 5000, 1]
type = changestate
trigger1 = life <= 0
value = 864

[State 5000, 1]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[state 230, 1]
type = posset
trigger1 = time <= 1 && pos y > 0
y = 0

[state 230, 1]
type = statetypeset
trigger1 = time = 0 && pos y < 0
value = A

[state 230, 1]
type = nothitby
trigger1 = time = 20
value = SCA
time = 25

[state 230, 1]
type = selfstate
trigger1 = time = 20
value = 5050
[Statedef 1022];------------hit by is2---------------
type    = S
movetype = H
physics = N
sprpriority = -2

[State 5000, 1]
type = turn
trigger1 = time = 0 && random < 500 && name != "iceman"
[State 5000, 1]
type = velset
trigger1 = time = 0
x = -3
y = -4.9
[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 1

[State 100, 1]
type = playerpush
trigger1 = 1
value = 0

[State 5000, 1]
type = changeanim
trigger1 = name != "iceman"
value = 5000
[State 5000, 1]
type = changeanim
trigger1 = name = "iceman"
value = 0
elem = animelemno(-1)
[state 230, 1]
type = statetypeset
trigger1 = name = "iceman" && time = 0
movetype = I

[State 5210, 1] 
type = PalFX
trigger1 = Time < 98
time = 1
add = 100,100,255

[State 5000, 1]
type = changestate
trigger1 = life <= 0
value = 864

[state 230, 1]
type = statetypeset
trigger1 = pos y < 0
value = A
[state 230, 1]
type = statetypeset
trigger1 = pos y >= 0
value = S

[state 230, 1]
type = veladd
trigger1 = statetype = A
y = 0.7
[state 230, 1]
type = velset
trigger1 = statetype = S && time > 5
trigger2 = time = 0 && name = "iceman"
x = 0
y = 0

[state 230, 1]
type = posset
trigger1 = pos y >= 0
y = 0

[state 230, 1]
type = velset
trigger1 = time = 99
x = -2.9
y = -5

[state 230, 1]
type = nothitby
trigger1 = time < 99
value = SCA
[state 230, 1]
type = nothitby
trigger1 = time = 99
value2 = SCA
time = 40

[state 230, 1]
type = selfstate
trigger1 = time = 99 && name != "iceman"
value = 5050
[state 230, 1]
type = selfstate
trigger1 = time = 99 && name = "iceman" && statetype = S
value = 0
ctrl = 1
[state 230, 1]
type = selfstate
trigger1 = time = 99 && name = "iceman" && statetype = A
value = 50
ctrl = 1
[Statedef 1023];------------hit by wc---------------
type    = S
movetype = H
physics = N
sprpriority = -2
facep2 = 1

[State 5000, 1]
type = velset
trigger1 = time = 0
x = -3
y = -4.9
[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 1

[State 100, 1]
type = playerpush
trigger1 = 1
value = 0

[State 5000, 1]
type = changeanim
trigger1 = name != "iceman"
value = 5000
[State 5000, 1]
type = changeanim
trigger1 = name = "iceman"
value = 0
elem = animelemno(-1)
[state 230, 1]
type = statetypeset
trigger1 = name = "iceman" && time = 0
movetype = I

[State 5210, 1] 
type = PalFX
trigger1 = Time < 44
time = 1
add = 100,100,255

[State 5000, 1]
type = changestate
trigger1 = life <= 0
value = 864

[state 230, 1]
type = statetypeset
trigger1 = pos y < 0
value = A
[state 230, 1]
type = statetypeset
trigger1 = pos y >= 0 && time > 5
value = S

[state 230, 1]
type = veladd
trigger1 = statetype = A
y = 0.7
[state 230, 1]
type = velset
trigger1 = statetype = S && time > 5
trigger2 = time = 0 && name = "iceman"
x = 0
y = 0

[state 230, 1]
type = posset
trigger1 = pos y >= 0
y = 0

[state 230, 1]
type = velset
trigger1 = time = 45
x = -2.9
y = -5

[State 5101, 6]
type = varset
trigger1 = time = 45
sysvar(0) = 0
[state 230, 1]
type = nothitby
trigger1 = time < 45
value = SCA
[state 230, 1]
type = nothitby
trigger1 = time = 45
value2 = SCA
time = 40

[state 230, 1]
type = selfstate
trigger1 = time = 45 && name != "iceman"
value = 5050
[state 230, 1]
type = selfstate
trigger1 = time = 45 && name = "iceman" && statetype = S
value = 0
ctrl = 1
[state 230, 1]
type = selfstate
trigger1 = time = 45 && name = "iceman" && statetype = A
value = 50
ctrl = 1
[Statedef 1030];-------------magic end----------------
type    = S
movetype= I
physics = S
ctrl = 0
anim = 830
sprpriority = 0

[state 20, 1]
type = statetypeset
trigger1 = time = 0 && prevstateno = 1000
movetype = A

[state 20, 1]
type = assertspecial
trigger1 = time = 0
flag = noshadow

[State 20, 4]
type = Changestate
trigger1 = prevstateno = 1070 && time = 3
value = 0
ctrl = 1
[State 20, 4]
type = Changestate
trigger1 = prevstateno = 1120 && time = 4
value = 0
ctrl = 1
[Statedef 1035];-------------not enough mana----------------
type    = S
movetype= I
physics = S
ctrl = 0
anim = 702
velset = 0,0
sprpriority = 0

[state 01,1]
type = explod
trigger1 = animelem = 3
pos = 18,-78
anim = 703
id = 840
sprpriority = 1
bindtime = -1
ownpal = 1

[State 20, 4]
type = poweradd
trigger1 = time%2 = 0
value = 1

[State 20, 4]
type = Changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 1040];--------------------fb-----------
type    = S
physics = S
movetype = A
sprpriority = 0
velset = 0,0
anim = 840
ctrl = 0

[State 100, 1]
type = turn
triggerall = time = 0 && fvar(35) = 0
trigger1 = helper(1),command = "mmb" && facing = 1
trigger2 = helper(1),command = "mmf" && facing = -1
trigger3 = helper(1),command = "holdback" && command = "b" && facing = 1
trigger4 = helper(1),command = "holdfwd" && command = "b" && facing = -1
[State 100, 1]
type = turn
trigger1 = animelem = 25 && command = "holdback" && fvar(35) = 0
trigger2 = (time = 0 || animelem = 25) && (p2dist x < 0 && fvar(35) = 1)

[state 01,1]
type = poweradd
trigger1 = time < 35
value = -2
[state 01,1]
type = varadd
trigger1 = animelem = 12,1
var(19) = 8

[State 20, 4]
type = width
trigger1 = animelem = 27,>= 0 && animelem = 45,< 0 && p2dist x > 0
value = 10

[State 50, 4]
type = playsnd
trigger1 = animelem = 1
value = 2,0
channel = 1
[State 50, 4]
type = playsnd
trigger1 = animelem = 25
value = 2,1
channel = 1

[state 01,1]
type = projectile
triggerall = var(25) = 0
trigger1 = animelem = 1,>=0 && animelem = 25,<0
trigger2 = animelem = 46,>=0 && animtime < 0
offset = 0,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 25,>=0 && animelem = 46,<0 && var(25) = 0
offset = 16,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1]
type = explod
trigger1 = animelem = 1,4
pos = -22,-55
anim = 841
id = 840
bindtime = -1
sprpriority = 1
ownpal = 1

[State 230, 1]
type = helper
trigger1 = animelem = 12,1
stateno = 841
id = 841
pos = -7,-141
shadow = -1
name = "fb"
helpertype = normal
sprpriority = 1
ownpal = 1
[Statedef 841];----------------------fb helper-------------
type    = S
movetype= A
physics = N
ctrl = 0
anim = 844
velset = 0
juggle = 9
sprpriority = 1

[state 01,1]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 01,1]
type = playsnd
trigger1 = time = 0
value = 3,2
channel = 4
[state 01,1]
type = stopsnd
trigger1 = time = 62
channel = 4

[state 01,1]
type = bindtoparent
trigger1 = time < 39 && parent,stateno = 1040
pos = -7,-141

[state 01,1]
type = explod
trigger1 = time = 0
pos = 0,0
anim = 842
scale = 0.4,0.4
sprpriority = 1
bindtime = -1
ownpal = 1
[state 01,1]
type = explod
trigger1 = time = 9
pos = 0,0
anim = 843
scale = 0.6,0.6
bindtime = -1
sprpriority = 1
ownpal = 1
[state 01,1]
type = explod
trigger1 = time = 19
pos = 0,0
anim = 843
scale = 0.8,0.8
bindtime = -1
sprpriority = 1
ownpal = 1
[state 01,1]
type = changeanim
trigger1 = time = 29
value = 843
[state 01,1]
type = changeanim
trigger1 = time = 39
value = 845

[State 1000, 4]
type = Projectile
trigger1 = time < 62
attr = SC,HP
projanim = 849
projRemoveTime = 1
projpriority = 99
offset = 0,0
projedgebound = 210
projstagebound = 210

[state 01,1]
type = turn
trigger1 = time = 39 && facing != parent,facing
[state 01,1]
type = velset
trigger1 = time = 39 && parent,stateno = 1040
x = 7.6
y = 5.8
[state 01,1]
type = veladd
trigger1 = time >= 39 && parent,stateno != 1040 && vel x = 0
y = .45

[state 01,1]
type = changestate
trigger1 = time = 39 && parent,stateno != 1040
value = 842

[state 01,1]
type = playsnd
trigger1 = time = 39
value = 2,4

[State -2, 3];die
type = targetstate
trigger1 = numtarget > 0 && movehit > 0
trigger1 = target,life <= 0 && target,stateno != 864 && target,stateno != 5100
trigger1 = target,stateno != 5101 && target,stateno != 5110 && target,stateno != 865
value = 864
ignorehitpause = 1
[State -2, 3]
type = targetstate
trigger1 = numtarget > 0 && movehit > 0
trigger1 = target,life > 0 && target,stateno != 844 && target,stateno != 5100
trigger1 = target,stateno != 5101 && target,stateno != 5110
value = 844
ignorehitpause = 1

[State 1000, 4]
type = hitdef
trigger1 = time = 0
attr = S, SP
damage = ceil(155*(parent,fvar(1)+parent,fvar(2)+parent,fvar(3)+parent,fvar(4))),ceil(155*(parent,fvar(1)+parent,fvar(2)+parent,fvar(3)+parent,fvar(4))/8)
priority = 5,hit
hitflag = MAFD
animtype = H
guardflag = M
getpower = 0,0
givepower = 0,0
hitonce = 0
pausetime = 0,0
guard.pausetime = 0,12
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 74-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,36,0)
guard.hittime  = 74-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,36,0)
guard.velocity = -4
ground.velocity = -2,-8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -2,-8
sparkno = -1
sparkxy = 5-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,16,0),-10
ground.type = High
palfx.time = 55
palfx.sinadd = 124,124,124,16
palfx.add = 224,88,0
yaccel = .3
fall = 1
fall.recover = 0

[state 01,1]
type = changestate
trigger1 = time = 62
value = 843
[Statedef 842];----------------------fb helper-------------
type    = S
movetype= A
physics = N
ctrl = 0
anim = 304
juggle = 9
sprpriority = 1
velset = 0,0

[state 01,1]
type = explod
trigger1 = time = 0
pos = 0,0
anim = 845
id = 845
bindtime = -1
sprpriority = 1
removetime = 30
ownpal = 1
[state 01,1]
type = modifyexplod
trigger1 = time > 0
id = 845
scale = (30-time)/30.0,(30-time)/30.0
ignorehitpause = 1

[State 1000, 4]
type = Projectile
trigger1 = time < 15
attr = SC,HP
projanim = 849
projRemoveTime = 1
projpriority = 99
offset = 0,0
projedgebound = 210
projstagebound = 210

[State -2, 3];die
type = targetstate
trigger1 = numtarget > 0 && movehit > 0
trigger1 = target,life <= 0 && target,stateno != 864 && target,stateno != 5100
trigger1 = target,stateno != 5101 && target,stateno != 5110 && target,stateno != 865
value = 864
ignorehitpause = 1
[State -2, 3]
type = targetstate
trigger1 = numtarget > 0 && movehit > 0
trigger1 = target,life > 0 && target,stateno != 844 && target,stateno != 5100
trigger1 = target,stateno != 5101 && target,stateno != 5110
value = 844
ignorehitpause = 1

[State 1000, 4]
type = hitdef
trigger1 = time = 0
attr = S, SP
damage = ceil(155*(parent,fvar(1)+parent,fvar(2)+parent,fvar(3)+parent,fvar(4))),ceil(155*(parent,fvar(1)+parent,fvar(2)+parent,fvar(3)+parent,fvar(4))/8)
priority = 5,hit
hitflag = MAFD
animtype = H
guardflag = M
getpower = 0,0
givepower = 0,0
hitonce = 0
pausetime = 0,0
guard.pausetime = 0,12
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 74-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,36,0)
guard.hittime  = 74-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,36,0)
guard.velocity = -4
ground.velocity = -2,-8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -2,-8
sparkno = -1
sparkxy = 5-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,16,0),-10
ground.type = High
palfx.time = 55
palfx.sinadd = 124,124,124,16
palfx.add = 224,88,0
yaccel = .3
fall = 1
fall.recover = 0

[state 01,1]
type = stopsnd
trigger1 = time = 30
channel = 4
[state 01,1]
type = destroyself
trigger1 = time = 30
[Statedef 843];---------------fb helper s2-------------
type    = S
movetype= A
physics = N
ctrl = 0
anim = 848
velset = 0,0
juggle = 9
sprpriority = 1

[State 9001, 3]
type = posset
trigger1 = Time = 0
y = 0

[State 9001, 3]
type = Envcolor
trigger1 = Time = 0
value = 255,0,0
time = 2
[State 9001, 3]
type = Envcolor
trigger1 = Time = 3||Time = 7||Time = 11
trigger2 = (time = 15||Time = 19)&& parent,var(59) = 1
value = 255,0,0
time = 4
[State 9001, 3]
type = Envcolor
trigger1 = Time = 1||Time = 5||Time = 9
trigger2 = (time = 13||Time = 17)&& parent,var(59) = 1
value = 255,255,255
time = 4
[State 9001, 3]
type = Envcolor
trigger1 = Time = 13 && parent,var(59) != 1
trigger2 = Time = 21 && parent,var(59) = 1
value = 255,255,255
time = 3
[State 1203, 5]
type = Envshake
trigger1 = time = 0 && parent,var(59) != 1
time = 43
freq = 255
ampl = -4
[State 1203, 5]
type = Envshake
trigger1 = time = 0 && parent,var(59) = 1
time = 51
freq = 255
ampl = -4

[state 01,1]
type = projectile
trigger1 = time = 0&& parent,var(59) != 1
offset = -80,0
projanim = 847
projsprpriority = 3
projremovetime = 61
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time = 4&& parent,var(59) != 1
offset = 80,0
projanim = 847
projsprpriority = 3
projremovetime = 61
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time = 8&& parent,var(59) != 1
offset = 0,-15
projanim = 847
projsprpriority = -10
projremovetime = 61
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time = 12&& parent,var(59) != 1
offset = 0,15
projanim = 847
projsprpriority = 20
projremovetime = 61
projedgebound = 210
projstagebound = 210

[state 01,1]
type = projectile
trigger1 = time = 0&& parent,var(59) = 1
offset = 0,5
projanim = 847
projsprpriority = 5
projremovetime = 61
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time = 8&& parent,var(59) = 1
offset = -80,15
projanim = 847
projsprpriority = 20
projremovetime = 61
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time = 10&& parent,var(59) = 1
offset = 80,-15
projanim = 847
projsprpriority = -10
projremovetime = 61
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time = 12&& parent,var(59) = 1
offset = 0,-30
projanim = 847
projsprpriority = -12
projremovetime = 61
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time = 16&& parent,var(59) = 1
offset = 80,15
projanim = 847
projsprpriority = 20
projremovetime = 61
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time = 20&& parent,var(59) = 1
offset = -80,-15
projanim = 847
projsprpriority = -10
projremovetime = 61
projedgebound = 210
projstagebound = 210

[State 50, 4]
type = playsnd
trigger1 = time = 0||time = 4||time = 8||time = 12
trigger2 = (time = 16||time = 20)&&parent,var(59) = 1
value = 2,2

[State -2, 3];die
type = targetstate
trigger1 = numtarget > 0 && movehit > 0
trigger1 = target,life <= 0 && target,stateno != 864 && target,stateno != 5100
trigger1 = target,stateno != 5101 && target,stateno != 5110 && target,stateno != 865
value = 864
ignorehitpause = 1
[State -2, 3]
type = targetstate
trigger1 = numtarget > 0 && movehit > 0
trigger1 = target,life > 0 && target,stateno != 844 && target,stateno != 5100
trigger1 = target,stateno != 5101 && target,stateno != 5110
value = 844
ignorehitpause = 1

[State 1000, 4]
type = hitdef
trigger1 = time = 0
attr = S, ST
damage = ceil(155*(parent,fvar(1)+parent,fvar(2)+parent,fvar(3)+parent,fvar(4))),ceil(155*(parent,fvar(1)+parent,fvar(2)+parent,fvar(3)+parent,fvar(4))/4)
priority = 5,hit
hitflag = MAFD
animtype = H
guardflag = M
getpower = 0,0
givepower = 0,0
hitonce = 0
pausetime = 0,0
guard.pausetime = 0,12
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 74-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,36,0)
guard.hittime  = 74-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,36,0)
guard.velocity = -4
ground.velocity = -2,-8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -2,-8
sparkno = -1
sparkxy = 5-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,16,0),-10
ground.type = High
palfx.time = 55
palfx.sinadd = 124,124,124,16
palfx.add = 224,88,0
yaccel = .3
fall = 1
fall.recover = 0

[State 1000, 4]
type = hitdef
trigger1 = time = 24 && parent,var(59) != 1
trigger2 = time = 32 && parent,var(59) = 1

[State 1000, 4]
type = Projectile
trigger1 = time < 26
trigger2 = time >= 26 && time < 34 && parent,var(59) = 1
attr = SC,HP
projanim = 850
projRemoveTime = 1
projpriority = 99
offset = 0,0
projedgebound = 210
projstagebound = 210

[state 01,1]
type = destroyself
trigger1 = time = 73 && parent,var(59) != 1
trigger2 = time = 81 && parent,var(59) = 1

[Statedef 844];------------hit by fb---------------
type    = A
movetype = H
physics = N
sprpriority = -1

[State 5000, 1]
type = posset
trigger1 = time = 0 && pos y > 0
y = 0

[State 1020, 2]
type = nothitby
trigger1 = time = 0
trigger1 = name = "pyron" || name = "pyron(DS)"
value = SCA
time = 20
[State 1020, 2]
type = selfstate
trigger1 = time = 0
trigger1 = name = "pyron" || name = "pyron(DS)"
value = 50
ctrl = 1

[State 1020, 2]
type = selfstate
triggerall = time = 0
triggerall = life > 0
trigger1 = prevstateno = 150 || prevstateno = 151 || prevstateno = 130
value = 150
[State 1020, 2]
type = selfstate
triggerall = time = 0
triggerall = life > 0
trigger1 = prevstateno = 152 || prevstateno = 153 || prevstateno = 131
value = 152
[State 1020, 2]
type = selfstate
triggerall = time = 0
triggerall = life > 0
trigger1 = prevstateno = 154 || prevstateno = 155 || prevstateno = 132
value = 154

[State 5000, 1]
type = turn
trigger1 = time = 0 && random < 500
[State 5000, 1]
type = velset
trigger1 = time = 0
x = -2
y = -8
[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 1

[State 5000, 1]
type = changestate
trigger1 = life <= 0
value = 864

[State 5000, 1]
type = changeanim
trigger1 = time = 0
value = 5050

[State 5050, 3]
type = VelAdd
trigger1 = 1
y = 0.3

[State 5000, 1]
type = nothitby
trigger1 = 1
value = SCA

[State 5000, 1]
type = nothitby
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = SCA
time = 30

[State 5050, 6]
type = changeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

[Statedef 845];------------hit by ms---------------
type    = A
movetype = H
physics = N
sprpriority = -1

[State 5000, 1]
type = posset
trigger1 = time = 0 && pos y > 0
y = 0

[State 1020, 2]
type = selfstate
triggerall = time = 0
triggerall = life > 0
trigger1 = prevstateno = 150 || prevstateno = 151 || prevstateno = 130
value = 150
[State 1020, 2]
type = selfstate
triggerall = time = 0
triggerall = life > 0
trigger1 = prevstateno = 152 || prevstateno = 153 || prevstateno = 131
value = 152
[State 1020, 2]
type = selfstate
triggerall = time = 0
triggerall = life > 0
trigger1 = prevstateno = 154 || prevstateno = 155 || prevstateno = 132
value = 154

[State 5000, 1]
type = turn
trigger1 = time = 0 && random < 500
[State 5000, 1]
type = velset
trigger1 = time = 0
x = -2
y = -8
[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 1

[State 5000, 1]
type = changestate
trigger1 = life <= 0
value = 864

[State 5000, 1]
type = changeanim
trigger1 = time = 0
value = 5050

[State 5050, 3]
type = VelAdd
trigger1 = 1
y = 0.3

[State 5000, 1]
type = nothitby
trigger1 = 1
value = SCA

[State 5000, 1]
type = nothitby
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value2 = SCA
time = 30

[State 5050, 6]
type = changeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

[Statedef 846];------------hit by fw1---------------
type    = A
movetype = H
physics = N
sprpriority = -1
facep2 = 1

[State 5000, 1]
type = posset
trigger1 = time = 0 && pos y > 0
y = 0

[State 1020, 2]
type = nothitby
trigger1 = time = 0
trigger1 = name = "pyron" || name = "pyron(DS)"
value = SCA
time = 20
[State 1020, 2]
type = selfstate
trigger1 = time = 0
trigger1 = name = "pyron" || name = "pyron(DS)"
value = 50
ctrl = 1

[State 5000, 1]
type = velset
trigger1 = time = 0
x = -2.5
y = -6.5
[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 1

[State 5000, 1]
type = changestate
trigger1 = life <= 0
value = 864

[State 5000, 1]
type = changeanim
trigger1 = time = 0
value = 5050

[State 5050, 3]
type = VelAdd
trigger1 = 1
y = 0.45

[State 5000, 1]
type = nothitby
trigger1 = 1
value = SCA

[State 5000, 1]
type = nothitby
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = SCA
time = 30

[State 5050, 6]
type = changeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100
[Statedef 847];------------hit by ce w---------------
type    = A
movetype = H
physics = N
sprpriority = -1

[State 5000, 1]
type = turn
trigger1 = time = 0 && random < 500
[State 5000, 1]
type = velset
trigger1 = time = 0
x = -2
y = -8
[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 1

[State 5000, 1]
type = posset
trigger1 = time = 0 && pos y > 0
y = 0

[State 5000, 1]
type = changestate
trigger1 = life <= 0
value = 864

[State 5000, 1]
type = changeanim
trigger1 = time = 0
value = 5050

[State 5050, 3]
type = VelAdd
trigger1 = 1
y = 0.3

[State 5000, 1]
type = nothitby
trigger1 = 1
value = SCA

[State 5000, 1]
type = nothitby
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = SCA
time = 30

[State 5050, 6]
type = changeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100
[Statedef 853];------------hit by wl---------------
type    = A
movetype = H
physics = N
sprpriority = -1
facep2 = 1

[State 5000, 1]
type = posset
trigger1 = time = 0 && pos y > 0
y = 0

[State 5000, 1]
type = velset
trigger1 = time = 0
x = -2
y = -8
[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 1

[State 5000, 1]
type = changestate
trigger1 = life <= 0
value = 864

[State 5000, 1]
type = changeanim
trigger1 = time = 0
value = 5050

[State 5050, 3]
type = VelAdd
trigger1 = 1
y = 0.3

[State 5000, 1]
type = nothitby
trigger1 = 1
value = SCA

[State 5000, 1]
type = nothitby
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = SCA
time = 30

[State 5050, 6]
type = changeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

[Statedef 848];------------hit by ce f---------------
type    = A
movetype = H
physics = N
sprpriority = -1

[State 5000, 1]
type = posset
trigger1 = time = 0 && pos y > 0
y = 0

[State 5000, 1]
type = statetypeset
trigger1 = time = 0
trigger1 = name = "pyron" || name = "pyron(DS)"
movetype = I
[state 230, 1]
type = statetypeset
trigger1 = pos y < 0
trigger1 = name = "pyron" || name = "pyron(DS)"
value = A
[state 230, 1]
type = statetypeset
trigger1 = pos y >= 0
trigger1 = name = "pyron" || name = "pyron(DS)"
value = S

[State 5000, 1]
type = turn
trigger1 = time = 0 && random < 500 && name != "pyron" && name != "pyron(DS)"
[State 5000, 1]
type = velset
trigger1 = time = 0
x = -2
y = -8
[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 1

[State 5000, 1]
type = changestate
trigger1 = life <= 0
value = 864

[State 5000, 1]
type = changeanim
trigger1 = time = 0 && name != "pyron" && name != "pyron(DS)"
value = 5050
[State 5000, 1]
type = changeanim
trigger1 = name = "pyron" || name = "pyron(DS)"
value = 0
elem = animelemno(-1)

[State 5050, 3]
type = VelAdd
trigger1 = 1
y = 0.3
[state 230, 1]
type = velset
trigger1 = name = "pyron" || name = "pyron(DS)"
trigger1 = (statetype = S && time > 0)||time = 0
x = 0
y = 0

[State 5000, 1]
type = nothitby
trigger1 = 1
value = SCA

[State 5000, 1]
type = nothitby
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = SCA
time = 30

[State 5050, 6]
type = changeState
trigger1 = Vel Y > 0 && name != "pyron" && name != "pyron(DS)"
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100
[state 230, 1]
type = selfstate
trigger1 = time = 99 && statetype = S
trigger1 = name = "pyron" || name = "pyron(DS)"
value = 0
ctrl = 1
[state 230, 1]
type = selfstate
trigger1 = time = 99 && statetype = A
trigger1 = name = "pyron" || name = "pyron(DS)"
value = 50
ctrl = 1
[Statedef 849];------------hit by pk---------------
type    = A
movetype = H
physics = N
sprpriority = -1
velset = 0,0

[State 5000, 1]
type = posset
trigger1 = time = 0 && pos y > 0
y = 0

[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 1

[State 5000, 1]
type = velset
trigger1 = time = 12
x = -8
y = -2

[State 5000, 1]
type = playerpush
trigger1 = 1
value = 0

[State 5050, 3]
type = Velmul
trigger1 = time >= 12
x = 0.98
[State 5050, 3]
type = VelAdd
trigger1 = time >= 12&&time < 45&&backedgedist > 1
y = 0.12
[State 5050, 3]
type = VelAdd
trigger1 = time >= 45
y = 0.4
[State 5050, 3]
type = VelAdd
trigger1 = time >= 12&&time < 45&&backedgedist <= 1
y = 0.26

[State 5000, 1]
type = changestate
trigger1 = life <= 0
value = 864

[State 5101, 1]
type = changeanim
trigger1 = 1
value = 5012

[State 5000, 1]
type = nothitby
trigger1 = 1
value = SCA

[State 5000, 1]
type = nothitby
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value2 = SCA
time = 30

[State 5050, 6]
type = selfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
[Statedef 852];------------hit by wfb---------------
type    = A
movetype = H
physics = N
sprpriority = -1
facep2 = 1

[State 5000, 1]
type = posset
trigger1 = time = 0 && pos y > 0
y = 0

[State 1020, 2]
type = nothitby
trigger1 = time = 0
trigger1 = name = "pyron" || name = "pyron(DS)"
value = SCA
time = 20
[State 1020, 2]
type = selfstate
trigger1 = time = 0
trigger1 = name = "pyron" || name = "pyron(DS)"
value = 50
ctrl = 1

[State 1020, 2]
type = selfstate
triggerall = time = 0
triggerall = life > 0
trigger1 = prevstateno = 150 || prevstateno = 151 || prevstateno = 130
value = 150
[State 1020, 2]
type = selfstate
triggerall = time = 0
triggerall = life > 0
trigger1 = prevstateno = 152 || prevstateno = 153 || prevstateno = 131
value = 152
[State 1020, 2]
type = selfstate
triggerall = time = 0
triggerall = life > 0
trigger1 = prevstateno = 154 || prevstateno = 155 || prevstateno = 132
value = 154

[State 5000, 1]
type = velset
trigger1 = time = 0
x = -2
y = -8
[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 1

[State 5000, 1]
type = changestate
trigger1 = life <= 0
value = 864

[State 5000, 1]
type = changeanim
trigger1 = time = 0
value = 5050

[State 5050, 3]
type = VelAdd
trigger1 = 1
y = 0.3

[State 5000, 1]
type = nothitby
trigger1 = 1
value = SCA

[State 5000, 1]
type = nothitby
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = SCA
time = 30

[State 5050, 6]
type = changeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

[Statedef 1050];--------------------pi-----------
type    = S
physics = S
movetype = I
sprpriority = 0
velset = 0,0
anim = 851
ctrl = 0

[state 20, 1]
type = varset
trigger1 = var(25) = 1 && animtime < 0
var(25) = 0
[state 01,1]
type = poweradd
trigger1 = time < 25
value = -4
[state 01,1]
type = varadd
trigger1 = animelem = 10
var(19) = 50

[State 50, 4]
type = playsnd
trigger1 = animelem = 10
value = 2,5
channel = 1
[state 01,1]
type = playsnd
trigger1 = animelem = 17
value = 2,6

[State 20, 4]
type = varset
trigger1 = animtime = -1
var(20) = 620

[State 20, 4]
type = nothitby
trigger1 = time > 25
value = SCA

[State 100, 1]
type = turn
triggerall = time = 0
trigger1 = helper(1),command = "holdback" && command = "b" && facing = 1
trigger2 = helper(1),command = "holdfwd" && command = "b" && facing = -1
[Statedef 851];--------------------pi shadow----------
type    = S
physics = S
movetype = I
;sprpriority = 0
anim = parent,anim
velset = 0,0
ctrl = 0

[State 20, 4]
type = varset
trigger1 = time = 0
var(1) = parent,animelemno(0)

[State 20, 4]
type = changeanim
trigger1 = 1
value = anim
elem = var(1)

[State 20, 4]
type = assertspecial
trigger1 = 1
flag = noshadow
[State 20, 4]
type = assertspecial
trigger1 = time%2 = 0 && time > 24
flag = invisible

[State 20, 4]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 20, 4]
type = playerpush
trigger1 = 1
value = 0

[State 20, 4]
type = destroyself
trigger1 = time = 35
[Statedef 1060];--------------------rg-----------
type    = S
physics = S
movetype = A
sprpriority = 0
velset = 0,0
anim = 860
juggle = 0
ctrl = 0

[State 20, 4]
type = helper
trigger1 = time = 0
stateno = 1001
pos = 0,-10
name = "force guard"

[state 01,1]
type = poweradd
trigger1 = time < 17
value = -2
[state 01,1]
type = poweradd
trigger1 = time = 17
value = -1
[state 01,1]
type = varadd
trigger1 = animelem = 7
var(19) = 16

[state 01,1]
type = playsnd
trigger1 = animelem = 6,1
value = 2,7
[State 50, 4]
type = playsnd
trigger1 = animelem = 34
value = 2,8
channel = 1

[State 20, 4]
type = nothitby
trigger1 = animelem = 6,>=1 && animelem = 33,<2
value = SCA
[State 5100, 1]
type = playerpush
trigger1 = animelem = 6,>=1 && animelem = 33,<2
value = 0

[State 100, 1]
type = turn
triggerall = time = 0
trigger1 = helper(1),command = "holdback" && command = "b" && facing = 1
trigger2 = helper(1),command = "holdfwd" && command = "b" && facing = -1

[state 01,1]
type = projectile
trigger1 = animelem = 1,>=0 && animelem = 34,<0 && var(25) = 0
offset = 0,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 34,>=0 && animelem = 49,<0 && var(25) = 0
offset = 19,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 49,>=0 && animtime < 0 && var(25) = 0
offset = 6,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1]
type = explod
trigger1 = animelem = 6,1
pos = -8,-164
anim = 861
sprpriority = 2
removetime = 81
bindtime = -1
ownpal = 1
ignorehitpause = 1

[state 01,1]
type = explod
trigger1 = animelem = 6,1
pos = 0,0
anim = 862
scale = 0.35,0.35
sprpriority = -1
removetime = 2
ownpal = 1
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = animelem = 6,1
pos = 0,0
anim = 863
scale = 0.35,0.35
sprpriority = 4
removetime = 2
ownpal = 1
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = animelem = 6,1
pos = 0,-598
anim = 862
scale = 0.35,1
vfacing = -1
sprpriority = -1
removetime = 2
ownpal = 1
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = animelem = 6,1
pos = 0,-598
anim = 863
scale = 0.35,1
vfacing = -1
sprpriority = 4
removetime = 2
ownpal = 1
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = animelem = 7,>=0 && animelem = 33,<0 && time%2 = 1
pos = 0,0
anim = 862
scale = ifelse(time<27,0.35+(time-17)/2*0.13,1),ifelse(time<27,0.35+(time-17)/2*0.13,1)
sprpriority = -1
ownpal = 1
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = animelem = 7,>=0 && animelem = 33,<0 && time%2 = 1
pos = 0,0
anim = 863
scale = ifelse(time<27,0.35+(time-17)/2*0.13,1),ifelse(time<27,0.35+(time-17)/2*0.13,1)
sprpriority = 4
ownpal = 1
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = time = 19||time = 21||time = 23||time = 25
pos = 0,ifelse(time = 19,-638,ifelse(time = 21,-646,ifelse(time = 23,-678,-718)))
anim = 862
scale = ifelse(time<27,0.35+(time-17)/2*0.13,1),1
vfacing = -1
sprpriority = -1
ownpal = 1
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = time = 19||time = 21||time = 23||time = 25
pos = 0,ifelse(time = 19,-638,ifelse(time = 21,-646,ifelse(time = 23,-678,-718)))
anim = 863
scale = ifelse(time<27,0.35+(time-17)/2*0.13,1),1
sprpriority = 4
vfacing = -1
ownpal = 1
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = time > 26 && animelem = 33,<0 && time%2 = 1
pos = 0,-758
anim = 862
vfacing = -1
sprpriority = -1
ownpal = 1
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = time > 26 && animelem = 33,<0 && time%2 = 1
pos = 0,-758
anim = 863
sprpriority = 4
vfacing = -1
ownpal = 1
ignorehitpause = 1

[State 20, 4]
type = helper
trigger1 = animelem = 33,0
stateno = 1061
pos = 0,0
name = "rg"
ownpal = 1

[State 1000, 4]
type = projectile
trigger1 = animelem = 9
attr = S, SP
projanim = 867
projremove = 0
projremovetime = 10
damage = ceil((180-((time-25)*2.5))*(fvar(1)+fvar(3)+fvar(4))),ceil((180-((time-25)*2))*(fvar(1)+fvar(3)+fvar(4))/50)
priority = 5,hit
hitflag = MAFDP
ID = 860
animtype = H
guardflag = M
getpower = 0,0
givepower = 0,0
pausetime = 0,0
guard.pausetime = 0,12
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 99-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,69,0)
guard.hittime  = 99-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,69,0)
guard.velocity = -9*ifelse(p2dist x < 0,-1,1)
ground.velocity = 0,-16
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = 0,-16
sparkno = -1
guard.sparkno = -1
p2stateno = 861
ground.type = High
fall = 1
fall.recover = 0
yaccel = .3
[State 1000, 4]
type = hitdef
trigger1 = animelem = 9,>0 && animelem = 33,<0 && (time-5)%10 = 0
attr = S, ST
damage = ceil((180-((time-25)*2.5))*(fvar(1)+fvar(3)+fvar(4))),ceil((180-((time-25)*2))*(fvar(1)+fvar(3)+fvar(4))/50)
priority = 5,hit
hitflag = MAFDP
ID = 860
animtype = H
guardflag = M
getpower = 0,0
givepower = 0,0
hitonce = 0
pausetime = 0,0
guard.pausetime = 0,12
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 99-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,69,0)
guard.hittime  = 99-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,69,0)
guard.velocity = -9*ifelse(p2dist x < 0,-1,1)
ground.velocity = 0,-16
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = 0,-16
sparkno = -1
guard.sparkno = -1
p2stateno = 861
ground.type = High
fall = 1
fall.recover = 0
yaccel = .3
[State 1000, 4]
type = hitdef
trigger1 = animelem = 33

[State 1002, 4]
type = Targetstate
trigger1 = animelem = 33,1 && numtarget(860) > 0
;trigger1 = target(860),stateno != [150,155]
;trigger1 = target(860),stateno != [130,132]
;trigger1 = target(860),stateno != 140 && target(860),stateno != 120
value = 862
id = 860
ignorehitpause = 1
persistent = 0

[State 1000, 4]
type = Projectile
trigger1 = animelem = 9,>=0 && animelem = 33,<0
attr = SC,HP
projanim = 866
projRemoveTime = 1
projpriority = 99
offset = 0,0
projedgebound = 210
projstagebound = 210

[Statedef 1061];--------------------rg helper-----------
type    = S
physics = S
movetype = I
sprpriority = 0
velset = 0,0
anim = 999
ctrl = 0

[state 01,1]
type = explod
trigger1 = time < 20
pos = 0,0
anim = 862
scale = 0.87-floor(time/4)*0.13,0.87-floor(time/4)*0.13
sprpriority = -1
removetime = 1
ownpal = 1
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = time < 20
pos = 0,0
anim = 863
scale = 0.87-floor(time/4)*0.13,0.87-floor(time/4)*0.13
sprpriority = 4
removetime = 1
ownpal = 1
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = time < 20
pos = 0,ifelse(time<4,-718,ifelse(time<8,-678,ifelse(time<12,-646,ifelse(time<16,-638,-598))))
anim = 862
scale = 0.87-floor(time/4)*0.13,1
vfacing = -1
sprpriority = -1
removetime = 1
ownpal = 1
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = time < 20
pos = 0,ifelse(time<4,-718,ifelse(time<8,-678,ifelse(time<12,-646,ifelse(time<16,-638,-598))))
anim = 863
scale = 0.87-floor(time/4)*0.13,1
vfacing = -1
sprpriority = 4
removetime = 1
ownpal = 1
ignorehitpause = 1

[state 01,1]
type = explod
trigger1 = time >= 20
pos = 0,0
anim = 862
scale = 0.15,0.15
sprpriority = -1
removetime = 1
ownpal = 1
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = time >= 20
pos = 0,0
anim = 863
scale = 0.15,0.15
sprpriority = 4
removetime = 1
ownpal = 1
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = time >= 20
pos = 0,-510
anim = 862
scale = 0.15,1
vfacing = -1
sprpriority = -1
removetime = 1
ownpal = 1
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = time >= 20
pos = 0,-510
anim = 863
scale = 0.15,1
vfacing = -1
sprpriority = 4
removetime = 1
ownpal = 1
ignorehitpause = 1

[State 1000, 4]
type = destroyself
trigger1 = time >= 24

[Statedef 861];------------hit by RG---------------
type    = A
movetype = H
physics = N
velset = 0,-7
sprpriority = -1

[State 5000, 1]
type = posset
trigger1 = time = 0 && pos y > 0
y = 0

[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 1

[State 5000, 1]
type = changestate
trigger1 = life <= 0
value = 864

[State 5000, 1]
type = nothitby
trigger1 = 1
value = SCA

[State 5000, 1]
type = changeanim
trigger1 = 1
value = 5000
[State 5000, 1]
type = changestate
trigger1 = time = 66
value = 862

[State 5050, 6]
type = changeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100
[Statedef 862];------------hit by RG2---------------
type    = A
movetype = H
physics = N
velset = 0,10
sprpriority = -1

[State 1020, 2]
type = selfstate
triggerall = time = 0
triggerall = life > 0
trigger1 = prevstateno = 150 || prevstateno = 151 || prevstateno = 130
value = 150
[State 1020, 2]
type = selfstate
triggerall = time = 0
triggerall = life > 0
trigger1 = prevstateno = 152 || prevstateno = 153 || prevstateno = 131
value = 152
[State 1020, 2]
type = selfstate
triggerall = time = 0
triggerall = life > 0
trigger1 = prevstateno = 154 || prevstateno = 155 || prevstateno = 132
value = 154

[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 1

[State 5000, 1]
type = changestate
trigger1 = life <= 0
value = 864

[State 5000, 1]
type = nothitby
trigger1 = 1
value = SCA

[State 5000, 1]
type = changeanim
trigger1 = time = 0
value = 5050

[State 5050, 3]
type = VelAdd
trigger1 = time >= 0
y = 0.45

[State 5050, 6]
type = changeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100
;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 863]
type    = L
movetype= I
physics = N
velset = -3,-5
sprpriority = -1

[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 1

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
trigger1 = time = 0
value = 5160

[State 5101, 1]
type = statetypeset
trigger1 = time = 1
movetype = H

[State 5101, 1]
type = velset
trigger1 = time = 0 && sysvar(4) = 2
x = -2.5

[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .4

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100, 1]
type = playerpush
trigger1 = Vel Y <= 0 || Pos Y < 12
value = 0

[State 5000, 1]
type = nothitby
trigger1 = Vel Y <= 0 || Pos Y < 12
value = SCA

[State 5101, 6]
type = varset
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
sysvar(0) = 0

[State 5101, 6] ;Hit ground
type = changeState
trigger1 = Vel Y > 0 && sysvar(4) = 1
trigger1 = Pos Y >= 12
value = 5110

[State 5101, 6] ;Hit ground
type = selfState
trigger1 = Vel Y > 0 && sysvar(4) != 1
trigger1 = Pos Y >= 12
value = 5110
[Statedef 864];-----------------die-------------------------
type    = L
movetype= H
physics = N
velset = 0,0
sprpriority = -1
anim = 5012
facep2 = 1

[State 5210, 1] 
type = PalFX
trigger1 = Time = 0
time = 1
add = 0,0,0
ignorehitpause = 1

[State 5101, 1]
type = changeanim
trigger1 = time < 8
value = 5012
ignorehitpause = 1
[State 5101, 1]
type = changeanim
trigger1 = time >= 8 && time < 12
value = 5000

[State 5101, 1]
type = statetypeset
trigger1 = time = 14
movetype = I
[State 5101, 1]
type = statetypeset
trigger1 = time = 15
movetype = H

[State 5101, 1]
type = posfreeze
trigger1 = time < 8

[State 5101, 1]
type = posset
trigger1 = time < 2 && pos y > 0
y = 0

[State 5101, 1]
type = velset
trigger1 = time = 8
x = -3
y = -8

[State 5101, 1]
type = ChangeAnim
trigger1 = time = 12 && SelfAnimExist(5030) && SelfAnimExist(5035)
value = 5030
[State 5101, 1]
type = ChangeAnim
trigger1 = time = 12
trigger1 = !SelfAnimExist(5030) || !SelfAnimExist(5035)
value = 5050
[State 5101, 1]
type = ChangeAnim
trigger1 = anim = 5030 && animtime = 0
value = 5035
[State 5101, 1]
type = ChangeAnim
trigger1 = anim = 5035 && animtime = 0
value = 5050

[State 5050, 2]
type = ChangeAnim
trigger1 = anim = 5050 && time > 12
trigger1 = Vel Y >= 0
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5101, 5]
type = VelAdd
trigger1 = time >= 8
y = .4

[State 5000, 1]
type = nothitby
trigger1 = 1
value = SCA

[State 5000, 1]
type = nothitby
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 8
value = SCA
time = 999
[State 5101, 5]
type = Varset
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 8
sysvar(0) = 0
[State 5101, 1]
type = velset
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 8
y = 15
[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 8
type = changeState
value = 866
[Statedef 865];-----------------die2-------------------------
type    = L
movetype= H
physics = N
velset = 0,0
sprpriority = -1
anim = 5012

[State 5210, 1] 
type = PalFX
trigger1 = Time = 0
time = 1
add = 0,0,0
ignorehitpause = 1
[State 5210, 1] 
type = turn
trigger1 = Time = 0 && random < 500

[State 5101, 1]
type = changeanim
trigger1 = time >= 0 && time < 4
value = 5000

[State 5101, 1]
type = posset
trigger1 = time < 2 && pos y > 0
y = 0

[State 5101, 1]
type = velset
trigger1 = time = 0
x = -3
y = -8

[State 5101, 1]
type = ChangeAnim
trigger1 = time = 4 && SelfAnimExist(5030) && SelfAnimExist(5035)
value = 5030
[State 5101, 1]
type = ChangeAnim
trigger1 = time = 4
trigger1 = !SelfAnimExist(5030) || !SelfAnimExist(5035)
value = 5050
[State 5101, 1]
type = ChangeAnim
trigger1 = anim = 5030 && animtime = 0
value = 5035
[State 5101, 1]
type = ChangeAnim
trigger1 = anim = 5035 && animtime = 0
value = 5050

[State 5050, 2]
type = ChangeAnim
trigger1 = anim = 5050 && time > 4
trigger1 = Vel Y >= 0
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5101, 1]
type = statetypeset
trigger1 = time = 6
movetype = I
[State 5101, 1]
type = statetypeset
trigger1 = time = 7
movetype = H

[State 5101, 5]
type = VelAdd
trigger1 = time >= 0
y = .4

[State 5000, 1]
type = nothitby
trigger1 = 1
value = SCA

[State 5000, 1]
type = nothitby
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 8
value = SCA
time = 999
[State 5101, 5]
type = Varset
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 8
sysvar(0) = 0
[State 5101, 1]
type = velset
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 8
y = 15
[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 8
type = changeState
value = 866
;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 866]
type    = L
movetype= H
physics = N

[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, 2

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 61
pos = 0, 0
under = 1

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 5110, 11] ;If just died
type = selfState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150
[State 5110, 11]
type = selfState
triggerall = alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5110

[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine
;---------------------------------------------------------------------------
;meteor swarm
[Statedef 1070]
type    = S
physics = S
movetype = A
sprpriority = 0
velset = 0,0
anim = 870
ctrl = 0

[State 100, 1]
type = turn
triggerall = time = 0 && fvar(35) = 0
trigger1 = helper(1),command = "dbdbx" && facing = 1
trigger2 = helper(1),command = "dfdff" && facing = -1
trigger3 = helper(1),command = "holdback" && command = "b" && facing = 1
trigger4 = helper(1),command = "holdfwd" && command = "b" && facing = -1

[State 100, 1]
type = turn
trigger1 = animelem = 9 && command = "holdback"

[State 230, 1]
type = poweradd
trigger1 = animelem = 1, >= 0 && animelem = 19,<3
value = -1

[State 230, 1]
type = poweradd
trigger1 = animelem = 19, >= 3 && animelem = 100, < 0
value = -2

[State 50, 4]
type = playsnd
trigger1 = animelem = 9
value = 3,1
channel = 1

[State 230, 1]
type = helper
trigger1 = animelem = 9
stateno = 871
id = 871
name = "space"
helpertype = normal
sprpriority = 1
pausemovetime = 9999
ownpal = 1
[Statedef 871];----------------------space-------------
type    = S
movetype= A
physics = N
ctrl = 0
anim = 999
velset = 0,0

[state 01,1]
type = posset
trigger1 = 1
x = 0
y = ifelse(time>=55&&time<96,-245+ceil((time-55)/4),ifelse(time<55,-245,-235))

[state 01,1]
type = explod
trigger1 = time >= 0 && time < 55
pos = 0,0
anim = 871
scale = 0.0168+time*0.018,0.0168+time*0.018
sprpriority = 95
bindtime = -1
ownpal = 1
[state 01,1]
type = explod
trigger1 = time >= 55 && time < 362
pos = 0,0
anim = 871
sprpriority = 95
ownpal = 1

[state 01,1]
type = explod
trigger1 = time > 1
trigger1 = timemod = 52,0
pos = 0,0
anim = 872
id = 872
sprpriority = 96
bindtime = -1
ownpal = 1
[state 01,1]
type = explod
trigger1 = time > 45
trigger1 = timemod = 52,32
pos = 0,0
anim = 873
id = 873
sprpriority = 96
bindtime = -1
ownpal = 1

[state 01,1]
type = varrandom
trigger1 = time > 65
trigger1 = timemod = 27,13
v = 4
range = 3

[State 230, 1]
type = helper
trigger1 = time > 65 && (var(4) = 0 || var(4) = 3) && parent,stateno = 1070
trigger1 = timemod = 52,16
stateno = 873
pos = -260+ceil(random/6),0
id = 873
name = "meteorm"
helpertype = normal
sprpriority = 1
pausemovetime = 9999
ownpal = 1
[State 230, 1]
type = helper
trigger1 = time > 65 && (var(4) = 0 || var(4) = 3) && parent,stateno = 1070
trigger1 = timemod = 52,42
stateno = 873
pos = -90+ceil(random/6),0
id = 873
name = "meteorm"
helpertype = normal
sprpriority = 1
pausemovetime = 9999
ownpal = 1
[State 230, 1]
type = helper
trigger1 = time > 65 && var(4) = 1 && parent,stateno = 1070
trigger1 = timemod = 52,16
stateno = 874
pos = -260+ceil(random/6),0
id = 873
name = "meteorm"
helpertype = normal
sprpriority = 1
pausemovetime = 9999
ownpal = 1
[State 230, 1]
type = helper
trigger1 = time > 65 && var(4) = 1 && parent,stateno = 1070
trigger1 = timemod = 52,42
stateno = 874
pos = -90+ceil(random/6),0
id = 873
shadow = -1
name = "meteorm"
helpertype = normal
sprpriority = 1
pausemovetime = 9999
ownpal = 1
[State 230, 1]
type = helper
trigger1 = time > 65 && var(4) = 2 && parent,stateno = 1070
trigger1 = timemod = 52,16
stateno = 875
pos = -260+ceil(random/6),0
id = 873
shadow = -1
name = "meteorm"
helpertype = normal
sprpriority = 1
pausemovetime = 9999
ownpal = 1
[State 230, 1]
type = helper
trigger1 = time > 65 && var(4) = 2 && parent,stateno = 1070
trigger1 = timemod = 52,42
stateno = 875
pos = -90+ceil(random/6),0
id = 873
shadow = -1
name = "meteorm"
helpertype = normal
sprpriority = 1
pausemovetime = 9999
ownpal = 1

[State 50, 4]
type = playsnd
trigger1 = timemod = 50,0
value = 2,3
channel = 5

[state 01,1]
type = changestate
trigger1 = time = 362 || (parent,stateno != 1070 && time >= 55)
value = 872
[Statedef 872];----------------------space get out----------
type    = S
movetype= A
physics = N
ctrl = 0
anim = 999
velset = 0,0

[state 01,1]
type = stopsnd
trigger1 = time = 13
channel = 5

[state 01,1]
type = removeexplod
trigger1 = time = 3
id = 872
[state 01,1]
type = removeexplod
trigger1 = time = 3
id = 873

[state 01,1]
type = posset
trigger1 = 1
x = 0

[state 01,1]
type = explod
trigger1 = time >= 0 && time < 14
pos = 0,0
anim = 871
scale = 1-time*0.07,1-time*0.07
sprpriority = 95
ownpal = 1

[state 01,1]
type = destroyself
trigger1 = time = 14
[Statedef 873];----------------------ms helper-------------
type    = S
movetype= A
physics = N
ctrl = 0
anim = 874
velset = 5,11;0
juggle = 9
sprpriority = 3

[state 01,1]
type = assertspecial
trigger1 = 1
flag = noshadow

[State -2, 3];die
type = targetstate
trigger1 = numtarget > 0 && movehit > 0
trigger1 = target,life <= 0 && target,stateno != 864 && target,stateno != 5100
trigger1 = target,stateno != 5101 && target,stateno != 5110 && target,stateno != 865
value = 864
ignorehitpause = 1
[State -2, 3]
type = targetstate
trigger1 = numtarget > 0 && movehit > 0
trigger1 = target,life > 0 && target,stateno != 845 && target,stateno != 5100
trigger1 = target,stateno != 5101 && target,stateno != 5110
value = 845
ignorehitpause = 1

[State 1000, 4]
type = Projectile
trigger1 = 1
attr = SC,HP
projanim = 878
projRemoveTime = 1
projpriority = 99
offset = 0,0
projedgebound = 210
projstagebound = 210

[State 1000, 4]
type = hitdef
trigger1 = time = 0
attr = S, HP
damage = ceil(290*(root,fvar(1)+root,fvar(2)+root,fvar(3)+root,fvar(4))),ceil(290*(root,fvar(1)+root,fvar(2)+root,fvar(3)+root,fvar(4))/16)
priority = 5,hit
id = 873
hitflag = MAFD
animtype = H
guardflag = M
getpower = 0,0
givepower = 0,0
hitonce = 0
pausetime = 0,0
guard.pausetime = 0,12
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 54-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,26,0)
guard.hittime  = 54-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,26,0)
guard.velocity = -4*ifelse(p2dist x < 0,-1,1)
ground.velocity = -2*ifelse(p2dist x < 0,-1,1),-8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -2*ifelse(p2dist x < 0,-1,1),-8
sparkno = -1
sparkxy = 5-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,16,0),-10
ground.type = High
palfx.time = 55
palfx.sinadd = 124,124,124,16
palfx.add = 224,88,0
yaccel = .3
fall = 1
fall.recover = 0

[state 01,1]
type = changestate
trigger1 = pos y >= -5;-4
value = 876
[Statedef 874];----------------------ms helper2-------------
type    = S
movetype= A
physics = N
ctrl = 0
anim = 874
velset = 5,11;0
sprpriority = -5

[state 01,1]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 01,1]
type = changestate
trigger1 = pos y >= -40;-37
value = 876
[Statedef 875];----------------------ms helper3-------------
type    = S
movetype= A
physics = N
ctrl = 0
anim = 874
velset = 5,11;0
sprpriority = 7

[state 01,1]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 01,1]
type = changestate
trigger1 = pos y >= 25;40
value = 876
[Statedef 876];-----------------meteor explod-----------
type    = S
movetype= A
physics = N
ctrl = 0
anim = 875
velset = 0,0
juggle = 9

[State 50, 4]
type = playsnd
trigger1 = time = 0
value = 2,2

[State 9001, 3]
type = Envcolor
trigger1 = Time = 0
value = 255,0,0
time = 3
[State 1203, 5]
type = Envshake
trigger1 = time = 0
time = 9
freq = 255
ampl = -4

[State -2, 3];die
type = targetstate
trigger1 = numtarget > 0 && movehit > 0
trigger1 = target,life <= 0 && target,stateno != 864 && target,stateno != 5100
trigger1 = target,stateno != 5101 && target,stateno != 5110 && target,stateno != 865
value = 864
ignorehitpause = 1
[State -2, 3]
type = targetstate
trigger1 = numtarget > 0 && movehit > 0
trigger1 = target,life > 0 && target,stateno != 845 && target,stateno != 5100
trigger1 = target,stateno != 5101 && target,stateno != 5110
value = 845
ignorehitpause = 1

[state 01,1]
type = posset
trigger1 = time = 0
y = 0

[state 01,1]
type = projectile
trigger1 = time = 0 && prevstateno = 873	;middle
offset = 0,0
projanim = 876
projsprpriority = 3
projremovetime = 57
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time = 0 && prevstateno = 874	;background
offset = 0,-37
projanim = 876
projsprpriority = -15 ;-5
projremovetime = 57
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time = 0 && prevstateno = 875	;forward
offset = 0,30
projanim = 876
projsprpriority = 15 ;7
projremovetime = 57
projedgebound = 210
projstagebound = 210

[State 1000, 4]
type = Projectile
trigger1 = time = 0
attr = SC,HP
projanim = 877
projRemoveTime = 57
projpriority = 99
offset = 0,0
projedgebound = 210
projstagebound = 210

[State 1000, 4]
type = hitdef
trigger1 = time = 0
attr = S, HT
damage = ceil(290*(root,fvar(1)+root,fvar(2)+root,fvar(3)+root,fvar(4))),ceil(290*(root,fvar(1)+root,fvar(2)+root,fvar(3)+root,fvar(4))/12)
priority = 5,hit
hitflag = MAFD
ID=873
animtype = H
guardflag = M
getpower = 0,0
givepower = 0,0
hitonce = 0
pausetime = 0,0
guard.pausetime = 0,12
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 54-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,26,0)
guard.hittime  = 54-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,26,0)
guard.velocity = -4*ifelse(p2dist x < 0,-1,1)
ground.velocity = -2*ifelse(p2dist x < 0,-1,1),-8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -2*ifelse(p2dist x < 0,-1,1),-8
sparkno = -1
sparkxy = 5-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,16,0),-10
ground.type = High
palfx.time = 55
palfx.sinadd = 124,124,124,16
palfx.add = 224,88,0
yaccel = .3
fall = 1
fall.recover = 0

[state 01,1]
type = changestate
trigger1 = time = 1
value = 877
[Statedef 877];-----------------meteor explod2-----------
type    = S
movetype= A
physics = N
ctrl = 0
anim = 879
velset = 0,0
juggle = 9

[State 9001, 3]
type = Envcolor
trigger1 = Time = 2
value = 255,255,255
time = 3

[State -2, 3];die
type = targetstate
trigger1 = numtarget > 0 && movehit > 0
trigger1 = target,life <= 0 && target,stateno != 864 && target,stateno != 5100
trigger1 = target,stateno != 5101 && target,stateno != 5110 && target,stateno != 865
value = 864
ignorehitpause = 1
[State -2, 3]
type = targetstate
trigger1 = numtarget > 0 && movehit > 0
trigger1 = target,life > 0 && target,stateno != 844 && target,stateno != 5100
trigger1 = target,stateno != 5101 && target,stateno != 5110
value = 844
ignorehitpause = 1

[State 1000, 4]
type = hitdef
trigger1 = time = 0
attr = S, HT
damage = ceil(290*(root,fvar(1)+root,fvar(2)+root,fvar(3)+root,fvar(4))),ceil(290*(root,fvar(1)+root,fvar(2)+root,fvar(3)+root,fvar(4))/12)
priority = 5,hit
hitflag = MAFP
ID=873
nochainID=873
animtype = H
guardflag = M
getpower = 0,0
givepower = 0,0
hitonce = 0
pausetime = 0,0
guard.pausetime = 0,12
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 54-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,26,0)
guard.hittime  = 54-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,26,0)
guard.velocity = -4*ifelse(p2dist x < 0,-1,1)
ground.velocity = -2*ifelse(p2dist x < 0,-1,1),-8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -2*ifelse(p2dist x < 0,-1,1),-8
sparkno = -1
sparkxy = 5-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,16,0),-10
ground.type = High
palfx.time = 55
palfx.sinadd = 124,124,124,16
palfx.add = 224,88,0
yaccel = .3
fall = 1
fall.recover = 0

[state 01,1]
type = destroyself
trigger1 = time = 56
[Statedef 1080];--------------------fs-----------
type    = S
physics = S
movetype = A
sprpriority = 0
velset = 0,0
anim = 882
ctrl = 0

[State 100, 1]
type = turn
triggerall = time = 0 && fvar(35) = 0
trigger1 = helper(1),command = "isb" && facing = 1
trigger2 = helper(1),command = "isf" && facing = -1
trigger3 = helper(1),command = "holdback" && command = "b" && facing = 1
trigger4 = helper(1),command = "holdfwd" && command = "b" && facing = -1
[State 100, 1]
type = turn
trigger1 = animelem = 15 && command = "holdback" && fvar(35) = 0
trigger2 = (time = 0 || animelem = 15) && (p2dist x < 0 && fvar(35) = 1)

[state 01,1]
type = poweradd
trigger1 = time > 5 && animelem = 15,<0
value = -1
[state 01,1]
type = varadd
trigger1 = animelem = 16
var(19) = 18

[State 20, 4]
type = width
trigger1 = animelem = 15,>= 0 && animelem = 16,< 0 && p2dist x > 0
value = 10
[State 20, 4]
type = width
trigger1 = animelem = 16,>= 0 && animelem = 47,< 0 && p2dist x > 0
value = 30

[State 50, 4]
type = playsnd
trigger1 = animelem = 2
value = 2,0
channel = 1
[State 50, 4]
type = playsnd
trigger1 = animelem = 16
value = 4,1
channel = 1
[State 50, 4]
type = playsnd
trigger1 = animelem = 2
value = 4,0
channel = 2
[State 50, 4]
type = playsnd
trigger1 = animelem = 16
value = 4,2
channel = 2

[state 01,1]
type = projectile
trigger1 = animelem = 1,>=0 && animelem = 15,<0 && var(25) = 0
offset = 0,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 15,>=0 && animelem = 16,<0 && var(25) = 0
offset = 15,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 16,>=0 && animelem = 47,<0 && var(25) = 0
offset = 18,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 47,>=0 && animtime < 0 && var(25) = 0
offset = 6,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1]
type = explod
trigger1 = animelem = 2
pos = -22,-55
anim = 883
id = 840
bindtime = -1
sprpriority = 1
ownpal = 1

[State 230, 1]
type = helper
trigger1 = animelem = 16
stateno = 1081
pos = 101,-72
name = "fs"
helpertype = normal
ownpal = 1
[State 230, 1]
type = helper
trigger1 = animelem = 16
stateno = 1082
pos = 118,-72
name = "fs"
helpertype = normal
ownpal = 1
[Statedef 1081];--------------------fs helper-----------
type    = S
physics = N
movetype = A
sprpriority = 2
anim = 846
ctrl = 0

[State 20, 4]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 01,1]
type = projectile
trigger1 = time < 78
offset = 17,0
projanim = ifelse((parent,var(59))=1,887,884)+ifelse(facing=-1,1000,0)+ifelse(time%3=0,0,ifelse(time%3=1,1,2))
projscale = ifelse(time<39,time+1,78-time)
projsprpriority = 2
projremovetime = 1
projedgebound = 210
projstagebound = 210

[state 01,1]	;winmugen 1.0's bug when facing left
type = projectile
trigger1 = time < 78 && facing = -1
offset = -3,0
projanim = ifelse((parent,var(59))=1,887,884)+ifelse(facing=-1,1000,0)+ifelse(time%3=0,0,ifelse(time%3=1,1,2))
projscale = ifelse(time<39,time+1,78-time)
projsprpriority = 2
projremovetime = 1
projedgebound = 210
projstagebound = 210

[State 20, 4]
type = bindtoparent
trigger1 = 1
pos = 101,-72

[State 20, 4]
type = destroyself
trigger1 = time = 95 || parent,stateno != 1080
[Statedef 1082];--------------------fs helper2-----------
type    = S
physics = N
movetype = A
anim = 890
ctrl = 0
juggle = 9

[State 20, 4]
type = bindtoparent
trigger1 = 1
pos = 118,-72

[State 20, 4]
type = changeanim
trigger1 = time = 0 && parent,var(59) = 1
value = 891

[State 1000, 4]
type = hitdef
trigger1 = timemod = 10,0
attr = S,SP
damage   = ceil(190*(parent,fvar(1)+parent,fvar(3)+parent,fvar(4))),ceil(190*(parent,fvar(1)+parent,fvar(3)+parent,fvar(4))/48)
p2stateno = 1083
animtype = heavy
hitflag = MAFP
guardflag = MA
hitonce = 0
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
givepower = 0,0
getpower = 0,0
hitsound   = s4,3
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,12,0)
guard.hittime  = 25-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,12,0)
ground.velocity = -3
air.velocity = -1,-4
fall = 1
fall.recover = 0

[State 20, 4]
type = destroyself
trigger1 = time = 95 || parent,stateno != 1080
[Statedef 1083];------------hit by fs---------------
type    = S
movetype = H
physics = S
sprpriority = -1
velset = 0,0

[State 260, 3] 
type = Afterimage
trigger1 = Time = 0
time = 0

[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 0.5

[State 9401, 6]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 5000

[State 1531, 5]
type = varset
trigger1 = animtime = -148
sysvar(4) = 0

[State 1531, 5]
type = varadd
trigger1 = command = "struggle"
sysvar(4) = 1

[State 100, 1]
type = playerpush
trigger1 = 1
value = 0

[State 5000, 1]
type = changeanim2
trigger1 = time = 0 && anim != 869
value = 869

[State 5000, 1]
type = changestate
trigger1 = life <= 0
value = 864

[state 230, 1]
type = statetypeset
trigger1 = pos y < 0
value = A
[state 230, 1]
type = statetypeset
trigger1 = pos y >= 0
value = S

[state 230, 1]
type = veladd
trigger1 = statetype = A
y = 0.7
[state 230, 1]
type = velset
trigger1 = statetype = S && time > 0
x = 0
y = 0

[state 230, 1]
type = posset
trigger1 = pos y > 0
y = 0

[State 5000, 1]
type = assertspecial
trigger1 = time < 149 - sysvar(4)*5
flag = invisible

[state 230, 1]
type = nothitby
trigger1 = time < 10
value = SCA
;[state 230, 1]
;type = nothitby
;trigger1 = animtime >= -sysvar(4)*5
;value = SCA
;time = 50

[state 230, 1]
type = selfstate
trigger1 = animtime >= -sysvar(4)*5
value = 0
ctrl = 1
[Statedef 1090];------------FW--------------------------------
type    = S
physics = S
movetype = A
sprpriority = 0
velset = 0,0
anim = 896
ctrl = 0

[State 100, 1]
type = turn
triggerall = time = 0 && fvar(35) = 0
trigger1 = helper(1),command = "dbdbx" && facing = 1
trigger2 = helper(1),command = "dfdff" && facing = -1
trigger3 = helper(1),command = "holdback" && command = "b" && facing = 1
trigger4 = helper(1),command = "holdfwd" && command = "b" && facing = -1
[State 100, 1]
type = turn
trigger1 = animelem = 23 && command = "holdback" && fvar(35) = 0
trigger2 = (time = 0 || animelem = 23) && (p2dist x < 0 && fvar(35) = 1)

[State 100, 1]
type = playerpush
trigger1 = time >= 0 && animelem = 29,<0
value = 0

[State 50, 4]
type = playsnd
trigger1 = animelem = 7
value = 2,0
channel = 1
[State 50, 4]
type = playsnd
trigger1 = animelem = 23
value = 4,6
channel = 1

[State 20, 4]
type = helper
trigger1 = time = 0
stateno = 1092
pos = 0,0
name = "fw"
ownpal = 1

[state 01,1]
type = varadd
trigger1 = time = 0
var(19) = 13
[state 01,1]
type = poweradd
trigger1 = time < 80 && time%2 = 0
value = -1
[state 01,1]
type = varadd
trigger1 = animelem = 23
var(19) = 6
[state 01,1]
type = varadd
trigger1 = animelem = 29,1
var(19) = 6
[state 01,1]
type = varadd
trigger1 = animelem = 32
var(19) = 2

[State 0, 1]
type = varset
trigger1 = time = 0
var(4) = 0
[State 0, 1]
type = varset
trigger1 = time > 0 && command = "fw"
var(4) = 1

[state 01,1]
type = projectile
trigger1 = animelem = 1,>=0 && animelem = 27,<0 && var(25) = 0
offset = 0,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 27,>=0 && animelem = 28,<0 && var(25) = 0
offset = 15,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 28,>=0 && animtime < 0 && var(25) = 0
offset = 18,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[State 20, 4]
type = Changestate
triggerall = animelem = 29
trigger1 = (var(4) = 1 || command = "holdup") && fvar(35) = 0
trigger2 = (p2dist x <= 140 || random < 300)&& fvar(35) = 1
value = 1091
[Statedef 1091];------------FW2--------------------------------
type    = S
physics = S
movetype = A
sprpriority = 0
velset = 0,0
anim = 897
ctrl = 0

[state 01,1]
type = varadd
trigger1 = animelem = 1,1
var(19) = 6
[state 01,1]
type = varadd
trigger1 = animelem = 4
var(19) = 2

[state 01,1]
type = projectile
trigger1 = animelem = 1,>=0 && animtime < 0 && var(25) = 0
offset = 18,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[State 20, 4]
type = Changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 1092];--------------------fw helper-----------
type    = S
physics = N
movetype = A
anim = 899
ctrl = 0
juggle = 9

[State 20, 4]
type = bindtoparent
trigger1 = parent,stateno = 1090 && time < 83
pos = 0,0

[State 1000, 4]
type = Projectile
trigger1 = anim = 899 && time > 0 && time <= 16
trigger2 = anim = 905 && ((time >= 33 && time < 45) || (time >= 66 && time < 78))
attr = S,HP
projanim = 620
projRemoveTime = 1
projpriority = 99
offset = 0,0
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = anim = 899 && time > 16 && time <= 32
attr = S,HP
projanim = 621
projRemoveTime = 1
projpriority = 99
offset = 0,0
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = anim = 899 && time > 32 && time <= 65
attr = S,HP
projanim = 622
projRemoveTime = 1
projpriority = 99
offset = 0,0
projedgebound = 210
projstagebound = 210

[State 50, 4]
type = playsnd
trigger1 = time = 25
value = 4,4
[State 50, 4]
type = playsnd
trigger1 = time = 66&&parent,stateno = 1090
value = 4,5

[state 01,1]
type = projectile
trigger1 = time = 1
offset = 18,-8
projanim = 898
projsprpriority = -2
projremovetime = 32
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time = 1
offset = 30,4
projanim = 898
projsprpriority = 1
projremovetime = 32
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time = 1
offset = 18,18
projanim = 898
projsprpriority = 5
projremovetime = 32
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time = 1
offset = -27,-8
projanim = 898
projsprpriority = -2
projremovetime = 32
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time = 1
offset = -39,4
projanim = 898
projsprpriority = 1
projremovetime = 32
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time = 1
offset = -27,18
projanim = 898
projsprpriority = 5
projremovetime = 32
projedgebound = 210
projstagebound = 210

[state 01,1]
type = projectile
trigger1 = (time = 33||time=66)&& parent,stateno != 1090
offset = 18,-8
projanim = 904
projsprpriority = -2
projremovetime = 60
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = (time = 33||time=66)&& parent,stateno != 1090
offset = 30,4
projanim = 904
projsprpriority = 1
projremovetime = 60
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = (time = 33||time=66)&& parent,stateno != 1090
offset = 18,18
projanim = 904
projsprpriority = 5
projremovetime = 60
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = (time = 33||time=66)&& parent,stateno != 1090
offset = -27,-8
projanim = 904
projsprpriority = -2
projremovetime = 60
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = (time = 33||time=66)&& parent,stateno != 1090
offset = -39,4
projanim = 904
projsprpriority = 1
projremovetime = 60
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = (time = 33||time=66)&& parent,stateno != 1090
offset = -27,18
projanim = 904
projsprpriority = 5
projremovetime = 60
projedgebound = 210
projstagebound = 210

[state 01,1]
type = projectile
trigger1 = time = 33&&parent,stateno = 1090
offset = 18,-8
projanim = 900
projsprpriority = -2
projremovetime = 33
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time = 33&&parent,stateno = 1090
offset = 30,4
projanim = 900
projsprpriority = 1
projremovetime = 33
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time = 33&&parent,stateno = 1090
offset = 18,18
projanim = 900
projsprpriority = 5
projremovetime = 33
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time = 33&&parent,stateno = 1090
offset = -27,-8
projanim = 900
projsprpriority = -2
projremovetime = 33
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time = 33&&parent,stateno = 1090
offset = -39,4
projanim = 900
projsprpriority = 1
projremovetime = 33
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time = 33&&parent,stateno = 1090
offset = -27,18
projanim = 900
projsprpriority = 5
projremovetime = 33
projedgebound = 210
projstagebound = 210

[state 01,1]
type = posadd
trigger1 = time = 66&&parent,facing != facing&&parent,stateno = 1090
x = -5
[state 01,1]
type = turn
trigger1 = time = 66&&parent,facing != facing&&parent,stateno = 1090

[state 01,1]
type = projectile
trigger1 = time = 66&&parent,stateno = 1090
offset = 18,-8
velocity = 4,4
projanim = 900
projsprpriority = -2
projremovetime = 3
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time = 66&&parent,stateno = 1090
offset = 30,4
projanim = 900
projsprpriority = 1
projremovetime = 17
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time = 66&&parent,stateno = 1090
offset = 18,18
velocity = 6,-7
projanim = 900
projsprpriority = 5
projremovetime = 2
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time = 66&&parent,stateno = 1090
offset = -27,-8
projanim = 900
velocity = 8,1.7
projsprpriority = -2
projremovetime = 7
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time = 66&&parent,stateno = 1090
offset = -39,4
projanim = 900
velocity = 9.8,-8
accel = 0,3
projsprpriority = -1
projremovetime = 7
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time = 66&&parent,stateno = 1090
offset = -27,18
velocity = 8,-2
projanim = 900
projsprpriority = 5
projremovetime = 7
projedgebound = 210
projstagebound = 210

[State 1000, 4]
type = Projectile
trigger1 = time = 73
projanim = 914
projpriority = 99
projremovetime = 22
offset = 0,0
projedgebound = 210
projstagebound = 210

[State 20, 4]
type = changeanim
trigger1 = parent,stateno != 1090 && parent,stateno != 1091
trigger1 = time = 33||time = 66
value = 905

[State 1000, 4]
type = hitdef
trigger1 = time%10 = 0
attr = S, ST
damage = ceil(70*(parent,fvar(1)+parent,fvar(2)+parent,fvar(3)+parent,fvar(4))),ceil(70*(parent,fvar(1)+parent,fvar(2)+parent,fvar(3)+parent,fvar(4))/20)
priority = 5,hit
hitflag = MAFP
p2stateno = 846
animtype = H
guardflag = M
getpower = 0,0
givepower = 0,0
hitonce = 0
pausetime = 0,0
guard.pausetime = 0,2
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 49-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,24,0)
guard.hittime  = 49-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,24,0)
guard.velocity = -1.5*ifelse(p2dist x < 0,-1,1)
ground.velocity = -2.5,-6.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -2.5,-6.5
hitsound = s5,7
sparkno = -1
guard.sparkno = -1
ground.type = High
palfx.time = 33
palfx.sinadd = 124,124,124,16
palfx.add = 224,88,0
yaccel = .45
fall = 1
fall.recover = 0

[state 01,1]
type = projectile
trigger1 = time = 83&&parent,stateno != 1090&&parent,stateno != 1091
offset = 20,4
projanim = 908
projsprpriority = 2
projremovetime = 43
projedgebound = 210
projstagebound = 210
projpriority = 99
[state 01,1]
type = projectile
trigger1 = time = 83&&parent,stateno != 1090&&parent,stateno != 1091
offset = 20,4
projanim = 902
projsprpriority = 2
projremovetime = 43
projedgebound = 210
projstagebound = 210
projremove = 0
attr = S, SP
damage = ceil(150*(parent,fvar(1)+parent,fvar(2)+parent,fvar(3)+parent,fvar(4))),ceil(150*(parent,fvar(1)+parent,fvar(2)+parent,fvar(3)+parent,fvar(4))/4)
priority = 5,hit
p2stateno = 844
hitflag = MAF
animtype = H
guardflag = M
getpower = 0,0
givepower = 0,0
pausetime = 0,0
guard.pausetime = 0,2
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 89-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,44,0)
guard.hittime  = 89-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,44,0)
guard.velocity = -15
ground.velocity = -2,-8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -2,-8
sparkno = -1
guard.sparkno = -1
ground.type = High
palfx.time = 55
palfx.sinadd = 124,124,124,16
palfx.add = 224,88,0
yaccel = .3
fall = 1
fall.recover = 0

[State 20, 4]
type = changestate
trigger1 = time = 83 && parent,stateno = 1090
value = 1093
[State 20, 4]
type = changestate
trigger1 = time = 83 && parent,stateno = 1091
value = 1094

[State 20, 4]
type = destroyself
trigger1 = anim=905
trigger1 = time = 0||time = 45||time = 78||time >= 200
trigger2 = parent,stateno != 1090 && parent,stateno != 1091
trigger2 = time >= 83
[Statedef 1093];--------------------fw helper2-----------
type    = S
physics = N
movetype = A
anim = 901
ctrl = 0
sprpriority = 5
juggle = 9

[State 20, 4]
type = posset
trigger1 = time = 0
x = parent,pos x
y = parent,pos y

[State 20, 4]
type = velset
trigger1 = time = 0
x = 12
[State 20, 4]
type = posadd
trigger1 = time = 0
x = 25
y = 12

[State 1000, 4]
type = Projectile
trigger1 = time = 0
projanim = 906
projpriority = 99
velocity = 12,0
offset = 0,0
projedgebound = 420

[State 9001, 3]
type = Envcolor
trigger1 = time = 0
value = 255,0,0
time = 6
[State 9001, 3]
type = Envcolor
trigger1 = time = 3
value = 255,96,32
time = 3

[state 01,1]
type = projectile
trigger1 = (time-1)%5 = 0
offset = -1,-10
projanim = 909
projsprpriority = 4
projremovetime = 43
projedgebound = 210
projstagebound = 210

[state 01,1]
type = projectile
trigger1 = time%3 = 0 && random < 300
offset = 20,-3
projanim = 903
projsprpriority = 3
projremovetime = 146
projedgebound = 210
projstagebound = 210

[State 20, 4]
type = assertspecial
trigger1 = 1
flag = noshadow

[State -2, 3];die
type = targetstate
trigger1 = numtarget > 0 && movehit > 0
trigger1 = target,life <= 0 && target,stateno != 864 && target,stateno != 5100
trigger1 = target,stateno != 5101 && target,stateno != 5110 && target,stateno != 865
value = 864
ignorehitpause = 1
[State -2, 3]
type = targetstate
trigger1 = numtarget > 0 && movehit > 0
trigger1 = target,life > 0 && target,stateno != 844 && target,stateno != 5100
trigger1 = target,stateno != 5101 && target,stateno != 5110
value = 844
ignorehitpause = 1

[State 1000, 4]
type = hitdef
trigger1 = time = 0
attr = S, SP
damage = ceil(220*(parent,fvar(1)+parent,fvar(2)+parent,fvar(3)+parent,fvar(4))),ceil(220*(parent,fvar(1)+parent,fvar(2)+parent,fvar(3)+parent,fvar(4))/4)
priority = 5,hit
hitflag = MAFD
animtype = H
guardflag = M
getpower = 0,0
givepower = 0,0
hitonce = 0
pausetime = 0,0
guard.pausetime = 0,2
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 89-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,44,0)
guard.hittime  = 89-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,44,0)
guard.velocity = -15
ground.velocity = -2,-8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -2,-8
sparkno = -1
guard.sparkno = -1
ground.type = High
palfx.time = 55
palfx.sinadd = 124,124,124,16
palfx.add = 224,88,0
yaccel = .3
fall = 1
fall.recover = 0

[State 20, 4]
type = destroyself
trigger1 = frontedgedist < -210
[Statedef 1094];--------------------fw helper round-------
type    = S
physics = N
movetype = A
anim = 907
ctrl = 0
sprpriority = 5
juggle = 9

[State 20, 4]
type = velset
trigger1 = time = 39
x = 0
y = 0
[State 20, 4]
type = posset
trigger1 = time = 39
y = 0

[State 20, 4]
type = posadd
trigger1 = time = 0 && parent,stateno = 1091
x = 95
y = 15
[State 20, 4]
type = bindtoparent
trigger1 = time >= 7 && time < 15
pos = ceil(95+(-2.5*(time-7)*(time-7)/2)),ceil(15-8*(time-7)+(1*(time-7)*(time-7)/2))+ifelse((parent,pos y = 0),0,-(parent,pos y))
[State 20, 4]
type = bindtoparent
trigger1 = time >= 15 && time < 23
pos = ceil(-20*(time-15)+(2.5*(time-15)*(time-15)/2)),ceil(15-8*(time-7)+(1*(time-7)*(time-7)/2))+ifelse((parent,pos y = 0),0,-(parent,pos y))
[State 20, 4]
type = bindtoparent
trigger1 = time >= 23 && time < 31
pos = ceil(-20*(time-15)+(2.5*(time-15)*(time-15)/2)),ceil(15+8*(time-23)+(-1*(time-23)*(time-23)/2))+ifelse((parent,pos y = 0),0,-(parent,pos y))
[State 20, 4]
type = bindtoparent
trigger1 = time >= 31 && time < 39
pos = ceil(20*(time-31)+(-2.5*(time-31)*(time-31)/2)),ceil(15+8*(time-23)+(-1*(time-23)*(time-23)/2))+ifelse((parent,pos y = 0),0,-(parent,pos y))
[State 20, 4]
type = bindtoparent
trigger1 = time >= 39 && time < 42
pos = 95,15+ifelse((parent,pos y = 0),0,-(parent,pos y))

[State 9001, 3]
type = Envcolor
trigger1 = time = 0
value = 255,0,0
time = 3
[State 9001, 3]
type = Envcolor
trigger1 = time = 3
value = 255,96,32
time = 3

[State 1000, 4]
type = Projectile
trigger1 = 1
projanim = 910
projpriority = 99
projremovetime = 12
offset = 0,0
projedgebound = 210
projstagebound = 210

[state 01,1]
type = sprpriority
trigger1 = 1
value = ceil(pos y/5)

[state 01,1]
type = projectile
trigger1 = (time-1)%5 = 0 && time > 10
offset = -1,-10
projanim = 909
projsprpriority = ceil((pos y -5)/5)
projremovetime = 43
projedgebound = 210
projstagebound = 210

[State 20, 4]
type = assertspecial
trigger1 = 1
flag = noshadow

[State -2, 3];die
type = targetstate
trigger1 = numtarget > 0 && movehit > 0
trigger1 = target,life <= 0 && target,stateno != 864 && target,stateno != 5100
trigger1 = target,stateno != 5101 && target,stateno != 5110 && target,stateno != 865
value = 864
ignorehitpause = 1
[State -2, 3]
type = targetstate
trigger1 = numtarget > 0 && movehit > 0
trigger1 = target,life > 0 && target,stateno != 844 && target,stateno != 5100
trigger1 = target,stateno != 5101 && target,stateno != 5110
value = 844
ignorehitpause = 1

[State 1000, 4]
type = hitdef
trigger1 = time = 0
attr = S, ST
damage = ceil(220*(parent,fvar(1)+parent,fvar(2)+parent,fvar(3)+parent,fvar(4))),ceil(220*(parent,fvar(1)+parent,fvar(2)+parent,fvar(3)+parent,fvar(4))/8)
priority = 5,hit
hitflag = MAFD
animtype = H
guardflag = M
getpower = 0,0
givepower = 0,0
hitonce = 0
pausetime = 0,0
guard.pausetime = 0,2
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 89-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,44,0)
guard.hittime  = 89-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,44,0)
guard.velocity = -15*ifelse((parent,p2dist x < 0),-1,1)
ground.velocity = -2,-8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -2,-8
sparkno = -1
guard.sparkno = -1
ground.type = High
palfx.time = 55
palfx.sinadd = 124,124,124,16
palfx.add = 224,88,0
yaccel = .3
fall = 1
fall.recover = 0

[State 20, 4]
type = changestate
trigger1 = time = 42 && parent,stateno = 1091
value = 1093
[State 20, 4]
type = destroyself
trigger1 = time = 42 && parent,stateno != 1091
[Statedef 1100];--------------------CE-----------
type    = S
physics = S
movetype = A
sprpriority = 0
velset = 0,0
anim = 911
ctrl = 0
juggle = 0

[state 01,1]
type = hitadd
trigger1 = 1
value = -1

[State 100, 1]
type = turn
triggerall = time = 0 && fvar(35) = 0
trigger1 = helper(1),command = "bdb" && facing = 1
trigger2 = helper(1),command = "fdff" && facing = -1
trigger3 = helper(1),command = "holdback" && command = "b" && facing = 1
trigger4 = helper(1),command = "holdfwd" && command = "b" && facing = -1
trigger5 = helper(1),command = "isb" && facing = 1
trigger6 = helper(1),command = "isf" && facing = -1
[State 100, 1]
type = turn
trigger1 = time = 0 && fvar(35) = 1 && facing = -1
trigger1 = p2name = "pyron" || p2name = "pyron(DS)"

[State 20, 3]
type = varrandom
trigger1 = animelem = 1
v = 5
range = 1

[State 100, 1]
type = changeanim
trigger1 = time = 0 && facing = -1
value = 913

[State 20, 4]
type = helper
trigger1 = animelem = 21,2 && facing = 1
stateno = 1101
pos = -6,-101
name = "leviathan"
ownpal = 1

[State 20, 4]
type = helper
trigger1 = animelem = 18 && facing = -1
stateno = 1102
pos = 5,-45
name = "efreet"
ownpal = 1

[State 1000, 4]
type = explod
triggerall = facing = 1 && numexplod(916) = 0
trigger1 = animelem = 29,3
trigger2 = animelem = 30,>=0 && animelem = 75,< 0 && random < 24
postype = right
anim = 916
id = 916
sprpriority = -90
pos = -50,45
ownpal = 1
[State 1000, 4]
type = explod
triggerall = facing = 1 && numexplod(917) = 0
trigger1 = animelem = 37,3
trigger2 = animelem = 38,>=0 && animelem = 75,< 0 && random < 24
postype = left
anim = 917
id = 917
sprpriority = -90
pos = 40,90
ownpal = 1

[state 01,1]
type = poweradd
trigger1 = time < 60 && facing = 1
value = -1
[state 01,1]
type = varadd
trigger1 = animelem = 22 && facing = 1
var(19) = 18
[state 01,1]
type = poweradd
trigger1 = time > 7 && time < 98 && facing = -1
value = -1
[state 01,1]
type = varadd
trigger1 = time = 98 && facing = -1
var(19) = 15

[State 50, 4]
type = playsnd
trigger1 = animelem = 2 && var(5) = 0
value = 2,0
channel = 1
[State 50, 4]
type = playsnd
trigger1 = animelem = 2 && var(5) = 1
value = 4,7
channel = 1
[State 50, 4]
type = playsnd
trigger1 = animelem = 2 && facing = 1
value = 4,9
channel = 2
[State 50, 4]
type = playsnd
trigger1 = animelem = 2 && facing = -1
value = 5,1
channel = 2
[State 50, 4]
type = playsnd
trigger1 = animelem = 18 && facing = -1
value = 5,2
channel = 2

[State 50, 4]
type = playsnd
trigger1 = (animelem = 22 && facing = 1) || (animelem = 18 && facing = -1)
value = 4,8
channel = 1

[State 7800, 3]
type = BGPalfx
trigger1 = animelem = 21,>=0 && animelem = 78,<2 && facing = 1
ignorehitpause = 1
time = 2
add = 65,89,125
mul = 45,69,105
[State 7800, 3]
type = BGPalfx
trigger1 = animelem = 17,>=0 && animelem = 80,<1 && facing = -1
ignorehitpause = 1
time = 2
add = 255,14,12
mul = 100,0,0

[State 9001, 3]
type = Envcolor
trigger1 = (animelem = 31,1 || animelem = 64) && facing = 1
value = 0,0,255
time = 2

[state 01,1]
type = explod
trigger1 = animelem = 2&&facing = 1
pos = -22,-55
anim = 912
id = 840
bindtime = -1
removetime = 55
sprpriority = 1
ownpal = 1
[state 01,1]
type = explod
trigger1 = animelem = 2&&facing = -1
pos = -22,-55
anim = 841
id = 840
removetime = 45
bindtime = -1
sprpriority = 1
ownpal = 1

[State 1000, 4]
type = Projectile
trigger1 = animelem = 23,>=2 && animelem = 80,<1 && (time-5)%16 = 0 && facing = 1
postype = left
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = -150+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = animelem = 23,>=2 && animelem = 80,<1 && (time-5)%16 = 8 && facing = 1
postype = left
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = -113+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = animelem = 23,>=2 && animelem = 80,<1 && (time-5)%16 = 0 && facing = 1
postype = left
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = -76+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = animelem = 23,>=2 && animelem = 80,<1 && (time-5)%16 = 8 && facing = 1
postype = left
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = -39+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = animelem = 23,>=2 && animelem = 80,<1 && (time-5)%16 = 0 && facing = 1
postype = left
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = -2+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = animelem = 23,>=2 && animelem = 80,<1 && (time-5)%16 = 8 && facing = 1
postype = left
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = 35+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = animelem = 23,>=2 && animelem = 80,<1 && (time-5)%16 = 0 && facing = 1
postype = left
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = 72+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = animelem = 23,>=2 && animelem = 80,<1 && (time-5)%16 = 8 && facing = 1
postype = left
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = 109+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = animelem = 23,>=2 && animelem = 80,<1 && (time-5)%16 = 0 && facing = 1
postype = left
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = 146+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = animelem = 23,>=2 && animelem = 80,<1 && (time-5)%16 = 8 && facing = 1
postype = left
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = 183+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = animelem = 23,>=2 && animelem = 80,<1 && (time-5)%16 = 0 && facing = 1
postype = left
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = 220+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = animelem = 23,>=2 && animelem = 80,<1 && (time-5)%16 = 8 && facing = 1
postype = left
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = 257+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = animelem = 23,>=2 && animelem = 80,<1 && (time-5)%16 = 0 && facing = 1
postype = left
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = 294+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210

[State 1000, 4]
type = Projectile
trigger1 = animelem = 22,>=0 && animtime < 0 && facing = 1
attr = S,SP
projanim = 920
projRemoveTime = 1
projpriority = 99
offset = 0,0
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = hitdef
trigger1 = animelem = 22,>=0 && animelem = 47,<2 && (time-3)%20 = 0 && facing = 1
attr = S,ST
damage = 0,ceil(185*(fvar(1)+fvar(2)+fvar(3)+fvar(4)+ifelse(var(36)=4,0.3,0))/96)
p2stateno = 1021
animtype = heavy 
hitflag = MAFD
guardflag = MA
hitonce = 0
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.hittime  = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.velocity = 0
ground.velocity = -3,-6
air.velocity = -3,-6
airguard.velocity = 0,-3.2
fall = 1
fall.recover = 0
[State 1000, 4]
type = hitdef
trigger1 = animelem = 22,>=0 && animelem = 47,<2 && (time-3)%20 = 10 && facing = 1
attr = S,SP
damage = 0,ceil(185*(fvar(1)+fvar(2)+fvar(3)+fvar(4)+ifelse(var(36)=4,0.3,0))/96)
p2stateno = 1021
animtype = heavy 
hitflag = MAFD
guardflag = MA
hitonce = 0
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.hittime  = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.velocity = 0
ground.velocity = -3,-6
air.velocity = -3,-6
airguard.velocity = 0,-3.2
fall = 1
fall.recover = 0
[State 1000, 4]
type = projectile
trigger1 = animelem = 47,2 && facing = 1
attr = SC,SP
projanim = 856
projremove = 0
projremovetime = 10
p2stateno = 847
damage   = ceil(185*(fvar(1)+fvar(2)+fvar(3)+fvar(4)+ifelse(var(36)=4,0.3,0))),ceil(185*(fvar(1)+fvar(2)+fvar(3)+fvar(4)+ifelse(var(36)=4,0.3,0))/96)
animtype = heavy 
hitflag = MAFD
guardflag = MA
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
givepower = 0,0
getpower = 0,0
hitsound   = s5,0
guardsound   = -1
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.hittime  = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
ground.velocity = -3,-6
guard.velocity = 0
air.velocity = -3,-6
airguard.velocity = 0
palfx.time = 55
palfx.add = 0,40,100
palfx.mul = 100,150,300
palfx.sinadd = 100,100,100,6
fall = 1
fall.recover = 0
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = hitdef
trigger1 = animelem = 48,>=0 && animelem = 80,<0 && (time-3)%20 = 0 && facing = 1
attr = S,ST
damage   = ceil(185*(fvar(1)+fvar(2)+fvar(3)+fvar(4)+ifelse(var(36)=4,0.3,0))),ceil(185*(fvar(1)+fvar(2)+fvar(3)+fvar(4)+ifelse(var(36)=4,0.3,0))/96)
p2stateno = 847
animtype = heavy 
hitflag = MAFD
guardflag = MA
hitonce = 0
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
givepower = 0,0
getpower = 0,0
hitsound   = s5,0
guardsound   = -1
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.hittime  = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.velocity = 0
ground.velocity = -3,-6
air.velocity = -3,-6
airguard.velocity = 0,-3.2
palfx.time = 55
palfx.add = 0,40,100
palfx.mul = 100,150,300
palfx.sinadd = 100,100,100,6
fall = 1
fall.recover = 0
[State 1000, 4]
type = hitdef
trigger1 = animelem = 48,>=0 && animelem = 80,<0 && (time-3)%20 = 10 && facing = 1
attr = S,SP
damage   = ceil(185*(fvar(1)+fvar(2)+fvar(3)+fvar(4)+ifelse(var(36)=4,0.3,0))),ceil(185*(fvar(1)+fvar(2)+fvar(3)+fvar(4)+ifelse(var(36)=4,0.3,0))/96)
p2stateno = 847
animtype = heavy 
hitflag = MAFD
guardflag = MA
hitonce = 0
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
givepower = 0,0
getpower = 0,0
hitsound   = s5,0
guardsound   = -1
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.hittime  = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.velocity = 0
ground.velocity = -3,-6
air.velocity = -3,-6
airguard.velocity = 0,-3.2
palfx.time = 55
palfx.add = 0,40,100
palfx.mul = 100,150,300
palfx.sinadd = 100,100,100,6
fall = 1
fall.recover = 0
[State 1000, 4]
type = hitdef
trigger1 = animelem = 80 && facing = 1

[State 1000, 4]
type = Projectile
trigger1 = time >= 98 && time < 240 && facing = -1
attr = S,SP
projanim = 992
projRemoveTime = 1
projpriority = 99
offset = 0,0
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = hitdef
trigger1 = time >= 98 && time < 145 && time%20 = 0 && facing = -1
attr = S,ST
damage = 0,ceil(205*(fvar(1)+fvar(7)+fvar(3)+fvar(4)+ifelse(var(36)=4,0.3,0))/96)
p2stateno = 1021
animtype = heavy 
hitflag = MAFD
guardflag = MA
hitonce = 0
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.hittime  = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.velocity = 0
ground.velocity = -3,-6
air.velocity = -3,-6
airguard.velocity = 0,-3.2
fall = 1
fall.recover = 0
[State 1000, 4]
type = hitdef
trigger1 = time >= 98 && time < 145 && time%20 = 10 && facing = -1
attr = S,SP
damage = 0,ceil(205*(fvar(1)+fvar(7)+fvar(3)+fvar(4)+ifelse(var(36)=4,0.3,0))/96)
p2stateno = 1021
animtype = heavy 
hitflag = MAFD
guardflag = MA
hitonce = 0
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.hittime  = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.velocity = 0
ground.velocity = -3,-6
air.velocity = -3,-6
airguard.velocity = 0,-3.2
fall = 1
fall.recover = 0
[State 1000, 4]
type = projectile
trigger1 = time = 145 && facing = -1
attr = SC,SP
projanim = 991
projremove = 0
projremovetime = 10
p2stateno = 848
damage   = ceil(205*(fvar(1)+fvar(7)+fvar(3)+fvar(4)+ifelse(var(36)=4,0.3,0))),ceil(205*(fvar(1)+fvar(7)+fvar(3)+fvar(4)+ifelse(var(36)=4,0.3,0))/96)
animtype = heavy 
hitflag = MAFD
guardflag = MA
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.hittime  = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.velocity = 0
ground.velocity = -3,-6
air.velocity = -3,-6
airguard.velocity = 0
palfx.time = 55
palfx.sinadd = 124,124,124,16
palfx.add = 224,88,50
fall = 1
fall.recover = 0
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = hitdef
trigger1 = time > 145 && time <= 239 && time%20 = 10 && facing = -1
attr = S,ST
damage   = ceil(205*(fvar(1)+fvar(7)+fvar(3)+fvar(4)+ifelse(var(36)=4,0.3,0))),ceil(205*(fvar(1)+fvar(7)+fvar(3)+fvar(4)+ifelse(var(36)=4,0.3,0))/96)
p2stateno = 848
animtype = heavy
hitflag = MAFD
guardflag = MA
hitonce = 0
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.hittime  = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
ground.velocity = -3,-6
guard.velocity = 0
air.velocity = -3,-6
airguard.velocity = 0,-3.2
palfx.time = 55
palfx.sinadd = 124,124,124,16
palfx.add = 224,88,50
fall = 1
fall.recover = 0
[State 1000, 4]
type = hitdef
trigger1 = time > 145 && time <= 239 && time%20 = 0 && facing = -1
attr = S,SP
damage   = ceil(205*(fvar(1)+fvar(7)+fvar(3)+fvar(4)+ifelse(var(36)=4,0.3,0))),ceil(205*(fvar(1)+fvar(7)+fvar(3)+fvar(4)+ifelse(var(36)=4,0.3,0))/96)
p2stateno = 848
animtype = heavy
hitflag = MAFD
guardflag = MA
hitonce = 0
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.hittime  = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
ground.velocity = -3,-6
guard.velocity = 0
air.velocity = -3,-6
airguard.velocity = 0,-3.2
palfx.time = 55
palfx.sinadd = 124,124,124,16
palfx.add = 224,88,50
fall = 1
fall.recover = 0
[State 1000, 4]
type = hitdef
trigger1 = animelem = 81 && facing = -1
[Statedef 1101];--------------------leviathan-------
type    = A
physics = N
movetype = A
anim = 915
sprpriority = -1

[State 20, 4]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 5210, 1]
type = PalFX
trigger1 = time >= 0 && time < 14
time = 2
mul = 51,51,51
persistent = 1
[State 5210, 1] 
type = PalFX
trigger1 = Time >= 14 && time < 30
time = 2
mul = 102,102,102
[State 5210, 1] 
type = PalFX
trigger1 = Time >= 30 && time < 46
time = 2
mul = 153,153,153
[State 5210, 1] 
type = PalFX
trigger1 = Time >= 46 && time < 61
time = 2
mul = 204,204,204

[State 20, 4]
type = bindtoparent
trigger1 = parent,stateno = 1100
pos = -6,-101

[State 20, 4]
type = destroyself
trigger1 = parent,animelem = 80,1
trigger2 = parent,stateno != 1100 && time > 14
[Statedef 1102];--------------------efreet-------
type    = A
physics = N
movetype = A
anim = 923

[State 20, 4]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 20, 4]
type = varrandom
trigger1 = time = 0
v = 4
range = 1

[state 01,1]
type = projectile
trigger1 = animelem = 59
offset = 2,-131
projanim = 924
projsprpriority = var(4)+1
projremovetime = 6
projedgebound = 210
projstagebound = 210

[State 20, 4]
type = sprpriority
trigger1 = animelem = 1,>=0 && animelem = 6,<0
trigger2 = animelem = 12,>=0 && animelem = 18,<0
trigger3 = animelem = 24,>=0 && animelem = 30,<0
trigger4 = animelem = 36,>=0 && animelem = 42,<0
value = 1
[State 20, 4]
type = sprpriority
trigger1 = animelem = 6,>=0 && animelem = 12,<0
trigger2 = animelem = 18,>=0 && animelem = 24,<0
trigger3 = animelem = 30,>=0 && animelem = 36,<0
trigger4 = animelem = 42,>=0 && animelem = 48,<0
value = -1

[State 20, 4]
type = sprpriority
trigger1 = animelem = 49 && var(4) = 1
value = 2
[State 20, 4]
type = sprpriority
trigger1 = animelem = 49 && var(4) = 0
value = -1

[State 20, 4]
type = bindtoparent
trigger1 = parent,stateno = 1100
pos = 5,-45

[State 9001, 3]
type = Envcolor
trigger1 = time = 49||time = 116||time = 56||time = 123||time = 80||time = 147||time = 88||time = 155
value = 255,0,0
time = 1

[State 50, 4]
type = playsnd
trigger1 = time = 56||time = 123||time = 88||time = 155
value = 5,3

[State 1000, 4]
type = Projectile
trigger1 = time < 48
attr = S,HP
projanim = 926
projRemoveTime = 1
projpriority = 99
offset = 0,0
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = hitdef
trigger1 = time%10 = 0 && time < 48
attr = S, ST
damage = ceil(70*(parent,fvar(1)+parent,fvar(2)+parent,fvar(3)+parent,fvar(4)+ifelse((parent,var(36))=4,0.3,0))),ceil(70*(parent,fvar(1)+parent,fvar(2)+parent,fvar(3)+parent,fvar(4)+ifelse((parent,var(36))=4,0.3,0))/20)
priority = 5,hit
hitflag = MAF
guardflag = MA
p2stateno = 846
animtype = H
getpower = 0,0
givepower = 0,0
hitonce = 0
pausetime = 0,0
guard.pausetime = 0,2
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 49-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,24,0)
guard.hittime  = 49-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,24,0)
guard.velocity = -2.5*ifelse(p2dist x < 0,-1,1)
ground.velocity = -2.5,-6.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -2.5,-6.5
airguard.velocity = -3.5*ifelse(p2dist x < 0,-1,1),-1
sparkno = -1
guard.sparkno = -1
ground.type = High
palfx.time = 33
palfx.sinadd = 124,124,124,16
palfx.add = 224,88,0
yaccel = .45
fall = 1
fall.recover = 0

[State 1000, 4]
type = explod
trigger1 = time = 49||time = 116
postype = left
anim = 925
sprpriority = 999
pos = 0,0
scale = 0.83
bindtime = -1
ownpal = 1
[State 1000, 4]
type = explod
trigger1 = time = 56||time = 123
postype = right
anim = 925
sprpriority = 999
facing = -1
vfacing = -1
pos = 0,240
scale = 0.83
bindtime = -1
ownpal = 1
[State 1000, 4]
type = explod
trigger1 = time = 80||time = 147
postype = right
anim = 925
sprpriority = 999
pos = 0,0
scale = 0.83
facing = -1
bindtime = -1
ownpal = 1
[State 1000, 4]
type = explod
trigger1 = time = 88||time = 155
postype = left
anim = 925
sprpriority = 999
vfacing = -1
pos = 0,240
scale = 0.83
bindtime = -1
ownpal = 1

[State 20, 4]
type = destroyself
trigger1 = parent,animelem = 81,1
trigger2 = parent,stateno != 1100
[Statedef 1103];-------------bottle efreet-------
type    = A
physics = N
movetype = A
anim = 923

[State 20, 4]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 01,1]
type = projectile
trigger1 = animelem = 59
offset = 2,-131
projanim = 924
projsprpriority = var(4)+1
projremovetime = 6
projedgebound = 210
projstagebound = 210

[State 20, 4]
type = sprpriority
trigger1 = animelem = 1,>=0 && animelem = 6,<0
trigger2 = animelem = 12,>=0 && animelem = 18,<0
trigger3 = animelem = 24,>=0 && animelem = 30,<0
trigger4 = animelem = 36,>=0 && animelem = 42,<0
value = 3
[State 20, 4]
type = sprpriority
trigger1 = animelem = 6,>=0 && animelem = 12,<0
trigger2 = animelem = 18,>=0 && animelem = 24,<0
trigger3 = animelem = 30,>=0 && animelem = 36,<0
trigger4 = animelem = 42,>=0 && animelem = 48,<0
value = 1

[State 20, 4]
type = sprpriority
trigger1 = animelem = 49
value = 3

[State 20, 4]
type = bindtoparent
trigger1 = parent,stateno = 1100
pos = 5,-45

[State 9001, 3]
type = Envcolor
trigger1 = time = 49||time = 116||time = 56||time = 123||time = 80||time = 147||time = 88||time = 155
value = 255,0,0
time = 1

[State 50, 4]
type = playsnd
trigger1 = time = 56||time = 123||time = 88||time = 155
value = 5,3

[State 1000, 4]
type = Projectile
trigger1 = time < 48
attr = S,HP
projanim = 926
projRemoveTime = 1
projpriority = 99
offset = 0,0
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = hitdef
trigger1 = time%10 = 0 && time < 48
attr = S, ST
damage = ceil(70*(root,fvar(1)+root,fvar(2)+root,fvar(3)+root,fvar(4)+ifelse((root,var(36))=4,0.3,0))),ceil(70*(root,fvar(1)+root,fvar(2)+root,fvar(3)+root,fvar(4)+ifelse((root,var(36))=4,0.3,0))/20)
priority = 5,hit
hitflag = MAF
guardflag = MA
p2stateno = 846
animtype = H
getpower = 0,0
givepower = 0,0
hitonce = 0
pausetime = 0,0
guard.pausetime = 0,2
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 49-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,24,0)
guard.hittime  = 49-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,24,0)
guard.velocity = -2.5*ifelse(p2dist x < 0,-1,1)
ground.velocity = -2.5,-6.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -2.5,-6.5
airguard.velocity = -3.5*ifelse(p2dist x < 0,-1,1),-1
sparkno = -1
guard.sparkno = -1
ground.type = High
palfx.time = 33
palfx.sinadd = 124,124,124,16
palfx.add = 224,88,0
yaccel = .45
fall = 1
fall.recover = 0

[State 1000, 4]
type = explod
trigger1 = time = 49||time = 116
postype = left
anim = 925
sprpriority = 999
pos = 0,0
scale = 0.83
bindtime = -1
ownpal = 1
[State 1000, 4]
type = explod
trigger1 = time = 56||time = 123
postype = right
anim = 925
sprpriority = 999
facing = -1
vfacing = -1
pos = 0,240
scale = 0.83
bindtime = -1
ownpal = 1
[State 1000, 4]
type = explod
trigger1 = time = 80||time = 147
postype = right
anim = 925
sprpriority = 999
pos = 0,0
scale = 0.83
facing = -1
bindtime = -1
ownpal = 1
[State 1000, 4]
type = explod
trigger1 = time = 88||time = 155
postype = left
anim = 925
sprpriority = 999
vfacing = -1
pos = 0,240
scale = 0.83
bindtime = -1
ownpal = 1

[State 7800, 3]
type = BGPalfx
trigger1 = time < 189
ignorehitpause = 1
time = 2
add = 255,14,12
mul = 100,0,0

[State 20, 4]
type = destroyself
trigger1 = time = 192
[Statedef 1104];-------------Djinn-------
type    = A
physics = N
movetype = A
velset = 0,-1
anim = 460

[State 20, 4]
type = velset
trigger1 = animelem = 2
y = 0
[State 20, 4]
type = assertspecial
trigger1 = 1
flag = noshadow
[State 20, 4]
type = assertspecial
trigger1 = time >= 63 && time%2 = 1
flag = invisible
[State 20, 4]
type = destroyself
trigger1 = animtime = 0
[Statedef 1105];-------------Wind-------
type    = A
physics = N
movetype = I
velset = 6,0
anim = 461

[State 20, 4]
type = playerpush
trigger1 = 1
value = 1
[State 20, 4]
type = bindtoparent
trigger1 = time%10 = 0 && time > 0
pos = 10*ifelse((parent,facing)=facing,1,-1),0
[State 20, 4]
type = nothitby
trigger1 = 1
value = SCA

[State 20, 4]
type = destroyself
trigger1 = time = 55
[Statedef 1106];-----------hit by ds-------
type    = A
physics = N
movetype = H
velset = 0,0
anim = 5000

[State 5000, 1]
type = posset
trigger1 = time = 0 && pos y > 0
y = 0

[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 1
[State 5000, 1]
type = changestate
trigger1 = life <= 0
value = 864
[State 5000, 1]
type = changeanim
trigger1 = 1
value = 5000
[State 5000, 1]
type = changestate
trigger1 = time = 0 && random < 500
value = 1107
[State 20, 4]
type = turn
trigger1 = time%8 = 0 && time > 0 && time < 48
trigger2 = time = 0 && random < 500
trigger3 = time = 48 && vel x > 0
[State 20, 4]
type = velset
trigger1 = time = 48 && vel x > 0
x = -vel x
[State 20, 4]
type = velset
trigger1 = time = 48
y = 0.5
[State 20, 4]
type = nothitby
trigger1 = 1
value = SCA
[State 20, 4]
type = playerpush
trigger1 = 1
value = 0
[State 20, 4]
type = posadd
trigger1 = time < 48
y = -2

[State 20, 4]
type = velset
trigger1 = time%8 = 0 && time < 48
x = -32
[State 20, 4]
type = velset
trigger1 = time%16 = 4 && time < 48
y = -12
[State 20, 4]
type = velset
trigger1 = time%16 = 12 && time < 48
y = 12
[State 20, 4]
type = veladd
trigger1 = time%8 != 0 && time < 48
x = 8
[State 20, 4]
type = veladd
triggerall = time < 48
trigger1 = time%16 = [0,3]
trigger2 = time%16 = [12,15]
y = -3
[State 20, 4]
type = veladd
trigger1 = time < 48
trigger1 = time%16 = [4,11]
y = 3

[State 20, 4]
type = nothitby
trigger1 = time >= 48
trigger1 = backedgedist < 2 || frontedgedist < 2
value = SCA
time = 75
[State 20, 4]
type = changestate
trigger1 = time >= 48
trigger1 = backedgedist < 2 || frontedgedist < 2
value = 1108
[Statedef 1107];-----------hit by ds2-------
type    = A
physics = N
movetype = H
velset = 0,0
anim = 5000

[State 5000, 1]
type = changeanim
trigger1 = 1
value = 5000
[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 1
[State 5000, 1]
type = changestate
trigger1 = life <= 0
value = 864
[State 20, 4]
type = turn
trigger1 = time%8 = 4 && time > 0
trigger2 = time = 0 && random < 500
[State 20, 4]
type = nothitby
trigger1 = 1
value = SCA
[State 20, 4]
type = playerpush
trigger1 = 1
value = 0
[State 20, 4]
type = posadd
trigger1 = 1
y = -2

[State 20, 4]
type = velset
trigger1 = time%8 = 4
x = -32
[State 20, 4]
type = velset
trigger1 = time%16 = 8
y = -12
[State 20, 4]
type = velset
trigger1 = time%16 = 0
y = 12
[State 20, 4]
type = veladd
trigger1 = time%8 != 4
x = 8
[State 20, 4]
type = veladd
trigger1 = time%16 = [4,7]
trigger2 = time%16 = [0,3]
y = -3
[State 20, 4]
type = veladd
trigger1 = time%16 = [8,15]
y = 3

[State 20, 4]
type = nothitby
trigger1 = time = 48
value = SCA
time = 75
[State 20, 4]
type = changestate
trigger1 = time = 48
value = 1108
[Statedef 1108];-----------hit by ds f-------
type    = A
physics = N
movetype = H
anim = 5050
velset = 0,0

[State 1020, 2]
type = selfstate
triggerall = time = 0
triggerall = life > 0
trigger1 = prevstateno = 150 || prevstateno = 151 || prevstateno = 130
value = 150
[State 1020, 2]
type = selfstate
triggerall = time = 0
triggerall = life > 0
trigger1 = prevstateno = 152 || prevstateno = 153 || prevstateno = 131
value = 152
[State 1020, 2]
type = selfstate
triggerall = time = 0
triggerall = life > 0
trigger1 = prevstateno = 154 || prevstateno = 155 || prevstateno = 132
value = 154

[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 1
[State 5000, 1]
type = changestate
trigger1 = life <= 0
value = 864

;[State 5000, 1]
;type = velset
;trigger1 = time = 0
;y = 0
;[State 5000, 1]
;type = velmul
;trigger1 = time = 0 && vel x < -10
;x = 0.1+ifelse(random<500,0.1,0)
[State 5000, 1]
type = veladd
trigger1 = 1
y = 0.2

[State 5000, 1]
type = changestate
trigger1 = pos y >= -20
value = 1109
[Statedef 1109]
type    = L
movetype= H
physics = N
velset = 0

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
;trigger1 = GetHitVar(fall.yvel) = 0
sysvar(1) = floor(vel y)

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
;value = 61
;pos = 0, 0
;under = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 10

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
;value = F7, 0 ;Hit ground
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = nothitby
trigger1 = AnimTime = 0
value2 = SCA
time = 20
[State 5100, 12]
type = selfState
trigger1 = AnimTime = 0
value = 5101

[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20
[Statedef 1110];--------------------pk-----------
type    = S
physics = S
movetype = A
sprpriority = 0
velset = 0,0
anim = 927
ctrl = 0
juggle = 0

[state 01,1]
type = hitadd
trigger1 = 1
value = -1

[State 100, 1]
type = turn
triggerall = time = 0
trigger1 = helper(1),command = "dbdbx" && facing = 1
trigger2 = helper(1),command = "dfdff" && facing = -1
trigger3 = helper(1),command = "holdback" && command = "b" && facing = 1
trigger4 = helper(1),command = "holdfwd" && command = "b" && facing = -1

[state 01,1]
type = poweradd
trigger1 = time < 40
value = -8
[state 01,1]
type = varadd
trigger1 = animelem = 14
var(19) = 33

[State 50, 4]
type = playsnd
trigger1 = animelem = 2
value = 4,0
channel = 2
[State 50, 4]
type = playsnd
trigger1 = animelem = 14
value = 5,4
channel = 1
[State 50, 4]
type = playsnd
trigger1 = animelem = 14
value = 5,5
channel = 2

[state 01,1]
type = projectile
trigger1 = animelem = 1,>=0 && animelem = 14,<0 && var(25) = 0
offset = 0,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 14,>=0 && animelem = 36,<0 && var(25) = 0
offset = 18,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 36,>=0 && animtime < 0 && var(25) = 0
offset = 4,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1]
type = explod
trigger1 = animelem = 2
pos = -24,-50
anim = 928
id = 840
bindtime = -1
removetime = 36
sprpriority = 1
ownpal = 1

[state 01,1]
type = explod
trigger1 = animelem = 14
pos = 22,-68
anim = 929
id = 840
bindtime = -1
sprpriority = 2
ownpal = 1

[State 1000, 4]
type = hitdef
trigger1 = time = 40||time = 60
attr = S,HT
damage = 0,ceil(410*(fvar(1)+fvar(3)+fvar(4))/50)
p2stateno = 1021
animtype = heavy 
hitflag = MAFD
guardflag = MA
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
hitonce = 0
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.hittime  = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
ground.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,-3.2
fall = 1
fall.recover = 0
[State 1000, 4]
type = hitdef
trigger1 = time = 50
attr = S,HP
damage = 0,ceil(410*(fvar(1)+fvar(3)+fvar(4))/50)
p2stateno = 1021
animtype = heavy 
hitflag = MAFD
guardflag = MA
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
hitonce = 0
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.hittime  = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
ground.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,-3.2
fall = 1
fall.recover = 0
[State 1000, 4]
type = projectile
trigger1 = time = 72
attr = SC,HP
projanim = 856
projremove = 0
projremovetime = 10
p2stateno = 849
damage   = ceil(410*(fvar(1)+fvar(3)+fvar(4))),ceil(410*(fvar(1)+fvar(3)+fvar(4))/50)
animtype = heavy 
hitflag = MAFD
guardflag = MA
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
givepower = 0,0
getpower = 0,0
hitsound = s5,6
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.hittime  = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.velocity = 0
ground.velocity = -5,-3
air.velocity = 0,0
airguard.velocity = 0,-3.2
fall = 1
fall.recover = 0
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = hitdef
trigger1 = time > 72 &&time < 104&&time%20 = 0
attr = S,HT
damage   = ceil(410*(fvar(1)+fvar(3)+fvar(4))),ceil(410*(fvar(1)+fvar(3)+fvar(4))/50)
p2stateno = 849
animtype = heavy 
hitflag = MAFD
guardflag = MA
hitonce = 0
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
hitsound = s5,6
sparkno = -1
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.hittime  = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
ground.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,-3.2
fall = 1
fall.recover = 0
[State 1000, 4]
type = hitdef
trigger1 = time > 72 &&time < 104&&time%20 = 10
attr = S,HP
damage   = ceil(410*(fvar(1)+fvar(3)+fvar(4))),ceil(410*(fvar(1)+fvar(3)+fvar(4))/50)
p2stateno = 849
animtype = heavy 
hitflag = MAFD
guardflag = MA
hitonce = 0
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
hitsound = s5,6
sparkno = -1
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.hittime  = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
ground.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,-3.2
fall = 1
fall.recover = 0
[State 1000, 4]
type = hitdef
trigger1 = animelem = 36
[Statedef 1120];--------------------fr-----------
type    = S
physics = S
movetype = A
sprpriority = 0
velset = 0,0
anim = 931
ctrl = 0

[State 100, 1]
type = turn
triggerall = time = 0 && fvar(35) = 0
trigger1 = helper(1),command = "mmb" && facing = 1
trigger2 = helper(1),command = "mmf" && facing = -1
trigger3 = helper(1),command = "holdback" && command = "b" && facing = 1
trigger4 = helper(1),command = "holdfwd" && command = "b" && facing = -1

[state 01,1]
type = varadd
trigger1 = time = 0
var(19) = 14

[State 100, 1]
type = playerpush
trigger1 = animtime < 0
value = 0
[State 109, 1]
type = nothitby
trigger1 = time < 36
value = SCA

[State 20, 4]
type = helper
trigger1 = time = 0
stateno = 1121
pos = 0,0
name = "for projectile p2sn"

[State 1000, 4]
type = Projectile
trigger1 = time = 0
attr = S,HP
projanim = 939
projRemoveTime = 105
projpriority = 4
offset = 0,0
projedgebound = 210
projstagebound = 210

[State 1000, 4];f
type = Projectile
trigger1 = time = 11
projanim = 932
projsprpriority = 2
offset = 0,0
projheightbound = -240,50
projremovetime = 24
velocity = 2.5,0
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time = 35
projanim = 934
projremanim = 936
projsprpriority = 2
offset = 60,0
projheightbound = -240,50
projremovetime = 81
remvelocity = 2.5,0
projedgebound = 210
projstagebound = 210
[State 1000, 4];b
type = Projectile
trigger1 = time = 11
projanim = 932
projsprpriority = 2
offset = 0,0
projheightbound = -240,50
projremovetime = 24
velocity = -2.5,0
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time = 35
projanim = 934
projremanim = 936
projsprpriority = 2
offset = -60,0
projheightbound = -240,50
projremovetime = 81
remvelocity = -2.5,0
projedgebound = 210
projstagebound = 210
[State 1000, 4];fd
type = Projectile
trigger1 = time = 11
projanim = 933
projsprpriority = 4
offset = 0,0
projheightbound = -240,50
projremovetime = 24
velocity = 2.2,0.3
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time = 35
projanim = 935
projremanim = 937
projsprpriority = 4
offset = 53,7
projheightbound = -240,50
projremovetime = 81
remvelocity = 2.2,0.3
projedgebound = 210
projstagebound = 210
[State 1000, 4];fdx
type = Projectile
trigger1 = time = 11
projanim = 932
projsprpriority = 5
offset = 0,0
projheightbound = -240,50
projremovetime = 24
velocity = 1.6,0.7
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time = 35
projanim = 934
projremanim = 936
projsprpriority = 5
offset = 38,17
projheightbound = -240,50
projremovetime = 81
remvelocity = 1.6,0.7
projedgebound = 210
projstagebound = 210
[State 1000, 4];df
type = Projectile
trigger1 = time = 11
projanim = 933
projsprpriority = 6
offset = 0,0
projheightbound = -240,50
projremovetime = 24
velocity = 0.9,0.9
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time = 35
projanim = 935
projremanim = 937
projsprpriority = 6
offset = 22,23
projheightbound = -240,50
projremovetime = 81
remvelocity = 0.9,0.9
projedgebound = 210
projstagebound = 210
[State 1000, 4];d
type = Projectile
trigger1 = time = 11
projanim = 932
projsprpriority = 7
offset = 0,0
projheightbound = -240,50
projremovetime = 24
velocity = 0,1
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time = 35
projanim = 934
projremanim = 936
projsprpriority = 7
offset = 0,24
projheightbound = -240,50
projremovetime = 81
remvelocity = 0,1
projedgebound = 210
projstagebound = 210
[State 1000, 4];db
type = Projectile
trigger1 = time = 11
projanim = 933
projsprpriority = 6
offset = 0,0
projheightbound = -240,50
projremovetime = 24
velocity = -0.9,0.9
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time = 35
projanim = 935
projremanim = 937
projsprpriority = 6
offset = -22,23
projheightbound = -240,50
projremovetime = 81
remvelocity = -0.9,0.9
projedgebound = 210
projstagebound = 210
[State 1000, 4];bdx
type = Projectile
trigger1 = time = 11
projanim = 932
projsprpriority = 5
offset = 0,0
projheightbound = -240,50
projremovetime = 24
velocity = -1.6,0.7
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time = 35
projanim = 934
projremanim = 936
projsprpriority = 5
offset = -38,17
projheightbound = -240,50
projremovetime = 81
remvelocity = -1.6,0.7
projedgebound = 210
projstagebound = 210
[State 1000, 4];bd
type = Projectile
trigger1 = time = 11
projanim = 933
projsprpriority = 4
offset = 0,0
projheightbound = -240,50
projremovetime = 24
velocity = -2.2,0.3
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time = 35
projanim = 935
projremanim = 937
projsprpriority = 4
offset = -53,7
projheightbound = -240,50
projremovetime = 81
remvelocity = -2.2,0.3
projedgebound = 210
projstagebound = 210

[State 1000, 4];fu
type = Projectile
trigger1 = time = 11
projanim = 933
projsprpriority = -2
offset = 0,0
projheightbound = -240,50
projremovetime = 24
velocity = 2.2,-0.3
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time = 35
projanim = 935
projremanim = 937
projsprpriority = -2
offset = 53,-7
projheightbound = -240,50
projremovetime = 81
remvelocity = 2.2,-0.3
projedgebound = 210
projstagebound = 210
[State 1000, 4];fux
type = Projectile
trigger1 = time = 11
projanim = 932
projsprpriority = -3
offset = 0,0
projheightbound = -240,50
projremovetime = 24
velocity = 1.6,-0.7
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time = 35
projanim = 934
projremanim = 936
projsprpriority = -3
offset = 38,-17
projheightbound = -240,50
projremovetime = 81
remvelocity = 1.6,-0.7
projedgebound = 210
projstagebound = 210
[State 1000, 4];uf
type = Projectile
trigger1 = time = 11
projanim = 933
projsprpriority = -4
offset = 0,0
projheightbound = -240,50
projremovetime = 24
velocity = 0.9,-0.9
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time = 35
projanim = 935
projremanim = 937
projsprpriority = -4
offset = 22,-23
projheightbound = -240,50
projremovetime = 81
remvelocity = 0.9,-0.9
projedgebound = 210
projstagebound = 210
[State 1000, 4];u
type = Projectile
trigger1 = time = 11
projanim = 932
projsprpriority = -5
offset = 0,0
projheightbound = -240,50
projremovetime = 24
velocity = 0,-1
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time = 35
projanim = 934
projremanim = 936
projsprpriority = -5
offset = 0,-24
projheightbound = -240,50
projremovetime = 81
remvelocity = 0,-1
projedgebound = 210
projstagebound = 210
[State 1000, 4];ub
type = Projectile
trigger1 = time = 11
projanim = 933
projsprpriority = -4
offset = 0,0
projheightbound = -240,50
projremovetime = 24
velocity = -0.9,-0.9
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time = 35
projanim = 935
projremanim = 937
projsprpriority = -4
offset = -22,-23
projheightbound = -240,50
projremovetime = 81
remvelocity = -0.9,-0.9
projedgebound = 210
projstagebound = 210
[State 1000, 4];bux
type = Projectile
trigger1 = time = 11
projanim = 932
projsprpriority = -3
offset = 0,0
projheightbound = -240,50
projremovetime = 24
velocity = -1.6,-0.7
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time = 35
projanim = 934
projremanim = 936
projsprpriority = -3
offset = -38,-17
projheightbound = -240,50
projremovetime = 81
remvelocity = -1.6,-0.7
projedgebound = 210
projstagebound = 210
[State 1000, 4];bu
type = Projectile
trigger1 = time = 11
projanim = 933
projsprpriority = -2
offset = 0,0
projheightbound = -240,50
projremovetime = 24
velocity = -2.2,-0.3
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time = 35
projanim = 935
projremanim = 937
projsprpriority = -2
offset = -53,-7
projheightbound = -240,50
projremovetime = 81
remvelocity = -2.2,-0.3
projedgebound = 210
projstagebound = 210
[Statedef 1121];--------------------fr helper--------
type    = S
physics = N
movetype = A
sprpriority = 0
velset = 0,0
anim = 999
ctrl = 0

[State 50, 4]
type = playsnd
trigger1 = time = 11
value = 4,4

[State 50, 4]
type = changeanim
trigger1 = time = 11
value = 938

[State 1000, 4]
type = hitdef
trigger1 = time = 11
attr = S,ST
damage = ceil(60*(parent,fvar(1)+parent,fvar(2)+parent,fvar(3)+parent,fvar(4))),ceil(60*(parent,fvar(1)+parent,fvar(2)+parent,fvar(3)+parent,fvar(4))/20)
priority = 5,hit
hitflag = MAF
p2stateno = 846
animtype = H
guardflag = M
getpower = 0,0
givepower = 0,0
hitonce = 0
pausetime = 0,0
guard.pausetime = 0,6
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 49-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,24,0)
guard.hittime  = 49-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,24,0)
guard.velocity = -3*ifelse(p2dist x < 0,-1,1)
ground.velocity = -2.5,-6.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -2.5,-6.5
hitsound = s5,7
sparkno = -1
guard.sparkno = -1
ground.type = High
palfx.time = 33
palfx.sinadd = 124,124,124,16
palfx.add = 224,88,0
yaccel = .45
fall = 1
fall.recover = 0
[State 1000, 4]
type = hitdef
trigger1 = time > 34 && time < 110 && (time-5)%10 = 0
attr = S,ST
damage = ceil(60*(parent,fvar(1)+parent,fvar(2)+parent,fvar(3)+parent,fvar(4))),ceil(60*(parent,fvar(1)+parent,fvar(2)+parent,fvar(3)+parent,fvar(4))/20)
priority = 5,hit
hitflag = MAF
p2stateno = 846
animtype = H
guardflag = M
getpower = 0,0
givepower = 0,0
hitonce = 0
pausetime = 0,0
guard.pausetime = 0,0
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 49-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,24,0)
guard.hittime  = 49-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,24,0)
guard.velocity = -3*ifelse(p2dist x < 0,-1,1)
ground.velocity = -2.5,-6.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -2.5,-6.5
hitsound = s5,7
sparkno = -1
guard.sparkno = -1
ground.type = High
palfx.time = 33
palfx.sinadd = 124,124,124,16
palfx.add = 224,88,0
yaccel = .45
fall = 1
fall.recover = 0

[State 20, 4]
type = destroyself
trigger1 = time = 116
[Statedef 1130];--------------------LB-----------
type    = S
physics = S
movetype = A
sprpriority = 0
velset = 0,0
anim = 940
ctrl = 0

[State 100, 1]
type = turn
triggerall = time = 0 && fvar(35) = 0
trigger1 = helper(1),command = "bdb" && facing = 1
trigger2 = helper(1),command = "fdff" && facing = -1
trigger3 = helper(1),command = "holdback" && command = "b" && facing = 1
trigger4 = helper(1),command = "holdfwd" && command = "b" && facing = -1
[State 100, 1]
type = turn
trigger1 = animelem = 27 && command = "holdback" && fvar(35) = 0
trigger2 = (time = 0 || animelem = 27) && (p2dist x < 0 && fvar(35) = 1)

[State 20, 4]
type = width
trigger1 = time >= 84 && anim != 946 && p2dist x > 0
value = 5,0

[state 01,1]
type = poweradd
trigger1 = time < 90 && time%3 = 0
value = -1
[state 01,1]
type = varadd
trigger1 = animelem = 29,3
var(19) = 14

[state 01,1]
type = projectile
trigger1 = animelem = 1,>=0 && animelem = 27,<0 && anim = 940 && var(25) = 0
offset = 0,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 27,>=0 && animelem = 28,<0 && anim = 940 && var(25) = 0
offset = 15,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time >= 87 && time < 212 && var(25) = 0
offset = 18,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time >= 212 && time < 220 && var(25) = 0
offset = 6,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1]
type = explod
trigger1 = animelem = 15,1
pos = -21,-56
anim = 949
id = 840
bindtime = -1
sprpriority = 1
ownpal = 1

[State 50, 4]
type = playsnd
trigger1 = animelem = 15
value = 2,0
channel = 1
[State 50, 4]
type = playsnd
trigger1 = animelem = 15
value = 5,8
channel = 2
[State 50, 4]
type = playsnd
trigger1 = animelem = 28
value = 5,9
channel = 1
[State 50, 4]
type = playsnd
trigger1 = animelem = 28
value = 6,0
channel = 2

[State 20, 4]
type = helper
trigger1 = animelem = 29,3
stateno = 1134
pos = 0,0
name = "LBolt"
ownpal = 1
[State 20, 4]
type = helper
trigger1 = animelem = 29,3
stateno = 1131
pos = 0,0
name = "LBearth"
ownpal = 1
[State 20, 4]
type = helper
trigger1 = numhelper(1133) < 4
trigger1 = time = 93 || time = 101 || time = 111 || time = 119
stateno = 1133
name = "|"
id = 1133
ownpal = 1

[State 7800, 3]
type = BGPalfx
trigger1 = time >= 92 && time%4 = 0
ignorehitpause = 1
time = 2
mul = 200,200,200

[State 20, 4]
type = varset
trigger1 = time = 0
var(5) = 2
[State 20, 4]
type = varset
trigger1 = time = 0
var(18) = 0
[State 20, 4]
type = varset
trigger1 = animelem = 29,<= 3 && anim = 940
var(4) = 17
[State 20, 4]
type = varadd
trigger1 = var(4) > 0
var(4) = -1

[State 20, 4]
type = varset
triggerall = fvar(35) = 0
trigger1 = var(4) = 0 && command = "holdup" && var(5) > 0
trigger2 = var(4) = 0 && command != "holdup" && command = "holddown" && var(5) < 4
var(18) = 1
[State 20, 4]
type = varadd
triggerall = fvar(35) = 0
trigger1 = var(4) = 0 && command = "holdup" && command != "holddown" && var(5) > 0
var(5) = -1
[State 20, 4]
type = varadd
triggerall = fvar(35) = 0
trigger1 = var(4) = 0 && command != "holdup" && command = "holddown" && var(5) < 4
var(5) = 1
[State 20, 4]
type = varset
triggerall = fvar(35) = 1
trigger1 = var(4) = 0 && var(5) != 2 && time != 109
trigger2 = time = 109 && p2movetype != H
var(18) = 1
[State 20, 4]
type = varadd
trigger1 = fvar(35) = 1 && time = 109 && p2movetype != H
var(5) = -1
[State 20, 4]
type = varadd
trigger1 = fvar(35) = 1 && var(5) != 2
trigger1 = var(4) = 0 && time > 109
var(5) = 1*ifelse(var(5)>2,-1,1)
[State 20, 4]
type = varset
triggerall = var(18) = 1 && var(4) = 0
trigger1 = command = "holdup" && fvar(35) = 0
trigger2 = command != "holdup" && command = "holddown" && fvar(35) = 0
trigger3 = fvar(35) = 1
var(4) = 17
[State 20, 4]
type = varset
trigger1 = var(18) = 1
var(18) = 0

[State 20, 4]
type = Changeanim
trigger1 = time >= 101 && time < 212 && anim != 941 && var(5) = 0
value = 941
elem = animelemno(0)
[State 20, 4]
type = Changeanim
trigger1 = time >= 101 && time < 212 && anim != 942 && var(5) = 1
value = 942
elem = animelemno(0)
[State 20, 4]
type = Changeanim
trigger1 = time >= 101 && time < 212 && anim != 943 && var(5) = 2 && time%5 != 3
value = 943
elem = animelemno(0)
[State 20, 4]
type = Changeanim
trigger1 = time >= 101 && time < 212 && anim != 944 && var(5) = 3
value = 944
elem = animelemno(0)
[State 20, 4]
type = Changeanim
trigger1 = time >= 101 && time < 212 && anim != 945 && var(5) = 4
value = 945
elem = animelemno(0)

[State 20, 4]
type = Changeanim
trigger1 = time = 211
value = 946
[Statedef 1131];--------------------LB helper--------
type    = S
physics = N
movetype = A
anim = 999
ctrl = 0

[State 01,3]
type = bindtoparent
trigger1 = 1
pos = 0,0

[state 01,0]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1000, 4]
type = Projectile
trigger1 = parent,numprojid(947) < 5 && random < 83
projanim = 947
projid = 947
projsprpriority = -6
offset = ceil(random/1.7 - 294),-20+ceil(random/60)
projheightbound = -240,90
projremovetime = 18
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = parent,numprojid(947) < 5 && random < 83
projanim = 948
projid = 947
projsprpriority = -6
offset = ceil(random/1.7 - 294),-20+ceil(random/60)
projheightbound = -240,90
projremovetime = 20
projedgebound = 210
projstagebound = 210

[State 1000, 4]
type = Projectile
trigger1 = parent,numprojid(947) < 5 && random < 83
projanim = 947
projid = 947
projsprpriority = 2
offset = ceil(random/1.7 - 294),ceil(random/100)
projheightbound = -240,90
projremovetime = 18
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = parent,numprojid(947) < 5 && random < 83
projanim = 948
projid = 947
projsprpriority = 2
offset = ceil(random/1.7 - 294),ceil(random/100)
projheightbound = -240,90
projremovetime = 20
projedgebound = 210
projstagebound = 210

[State 1000, 4]
type = Projectile
trigger1 = parent,numprojid(947) < 5 && random < 83
projanim = 947
projid = 947
projsprpriority = 6
offset = ceil(random/1.7 - 294),10+ceil(random/50)
projheightbound = -240,90
projremovetime = 18
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = parent,numprojid(947) < 5 && random < 83
projanim = 948
projid = 947
projsprpriority = 6
offset = ceil(random/1.7 - 294),10+ceil(random/50)
projheightbound = -240,90
projremovetime = 20
projedgebound = 210
projstagebound = 210

[state 01,0]
type = changestate
trigger1 = parent,stateno != 1130
value = 1132
[Statedef 1132];--------------------LB helper2--------
type    = S
physics = N
movetype = I
anim = 999
ctrl = 0

[State 1000, 4]
type = Projectile
trigger1 = parent,numprojid(947) < 5 && random < 83
projanim = 947
projid = 947
projsprpriority = -6
offset = ceil(random/1.7 - 294),-20+ceil(random/60)
projheightbound = -240,90
projremovetime = 18
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = parent,numprojid(947) < 5 && random < 83
projanim = 948
projid = 947
projsprpriority = -6
offset = ceil(random/1.7 - 294),-20+ceil(random/60)
projheightbound = -240,90
projremovetime = 20
projedgebound = 210
projstagebound = 210

[State 1000, 4]
type = Projectile
trigger1 = parent,numprojid(947) < 5 && random < 83
projanim = 947
projid = 947
projsprpriority = 2
offset = ceil(random/1.7 - 294),ceil(random/100)
projheightbound = -240,90
projremovetime = 18
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = parent,numprojid(947) < 5 && random < 83
projanim = 948
projid = 947
projsprpriority = 2
offset = ceil(random/1.7 - 294),ceil(random/100)
projheightbound = -240,90
projremovetime = 20
projedgebound = 210
projstagebound = 210

[State 1000, 4]
type = Projectile
trigger1 = parent,numprojid(947) < 5 && random < 83
projanim = 947
projid = 947
projsprpriority = 6
offset = ceil(random/1.7 - 294),10+ceil(random/50)
projheightbound = -240,90
projremovetime = 18
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = parent,numprojid(947) < 5 && random < 83
projanim = 948
projid = 947
projsprpriority = 6
offset = ceil(random/1.7 - 294),10+ceil(random/50)
projheightbound = -240,90
projremovetime = 20
projedgebound = 210
projstagebound = 210

[State 50, 4]
type = playsnd
trigger1 = time=50||time=115||time = 180
value = 6,1

[state 01,0]
type = destroyself
trigger1 = time = 200
[Statedef 1133];------------LB helper from sky to earth--------
type    = S
physics = N
movetype = I
anim = 950
ctrl = 0

[state 01,0]
type = turn
trigger1 = time = 0 && facing != 1

[state 01,0]
type = assertspecial
trigger1 = 1
flag = noshadow
[state 01,0]
type = assertspecial
trigger1 = time%4 = 2 || time%4 = 3
flag = invisible

[state 01,0]
type = sprpriority
trigger1 = 1
value = ceil(pos y)

[state 01,0]
type = varrandom
trigger1 = screenpos x > 10 && screenpos x < 310 && pos y >= -15 && pos y <= 24 && random < 10
v = 25
range = 15
[state 01,0]
type = varrandom
trigger1 = screenpos x <= 10 && vel x <= 0
v = 25
range = 1,7
[state 01,0]
type = varrandom
trigger1 = screenpos x >= 310 && vel x >= 0
v = 25
range = 9,15
[state 01,0]
type = varrandom
trigger1 = pos y < -15 && vel y <= 0
v = 25
range = 5,11
[state 01,0]
type = varrandom
trigger1 = pos y > 24 && vel y >= 0
v = 25
range = 13,19
[state 01,0]
type = varset
trigger1 = pos y > 24 && vel y >= 0 && var(25) > 15
var(25) = var(25) - 16

[state 01,0]
type = velset
trigger1 = var(25) = 0
x = 0
y = -3
[state 01,0]
type = velset
trigger1 = var(25) = 1
x = 1.5
y = -2.25
[state 01,0]
type = velset
trigger1 = var(25) = 2
x = 3
y = -1.5
[state 01,0]
type = velset
trigger1 = var(25) = 3
x = 4.5
y = -0.75
[state 01,0]
type = velset
trigger1 = var(25) = 4
x = 6
y = 0
[state 01,0]
type = velset
trigger1 = var(25) = 5
x = 4.5
y = 0.75
[state 01,0]
type = velset
trigger1 = var(25) = 6
x = 3
y = 1.5
[state 01,0]
type = velset
trigger1 = var(25) = 7
x = 1.5
y = 2.25
[state 01,0]
type = velset
trigger1 = var(25) = 8
x = 0
y = 3
[state 01,0]
type = velset
trigger1 = var(25) = 9
x = -1.5
y = 2.25
[state 01,0]
type = velset
trigger1 = var(25) = 10
x = -3
y = 1.5
[state 01,0]
type = velset
trigger1 = var(25) = 11
x = -4.5
y = 0.75
[state 01,0]
type = velset
trigger1 = var(25) = 12
x = -6
y = 0
[state 01,0]
type = velset
trigger1 = var(25) = 13
x = -4.5
y = -0.75
[state 01,0]
type = velset
trigger1 = var(25) = 14
x = -3
y = -1.5
[state 01,0]
type = velset
trigger1 = var(25) = 15
x = -1.5
y = -2.25

[state 01,0]
type = posset
triggerall = time = 0
trigger1 = parent,time = 94 && parent,stateno = 1130
trigger2 = parent,time = 16 && parent,stateno = 1140
x = -80
y = 20
[state 01,0]
type = posset
triggerall = time = 0
trigger1 = parent,time = 102 && parent,stateno = 1130
trigger2 = parent,time = 24 && parent,stateno = 1140
x = 80
y = -15
[state 01,0]
type = posset
triggerall = time = 0
trigger1 = parent,time = 112 && parent,stateno = 1130
trigger2 = parent,time = 33 && parent,stateno = 1140
x = -80
y = -15
[state 01,0]
type = posset
triggerall = time = 0
trigger1 = parent,time = 120 && parent,stateno = 1130
trigger2 = parent,time = 41 && parent,stateno = 1140
x = 80
y = 20

[state 01,0]
type = destroyself
trigger1 = parent,stateno != 1130 && parent,stateno != 1140
[Statedef 1134];--------------------LBolt helper--------
type    = S
physics = N
movetype = A
anim = 951
sprpriority = 1
ctrl = 0

[State 20, 4]
type = helper
trigger1 = time = 0
stateno = 1135
pos = 0,0
name = "LB attack"
ownpal = 1

[state 01,0]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 20, 4]
type = Changeanim
trigger1 = time >= 13 && parent,var(5) = 0 && anim != 952+ifelse((parent,var(59))=1,13,0)
value = 952+ifelse((parent,var(59))=1,13,0)
elem = animelemno(0)
[State 20, 4]
type = Changeanim
trigger1 = time >= 13 && parent,var(5) = 1 && anim != 953+ifelse((parent,var(59))=1,13,0)
value = 953+ifelse((parent,var(59))=1,13,0)
elem = animelemno(0)
[State 20, 4]
type = Changeanim
trigger1 = time >= 13 && parent,var(5) = 2 && anim != 954+ifelse((parent,var(59))=1,13,0)
value = 954+ifelse((parent,var(59))=1,13,0)
elem = animelemno(0)
[State 20, 4]
type = Changeanim
trigger1 = time >= 13 && parent,var(5) = 3 && anim != 955+ifelse((parent,var(59))=1,13,0)
value = 955+ifelse((parent,var(59))=1,13,0)
elem = animelemno(0)
[State 20, 4]
type = Changeanim
trigger1 = time >= 13 && parent,var(5) = 4 && anim != 956+ifelse((parent,var(59))=1,13,0)
value = 956+ifelse((parent,var(59))=1,13,0)
elem = animelemno(0)

[State 20, 4]
type = sprpriority
trigger1 = anim = 952 || anim = 953 || anim = 965 || anim = 966
value = -4
[State 20, 4]
type = sprpriority
trigger1 = anim = 954 || anim = 967
value = 1
[State 20, 4]
type = sprpriority
trigger1 = anim = 955 || anim = 956 || anim = 968 || anim = 969
value = 8

[State 01,3]
type = bindtoparent
trigger1 = (anim = 951 || anim = 954 || anim = 967) && parent,stateno = 1130
pos = 60,-73
[State 01,3]
type = bindtoparent
trigger1 = (anim = 951 || anim = 954 || anim = 967) && parent,stateno = 1140
pos = 62,-70
[State 01,3]
type = bindtoparent
trigger1 = anim = 952 || anim = 965
pos = 30,-80
[State 01,3]
type = bindtoparent
trigger1 = anim = 953 || anim = 966
pos = 49,-80
[State 01,3]
type = bindtoparent
trigger1 = anim = 955 || anim = 968
pos = 41,-67
[State 01,3]
type = bindtoparent
trigger1 = anim = 956 || anim = 969
pos = 21,-68

[State 1000, 4]
type = Projectile
trigger1 = time > 0 && time < 12 && time%2 = 1
projanim = 957
projsprpriority = 2
offset = 1+(time-1)*16,78
projremovetime = 6
projedgebound = 210
projstagebound = 210

[State 20, 4]
type = destroyself
trigger1 = parent,stateno != 1130 && parent,stateno != 1140
trigger2 = parent,time = 212 && parent,stateno = 1130
trigger3 = parent,time = 121 && parent,stateno = 1140
[Statedef 1135];--------------------LB attack helper--------
type    = S
physics = N
movetype = A
anim = 999
ctrl = 0

[state 01,1]
type = hitadd
trigger1 = 1
value = -1

[State 01,3]
type = bindtoroot
trigger1 = root,stateno = 1130
pos = 0,0
[State 01,3]
type = bindtoroot
trigger1 = root,stateno = 1140
pos = 2,3

[State 01,3]
type = changeanim
trigger1 = parent,anim = 951 && anim != 958
value = 958
[State 01,3]
type = changeanim
trigger1 = (parent,anim = 952 || parent,anim = 956 || parent,anim = 965 || parent,anim = 969) && anim != 959+ifelse((root,var(59))=1,11,0)
value = 959+ifelse((root,var(59))=1,11,0)
[State 01,3]
type = changeanim
trigger1 = (parent,anim = 953 || parent,anim = 966) && anim != 960+ifelse((root,var(59))=1,11,0) && anim != 959+ifelse((root,var(59))=1,11,0)
value = 960+ifelse((root,var(59))=1,11,0)
[State 01,3]
type = changeanim
trigger1 = (parent,anim = 953 || parent,anim = 966) && anim != 960+ifelse((root,var(59))=1,11,0) && anim = 959+ifelse((root,var(59))=1,11,0)
value = 960+ifelse((root,var(59))=1,11,0)
elem = 2
[State 01,3]
type = changeanim
trigger1 = (parent,anim = 954 || parent,anim = 967) && anim != 961+ifelse((root,var(59))=1,11,0)
value = 961+ifelse((root,var(59))=1,11,0)
[State 01,3]
type = changeanim
trigger1 = (parent,anim = 955 || parent,anim = 968) && anim != 962+ifelse((root,var(59))=1,11,0)
value = 962+ifelse((root,var(59))=1,11,0)

[State 1000, 4]
type = hitdef
trigger1 = time%5 = 0 && (parent,anim = 952||parent,anim = 953||parent,anim = 965||parent,anim = 966)
trigger2 = root,var(4) = 17 && root,var(5) = 1
attr = S,ST
damage   = ceil(8*(root,fvar(1)+root,fvar(8)+root,fvar(3)+root,fvar(4))),ceil(8*(root,fvar(1)+root,fvar(8)+root,fvar(3)+root,fvar(4))/4)
p2stateno = 812
animtype = heavy 
hitflag = MAFDP
guardflag = MA
hitonce = 0
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,12,0)
guard.hittime  = 25-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,12,0)
ground.velocity = 0
air.velocity = -3,-5
airguard.velocity = -1.5,-1.5
fall = 1
fall.recover = 0
[State 1000, 4]
type = hitdef
trigger1 = time%5 = 0 && (parent,anim = 951||parent,anim = 954||parent,anim = 955||parent,anim = 956||parent,anim = 967||parent,anim = 968||parent,anim = 969)
attr = S,SP
damage   = ceil((8+ifelse((root,stateno)=1140,1,0))*(root,fvar(1)+root,fvar(8)+root,fvar(3)+root,fvar(4))),ceil(8*(root,fvar(1)+root,fvar(8)+root,fvar(3)+root,fvar(4))/4)
p2stateno = 812
animtype = heavy 
hitflag = MAFDP
guardflag = MA
hitonce = 0
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,12,0)
guard.hittime  = 25-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,12,0)
ground.velocity = 0
air.velocity = -3,-5
airguard.velocity = -1.5,-1.5
fall = 1
fall.recover = 0

[State 20, 4]
type = destroyself
trigger1 = root,stateno != 1130 && root,stateno != 1140
trigger2 = root,time = 212 && root,stateno = 1130
trigger3 = root,time = 121 && root,stateno = 1140
[Statedef 1136];-------------------rLB helper--------
type    = S
physics = N
movetype = A
anim = 999
ctrl = 0

[State 01,3]
type = bindtoparent
trigger1 = 1
pos = 0,0

[state 01,0]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1000, 4]
type = Projectile
trigger1 = parent,numprojid(947) < 5 && random < 83
projanim = 947
projid = 947
projsprpriority = -6
offset = ceil(random/1.7 - 294),-20+ceil(random/60)
projheightbound = -240,90
projremovetime = 18
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = parent,numprojid(947) < 5 && random < 83
projanim = 948
projid = 947
projsprpriority = -6
offset = ceil(random/1.7 - 294),-20+ceil(random/60)
projheightbound = -240,90
projremovetime = 20
projedgebound = 210
projstagebound = 210

[State 1000, 4]
type = Projectile
trigger1 = parent,numprojid(947) < 5 && random < 83
projanim = 947
projid = 947
projsprpriority = 2
offset = ceil(random/1.7 - 294),ceil(random/100)
projheightbound = -240,90
projremovetime = 18
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = parent,numprojid(947) < 5 && random < 83
projanim = 948
projid = 947
projsprpriority = 2
offset = ceil(random/1.7 - 294),ceil(random/100)
projheightbound = -240,90
projremovetime = 20
projedgebound = 210
projstagebound = 210

[State 1000, 4]
type = Projectile
trigger1 = parent,numprojid(947) < 5 && random < 83
projanim = 947
projid = 947
projsprpriority = 6
offset = ceil(random/1.7 - 294),10+ceil(random/50)
projheightbound = -240,90
projremovetime = 18
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = parent,numprojid(947) < 5 && random < 83
projanim = 948
projid = 947
projsprpriority = 6
offset = ceil(random/1.7 - 294),10+ceil(random/50)
projheightbound = -240,90
projremovetime = 20
projedgebound = 210
projstagebound = 210

[state 01,0]
type = destroyself
trigger1 = parent,stateno != 1140
[Statedef 1140];----------ring use-----------
type    = S
physics = N
movetype = A
sprpriority = 0
anim = 978
velset = 0,0
ctrl = 0

[State 100, 1]
type = turn
triggerall = time = 0
trigger1 = helper(1),command = "holdback" && command = "b" && facing = 1 && fvar(35) = 0
trigger2 = helper(1),command = "holdfwd" && command = "b" && facing = -1 && fvar(35) = 0
trigger3 = fvar(35) = 1 && p2dist x < 0

[state 20, 1]
type = varset
trigger1 = var(25) = 1
var(25) = 0
[state 20, 1]
type = varset
triggerall = time = 0
trigger1 = fvar(35) = 0 && helper(1),var(35) = [0,3]
trigger2 = fvar(35) = 1 && var(41) = [9,16]
var(4) = 1
[state 20, 1]
type = varset
triggerall = time = 0
trigger1 = fvar(35) = 0 && helper(1),var(35) = [4,7]
trigger2 = fvar(35) = 1 && var(42) = [9,16]
var(4) = 2
[state 20, 1]
type = varset
triggerall = time = 0
trigger1 = fvar(35) = 0 && helper(1),var(35) = [8,11]
trigger2 = fvar(35) = 1 && var(43) = [9,16]
var(4) = 3
[state 20, 1]
type = varset
triggerall = time = 0
trigger1 = fvar(35) = 0 && helper(1),var(35) = [12,15]
trigger2 = fvar(35) = 1 && var(44) = [9,16]
var(4) = 4
[state 20, 1]
type = varset
triggerall = time = 0
trigger1 = fvar(35) = 0 && helper(1),var(35) = [16,19]
trigger2 = fvar(35) = 1 && var(45) = [9,16]
var(4) = 5
[state 20, 1]
type = varset
triggerall = time = 0
trigger1 = fvar(35) = 0 && helper(1),var(35) = [20,23]
trigger2 = fvar(35) = 1 && var(46) = [9,16]
var(4) = 6
[state 20, 1]
type = varrandom
trigger1 = time = 0
v = 9
range = 1
[state 20, 1]
type = varset
trigger1 = time = 0
var(18) = var(40+var(4))

[state 20, 1]
type = changeanim
trigger1 = time = 0 && var(18) = 16
value = 994

[state 20, 1]
type = varadd
trigger1 = time = 14 && var(18) = 9
trigger2 = time = 14 && (var(18) = 10 || var(18) = 12)
trigger3 = time = 15 && (var(18) = 11 || (var(18) = [13,16]))
var(46+var(4)) = -1
[state 20, 1]
type = varset
trigger1 = time = 14 && var(46+var(4)) < 1 && var(18) = 9
trigger2 = time = 14 && var(46+var(4)) < 1 && (var(18) = 10 || var(18) = 12)
trigger3 = time = 15 && var(46+var(4)) < 1 && (var(18) = 11 || (var(18) = [13,16]))
var(40+var(4)) = 0

[state 01,1]
type = hitadd
trigger1 = var(18) = 15 || var(18) = 16
value = -1

[state 01,1]
type = projectile
trigger1 = time = 15 && var(18) = 13
offset = 70,-71
projanim = 462
projsprpriority = 1
projremovetime = 40
projedgebound = 210
projstagebound = 210
[State 20, 4]
type = helper
trigger1 = time = 15 && var(18) = 13
stateno = 1176
id = 1176
pos = 70,-71
name = "po"
ownpal = 1

[state 01,1]
type = projectile
trigger1 = time = 15 && var(18) = 16
offset = 12,0
projanim = 457
projsprpriority = 1
projremovetime = 29
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time = 44 && var(18) = 16
offset = -14,-19
projanim = 458
projsprpriority = -1
projremovetime = 31
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time >= 68 && time < 78 && var(18) = 16
offset = -100+ceil(random/5),-70+ceil(random/6.6)
projanim = 459
projsprpriority = -1
projremovetime = 36
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time >= 68 && time < 78 && var(18) = 16
offset = -100+ceil(random/5),-70+ceil(random/6.6)
projanim = 459
projsprpriority = -1
projremovetime = 36
projedgebound = 210
projstagebound = 210
[State 20, 4]
type = helper
trigger1 = time = 78 && var(18) = 16
stateno = 1104
pos = -2,4
name = "Djinn"
ownpal = 1
[State 7800, 3]
type = BGPalfx
trigger1 = time > 11 && time < 173 && var(18) = 16
ignorehitpause = 1
time = 2
add = 0,208,144
mul = 0,130,100
[State 20, 4]
type = helper
trigger1 = time = 15 && var(18) = 16
stateno = 1105
pos = 10,0
name = "wind"
ownpal = 1
[State 20, 4]
type = helper
trigger1 = time = 15 && var(18) = 16
stateno = 1105
pos = -10,0
facing = -1
name = "wind"
ownpal = 1

[State 1000, 4]
type = Projectile
trigger1 = time >= 68 && time < 176 && var(18) = 16
attr = S,HP
projanim = 857
projRemoveTime = 1
projpriority = 99
offset = 0,0
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = projectile
trigger1 = time >= 68 && time < 78 && var(18) = 16 && time%10 = 8
attr = SC,HT
projanim = 856
projremove = 0
projremovetime = 10
attr = S,HT
damage = 0,4
p2stateno = 1021
animtype = heavy 
hitflag = MAFD
guardflag = MA
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.hittime  = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
ground.velocity = 0
air.velocity = 0,0
fall = 1
fall.recover = 0
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = projectile
trigger1 = time = 78 && var(18) = 16
attr = SC,HT
projanim = 856
projremove = 0
projremovetime = 10
id = 1140
attr = S,HT
damage = 205,4
p2stateno = 1106
animtype = heavy 
hitflag = MAFD
guardflag = MA
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.hittime  = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
ground.velocity = 0
air.velocity = 0,0
fall = 1
fall.recover = 0
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = hitdef
trigger1 = time > 78 && time < 175 && var(18) = 16 && time%10 = 9
attr = S,HT
id = 1140
attr = S,HT
damage = 205,4
p2stateno = 1106
animtype = heavy 
hitflag = MAFD
guardflag = MA
hitonce = 0
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.hittime  = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
ground.velocity = 0
air.velocity = 0,0
fall = 1
fall.recover = 0
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = hitdef
trigger1 = time = 175 && var(18) = 16
[State 1000, 4]
type = targetstate
triggerall = time = 175 && var(18) = 16 && numtarget(1140) > 0
triggerall = target(1140),stateno != 1108&&target(1140),stateno != 5100&&target(1140),stateno != 5101&&target(1140),stateno != 5110
triggerall = target(1140),stateno != 864&&target(1140),stateno != 1109
trigger1 = target(1140),authorname != "hlro=hiro"
trigger2 = target(1140),authorname = "hlro=hiro" && target(1140),stateno != 41490
value = 1108
id = 1140
ignorehitpause = 1
[State 50, 4]
type = playsnd
trigger1 = (time = 15||time = 30||time = 62||time = 94||time = 126) && var(18) = 16
value = 7,4

[state 20, 1]
type = statetypeset
trigger1 = time = 0 && (var(18) = 12 || var(18) = 14)
movetype = I

[state 01,1]
type = projectile
trigger1 = time >= 15 && time < 90 && (time%32=15||time%32=16) && var(18) = 15
offset = ifelse(time%32=15,100,32),ifelse(time%32=15,-115,-21);66,-68
velocity = ifelse(time%32=15,-1.5,1.5),ifelse(time%32=15,2,-2)
projanim = ifelse(time%32=15,919,446)
projsprpriority = 2
projremovetime = 9
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time >= 17 && time < 90 && (time%32=17||time%32=18) && var(18) = 15
offset = ifelse(time%32=17,98,44),ifelse(time%32=17,-26,-100)
velocity = ifelse(time%32=17,-1.5,1.5),ifelse(time%32=17,-2.1,2.1)
projanim = ifelse(time%32=17,446,919)
projsprpriority = 2
projremovetime = 9
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time >= 19 && time < 90 && (time%32=19||time%32=20) && var(18) = 15
offset = ifelse(time%32=19,102,29),ifelse(time%32=19,-83,-50)
velocity = ifelse(time%32=19,-2.3,2.3),ifelse(time%32=19,1,-1)
projanim = ifelse(time%32=19,424,427)
projsprpriority = 2
projremovetime = 9
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time >= 21 && time < 90 && (time%32=21||time%32=22) && var(18) = 15
offset = ifelse(time%32=21,84,48),ifelse(time%32=21,-6,-128)
velocity = ifelse(time%32=21,-0.4,0.4),ifelse(time%32=21,-1.6,1.6)
projanim = ifelse(time%32=21,430,421)
projsprpriority = 2
projremovetime = 9
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time >= 23 && time < 90 && (time%32=23||time%32=24) && var(18) = 15
offset = ifelse(time%32=23,78,54),ifelse(time%32=23,-117,-17)
velocity = ifelse(time%32=23,-0.4,0.4),ifelse(time%32=23,1.6,-1.6)
projanim = ifelse(time%32=23,421,430)
projsprpriority = 2
projremovetime = 9
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time >= 25 && time < 99 && (time%32=25||time%32=26) && var(18) = 15
offset = ifelse(time%32=25,91,29),ifelse(time%32=25,-56,-82)
velocity = ifelse(time%32=25,-1.8,1.8),ifelse(time%32=25,-0.8,0.8)
projanim = ifelse(time%32=25,427,424)
projsprpriority = 2
projremovetime = 9
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time >= 27 && time < 99 && (time%32=27||time%32=28) && var(18) = 15
offset = ifelse(time%32=27,117,21),ifelse(time%32=27,-77,-56)
velocity = ifelse(time%32=27,-2.5,2.5),ifelse(time%32=27,0.5,-0.5)
projanim = ifelse(time%32=27,425,426)
projsprpriority = 2
projremovetime = 9
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time >= 29 && time < 99 && (time%32=29||time%32=30) && var(18) = 15
offset = ifelse(time%32=29,75,58),ifelse(time%32=29,-3,-101)
velocity = ifelse(time%32=29,-0.3,0.3),ifelse(time%32=29,-1.7,2.1)
projanim = ifelse(time%32=29,431,420)
projsprpriority = 2
projremovetime = 9
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time >= 31 && time < 99 && (time%32=31||time%32=0) && var(18) = 15
offset = ifelse(time%32=31,88,43),ifelse(time%32=31,-116,-10)
velocity = ifelse(time%32=31,-0.8,0.8),ifelse(time%32=31,1.3,-1.7)
projanim = ifelse(time%32=31,422,429)
projsprpriority = 2
projremovetime = 9
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time >= 33 && time < 99 && (time%32=1||time%32=2) && var(18) = 15
offset = ifelse(time%32=1,113,26),ifelse(time%32=1,-37,-94)
velocity = ifelse(time%32=1,-1.4,1.4),ifelse(time%32=1,-1.2,1.2)
projanim = ifelse(time%32=1,428,423)
projsprpriority = 2
projremovetime = 9
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time >= 35 && time < 120 && (time%32=3||time%32=4) && var(18) = 15
offset = ifelse(time%32=3,64,65),ifelse(time%32=3,-120,-26)
velocity = 0,ifelse(time%32=3,2.5,-2.5)
projanim = ifelse(time%32=3,444,447)
projsprpriority = 2
projremovetime = 9
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time >= 37 && time < 120 && (time%32=5||time%32=6) && var(18) = 15
offset = ifelse(time%32=5,101,20),-67
velocity = ifelse(time%32=5,-2.5,2.5)
projanim = 445
projsprpriority = 2
projremovetime = 9
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time >= 39 && time < 120 && (time%32=7||time%32=8) && var(18) = 15
offset = ifelse(time%32=7,113,26),ifelse(time%32=7,-104,-45)
velocity = ifelse(time%32=7,-1.7,1.7),ifelse(time%32=7,1.3,-1.3)
projanim = ifelse(time%32=7,423,428)
projsprpriority = 2
projremovetime = 9
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time >= 41 && time < 120 && (time%32=9||time%32=10) && var(18) = 15
offset = ifelse(time%32=9,93,39),ifelse(time%32=9,-9,-125)
velocity = ifelse(time%32=9,-1,1),ifelse(time%32=9,-1.7,1.7)
projanim = ifelse(time%32=9,429,422)
projsprpriority = 2
projremovetime = 9
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time >= 43 && time < 120 && (time%32=11||time%32=12) && var(18) = 15
offset = ifelse(time%32=11,73,59),ifelse(time%32=11,-121,-13)
velocity = ifelse(time%32=11,-0.3,0.3),ifelse(time%32=11,1.7,-1.7)
projanim = ifelse(time%32=11,420,431)
projsprpriority = 2
projremovetime = 9
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = time >= 45 && time < 120 && (time%32=13||time%32=14) && var(18) = 15
offset = ifelse(time%32=13,110,24),ifelse(time%32=13,-56,-75)
velocity = ifelse(time%32=13,-2.5,2.5),ifelse(time%32=13,-0.5,0.5)
projanim = ifelse(time%32=13,426,425)
projsprpriority = 2
projremovetime = 9
projedgebound = 210
projstagebound = 210
[State 9001, 3]
type = Envcolor
trigger1 = (time = 104 || time = 112) && var(18) = 15
value = 255,255,255
time = 4
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = time = 104 && var(18) = 15
pos = 65,-67
anim = 420
id = 840
removetime = 15
facing = -1
sprpriority = 2
[State 20, 4]
type = helper
trigger1 = time = 15 && var(18) = 15
stateno = 1151
pos = 0,0
name = "cl"
ownpal = 1

[State 1000, 4]
type = projectile
trigger1 = time = 115 && var(18) = 15
projanim = 990
projremove = 0
projremovetime = 5
attr = S,HT
p2stateno = 1146
animtype = heavy 
hitflag = MA
guardflag = MA
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.hittime  = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.velocity = 0
ground.velocity = 0,0
air.velocity = 0,0
projedgebound = 210
projstagebound = 210

[State 4120, 1]
type = SuperPause
trigger1 = time = 0 && var(18) = 12
movetime = 37
p2defmul = 1
time = 37
darken = 0
anim = -1
[State 7800, 3]
type = BGPalfx
trigger1 = time < 37 && var(18) = 12
ignorehitpause = 1
time = 2
mul = 200,200,200
[state 01,1]
type = explod
trigger1 = time = 14 && var(18) = 12
pos = 58,-68
anim = 984
id = 840
bindtime = -1
sprpriority = 2
supermove = 1
ownpal = 1
[State 9001, 3]
type = Envcolor
trigger1 = (time = 18 || time = 30) && var(18) = 12
value = 0,255,0
time = 8
ignorehitpause = 1
[state 20, 1]
type = varset
trigger1 = time = 30 && var(18) = 12
var(25) = 600

[State 109, 1]
type = nothitby
trigger1 = time >= 14 && var(18) = 14
trigger2 = time >= 15 && anim = 994 && var(18) = 16
value = SCA
[State 109, 1]
type = playerpush
trigger1 = time >= 14 && var(18) = 14
trigger2 = time >= 15 && anim = 994 && var(18) = 16
value = 0
[state 01,1]
type = explod
trigger1 = time = 15 && var(18) = 14 && numhelper(1143) = 0
pos = 16,-134
anim = 985
id = 840
bindtime = -1
removetime = 114
sprpriority = 1
ownpal = 1
[state 20, 1]
type = varrandom
trigger1 = time%4 = 0 && var(18) = 14
v = 5
range = 1
[state 01,1]
type = projectile
trigger1 = time >= 17 && time < 90 && time%4 = 1 && var(18) = 14 && var(5) = 0 && numhelper(1143) = 0
offset = -31+ceil(random/12),-110+ceil(random/25)
velocity = 0,1+ceil(random/200)
projanim = 986
projsprpriority = 1
projremovetime = 40
projedgebound = 210
projstagebound = 210
projheightbound = -240,50
[state 01,1]
type = projectile
trigger1 = time >= 17 && time < 90 && time%4 = 1 && var(18) = 14 && var(5) = 1 && numhelper(1143) = 0
offset = -31+ceil(random/12),-110+ceil(random/25)
velocity = 0,1+ceil(random/200)
projanim = 987
projsprpriority = 1
projremovetime = 18
projedgebound = 210
projstagebound = 210
projheightbound = -240,50
[State 109, 1]
type = lifeadd
trigger1 = time = 127 && var(18) = 14 && numhelper(1143) = 0
value = 250
[State 20, 4]
type = helper
trigger1 = time = 14 && var(18) = 14 && numpartner > 0
stateno = 1143
id = 1143
pos = 61,-68
name = "csw"
ownpal = 1
ignorehitpause = 1

[State 50, 4]
type = playsnd
trigger1 = animelem = 4 && var(9) = 0
value = 0,7
channel = 1
[State 50, 4]
type = playsnd
trigger1 = animelem = 4 && var(9) = 1
value = 6,3
channel = 1
[State 50, 4]
type = playsnd
trigger1 = time = 10 && var(18) = 11
value = 6,0
channel = 2
[State 50, 4]
type = playsnd
trigger1 = time = 14 && var(18) = 14
value = 6,4
channel = 2
[State 50, 4]
type = playsnd
trigger1 = time = 14 && var(18) = 15
value = 6,5
channel = 2
[State 50, 4]
type = playsnd
trigger1 = time = 108 && var(18) = 15
value = 3,3

[state 20, 1]
type = varset
trigger1 = time = 1 && var(18) = 11
var(5) = 2

[state 01,1]
type = projectile
trigger1 = time = 14 && var(18) = 9
offset = 76,-69
projanim = 803
projsprpriority = 1
projremovetime = 17
projedgebound = 210
projstagebound = 210
[State 50, 4]
type = varset
trigger1 = time = 14 && var(18) = 9
var(30) = ifelse(numhelper(801) + numhelper(802) >= 5,1,0)
[State 50, 4]
type = playsnd
trigger1 = var(30) = 1
trigger1 = time = 21 && var(18) = 9
value = 1,9
[State 230, 1]
type = helper
trigger1 = numhelper(801) + numhelper(802) < 5
trigger1 = time = 14 && var(18) = 9
stateno = 801+ifelse(numhelper(821)>0&&random<500,1,0)
id = 801
name = "missile"
pos = 74,-70
helpertype = normal
sprpriority = 0
shadow = -1
pausemovetime = 9999
ownpal = 1

[State 230, 1]
type = helper
trigger1 = time = 14 && var(18) = 10
stateno = 1141
pos = 60,-71
name = "rfb"
sprpriority = 1
ownpal = 1

[State 20, 4]
type = helper
trigger1 = time = 15 && var(18) = 11
stateno = 1134
pos = 0,0
name = "LBolt"
ownpal = 1
[State 20, 4]
type = helper
trigger1 = time = 15 && var(18) = 11
stateno = 1136
pos = 0,0
name = "LBearth"
ownpal = 1
[State 20, 4]
type = helper
trigger1 = numhelper(1133) < 4 && var(18) = 11
trigger1 = time = 15 || time = 23 || time = 32 || time = 40
stateno = 1133
name = "|"
id = 1133
ownpal = 1
[state 01,1]
type = explod
trigger1 = time = 15 && var(18) = 11
pos = 61,-68
anim = 983
id = 840
bindtime = -1
removetime = 97
sprpriority = 2
ownpal = 1

[state 20, 1]
type = changeanim
trigger1 = time = 40 && (var(18) = 9 || var(18) = 13)
trigger2 = time = 60 && var(18) = 10
trigger3 = time = 120 && (var(18) = 11 || var(18) = 14 || var(18) = 15)
trigger4 = time = 30 && var(18) = 12
trigger5 = time = 176 && var(18) = 16
value = 979
[state 20, 1]
type = statetypeset
trigger1 = time = 40 && (var(18) = 9 || var(18) = 13)
trigger2 = time = 60 && var(18) = 10
trigger3 = time = 120 && (var(18) = 11 || var(18) = 14 || var(18) = 15)
trigger4 = time = 30 && var(18) = 12
trigger5 = time = 176 && var(18) = 16
movetype = I

[State 20, 4]
type = width
trigger1 = anim = 978 && p2dist x > 0
value = 10

[state 01,1]
type = projectile
trigger1 = animelem = 1,>=0 && animelem = 3,<0 && (anim = 978 || anim = 994) && var(25) = 0
offset = 13,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 3,>=0 && (anim = 978 || anim = 994) && var(25) = 0
offset = 16,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 1,>=0 && animelem = 2,<0 && anim = 979 && var(25) = 0
offset = 6,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 2,>=0 && animtime <0 && anim = 979 && var(25) = 0
offset = 0,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[Statedef 1141];----------------------rfb helper-------------
type    = S
movetype= A
physics = N
ctrl = 0
anim = 980
velset = 0
juggle = 9
sprpriority = 1

[state 01,1]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 01,1]
type = bindtoparent
trigger1 = time < 15
pos = 60,-71

[State 1000, 4]
type = Projectile
trigger1 = 1
attr = SC,HP
projanim = 982
projRemoveTime = 1
projpriority = 99
offset = 0,0
projedgebound = 210
projstagebound = 210

[state 01,1]
type = velset
trigger1 = time = 15
x = 8
y = 6

[State -2, 3];die
type = targetstate
trigger1 = numtarget > 0 && movehit > 0
trigger1 = target,life <= 0 && target,stateno != 864 && target,stateno != 5100
trigger1 = target,stateno != 5101 && target,stateno != 5110 && target,stateno != 865
value = 864
ignorehitpause = 1
[State -2, 3]
type = targetstate
trigger1 = numtarget > 0 && movehit > 0
trigger1 = target,life > 0 && target,stateno != 844 && target,stateno != 5100
trigger1 = target,stateno != 5101 && target,stateno != 5110
value = 844
ignorehitpause = 1

[State 1000, 4]
type = hitdef
trigger1 = time = 0
attr = S, SP
damage = ceil(160*(parent,fvar(1)+parent,fvar(2)+parent,fvar(3)+parent,fvar(4))),ceil(160*(parent,fvar(1)+parent,fvar(2)+parent,fvar(3)+parent,fvar(4))/8)
priority = 5,hit
hitflag = MAFD
animtype = H
guardflag = M
getpower = 0,0
givepower = 0,0
hitonce = 0
pausetime = 0,0
guard.pausetime = 0,12
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 74-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,36,0)
guard.hittime  = 74-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,36,0)
guard.velocity = -4
ground.velocity = -2,-8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -2,-8
sparkno = -1
sparkxy = 5-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,16,0),-10
ground.type = High
palfx.time = 55
palfx.sinadd = 124,124,124,16
palfx.add = 224,88,0
yaccel = .3
fall = 1
fall.recover = 0

[State 1000, 4]
type = Projectile
trigger1 = animtime = 0
projanim = 981
projRemoveTime = 1
offset = 0,0
projedgebound = 210
projstagebound = 210
[state 01,1]
type = changestate
trigger1 = animtime = 0
value = 1142
[Statedef 1142];--------------rfb helper 2-------------
type    = S
movetype= A
physics = N
ctrl = 0
anim = 875
velset = 0,0
juggle = 9
sprpriority = 1

[State 50, 4]
type = playsnd
trigger1 = time = 0
value = 2,2
[State 9001, 3]
type = posset
trigger1 = Time = 0
y = 0

[State 9001, 3]
type = Envcolor
trigger1 = Time = 0
value = 255,0,0
time = 2
[State 9001, 3]
type = Envcolor
trigger1 = Time = 1
value = 255,255,255
time = 3
[State 1203, 5]
type = Envshake
trigger1 = time = 0
time = 32
freq = 255
ampl = -4

[state 01,1]
type = projectile
trigger1 = time = 0
offset = 0,0
projanim = 847
projsprpriority = 5
projremovetime = 61
projedgebound = 210
projstagebound = 210

[State -2, 3];die
type = targetstate
trigger1 = numtarget > 0 && movehit > 0
trigger1 = target,life <= 0 && target,stateno != 864 && target,stateno != 5100
trigger1 = target,stateno != 5101 && target,stateno != 5110 && target,stateno != 865
value = 864
ignorehitpause = 1
[State -2, 3]
type = targetstate
trigger1 = numtarget > 0 && movehit > 0
trigger1 = target,life > 0 && target,stateno != 844 && target,stateno != 5100
trigger1 = target,stateno != 5101 && target,stateno != 5110
value = 844
ignorehitpause = 1

[State 1000, 4]
type = hitdef
trigger1 = time = 0
attr = S, ST
damage = ceil(160*(parent,fvar(1)+parent,fvar(2)+parent,fvar(3)+parent,fvar(4))),ceil(160*(parent,fvar(1)+parent,fvar(2)+parent,fvar(3)+parent,fvar(4))/4)
priority = 5,hit
hitflag = MAFD
animtype = H
guardflag = M
getpower = 0,0
givepower = 0,0
hitonce = 0
pausetime = 0,0
guard.pausetime = 0,12
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 74-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,36,0)
guard.hittime  = 74-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,36,0)
guard.velocity = -4
ground.velocity = -2,-8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -2,-8
sparkno = -1
sparkxy = 5-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,16,0),-10
ground.type = High
palfx.time = 55
palfx.sinadd = 124,124,124,16
palfx.add = 224,88,0
yaccel = .3
fall = 1
fall.recover = 0
[State 1000, 4]
type = hitdef
trigger1 = time = 24

[State 1000, 4]
type = Projectile
trigger1 = time = 0
attr = SC,HP
projanim = 877
projRemoveTime = 24
projpriority = 99
offset = 0,0
projedgebound = 210
projstagebound = 210

[state 01,1]
type = destroyself
trigger1 = time = 61
[Statedef 1143];--------------csw helper-------------
type    = S
movetype= A
physics = N
ctrl = 0
anim = 988
velset = 0,0

[State 1000, 4]
type = bindtotarget
trigger1 = time > 0 && movehit > 0
id = 1143
pos = 0,0

[State 1000, 4]
type = hitdef
trigger1 = time = 0
attr = S,SP
affectteam = F
id = 1143
hitonce = 1
hitflag = M
guardflag = -1
animtype = H
pausetime = 0,0
ground.velocity = 0,0
getpower = 0,0
givepower = 0,0
sparkno = -1
p2stateno = 1144
p2facing = 1

[state 01,1]
type = explod
trigger1 = time = 1 && movehit > 0
pos = 0,-134
anim = 985
id = 840
bindtime = -1
removetime = 114
sprpriority = 1
ownpal = 1
[state 20, 1]
type = varrandom
trigger1 = time%4 = 0
v = 5
range = 1
[state 01,1]
type = projectile
trigger1 = time >= 3 && time < 76 && time%4 = 3 && var(5) = 0
offset = -47+ceil(random/12),-110+ceil(random/25)
velocity = 0,1+ceil(random/200)
projanim = 986
projsprpriority = 1
projremovetime = 40
projedgebound = 210
projstagebound = 210
projheightbound = -240,50
[state 01,1]
type = projectile
trigger1 = time >= 3 && time < 76 && time%4 = 3 && var(5) = 1
offset = -47+ceil(random/12),-110+ceil(random/25)
velocity = 0,1+ceil(random/200)
projanim = 987
projsprpriority = 1
projremovetime = 18
projedgebound = 210
projstagebound = 210
projheightbound = -240,50

[State 500, 1]
type = destroyself
trigger1 = movehit = 0 && time > 0
trigger2 = parent,stateno != 1140
[Statedef 1144];------------hit by csw-------------
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0

[State 5000, 1]
type = posset
trigger1 = time = 0 && pos y > 0
y = 0

[State 500, 1]
type = changeanim
trigger1 = 1
value = 0
[State 500, 1]
type = nothitby
trigger1 = 1
value = SCA
[State 500, 1]
type = playerpush
trigger1 = 1
value = 0

[State 5210, 1] 
type = PalFX
trigger1 = time%2 = 0
time = 1
add = 255,255,255

[State 500, 1]
type = lifeadd
trigger1 = time = 112
value = 250
[State 500, 1]
type = selfstate
trigger1 = time = 113
value = 0
ctrl = 1
[Statedef 1145];------------hit by cl1---------------
type    = S
movetype = H
physics = N
velset = 0,0
sprpriority = 0

[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 1

[State 5000, 1]
type = changestate
trigger1 = life <= 0
value = 864

[State 5000, 1]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[state 230, 1]
type = posset
trigger1 = time <= 1 && pos y > 0
y = 0

[state 230, 1]
type = statetypeset
trigger1 = time = 0 && pos y < 0
value = A

[state 230, 1]
type = changestate
trigger1 = time = 15
value = 1146
;--------------------
; Dizzy(shaking)
[Statedef 1146]
type    = S
movetype= H
physics = N

[State 5000, 1]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 5300, 3]
type = ForceFeedback
trigger1 = time = 0
time = 12
waveform = sinesquare
ampl = 140

[state 230, 1]
type = statetypeset
trigger1 = pos y < 0
value = A
;[state 230, 1]
;type = statetypeset
;trigger1 = pos y >= 0 && (anim = 5100 || anim = 5110)
;value = L

;[State 5300, 2]
;type = ChangeState
;trigger1 = statetype = L
;value = 1149
[state 230, 1]
type = changestate
trigger1 = statetype != A
value = 254
[State 5300, 2]
type = ChangeState
trigger1 = statetype = A
value = 1147

[State 5300, 4]
type = Nothitby
trigger1 = 1
value = SCA
;-----------------------------
; Dizzy(fall through air)
[Statedef 1147]
type    = A
movetype= H
physics = N
anim = 5050
velset = -3,-5

[State 5301, 2]
type = veladd
trigger1 = 1
y = 0.35

[State 5301, 3] 
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 1148

[State 5301, 4]
type = Nothitby
trigger1 = 1
value = SCA
;-------------------
; Dizzy(Bounce)
[Statedef 1148]
type    = L
movetype= H
physics = N
anim = 5100
velset = 0,0

[State 5302, 1]
type = Velset
trigger1 = animtime = 0 && anim = 5100
x = -2.5
y = -3.5

[State 5302, 4]
type = posset
trigger1 = animtime = 0 && anim = 5100
y = 20

[State 5302, 3]
type = Changeanim
trigger1 = animtime = 0 && anim = 5100
value = 5160

[State 5302, 4]
type = posset
trigger1 = time = 0
y = 0

[State 5302, 5]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 5302, 6]
type = GameMakeAnim
trigger1 = Time = 0
value = 60
pos = 0,0
under = 1

[State 5301, 2]
type = veladd
trigger1 = anim = 5160
y = 0.35

[State 5302, 8]
type = ChangeState
trigger1 = time > 3
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 1149
;---------------------
; Dizzy(lie down)
[Statedef 1149]
type    = L
movetype= H
physics = S

[State 1531, 5]
type = changeanim
trigger1 = time = 0 && anim != 5110
value = 5110
[State 1531, 5]
type = varset
trigger1 = time = 0
sysvar(4) = 0
[State 1531, 5]
type = varadd
trigger1 = command = "struggle"
sysvar(4) = 1

[State 5303, 2]
type = posset
trigger1 = time = 0
y = 0

[State 5303, 2]
type = velset
trigger1 = time = 0
y = 0

[State 5303, 6]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 5303, 7]
type = GameMakeAnim
trigger1 = Time = 0
value = 60
pos = 0, 0
under = 1

[State 5303, 3] 
type = ChangeState
trigger1 = !alive
trigger1 = anim = 5110
value = 5150

[State 5303, 3] 
type = selfState
trigger1 = alive
trigger1 = Time >= 180-sysvar(4)*5
value = 5120
[Statedef 1150];----------throw-----------
type    = S
physics = N
movetype = A
sprpriority = 0
anim = 233
velset = 0,0
ctrl = 0

[State 100, 1]
type = turn
triggerall = time = 0
trigger1 = helper(1),command = "holdback" && command = "b" && facing = 1 && fvar(35) = 0
trigger2 = helper(1),command = "holdfwd" && command = "b" && facing = -1 && fvar(35) = 0
trigger3 = fvar(35) = 1 && p2dist x < 0

[State 0, 1]
type = changeanim
triggerall = var(11) > 0 && anim = 233
trigger1 = animelem = 1,1||animelem = 2,4||animelem = 3,2||animelem = 4,1
trigger2 = animelem = 5,1
value = anim
elem = animelemno(0)+1
[State 0, 1]
type = changeanim
triggerall = var(11) > 0 && anim = 240
trigger1 = animelem = 1,1||animelem = 2,3||animelem = 3,1||animelem = 5,2
value = anim
elem = animelemno(0)+1

[state 20, 1]
type = varset
trigger1 = 1
var(3) = animelemno(0)

[state 20, 1]
type = varset
trigger1 = var(25) = 1
var(25) = 0
[state 20, 1]
type = varset
triggerall = time = 0
trigger1 = fvar(35) = 0 && helper(1),var(35) = [0,3]
trigger2 = fvar(35) = 1 && var(41) = [17,22]
var(4) = 1
[state 20, 1]
type = varset
triggerall = time = 0
trigger1 = fvar(35) = 0 && helper(1),var(35) = [4,7]
trigger2 = fvar(35) = 1 && var(42) = [17,22]
var(4) = 2
[state 20, 1]
type = varset
triggerall = time = 0
trigger1 = fvar(35) = 0 && helper(1),var(35) = [8,11]
trigger2 = fvar(35) = 1 && var(43) = [17,22]
var(4) = 3
[state 20, 1]
type = varset
triggerall = time = 0
trigger1 = fvar(35) = 0 && helper(1),var(35) = [12,15]
trigger2 = fvar(35) = 1 && var(44) = [17,22]
var(4) = 4
[state 20, 1]
type = varset
triggerall = time = 0
trigger1 = fvar(35) = 0 && helper(1),var(35) = [16,19]
trigger2 = fvar(35) = 1 && var(45) = [17,22]
var(4) = 5
[state 20, 1]
type = varset
triggerall = time = 0
trigger1 = fvar(35) = 0 && helper(1),var(35) = [20,23]
trigger2 = fvar(35) = 1 && var(46) = [17,22]
var(4) = 6
[state 20, 1]
type = varset
trigger1 = time = 0
var(18) = var(40+var(4))

[state 20, 1]
type = varadd
trigger1 = animelem = 3
var(46+var(4)) = -1
[state 20, 1]
type = varset
trigger1 = animelem = 3 && var(46+var(4)) < 1
var(40+var(4)) = 0

[state 20, 1]
type = changeanim
trigger1 = time = 0 && ((var(18) = [17,18]) || (var(18) = [21,22]))
value = 240

[state 01,1]
type = projectile
trigger1 = animelem = 1,>=0 && animelem = 6,<0 && var(25) = 0
offset = 16,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 6,>=0 && animtime < 0 && var(25) = 0
offset = 6,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1]
type = projectile
trigger1 = animelem = 2,>=0 && animelem = 3,<0 && var(18) = [19,20]
offset = -20,-43
projanim = 432+ifelse(var(18)=20,1,0)
projsprpriority = -1
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 3,>=0 && animelem = 4,<0 && var(18) = [19,20]
offset = -20,-88
projanim = 434+ifelse(var(18)=20,1,0)
projsprpriority = -1
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1]
type = projectile
trigger1 = animelem = 4,>=0 && animelem = 5,<0 && var(18) = [19,20]
offset = 19,-111
projanim = 434+ifelse(var(18)=20,1,0)
projsprpriority = -1
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[state 01,1]
type = projectile
trigger1 = animelem = 2,>=0 && animelem = 3,<0 && var(18) = [17,18]
offset = -13,-41
projanim = 438
projsprpriority = -1
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210
[state 01,1]
type = projectile
trigger1 = animelem = 3,>=0 && animelem = 4,<0 && var(18) = [17,18]
offset = -5,-40
projanim = 516+ifelse(var(18)=17,0,1)
projsprpriority = 1
projremovetime = 1
ignorehitpause = 1
projedgebound = 210
projstagebound = 210

[State 20, 4]
type = width
trigger1 = animelem = 1,>=0 && animelem = 3,<0 && p2dist x > 0
value = 10
[State 20, 4]
type = width
trigger1 = animelem = 3,>=0 && animelem = 4,<0 && p2dist x > 0
value = 20
[State 20, 4]
type = width
trigger1 = animelem = 4,>=0 && animelem = 5,<0 && p2dist x > 0
trigger2 = animelem = 5,>=0 && animelem = 6,<0 && p2dist x > 0 && var(18) = [17,18]
value = 25
[State 20, 4]
type = width
trigger1 = animelem = 5,>=0 && animelem = 6,<0 && p2dist x > 0 && var(18) = [19,20]
value = 40
[State 20, 4]
type = width
trigger1 = animelem = 6,>=0 && animtime <0 && p2dist x > 0
value = 5

[State 50, 4]
type = playsnd
trigger1 = animelem = 3 && var(18) = [19,20]
value = 6,8
[State 20, 4]
type = helper
trigger1 = animelem = 3 && var(18) = [19,20]
stateno = 1152+ifelse(var(18)=20,1,0)
pos = 60,-65
name = "daeger"
ownpal = 1

[State 20, 4]
type = helper
trigger1 = animelem = 3 && var(18) = [17,18]
stateno = 1156+ifelse(var(18)=18,1,0)
pos = 29,-43
name = "oil"
facing = -1
ownpal = 1

[State 20, 4]
type = helper
trigger1 = animelem = 3 && var(18) = 22
stateno = 1159
pos = 67-ifelse(frontedgedist < 67,67-frontedgedist,0),-42
name = "bottle"
facing = -1
ownpal = 1
[State 20, 4]
type = helper
trigger1 = animelem = 3 && var(18) = 21
stateno = 1160
id = 1160
pos = 67-ifelse(frontedgedist < 67,67-frontedgedist,0),-46
name = "egg"
facing = -1
ownpal = 1

[state 20, 1]
type = changestate
trigger1 = animtime = -2 && var(11) > 0
value = 0
ctrl = 1
[Statedef 1151];---------cl helper ------------
type    = S
movetype= A
physics = N
anim = 990
ctrl = 0

[State 1000, 4]
type = bindtoparent
trigger1 = 1
pos = 0,0

[State 1000, 4]
type = hitdef
trigger1 = time = 0||time = 10||time = 20||time = 30||time = 40||time = 50||time = 60||time = 70||time = 80||time = 90
attr = S,HT
p2stateno = 1145
animtype = heavy
hitflag = MA
guardflag = MA
hitonce = 0
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,12,0)
guard.hittime  = 25-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,12,0)
ground.velocity = 0
air.velocity = 0,0

[State 1000, 4]
type = destroyself
trigger1 = time = 100 || parent,stateno != 1140

[Statedef 1152];---------daeger ------------
type    = S
movetype= A
physics = N
anim = 436
ctrl = 0
velset = 7,0
sprpriority = 1

[state 01,1]
type = playerpush
trigger1 = 1
value = 0

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1000, 4]
type = hitby
trigger1 = 1
value = SCA,AP

[State 8300, 9]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 1155
ignorehitpause = 1

[State 1000, 4]
type = hitdef
trigger1 = time = 0
attr = S, SP
damage = ceil(50*(ifelse((parent,var(40))=3,1.2,1)+ifelse((parent,var(38))=1,0.2,0))),ceil(8*(ifelse((parent,var(40))=3,1.2,1)+ifelse((parent,var(38))=1,0.2,0)))
priority = 5,hit
animtype = M
guardflag = M
hitonce = 1
pausetime = 0,24
ground.slidetime = 15
ground.hittime  = 15
guard.slidetime = 17-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,8,0)
guard.hittime  = 17-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,8,0)
guard.velocity = -4
ground.velocity = -2
air.velocity = -3,-5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
getpower = 0,0
givepower = 0,0
sparkno = -1
sparkxy = 15-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,16,0),-4
ground.type = High
air.type = Low
air.fall = 1
fall.recover = 1
fall.recovertime = 40

[State 8300, 9]
type = changestate
trigger1 = movehit > 0
value = 1154
ignorehitpause = 1
[State 8300, 9]
type = changestate
trigger1 = movecontact > 0
value = 1155
ignorehitpause = 1

[State 1000, 4]
type = destroyself
trigger1 = frontedgedist <= -120
[Statedef 1153];---------sdaeger ------------
type    = S
movetype= A
physics = N
anim = 437
ctrl = 0
velset = 7,0
sprpriority = 1

[state 01,1]
type = playerpush
trigger1 = 1
value = 0

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1000, 4]
type = hitby
trigger1 = 1
value = SCA,AP

[State 8300, 9]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 1155
ignorehitpause = 1

[State 1000, 4]
type = hitdef
trigger1 = time = 0
attr = S, SP
damage = ceil(60*(ifelse((parent,var(40))=3,1.2,1)+ifelse((parent,var(38))=1,0.2,0))),ceil(10*(ifelse((parent,var(40))=3,1.2,1)+ifelse((parent,var(38))=1,0.2,0)))
priority = 5,hit
animtype = M
guardflag = M
hitonce = 1
pausetime = 0,24
ground.slidetime = 15
ground.hittime  = 15
guard.slidetime = 17-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,8,0)
guard.hittime  = 17-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,8,0)
guard.velocity = -4
ground.velocity = -2
air.velocity = -3,-5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
getpower = 0,0
givepower = 0,0
sparkno = -1
sparkxy = 15-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,16,0),-4
ground.type = High
air.type = Low
air.fall = 1
fall.recover = 1
fall.recovertime = 40

[State 8300, 9]
type = changestate
trigger1 = movehit > 0
value = 1154
ignorehitpause = 1
[State 8300, 9]
type = changestate
trigger1 = movecontact > 0
value = 1155
ignorehitpause = 1

[State 1000, 4]
type = destroyself
trigger1 = frontedgedist <= -120
[Statedef 1154];---------daeger hit------------
type    = S
movetype= I
physics = N
anim = 20010
ctrl = 0
velset = 0,0
sprpriority = 1

[State 50, 4]
type = playsnd
trigger1 = time = 0
value = 6,9
[State 200, 3]
type = turn
trigger1 = time = 0
[State 200, 3]
type = posadd
trigger1 = time = 0
x = -20
y = -4

[State -2, 3];die
type = targetstate
trigger1 = numtarget > 0
trigger1 = target,life <= 0 && target,stateno != 864 && target,stateno != 865
value = 864
persistent = 0
ignorehitpause = 1

[State 1000, 4]
type = destroyself
trigger1 = animtime = 0
[Statedef 1155];---------daeger broke------
type    = S
physics = N
movetype = I
sprpriority = -1
velset = -2,-5.2
ctrl = 0

[State 50, 4]
type = playsnd
trigger1 = time = 0
value = 7,0
[state 01,1]
type = playerpush
trigger1 = 1
value = 0
[state 01,1]
type = nothitby
trigger1 = 1
value = SCA

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
[state 20, 1]
type = assertspecial
trigger1 = time%2=0 && time > 45
flag = invisible
[state 20, 1]
type = angleadd
trigger1 = time%2 = 0 && time < 44
value = 45
[state 20, 1]
type = angledraw
trigger1 = time < 44
[state 20, 1]
type = veladd
trigger1 = time < 44
y = 0.3

[state 20, 1]
type = velset
trigger1 = time = 44
x = 0
y = 0
[state 20, 1]
type = posset
trigger1 = time = 44
y = 10

[state 20, 1]
type = destroyself
trigger1 = time = 104
[Statedef 1156];---------b oil------
type    = S
physics = N
movetype = A
anim = 516
sprpriority = 3
velset = -2,-3.85
ctrl = 0

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
[state 20, 1]
type = veladd
trigger1 = time < 34
y = 0.3

[state 20, 1]
type = velset
trigger1 = time = 34
x = 0
y = 0
[state 20, 1]
type = posset
trigger1 = time = 34
y = 7

[state 20, 1]
type = turn
trigger1 = time = 34
[state 20, 1]
type = changeanim
trigger1 = time = 34
value = 439

[State 50, 4]
type = playsnd
trigger1 = time = 34
value = 7,1
[State 50, 4]
type = playsnd
trigger1 = time = 46
value = 5,7

[state 20, 1]
type = sprpriority
trigger1 = time = 114
value = 2
[state 20, 1]
type = assertspecial
trigger1 = time > 115 && time%2 = 0
flag = invisible

[State 1000, 4]
type = Projectile
trigger1 = time = 34
attr = S,HP
projanim = 440
projRemoveTime = 80
projpriority = 4
offset = 0,0
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = hitdef
triggerall = enemynear, prevstateno != 863
trigger1 = movecontact = 0
trigger2 = movecontact > 0 && time%10 = 4
attr = S, SP
ID = 1156
damage = 60,4
priority = 5,hit
hitflag = MAFD
animtype = H
guardflag = L
getpower = 0,0
givepower = 0,0
hitonce = 0
pausetime = 0,0
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 24-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,11,0)
guard.hittime  = 24-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,11,0)
guard.velocity = -4
ground.velocity = -2,-8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -2,-8
p2stateno = 852
sparkno = -1
guard.sparkno = -1
ground.type = High
palfx.time = 55
palfx.sinadd = 124,124,124,16
palfx.add = 224,88,0
yaccel = .3
fall = 1
fall.recover = 0
[State 1000, 4]
type = hitdef
triggerall = enemynear, prevstateno = 863
trigger1 = movecontact = 0
trigger2 = movecontact > 0 && time%10 = 4
attr = S, SP
ID = 1156
damage = 60,4
priority = 5,hit
hitflag = MAF
animtype = H
guardflag = M
getpower = 0,0
givepower = 0,0
hitonce = 0
pausetime = 0,0
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 24-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,11,0)
guard.hittime  = 24-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,11,0)
guard.velocity = -4
ground.velocity = -2,-8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -2,-8
p2stateno = 852
p2facing = 1
sparkno = -1
guard.sparkno = -1
ground.type = High
palfx.time = 55
palfx.sinadd = 124,124,124,16
palfx.add = 224,88,0
yaccel = .3
fall = 1
fall.recover = 0
[State 1000, 4]
type = hitdef
trigger1 = time = 114

[state 20, 1]
type = destroyself
trigger1 = time = 195
[Statedef 1157];---------lb oil------
type    = S
physics = N
movetype = A
anim = 517
sprpriority = 3
velset = -2,-3.85
ctrl = 0

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
[state 20, 1]
type = veladd
trigger1 = time < 34
y = 0.3

[state 20, 1]
type = velset
trigger1 = time = 34
x = 0
y = 0
[state 20, 1]
type = posset
trigger1 = time = 34
y = 1

[state 20, 1]
type = turn
trigger1 = time = 34
[state 20, 1]
type = changeanim
trigger1 = time = 34
value = 999

[State 20, 4]
type = helper
trigger1 = time >= 34 && time%8 = 2
stateno = 1158
pos = (time-34)/8*40,0
name = "lb oil"
ownpal = 1

[state 20, 1]
type = destroyself
trigger1 = time = 50
[Statedef 1158];----------lb oil explod------
type    = S
physics = N
movetype = A
sprpriority = 3
anim = 441
ctrl = 0

[State 50, 4]
type = playsnd
trigger1 = time = 0
value = 7,2
[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1000, 4]
type = Projectile
trigger1 = time = 0
attr = S,HP
projanim = 442
projRemoveTime = 20
projpriority = 4
offset = 0,0
projedgebound = 210
projstagebound = 210

[State -2, 3]
type = targetstate
trigger1 = numtarget > 0 && movehit > 0
trigger1 = target,life <= 0 && target,stateno != 864 && target,stateno != 5100
trigger1 = target,stateno != 5101 && target,stateno != 5110 && target,stateno != 865
value = 864
ignorehitpause = 1
[State -2, 3]
type = targetstate
trigger1 = numtarget > 0 && movehit > 0
trigger1 = target,life > 0 && target,stateno != 852 && target,stateno != 5100
trigger1 = target,stateno != 5101 && target,stateno != 5110 && target,statetype != L
value = 852
ignorehitpause = 1

[State 1000, 4]
type = hitdef
trigger1 = p2statetype != L && movecontact = 0
attr = S, SP
damage = 60,8
priority = 5,hit
animtype = H
hitflag = MAFD
guardflag = M
getpower = 0,0
givepower = 0,0
hitonce = 0
pausetime = 0,0
guard.pausetime = 0,12
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 24-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,11,0)
guard.hittime  = 24-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,11,0)
guard.velocity = -4
ground.velocity = -2,-8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -2,-8
down.velocity = 0,0
p2facing = 1
sparkno = -1
sparkxy = 5-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,16,0),-10
ground.type = High
palfx.time = 55
palfx.sinadd = 124,124,124,16
palfx.add = 224,88,0
yaccel = .3
fall = 1
fall.recover = 0
[State 1000, 4]
type = hitdef
trigger1 = p2statetype = L && movecontact = 0
attr = S, SP
damage = 60,8
priority = 5,hit
animtype = H
hitflag = MAFD
guardflag = M
getpower = 0,0
givepower = 0,0
hitonce = 0
pausetime = 0,0
guard.pausetime = 0,12
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 24-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,11,0)
guard.hittime  = 24-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,11,0)
guard.velocity = -4
ground.velocity = -2,-8
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.velocity = -2,-8
down.velocity = 0,0
sparkno = -1
sparkxy = 5-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,16,0),-10
ground.type = High
yaccel = .3
fall = 1
fall.recover = 0

[state 20, 1]
type = sprpriority
trigger1 = animelem = 6
value = 2

[state 20, 1]
type = destroyself
trigger1 = animtime = 0
[Statedef 1159];---------bottle------
type    = S
physics = N
movetype = A
anim = 521
sprpriority = 2
velset = -2,-3.2
ctrl = 0

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
[state 20, 1]
type = veladd
trigger1 = time < 30
y = 0.3

[state 20, 1]
type = velset
trigger1 = backedgedist < 1 && time < 30
x = 0
[state 20, 1]
type = velset
trigger1 = backedgedist >= 1 && time < 30
x = -2
[state 20, 1]
type = velset
trigger1 = time = 30
x = 0
y = 0
[state 20, 1]
type = posset
trigger1 = time = 30
y = 6

[State 50, 4]
type = playsnd
trigger1 = time = 32
value = 5,2
[State 20, 4]
type = helper
trigger1 = time = 32
stateno = 1103
facing = -1
pos = -4,-29
name = "efreet"
ownpal = 1

[state 01,1]
type = projectile
trigger1 = time = 64
offset = 0,0
projanim = 521
projsprpriority = 2
projremovetime = 87
projedgebound = 210
projstagebound = 210
[state 01,1]
type = changeanim
trigger1 = time = 64
value = 999
[state 01,1]
type = changeanim
trigger1 = time = 81
value = 991

[State 7800, 3]
type = BGPalfx
trigger1 = time > 28 && time < 31
ignorehitpause = 1
time = 2
add = 255,14,12
mul = 100,0,0

[State 1000, 4]
type = Projectile
trigger1 = time >= 81 && time < 223
attr = S,HP
projanim = 992
projRemoveTime = 1
projpriority = 99
offset = 0,0
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = hitdef
trigger1 = time >= 81 && time < 128 && time%10 = 1
attr = S,HT
damage = 0,ceil(200*(parent,fvar(1)+parent,fvar(7)+parent,fvar(3)+parent,fvar(4))/96)
p2stateno = 1021
animtype = heavy 
hitflag = MAFD
guardflag = MA
hitonce = 0
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,12,0)
guard.hittime  = 25-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,12,0)
guard.velocity = 0
ground.velocity = -3,-6
air.velocity = -3,-6
airguard.velocity = 0
fall = 1
fall.recover = 0
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = hitdef
trigger1 = (time > 128 && time <= 222 && time%10 = 1) || time = 128
attr = S,HT
damage   = ceil(200*(parent,fvar(1)+parent,fvar(7)+parent,fvar(3)+parent,fvar(4))),ceil(200*(parent,fvar(1)+parent,fvar(7)+parent,fvar(3)+parent,fvar(4))/96)
p2stateno = 848
animtype = heavy
hitflag = MAFD
guardflag = MA
hitonce = 0
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,12,0)
guard.hittime  = 25-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,12,0)
ground.velocity = 0
air.velocity = 0,0
palfx.time = 55
palfx.sinadd = 124,124,124,16
palfx.add = 224,88,50
fall = 1
fall.recover = 0

[state 20, 1]
type = destroyself
trigger1 = time = 222
[Statedef 1160];---------egg------
type    = S
physics = N
movetype = I
anim = 520
sprpriority = 2
velset = -2,-5
ctrl = 0

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[state 20, 1]
type = veladd
trigger1 = time < 16
y = 0.3

[state 20, 1]
type = velset
trigger1 = backedgedist < 1 && time < 16
x = 0
[state 20, 1]
type = velset
trigger1 = backedgedist >= 1 && time < 16
x = -2
[state 20, 1]
type = velset
trigger1 = time = 16 || time = 69
x = 0
y = 0
[state 20, 1]
type = posset
trigger1 = time = 69
y = 0

[state 01,1]
type = projectile
trigger1 = time >= 17 && time <= 45 && time%2 = 1
offset = -20+ceil(random/25),-40+ceil(random/20)
projanim = 993
projsprpriority = 3
projremovetime = 21
projedgebound = 210
projstagebound = 210

[state 20, 1]
type = changeanim
trigger1 = time = 46
value = 448

[state 20, 1]
type = destroyself
trigger1 = time = 46 && parent,numhelper(1160) > 1
[state 20, 1]
type = turn
trigger1 = time = 46
[state 20, 1]
type = sprpriority
trigger1 = time = 46
value = 0
[state 20, 1]
type = velset
trigger1 = time = 46
x = 2
[state 20, 1]
type = veladd
trigger1 = time >= 46 && time < 69
y = 0.3

[State 50, 4]
type = playsnd
trigger1 = animelem = 3 && anim = 448
value = 7,3
[state 20, 1]
type = varset
trigger1 = time >= 45 && time <= 81
var(1) = 1140
[state 20, 1]
type = varset
trigger1 = time = 81
var(2) = 500
[state 20, 1]
type = changestate
trigger1 = time = 82
value = 1161

[State 5110, 11]
type = changestate
triggerall = time >= 46
trigger1 = enemy,stateno = 1010 && enemy,name = "D'raven" && enemy,authorname = "ihoo1836"
trigger1 = enemy,animelem = 9,>=0 && enemy,animelem = 57,<0
trigger2 = enemynear,stateno = 1010 && enemynear,name = "D'raven" && enemynear,authorname = "ihoo1836"
trigger2 = enemynear,animelem = 9,>=0 && enemynear,animelem = 57,<0
trigger3 = enemynear(0),stateno = 1010 && enemynear(0),name = "D'raven" && enemynear(0),authorname = "ihoo1836"
trigger3 = enemynear(0),animelem = 9,>=0 && enemynear(0),animelem = 57,<0
trigger4 = enemynear(1),stateno = 1010 && enemynear(1),name = "D'raven" && enemynear(1),authorname = "ihoo1836"
trigger4 = enemynear(1),animelem = 9,>=0 && enemynear(1),animelem = 57,<0
trigger5 = enemynear(2),stateno = 1010 && enemynear(2),name = "D'raven" && enemynear(2),authorname = "ihoo1836"
trigger5 = enemynear(2),animelem = 9,>=0 && enemynear(2),animelem = 57,<0
trigger6 = enemy(0),stateno = 1010 && enemy(0),name = "D'raven" && enemy(0),authorname = "ihoo1836"
trigger6 = enemy(0),animelem = 9,>=0 && enemy(0),animelem = 57,<0
trigger7 = enemy(1),stateno = 1010 && enemy(1),name = "D'raven" && enemy(1),authorname = "ihoo1836"
trigger7 = enemy(1),animelem = 9,>=0 && enemy(1),animelem = 57,<0
trigger8 = enemy(2),stateno = 1010 && enemy(2),name = "D'raven" && enemy(2),authorname = "ihoo1836"
trigger8 = enemy(2),animelem = 9,>=0 && enemy(2),animelem = 57,<0
value = 1189

[Statedef 1161];--------ob walk------
type    = S
physics = N
movetype = I
anim = 449
sprpriority = 0
ctrl = 0

[State 8300, 9]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 1166
ignorehitpause = 1

[state 20, 1]
type = varadd
trigger1 = time > 0
var(1) = -1
ignorehitpause = 1
[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[state 20, 1]
type = playerpush
trigger1 = 1
value = 0

[state 20, 1]
type = veladd
trigger1 = p2dist x > 0
x = 0.4
[state 20, 1]
type = veladd
trigger1 = p2dist x < 0
x = -0.4
[state 20, 1]
type = velset
trigger1 = vel x > 2.5
x = 2.5

[state 20, 1]
type = changestate
trigger1 = p2dist x < 0 && vel x < 0.4
value = 1162
[state 20, 1]
type = changestate
trigger1 = p2dist x > 0 && p2dist x < 125
value = 1163
[state 20, 1]
type = changestate
trigger1 = var(1) <= 0 || roundstate > 2
value = 1164
ignorehitpause = 1

[State 5110, 11]
type = changestate
triggerall = var(2) > 0
trigger1 = enemy,stateno = 1010 && enemy,name = "D'raven" && enemy,authorname = "ihoo1836"
trigger1 = enemy,animelem = 9,>=0 && enemy,animelem = 57,<0
trigger2 = enemynear,stateno = 1010 && enemynear,name = "D'raven" && enemynear,authorname = "ihoo1836"
trigger2 = enemynear,animelem = 9,>=0 && enemynear,animelem = 57,<0
trigger3 = enemynear(0),stateno = 1010 && enemynear(0),name = "D'raven" && enemynear(0),authorname = "ihoo1836"
trigger3 = enemynear(0),animelem = 9,>=0 && enemynear(0),animelem = 57,<0
trigger4 = enemynear(1),stateno = 1010 && enemynear(1),name = "D'raven" && enemynear(1),authorname = "ihoo1836"
trigger4 = enemynear(1),animelem = 9,>=0 && enemynear(1),animelem = 57,<0
trigger5 = enemynear(2),stateno = 1010 && enemynear(2),name = "D'raven" && enemynear(2),authorname = "ihoo1836"
trigger5 = enemynear(2),animelem = 9,>=0 && enemynear(2),animelem = 57,<0
trigger6 = enemy(0),stateno = 1010 && enemy(0),name = "D'raven" && enemy(0),authorname = "ihoo1836"
trigger6 = enemy(0),animelem = 9,>=0 && enemy(0),animelem = 57,<0
trigger7 = enemy(1),stateno = 1010 && enemy(1),name = "D'raven" && enemy(1),authorname = "ihoo1836"
trigger7 = enemy(1),animelem = 9,>=0 && enemy(1),animelem = 57,<0
trigger8 = enemy(2),stateno = 1010 && enemy(2),name = "D'raven" && enemy(2),authorname = "ihoo1836"
trigger8 = enemy(2),animelem = 9,>=0 && enemy(2),animelem = 57,<0
value = 1189
[Statedef 1162];--------ob turn------
type    = S
physics = N
movetype = I
anim = 443
sprpriority = 0
velset = 0
ctrl = 0

[State 8300, 9]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 1166
ignorehitpause = 1

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[state 20, 1]
type = playerpush
trigger1 = 1
value = 0

[state 20, 1]
type = turn
trigger1 = animelem = 4
[state 20, 1]
type = changestate
trigger1 = animtime = 0
value = 1161
[state 20, 1]
type = varadd
trigger1 = time > 0
var(1) = -1
ignorehitpause = 1
[state 20, 1]
type = changestate
trigger1 = var(1) <= 0 || roundstate > 2
value = 1164
ignorehitpause = 1

[State 5110, 11]
type = changestate
triggerall = var(2) > 0
trigger1 = enemy,stateno = 1010 && enemy,name = "D'raven" && enemy,authorname = "ihoo1836"
trigger1 = enemy,animelem = 9,>=0 && enemy,animelem = 57,<0
trigger2 = enemynear,stateno = 1010 && enemynear,name = "D'raven" && enemynear,authorname = "ihoo1836"
trigger2 = enemynear,animelem = 9,>=0 && enemynear,animelem = 57,<0
trigger3 = enemynear(0),stateno = 1010 && enemynear(0),name = "D'raven" && enemynear(0),authorname = "ihoo1836"
trigger3 = enemynear(0),animelem = 9,>=0 && enemynear(0),animelem = 57,<0
trigger4 = enemynear(1),stateno = 1010 && enemynear(1),name = "D'raven" && enemynear(1),authorname = "ihoo1836"
trigger4 = enemynear(1),animelem = 9,>=0 && enemynear(1),animelem = 57,<0
trigger5 = enemynear(2),stateno = 1010 && enemynear(2),name = "D'raven" && enemynear(2),authorname = "ihoo1836"
trigger5 = enemynear(2),animelem = 9,>=0 && enemynear(2),animelem = 57,<0
trigger6 = enemy(0),stateno = 1010 && enemy(0),name = "D'raven" && enemy(0),authorname = "ihoo1836"
trigger6 = enemy(0),animelem = 9,>=0 && enemy(0),animelem = 57,<0
trigger7 = enemy(1),stateno = 1010 && enemy(1),name = "D'raven" && enemy(1),authorname = "ihoo1836"
trigger7 = enemy(1),animelem = 9,>=0 && enemy(1),animelem = 57,<0
trigger8 = enemy(2),stateno = 1010 && enemy(2),name = "D'raven" && enemy(2),authorname = "ihoo1836"
trigger8 = enemy(2),animelem = 9,>=0 && enemy(2),animelem = 57,<0
value = 1189
[Statedef 1163];--------ob attack------
type    = S
physics = N
movetype = A
anim = 450
sprpriority = 0
velset = 0
ctrl = 0
juggle = 9

[State 8300, 9]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 1166
ignorehitpause = 1

[state 20, 1]
type = varadd
trigger1 = time > 0
var(1) = -1
ignorehitpause = 1
[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[state 20, 1]
type = playerpush
trigger1 = 1
value = 0

[state 20, 1]
type = velset
trigger1 = animelem = 5
x = 3.5
y = -5.8
[state 20, 1]
type = veladd
trigger1 = animelem = 5,>=0 && animelem = 6,< 0
y = 0.35

[state 20, 1]
type = statetypeset
trigger1 = animelem = 5,>=0 && animelem = 6,< 0
value = A
[state 20, 1]
type = statetypeset
trigger1 = animelem = 5,< 0 || animelem = 6,>= 0
value = S

[State 50, 4]
type = playsnd
trigger1 = animelem = 6
value = 7,3
[state 20, 1]
type = velset
trigger1 = animelem = 6 || animtime = 0
y = 0
[state 20, 1]
type = posset
trigger1 = animelem = 6
y = 0
[state 20, 1]
type = velmul
trigger1 = animelem = 6,>=0 && animtime < 0
x = 0.94
[state 01,1]
type = explod
trigger1 = animelem = 6,2 || animelem = 6,6
pos = 20,-1
anim = 20030
sprpriority = 1
ownpal = 1
random = 10,10
ignorehitpause = 1

[State 1000, 4]
type = hitdef
trigger1 = time = 0
attr = S,SP
damage = 55,5
priority = 5,hit
animtype = M
guardflag = M
hitonce = 0
pausetime = 0,12
ground.slidetime = 14
ground.hittime  = 14
guard.slidetime = 22-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,10,0)
guard.hittime  = 22-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,10,0)
guard.velocity = -4
ground.velocity = -3,-5
air.velocity = -3,-5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
getpower = 0,0
givepower = 0,0
sparkno = -1
guard.sparkno = -1
guardsound = 6,0
ground.type = High
air.type = low
fall = 1
fall.recover = 1
fall.recovertime = 40
[state 20, 1]
type = changestate
trigger1 = animtime = 0
value = 1161
[state 20, 1]
type = changestate
trigger1 = var(1) <= 0 || roundstate > 2
value = 1164
ignorehitpause = 1

[State 5110, 11]
type = changestate
triggerall = var(2) > 0
trigger1 = enemy,stateno = 1010 && enemy,name = "D'raven" && enemy,authorname = "ihoo1836"
trigger1 = enemy,animelem = 9,>=0 && enemy,animelem = 57,<0
trigger2 = enemynear,stateno = 1010 && enemynear,name = "D'raven" && enemynear,authorname = "ihoo1836"
trigger2 = enemynear,animelem = 9,>=0 && enemynear,animelem = 57,<0
trigger3 = enemynear(0),stateno = 1010 && enemynear(0),name = "D'raven" && enemynear(0),authorname = "ihoo1836"
trigger3 = enemynear(0),animelem = 9,>=0 && enemynear(0),animelem = 57,<0
trigger4 = enemynear(1),stateno = 1010 && enemynear(1),name = "D'raven" && enemynear(1),authorname = "ihoo1836"
trigger4 = enemynear(1),animelem = 9,>=0 && enemynear(1),animelem = 57,<0
trigger5 = enemynear(2),stateno = 1010 && enemynear(2),name = "D'raven" && enemynear(2),authorname = "ihoo1836"
trigger5 = enemynear(2),animelem = 9,>=0 && enemynear(2),animelem = 57,<0
trigger6 = enemy(0),stateno = 1010 && enemy(0),name = "D'raven" && enemy(0),authorname = "ihoo1836"
trigger6 = enemy(0),animelem = 9,>=0 && enemy(0),animelem = 57,<0
trigger7 = enemy(1),stateno = 1010 && enemy(1),name = "D'raven" && enemy(1),authorname = "ihoo1836"
trigger7 = enemy(1),animelem = 9,>=0 && enemy(1),animelem = 57,<0
trigger8 = enemy(2),stateno = 1010 && enemy(2),name = "D'raven" && enemy(2),authorname = "ihoo1836"
trigger8 = enemy(2),animelem = 9,>=0 && enemy(2),animelem = 57,<0
value = 1189
[Statedef 1164];--------ob remove------
type    = S
physics = N
movetype = I
sprpriority = 0
velset = 0,0
ctrl = 0

[State 8300, 9]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 1166
ignorehitpause = 1

[state 20, 1]
type = nothitby
trigger1 = 1
value = SCA
[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[state 20, 1]
type = playerpush
trigger1 = 1
value = 0
[state 20, 1]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(0)

[state 01,1]
type = projectile
trigger1 = time >= 0 && time <= 28 && time%2 = 0
offset = -20+ceil(random/25),-60+ceil(random/20)
projanim = 993
projsprpriority = 3
projremovetime = 21
projedgebound = 210
projstagebound = 210
[state 01,1]
type = changeanim
trigger1 = time = 29
value = 520
[state 01,1]
type = sprpriority
trigger1 = time = 29
value = 2
[state 01,1]
type = posadd
trigger1 = time = 29
y = -30

[state 01,1]
type = velset
trigger1 = time = 29
y = -3.5
[state 01,1]
type = veladd
trigger1 = time >= 29
y = 0.3

[state 20, 1]
type = changestate
trigger1 = vel y > 0 && pos y > 0
value = 1165
[Statedef 1165];--------ob remove2------
type    = S
physics = N
movetype = I
sprpriority = 2
anim = 520
velset = 0,0
ctrl = 0

[state 20, 1]
type = posset
trigger1 = time = 0
y = 10

[state 20, 1]
type = assertspecial
trigger1 = time%2 = 1
flag = invisible
[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[state 20, 1]
type = destroyself
trigger1 = time = 39
[Statedef 1166];--------ob hit----
type    = S
movetype= H
physics = N
velset = 0,0
anim = 455
facep2 = 1

[state 20, 1]
type = varadd
trigger1 = time = 0
var(2) = -gethitvar(damage)
[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[state 20, 1]
type = playerpush
trigger1 = 1
value = 0
[State 8300, 9]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 1166
ignorehitpause = 1

[State 5000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y < 0
type = a
ignorehitpause = 1

[state 20, 1]
type = changeanim
trigger1 = time = 0 && pos y < 0
value = 456
ignorehitpause = 1
[State 5000, 6]
type = ChangeState
trigger1 = HitShakeOver && var(2) > 0
trigger1 = GetHitVar(yvel) = 0 && statetype != A
value = 1168

[State 5000, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 1169
[state 20, 1]
type = varadd
trigger1 = time > 0
var(1) = -1
ignorehitpause = 1
[state 20, 1]
type = changestate
trigger1 = var(1) <= 0 || roundstate > 2
value = 1164
ignorehitpause = 1

[State 5110, 11]
type = changestate
triggerall = var(2) > 0
trigger1 = enemy,stateno = 1010 && enemy,name = "D'raven" && enemy,authorname = "ihoo1836"
trigger1 = enemy,animelem = 9,>=0 && enemy,animelem = 57,<0
trigger2 = enemynear,stateno = 1010 && enemynear,name = "D'raven" && enemynear,authorname = "ihoo1836"
trigger2 = enemynear,animelem = 9,>=0 && enemynear,animelem = 57,<0
trigger3 = enemynear(0),stateno = 1010 && enemynear(0),name = "D'raven" && enemynear(0),authorname = "ihoo1836"
trigger3 = enemynear(0),animelem = 9,>=0 && enemynear(0),animelem = 57,<0
trigger4 = enemynear(1),stateno = 1010 && enemynear(1),name = "D'raven" && enemynear(1),authorname = "ihoo1836"
trigger4 = enemynear(1),animelem = 9,>=0 && enemynear(1),animelem = 57,<0
trigger5 = enemynear(2),stateno = 1010 && enemynear(2),name = "D'raven" && enemynear(2),authorname = "ihoo1836"
trigger5 = enemynear(2),animelem = 9,>=0 && enemynear(2),animelem = 57,<0
trigger6 = enemy(0),stateno = 1010 && enemy(0),name = "D'raven" && enemy(0),authorname = "ihoo1836"
trigger6 = enemy(0),animelem = 9,>=0 && enemy(0),animelem = 57,<0
trigger7 = enemy(1),stateno = 1010 && enemy(1),name = "D'raven" && enemy(1),authorname = "ihoo1836"
trigger7 = enemy(1),animelem = 9,>=0 && enemy(1),animelem = 57,<0
trigger8 = enemy(2),stateno = 1010 && enemy(2),name = "D'raven" && enemy(2),authorname = "ihoo1836"
trigger8 = enemy(2),animelem = 9,>=0 && enemy(2),animelem = 57,<0
value = 1189
[Statedef 1168];-----ob hit slide
type    = S
movetype= H
physics = S
anim = 455

[State 5001, 1]
type = changestate
trigger1 = Time = 0 && pos y < 0
value = 1169

[State 5001, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[state 20, 1]
type = playerpush
trigger1 = 1
value = 0
[State 8300, 9]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 1166
ignorehitpause = 1
[State 5001, 3]
type = VelMul
trigger1 = 1;Time >= GetHitVar(slidetime)
x = .6

[State 5001, 4]
type = VelSet
trigger1 = HitOver
x = 0

[State 5001, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5001, 6]
type = ChangeState
trigger1 = HitOver
value = 1161
[state 20, 1]
type = varadd
trigger1 = time > 0
var(1) = -1
ignorehitpause = 1
[state 20, 1]
type = changestate
trigger1 = var(1) <= 0 || roundstate > 2
value = 1164
ignorehitpause = 1

[State 5110, 11]
type = changestate
triggerall = var(2) > 0
trigger1 = enemy,stateno = 1010 && enemy,name = "D'raven" && enemy,authorname = "ihoo1836"
trigger1 = enemy,animelem = 9,>=0 && enemy,animelem = 57,<0
trigger2 = enemynear,stateno = 1010 && enemynear,name = "D'raven" && enemynear,authorname = "ihoo1836"
trigger2 = enemynear,animelem = 9,>=0 && enemynear,animelem = 57,<0
trigger3 = enemynear(0),stateno = 1010 && enemynear(0),name = "D'raven" && enemynear(0),authorname = "ihoo1836"
trigger3 = enemynear(0),animelem = 9,>=0 && enemynear(0),animelem = 57,<0
trigger4 = enemynear(1),stateno = 1010 && enemynear(1),name = "D'raven" && enemynear(1),authorname = "ihoo1836"
trigger4 = enemynear(1),animelem = 9,>=0 && enemynear(1),animelem = 57,<0
trigger5 = enemynear(2),stateno = 1010 && enemynear(2),name = "D'raven" && enemynear(2),authorname = "ihoo1836"
trigger5 = enemynear(2),animelem = 9,>=0 && enemynear(2),animelem = 57,<0
trigger6 = enemy(0),stateno = 1010 && enemy(0),name = "D'raven" && enemy(0),authorname = "ihoo1836"
trigger6 = enemy(0),animelem = 9,>=0 && enemy(0),animelem = 57,<0
trigger7 = enemy(1),stateno = 1010 && enemy(1),name = "D'raven" && enemy(1),authorname = "ihoo1836"
trigger7 = enemy(1),animelem = 9,>=0 && enemy(1),animelem = 57,<0
trigger8 = enemy(2),stateno = 1010 && enemy(2),name = "D'raven" && enemy(2),authorname = "ihoo1836"
trigger8 = enemy(2),animelem = 9,>=0 && enemy(2),animelem = 57,<0
value = 1189
[Statedef 1169];------ob hit up
type    = A
movetype= H
physics = N

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1
[State 5000, 6]
type = velset
trigger1 = time = 0 && var(2) <= 0
x = -2
y = -5
[State 5030, 2]
type = changeanim
trigger1 = Time = 0 && anim != 456
value = 452
[State 5030, 2]
type = changeanim
trigger1 = Time = 0 && anim = 456
value = 452
elem = 2
[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 8300, 9]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 1166
ignorehitpause = 1
[state 20, 1]
type = playerpush
trigger1 = 1
value = 0
[State 5050, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -1
value = 1170
[state 20, 1]
type = varadd
trigger1 = time > 0
var(1) = -1
ignorehitpause = 1
[state 20, 1]
type = changestate
trigger1 = var(1) <= 0 || roundstate > 2
value = 1164
ignorehitpause = 1

[State 5110, 11]
type = changestate
triggerall = var(2) > 0
trigger1 = enemy,stateno = 1010 && enemy,name = "D'raven" && enemy,authorname = "ihoo1836"
trigger1 = enemy,animelem = 9,>=0 && enemy,animelem = 57,<0
trigger2 = enemynear,stateno = 1010 && enemynear,name = "D'raven" && enemynear,authorname = "ihoo1836"
trigger2 = enemynear,animelem = 9,>=0 && enemynear,animelem = 57,<0
trigger3 = enemynear(0),stateno = 1010 && enemynear(0),name = "D'raven" && enemynear(0),authorname = "ihoo1836"
trigger3 = enemynear(0),animelem = 9,>=0 && enemynear(0),animelem = 57,<0
trigger4 = enemynear(1),stateno = 1010 && enemynear(1),name = "D'raven" && enemynear(1),authorname = "ihoo1836"
trigger4 = enemynear(1),animelem = 9,>=0 && enemynear(1),animelem = 57,<0
trigger5 = enemynear(2),stateno = 1010 && enemynear(2),name = "D'raven" && enemynear(2),authorname = "ihoo1836"
trigger5 = enemynear(2),animelem = 9,>=0 && enemynear(2),animelem = 57,<0
trigger6 = enemy(0),stateno = 1010 && enemy(0),name = "D'raven" && enemy(0),authorname = "ihoo1836"
trigger6 = enemy(0),animelem = 9,>=0 && enemy(0),animelem = 57,<0
trigger7 = enemy(1),stateno = 1010 && enemy(1),name = "D'raven" && enemy(1),authorname = "ihoo1836"
trigger7 = enemy(1),animelem = 9,>=0 && enemy(1),animelem = 57,<0
trigger8 = enemy(2),stateno = 1010 && enemy(2),name = "D'raven" && enemy(2),authorname = "ihoo1836"
trigger8 = enemy(2),animelem = 9,>=0 && enemy(2),animelem = 57,<0
value = 1189
[Statedef 1170];-------ob hit bounce ground
type    = L
movetype= H
physics = N
anim = 453

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[state 20, 1]
type = playerpush
trigger1 = 1
value = 0
[State 8300, 9]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 1167
ignorehitpause = 1

[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100, 7]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 1172

[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0,-6
under = sysvar(1) <= 10

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 1171
[state 20, 1]
type = varadd
trigger1 = time > 0
var(1) = -1
ignorehitpause = 1
[state 20, 1]
type = changestate
trigger1 = var(1) <= 0 || roundstate > 2
value = 1164
ignorehitpause = 1

[State 5110, 11]
type = changestate
triggerall = var(2) > 0
trigger1 = enemy,stateno = 1010 && enemy,name = "D'raven" && enemy,authorname = "ihoo1836"
trigger1 = enemy,animelem = 9,>=0 && enemy,animelem = 57,<0
trigger2 = enemynear,stateno = 1010 && enemynear,name = "D'raven" && enemynear,authorname = "ihoo1836"
trigger2 = enemynear,animelem = 9,>=0 && enemynear,animelem = 57,<0
trigger3 = enemynear(0),stateno = 1010 && enemynear(0),name = "D'raven" && enemynear(0),authorname = "ihoo1836"
trigger3 = enemynear(0),animelem = 9,>=0 && enemynear(0),animelem = 57,<0
trigger4 = enemynear(1),stateno = 1010 && enemynear(1),name = "D'raven" && enemynear(1),authorname = "ihoo1836"
trigger4 = enemynear(1),animelem = 9,>=0 && enemynear(1),animelem = 57,<0
trigger5 = enemynear(2),stateno = 1010 && enemynear(2),name = "D'raven" && enemynear(2),authorname = "ihoo1836"
trigger5 = enemynear(2),animelem = 9,>=0 && enemynear(2),animelem = 57,<0
trigger6 = enemy(0),stateno = 1010 && enemy(0),name = "D'raven" && enemy(0),authorname = "ihoo1836"
trigger6 = enemy(0),animelem = 9,>=0 && enemy(0),animelem = 57,<0
trigger7 = enemy(1),stateno = 1010 && enemy(1),name = "D'raven" && enemy(1),authorname = "ihoo1836"
trigger7 = enemy(1),animelem = 9,>=0 && enemy(1),animelem = 57,<0
trigger8 = enemy(2),stateno = 1010 && enemy(2),name = "D'raven" && enemy(2),authorname = "ihoo1836"
trigger8 = enemy(2),animelem = 9,>=0 && enemy(2),animelem = 57,<0
value = 1189
[Statedef 1171];----ob hit bounce to air
type    = L
movetype= H
physics = N
anim = 454

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[state 20, 1]
type = playerpush
trigger1 = 1
value = 0
[State 8300, 9]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 1166
ignorehitpause = 1

[State 5101, 3]
type = HitFallVel
trigger1 = Time = 0

[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 0;20

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .4

[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -8;12
type = ChangeState
value = 1172
[state 20, 1]
type = varadd
trigger1 = time > 0
var(1) = -1
ignorehitpause = 1
[state 20, 1]
type = changestate
trigger1 = var(1) <= 0 || roundstate > 2
value = 1164
ignorehitpause = 1

[State 5110, 11]
type = changestate
triggerall = var(2) > 0
trigger1 = enemy,stateno = 1010 && enemy,name = "D'raven" && enemy,authorname = "ihoo1836"
trigger1 = enemy,animelem = 9,>=0 && enemy,animelem = 57,<0
trigger2 = enemynear,stateno = 1010 && enemynear,name = "D'raven" && enemynear,authorname = "ihoo1836"
trigger2 = enemynear,animelem = 9,>=0 && enemynear,animelem = 57,<0
trigger3 = enemynear(0),stateno = 1010 && enemynear(0),name = "D'raven" && enemynear(0),authorname = "ihoo1836"
trigger3 = enemynear(0),animelem = 9,>=0 && enemynear(0),animelem = 57,<0
trigger4 = enemynear(1),stateno = 1010 && enemynear(1),name = "D'raven" && enemynear(1),authorname = "ihoo1836"
trigger4 = enemynear(1),animelem = 9,>=0 && enemynear(1),animelem = 57,<0
trigger5 = enemynear(2),stateno = 1010 && enemynear(2),name = "D'raven" && enemynear(2),authorname = "ihoo1836"
trigger5 = enemynear(2),animelem = 9,>=0 && enemynear(2),animelem = 57,<0
trigger6 = enemy(0),stateno = 1010 && enemy(0),name = "D'raven" && enemy(0),authorname = "ihoo1836"
trigger6 = enemy(0),animelem = 9,>=0 && enemy(0),animelem = 57,<0
trigger7 = enemy(1),stateno = 1010 && enemy(1),name = "D'raven" && enemy(1),authorname = "ihoo1836"
trigger7 = enemy(1),animelem = 9,>=0 && enemy(1),animelem = 57,<0
trigger8 = enemy(2),stateno = 1010 && enemy(2),name = "D'raven" && enemy(2),authorname = "ihoo1836"
trigger8 = enemy(2),animelem = 9,>=0 && enemy(2),animelem = 57,<0
value = 1189
[Statedef 1172];--------ob lie down
type    = L
movetype= H
physics = N

[state 20, 1]
type = changeanim
trigger1 = 1
value = 453
elem = 2
[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[state 20, 1]
type = playerpush
trigger1 = 1
value = 0
[State 8300, 9]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 1167
ignorehitpause = 1

[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, Var]
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7,2

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0,-6
under = sysvar(1) <= 10

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13]
type = VelMul
trigger1 = 1
x = 0.85

[State 5110, 11]
type = ChangeState
trigger1 = time = 20
trigger2 = prevstateno = 1174 && time = 0 && var(2) > 0
value = 1173
[state 20, 1]
type = varadd
trigger1 = time > 0
var(1) = -1
ignorehitpause = 1
[state 20, 1]
type = changestate
trigger1 = var(1) <= 0 || roundstate > 2
value = 1164
ignorehitpause = 1
[State 5110, 11]
type = ChangeState
trigger1 = var(2) <= 0 && time > 3
value = 1175

[State 5110, 11]
type = changestate
triggerall = var(2) > 0
trigger1 = enemy,stateno = 1010 && enemy,name = "D'raven" && enemy,authorname = "ihoo1836"
trigger1 = enemy,animelem = 9,>=0 && enemy,animelem = 57,<0
trigger2 = enemynear,stateno = 1010 && enemynear,name = "D'raven" && enemynear,authorname = "ihoo1836"
trigger2 = enemynear,animelem = 9,>=0 && enemynear,animelem = 57,<0
trigger3 = enemynear(0),stateno = 1010 && enemynear(0),name = "D'raven" && enemynear(0),authorname = "ihoo1836"
trigger3 = enemynear(0),animelem = 9,>=0 && enemynear(0),animelem = 57,<0
trigger4 = enemynear(1),stateno = 1010 && enemynear(1),name = "D'raven" && enemynear(1),authorname = "ihoo1836"
trigger4 = enemynear(1),animelem = 9,>=0 && enemynear(1),animelem = 57,<0
trigger5 = enemynear(2),stateno = 1010 && enemynear(2),name = "D'raven" && enemynear(2),authorname = "ihoo1836"
trigger5 = enemynear(2),animelem = 9,>=0 && enemynear(2),animelem = 57,<0
trigger6 = enemy(0),stateno = 1010 && enemy(0),name = "D'raven" && enemy(0),authorname = "ihoo1836"
trigger6 = enemy(0),animelem = 9,>=0 && enemy(0),animelem = 57,<0
trigger7 = enemy(1),stateno = 1010 && enemy(1),name = "D'raven" && enemy(1),authorname = "ihoo1836"
trigger7 = enemy(1),animelem = 9,>=0 && enemy(1),animelem = 57,<0
trigger8 = enemy(2),stateno = 1010 && enemy(2),name = "D'raven" && enemy(2),authorname = "ihoo1836"
trigger8 = enemy(2),animelem = 9,>=0 && enemy(2),animelem = 57,<0
value = 1189
[Statedef 1173];------ob get up
type    = L
movetype= I
physics = N
anim = 451
velset = 0,0

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120, 4]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1161
[state 20, 1]
type = varadd
trigger1 = time > 0
var(1) = -1
ignorehitpause = 1
[state 20, 1]
type = changestate
trigger1 = var(1) <= 0 || roundstate > 2
value = 1164
ignorehitpause = 1

[State 5110, 11]
type = changestate
triggerall = var(2) > 0
trigger1 = enemy,stateno = 1010 && enemy,name = "D'raven" && enemy,authorname = "ihoo1836"
trigger1 = enemy,animelem = 9,>=0 && enemy,animelem = 57,<0
trigger2 = enemynear,stateno = 1010 && enemynear,name = "D'raven" && enemynear,authorname = "ihoo1836"
trigger2 = enemynear,animelem = 9,>=0 && enemynear,animelem = 57,<0
trigger3 = enemynear(0),stateno = 1010 && enemynear(0),name = "D'raven" && enemynear(0),authorname = "ihoo1836"
trigger3 = enemynear(0),animelem = 9,>=0 && enemynear(0),animelem = 57,<0
trigger4 = enemynear(1),stateno = 1010 && enemynear(1),name = "D'raven" && enemynear(1),authorname = "ihoo1836"
trigger4 = enemynear(1),animelem = 9,>=0 && enemynear(1),animelem = 57,<0
trigger5 = enemynear(2),stateno = 1010 && enemynear(2),name = "D'raven" && enemynear(2),authorname = "ihoo1836"
trigger5 = enemynear(2),animelem = 9,>=0 && enemynear(2),animelem = 57,<0
trigger6 = enemy(0),stateno = 1010 && enemy(0),name = "D'raven" && enemy(0),authorname = "ihoo1836"
trigger6 = enemy(0),animelem = 9,>=0 && enemy(0),animelem = 57,<0
trigger7 = enemy(1),stateno = 1010 && enemy(1),name = "D'raven" && enemy(1),authorname = "ihoo1836"
trigger7 = enemy(1),animelem = 9,>=0 && enemy(1),animelem = 57,<0
trigger8 = enemy(2),stateno = 1010 && enemy(2),name = "D'raven" && enemy(2),authorname = "ihoo1836"
trigger8 = enemy(2),animelem = 9,>=0 && enemy(2),animelem = 57,<0
value = 1189
[Statedef 1167];--------ob hit down
type    = L
movetype= H
physics = N
velset = 0,0

[State 5080, 1]
type = changeanim
trigger1 = 1
value = 452
elem = 3

[state 20, 1]
type = varadd
trigger1 = time = 0
var(2) = -gethitvar(damage)
[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[state 20, 1]
type = playerpush
trigger1 = 1
value = 0
[State 8300, 9]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 1167
ignorehitpause = 1

[State 5080, 4]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 1174

[State 5080, 5]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) != 0
value = 1169
[state 20, 1]
type = varadd
trigger1 = time > 0
var(1) = -1
ignorehitpause = 1
[state 20, 1]
type = changestate
trigger1 = var(1) <= 0 || roundstate > 2
value = 1164
ignorehitpause = 1

[State 5110, 11]
type = changestate
triggerall = var(2) > 0
trigger1 = enemy,stateno = 1010 && enemy,name = "D'raven" && enemy,authorname = "ihoo1836"
trigger1 = enemy,animelem = 9,>=0 && enemy,animelem = 57,<0
trigger2 = enemynear,stateno = 1010 && enemynear,name = "D'raven" && enemynear,authorname = "ihoo1836"
trigger2 = enemynear,animelem = 9,>=0 && enemynear,animelem = 57,<0
trigger3 = enemynear(0),stateno = 1010 && enemynear(0),name = "D'raven" && enemynear(0),authorname = "ihoo1836"
trigger3 = enemynear(0),animelem = 9,>=0 && enemynear(0),animelem = 57,<0
trigger4 = enemynear(1),stateno = 1010 && enemynear(1),name = "D'raven" && enemynear(1),authorname = "ihoo1836"
trigger4 = enemynear(1),animelem = 9,>=0 && enemynear(1),animelem = 57,<0
trigger5 = enemynear(2),stateno = 1010 && enemynear(2),name = "D'raven" && enemynear(2),authorname = "ihoo1836"
trigger5 = enemynear(2),animelem = 9,>=0 && enemynear(2),animelem = 57,<0
trigger6 = enemy(0),stateno = 1010 && enemy(0),name = "D'raven" && enemy(0),authorname = "ihoo1836"
trigger6 = enemy(0),animelem = 9,>=0 && enemy(0),animelem = 57,<0
trigger7 = enemy(1),stateno = 1010 && enemy(1),name = "D'raven" && enemy(1),authorname = "ihoo1836"
trigger7 = enemy(1),animelem = 9,>=0 && enemy(1),animelem = 57,<0
trigger8 = enemy(2),stateno = 1010 && enemy(2),name = "D'raven" && enemy(2),authorname = "ihoo1836"
trigger8 = enemy(2),animelem = 9,>=0 && enemy(2),animelem = 57,<0
value = 1189
[Statedef 1174];------------ob hit down slide
type    = L
movetype= H
physics = C

[State 5080, 1]
type = changeanim
trigger1 = 1
value = 452
elem = 3

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[state 20, 1]
type = playerpush
trigger1 = 1
value = 0
[State 8300, 9]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 1167
ignorehitpause = 1

[State 5081, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5081, 2]
type = VelSet
trigger1 = HitOver
x = 0
[State 5081, 2]
type = varset
trigger1 = time = 0
sysvar(0) = 1

[State 5081, 4]
type = ChangeState
trigger1 = HitOver
value = 1172
[state 20, 1]
type = varadd
trigger1 = time > 0
var(1) = -1
ignorehitpause = 1
[state 20, 1]
type = changestate
trigger1 = var(1) <= 0 || roundstate > 2
value = 1164
ignorehitpause = 1

[State 5110, 11]
type = changestate
triggerall = var(2) > 0
trigger1 = enemy,stateno = 1010 && enemy,name = "D'raven" && enemy,authorname = "ihoo1836"
trigger1 = enemy,animelem = 9,>=0 && enemy,animelem = 57,<0
trigger2 = enemynear,stateno = 1010 && enemynear,name = "D'raven" && enemynear,authorname = "ihoo1836"
trigger2 = enemynear,animelem = 9,>=0 && enemynear,animelem = 57,<0
trigger3 = enemynear(0),stateno = 1010 && enemynear(0),name = "D'raven" && enemynear(0),authorname = "ihoo1836"
trigger3 = enemynear(0),animelem = 9,>=0 && enemynear(0),animelem = 57,<0
trigger4 = enemynear(1),stateno = 1010 && enemynear(1),name = "D'raven" && enemynear(1),authorname = "ihoo1836"
trigger4 = enemynear(1),animelem = 9,>=0 && enemynear(1),animelem = 57,<0
trigger5 = enemynear(2),stateno = 1010 && enemynear(2),name = "D'raven" && enemynear(2),authorname = "ihoo1836"
trigger5 = enemynear(2),animelem = 9,>=0 && enemynear(2),animelem = 57,<0
trigger6 = enemy(0),stateno = 1010 && enemy(0),name = "D'raven" && enemy(0),authorname = "ihoo1836"
trigger6 = enemy(0),animelem = 9,>=0 && enemy(0),animelem = 57,<0
trigger7 = enemy(1),stateno = 1010 && enemy(1),name = "D'raven" && enemy(1),authorname = "ihoo1836"
trigger7 = enemy(1),animelem = 9,>=0 && enemy(1),animelem = 57,<0
trigger8 = enemy(2),stateno = 1010 && enemy(2),name = "D'raven" && enemy(2),authorname = "ihoo1836"
trigger8 = enemy(2),animelem = 9,>=0 && enemy(2),animelem = 57,<0
value = 1189
[Statedef 1175];--------ob die----
type    = L
movetype= H
physics = N
velset = 0,0

[state 20, 1]
type = changeanim
trigger1 = 1
value = 453
elem = 2
[state 20, 1]
type = assertspecial
trigger1 = time%4 != 0
flag = invisible
[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[state 20, 1]
type = playerpush
trigger1 = 1
value = 0
[State 8300, 9]
type = nothitby
trigger1 = 1
value = SCA

[State 5110, 11]
type = Destroyself
trigger1 = time = 37
[Statedef 1189];--------ob hit by ck
type    = A
movetype= H
physics = N
anim = 594
velset = 0,0

[State 5110, 11]
type = varset
trigger1 = time = 0
var(2) = 0

[State 5110, 11]
type = changestate
trigger1 = time = 143
value = 1169

[Statedef 1176];--------po----
type    = S
movetype= A
physics = N
velset = 0,0
anim = 463
sprpriority = 2

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 50, 4]
type = playsnd
trigger1 = time = 0
value = 7,5
[State 1000, 4]
type = hitdef
trigger1 = time = 0
attr = S,HP
damage = 0,0
p2stateno = 1177
id = 1176
animtype = l 
hitflag = MAF-
guardflag = M
hitonce = 1
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
givepower = 0,0
getpower = 0,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 50-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,24,0)
guard.hittime  = 50-ifelse((root,var(53))=1000||(root,var(53))=500||(root,var(53))=750||(root,var(53))=667,24,0)
ground.velocity = 0
air.velocity = 0,0

[state 20, 1]
type = destroyself
trigger1 = animtime = 0 && anim = 463 && movehit = 0
[state 20, 1]
type = changestate
trigger1 = animtime = 0 && anim = 463 && movehit != 0
value = 1178
[Statedef 1177];------------hit by po1---------------
type    = S
movetype = H
physics = N
velset = 0,0
sprpriority = -1
anim = 5000

[State 5000, 1]
type = posset
trigger1 = time = 0 && pos y > 0
y = 0
[State 5000, 1]
type = varset
trigger1 = time = 0
sysfvar(0) = ifelse(random<250,0,ifelse(random<333,1,ifelse(random<500,2,3)))

[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 1

[State 5000, 1]
type = changestate
trigger1 = life <= 0
value = 864

[State 5000, 1]
type = changeanim
trigger1 = 1
value = 5000
[State 5000, 1]
type = nothitby
trigger1 = 1
value = SCA
[State 5000, 1]
type = playerpush
trigger1 = 1
value = 0

[State 5000, 1]
type = varset
trigger1 = time = 80
sysvar(4) = 900
[State 5000, 1]
type = changestate
trigger1 = time = 80
value = 1179+ifelse(ceil(sysfvar(0)) != 3,0,6)
[Statedef 1178];--------po to target----
type    = S
movetype= A
physics = N
velset = 0,0
anim = 999
sprpriority = 2

[state 01,1]
type = playsnd
triggerall = numtarget > 0
trigger1 = target,stateno = 1179 && target,prevstateno = 1177
trigger1 = target,sysfvar(0) = 2 && target,time = 1
trigger2 = target,stateno = 1180 && target,prevstateno = 1179
trigger2 = target,sysfvar(0) = 2 && target,time = 1
value = 7,6
[state 01,1]
type = playsnd
triggerall = numtarget > 0
trigger1 = target,stateno = 1179 && target,prevstateno = 1177
trigger1 = target,sysfvar(0) = 1 && target,time = 1
trigger2 = target,stateno = 1180 && target,prevstateno = 1179
trigger2 = target,sysfvar(0) = 1 && target,time = 1
value = 7,7

[state 01,1]
type = hitadd
trigger1 = 1
value = -1
[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
[state 20, 1]
type = assertspecial
trigger1 = numtarget > 0
trigger1 = target,anim != [30000,30024]
flag = invisible
[state 20, 1]
type = turn
trigger1 = numtarget > 0
trigger1 = target,facing != facing
ignorehitpause = 1
[state 20, 1]
type = bindtotarget
trigger1 = numtarget > 0
trigger1 = target,stateno = [1179,1187]
pos = 0,-62
ignorehitpause = 1
[state 20, 1]
type = targetstate
trigger1 = numtarget > 0
trigger1 = target,movetype = H
trigger1 = target,stateno = 5000||target,stateno = 5070
value = 1184
[state 20, 1]
type = velset
trigger1 = numtarget > 0
x = target,vel x
y = target,vel y
ignorehitpause = 1
[state 20, 1]
type = changeanim
trigger1 = numtarget > 0
trigger1 = target,anim = [30000,30024]
trigger1 = target,stateno = [1179,1187]
value = target,anim - 29536
elem = target,animelemno(0)
ignorehitpause = 1
 
[state 20, 1]
type = destroyself
trigger1 = numtarget = 0
[Statedef 1179];--------ani fall----
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 20, 2]
type = veladd
trigger1 = 1
y = 0.25
[State 20, 2]
type = posadd
trigger1 = time = 0
y = 10

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[state 20, 1]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1
[state 20, 1]
type = changeanim2
trigger1 = time = 0
value = 30000+ceil(sysfvar(0))*5

[State 5000, 1]
type = varadd
trigger1 = time > 0
sysvar(4) = -1
[State 5000, 1]
type = changestate
trigger1 = sysvar(4) < 1 || (roundstate > 2 && time > 0)
value = 1188
[state 20, 1]
type = changestate
trigger1 = pos y >= 62
value = 1180
[Statedef 1180];--------ani getup----
type    = S
movetype= H
physics = N
velset = 0,0

[state 20, 1]
type = posset
trigger1 = time = 0
y = 62
[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[state 20, 1]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1
[state 20, 1]
type = changeanim2
triggerall = time = 0
trigger1 = ceil(sysfvar(0)=0)&&prevstateno != 1181 && prevstateno != 1182 && prevstateno != 1183
trigger2 = ceil(sysfvar(0) !=0)&&prevstateno != 1181 && prevstateno != 1182
value = 30001+ceil(sysfvar(0))*5
[state 20, 1]
type = changeanim2
triggerall = time = 0
trigger1 = (prevstateno = 1181 || prevstateno = 1182 || prevstateno = 1183) && (sysfvar(0)=0)
trigger2 = (prevstateno = 1181 || prevstateno = 1182) && (sysfvar(0)=1)
value = 30001+ceil(sysfvar(0))*5
elem = 3
[state 20, 1]
type = changeanim2
trigger1 = time = 0
trigger1 = (prevstateno = 1181 || prevstateno = 1182) && (sysfvar(0)=2)
value = 30001+ceil(sysfvar(0))*5
elem = 2

[state 20, 1]
type = nothitby
triggerall = prevstateno != 1181 && prevstateno != 1182 && prevstateno != 1183
trigger1 = time < 16-ifelse(prevstateno=1184,8,0)&&ceil(sysfvar(0))=0
trigger2 = time < 24&&ceil(sysfvar(0))=1
trigger3 = time < 8&&ceil(sysfvar(0))=2
value = SCA
ignorehitpause = 1

[State 5000, 1]
type = varadd
trigger1 = time > 0
sysvar(4) = -1
[State 5000, 1]
type = changestate
trigger1 = sysvar(4) < 1 || roundstate > 2
value = 1188
[state 20, 1]
type = turn
triggerall = command = "holdback"
trigger1 = time >= 16-ifelse(prevstateno=1184,8,0) &&ceil(sysfvar(0))=0
trigger1 = prevstateno != 1181 && prevstateno != 1182 && prevstateno != 1183
trigger2 = time >= 0
trigger2 = ((prevstateno = 1181 || prevstateno = 1182 || prevstateno = 1183)&&ceil(sysfvar(0))=0)||((prevstateno = 1181 || prevstateno = 1182)&&ceil(sysfvar(0)) !=0)
trigger3 = time >= 24&&ceil(sysfvar(0))=1
trigger3 = prevstateno != 1181 && prevstateno != 1182
trigger4 = time >= 8&&ceil(sysfvar(0))=2
trigger4 = prevstateno != 1181 && prevstateno != 1182
[state 20, 1]
type = changestate
triggerall = command = "holdfwd" || command = "holdback"
trigger1 = time >= 16-ifelse(prevstateno=1184,8,0)&&ceil(sysfvar(0))=0
trigger1 = prevstateno != 1181 && prevstateno != 1182 && prevstateno != 1183
trigger2 = time >= 0
trigger2 = ((prevstateno = 1181 || prevstateno = 1182 || prevstateno = 1183)&&ceil(sysfvar(0))=0)||((prevstateno = 1181 || prevstateno = 1182)&&ceil(sysfvar(0)) !=0)
trigger3 = time >= 24&&ceil(sysfvar(0))=1
trigger3 = prevstateno != 1181 && prevstateno != 1182
trigger4 = time >= 8&&ceil(sysfvar(0))=2
trigger4 = prevstateno != 1181 && prevstateno != 1182
value = 1181
[state 20, 1]
type = changestate
triggerall = command = "holdup" && command != "holdback"
trigger1 = time >= 16-ifelse(prevstateno=1184,8,0)&&ceil(sysfvar(0))=0
trigger1 = prevstateno != 1181 && prevstateno != 1182 && prevstateno != 1183
trigger2 = time >= 0
trigger2 = ((prevstateno = 1181 || prevstateno = 1182 || prevstateno = 1183)&&ceil(sysfvar(0))=0)||((prevstateno = 1181 || prevstateno = 1182)&&ceil(sysfvar(0)) !=0)
trigger3 = time >= 24&&ceil(sysfvar(0))=1
trigger3 = prevstateno != 1181 && prevstateno != 1182
trigger4 = time >= 8&&ceil(sysfvar(0))=2
trigger4 = prevstateno != 1181 && prevstateno != 1182
value = 1183
[Statedef 1181];--------ani walk----
type    = S
movetype= H
physics = N
velset = 0,0

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[state 20, 1]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1
[state 20, 1]
type = changeanim2
trigger1 = time = 0
value = 30002+ceil(sysfvar(0))*5
[state 20, 1]
type = velset
trigger1 = time = 0 && ceil(sysfvar(0)) != 2
x = ifelse(ceil(sysfvar(0))=0,2.5,2)
[state 20, 1]
type = velset
trigger1 = ceil(sysfvar(0)) = 2 && time%28 = 0
x = 2
[state 20, 1]
type = velset
trigger1 = ceil(sysfvar(0)) = 2 && (animelem = 4 || animelem = 11)
x = 0

[State 5000, 1]
type = varadd
trigger1 = time > 0
sysvar(4) = -1
[State 5000, 1]
type = changestate
trigger1 = sysvar(4) < 1 || roundstate > 2
value = 1188
[state 20, 1]
type = changestate
trigger1 = animtime = 0 && command != "holdfwd" && ceil(sysfvar(0)) != 2
value = 1180
[state 20, 1]
type = changestate
trigger1 = command != "holdfwd" && ceil(sysfvar(0)) = 2 && time%28 = 20
value = 1180
[state 20, 1]
type = changestate
trigger1 = command = "FF"||command = "BB"
value = 1182
[state 20, 1]
type = changestate
triggerall = command = "holdup" && command != "holdback"
trigger1 = ceil(sysfvar(0)) != 2
trigger2 = ceil(sysfvar(0)) = 2 && ((time%28 >= 16 && time%28 < 28) || time < 2)
value = 1183
[Statedef 1182];--------ani run----
type    = S
movetype= H
physics = N
velset = 0,0

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[state 20, 1]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1
[state 20, 1]
type = changeanim2
trigger1 = time = 0
value = 30003+ceil(sysfvar(0))*5
elem = animelemno(0)
[state 20, 1]
type = velset
trigger1 = time = 0 && ceil(sysfvar(0)) != 2
x = ifelse(ceil(sysfvar(0))=0,5,4)
[state 20, 1]
type = velset
trigger1 = ceil(sysfvar(0)) = 2 && (animelem = 1 || animelem = 8)
x = 4
[state 20, 1]
type = velset
trigger1 = ceil(sysfvar(0)) = 2 && (animelem = 4 || animelem = 11)
x = 0

[State 5000, 1]
type = varadd
trigger1 = time > 0
sysvar(4) = -1
[State 5000, 1]
type = changestate
trigger1 = sysvar(4) < 1 || roundstate > 2
value = 1188
[state 20, 1]
type = changestate
trigger1 = animtime = 0 && command != "holdfwd" && ceil(sysfvar(0)) != 2
value = 1180
[state 20, 1]
type = changestate
trigger1 = command != "holdfwd" && ceil(sysfvar(0)) = 2 && animelem = 6
value = 1180
[state 20, 1]
type = changestate
triggerall = command = "holdup" && command != "holdback"
trigger1 = ceil(sysfvar(0)) != 2
trigger2 = ceil(sysfvar(0)) = 2 && animelem = 5,>=0 && animelem = 8,<0
value = 1183
[Statedef 1183];--------ani jump----
type    = S
movetype= H
physics = N

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[state 20, 1]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1
[state 20, 1]
type = changeanim2
trigger1 = time = 0
value = 30004+ceil(sysfvar(0))*5
[state 20, 1]
type = velset
trigger1 = time = 0
y = ifelse(ceil(sysfvar(0))=0,-8,-7)
[state 20, 1]
type = velmul
trigger1 = time = 0
x = 0.8
[state 20, 1]
type = veladd
trigger1 = ceil(sysfvar(0)) != 2
y = 0.4
[state 20, 1]
type = velset
trigger1 = ceil(sysfvar(0)) = 2 && prevstateno = 1182 && command = "holdfwd"
x = 3.2
[state 20, 1]
type = velset
trigger1 = ceil(sysfvar(0)) = 2 && prevstateno = 1181 && command = "holdfwd"
x = 1.6
[state 20, 1]
type = veladd
trigger1 = ceil(sysfvar(0)) = 2
y = 0.35

[State 5000, 1]
type = varadd
trigger1 = time > 0
sysvar(4) = -1
[State 5000, 1]
type = changestate
trigger1 = sysvar(4) < 1 || roundstate > 2
value = 1188
[state 20, 1]
type = changestate
trigger1 = pos y >= 62 && vel y > 0
value = 1180
[Statedef 1184];--------ani gethit----
type    = S
movetype= H
physics = N
facep2 = 1

[State 5000, 1]
type = changestate
trigger1 = time = 0 && anim = [30015,30024]
value = 1187
[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 1
[State 5000, 1]
type = changestate
trigger1 = life <= 0
value = 864
[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[state 20, 1]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1
[state 20, 1]
type = changeanim2
trigger1 = time = 0
value = 30000+ceil(sysfvar(0))*5
[state 20, 1]
type = velset
trigger1 = time = 0
x = -3
y = -5
[state 20, 1]
type = veladd
trigger1 = 1
y = 0.35

[State 5000, 1]
type = varadd
trigger1 = time > 0
sysvar(4) = -1
[State 5000, 1]
type = changestate
trigger1 = sysvar(4) < 1 || roundstate > 2
value = 1188
[state 20, 1]
type = changestate
trigger1 = pos y >= 62 && vel y > 0
value = 1180
[Statedef 1185];--------swallow fall----
type    = S
movetype= H
physics = N

[state 20, 1]
type = velset
trigger1 = time = 0 && prevstateno != 1187
trigger2 = (time = 19 || pos y >= 35) && prevstateno = 1187
x = 0
y = 0

[state 20, 1]
type = velmul
trigger1 = time < 19 && pos y < 35 && prevstateno = 1187
x = 0.9
y = 0.9

[state 20, 1]
type = posadd
trigger1 = time = 0 && prevstateno = 1177
y = 15
[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[state 20, 1]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1
[state 20, 1]
type = changeanim2
trigger1 = time = 0 && prevstateno != 1186
trigger2 = anim != 30015
trigger2 = prevstateno = 1186
value = 30015

[State 5000, 1]
type = varadd
trigger1 = time > 0
sysvar(4) = -1
[State 5000, 1]
type = changestate
trigger1 = sysvar(4) < 1 || (roundstate > 2 && time > 0)
value = 1188
[state 20, 1]
type = changestate
triggerall = command = "holdfwd" || command = "holdback" || command = "holddown" || command = "holdup"
trigger1 = time >= 20 && prevstateno != 1186 && prevstateno != 1187
trigger2 = prevstateno = 1186
trigger3 = time >= 16 && prevstateno = 1187
value = 1186
[Statedef 1186];--------swallow fly----
type    = S
movetype= H
physics = N

[State 5000, 1]
type = varadd
trigger1 = time > 0
sysvar(4) = -1
[State 5000, 1]
type = changestate
trigger1 = sysvar(4) < 1 || roundstate > 2
value = 1188
[state 20, 1]
type = turn
trigger1 = time = 0 && prevstateno = 1186
[state 20, 1]
type = varset
trigger1 = time = 0 && prevstateno = 1186
sysfvar(1) = -ceil(sysfvar(1))

[state 20, 1]
type = varset
trigger1 = 1
sysfvar(1) = ifelse(command="holdfwd",1,ifelse(command="holdback",-1,0))
[state 20, 1]
type = varset
trigger1 = 1
sysfvar(2) = ifelse(command="holddown",1,ifelse(command="holdup",-1,0))
[state 20, 1]
type = changestate
trigger1 = time = 0 && prevstateno = 1185 && command = "holdback"
value = 1186
[state 20, 1]
type = veladd
trigger1 = ceil(sysfvar(1)) != 0
x = ifelse(ceil(sysfvar(1)) > 0,0.2,-0.2)
[state 20, 1]
type = veladd
trigger1 = ceil(sysfvar(2)) != 0
y = ifelse(ceil(sysfvar(2)) > 0,0.15,-0.15)

[state 20, 1]
type = velset
trigger1 = vel x > 4
x = 4
[state 20, 1]
type = velset
trigger1 = vel x < -4
x = -4
[state 20, 1]
type = velset
trigger1 = vel y > 3
y = 3
[state 20, 1]
type = velset
trigger1 = vel y < -3
y = -3

[state 20, 1]
type = turn
trigger1 = backedgedist < 1
trigger1 = vel x < 0 && time > 0
trigger1 = anim = [30018,30021]
trigger2 = anim = 30015 && vel x < 0
[state 20, 1]
type = velset
trigger1 = anim = 30015 && vel x < 0
x = -vel x

[state 20, 1]
type = velset
trigger1 = vel x >= 0 && frontedgedist < 1
trigger2 = vel x <= 0 && backedgedist < 1
x = 0
[state 20, 1]
type = velset
trigger1 = vel y >= 0 && pos y >= 35
trigger2 = vel y <= 0 && pos y <= -155
y = 0

[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[state 20, 1]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1

[state 20, 1]
type = changestate
trigger1 = anim = 30020 && time > 0 && ceil(sysfvar(3)) = 30021
trigger1 = vel x < 0 && vel y >= 1.5
trigger2 = anim = 30016 && time > 0 && ceil(sysfvar(3)) = 30017
trigger2 = vel x > 0 && vel y <= -1.5
value = 1186

[state 20, 1]
type = varset
trigger1 = anim != ceil(sysfvar(3))
sysfvar(3) = anim

[state 20, 1]
type = changeanim2
trigger1 = vel x > 0 && vel y <= -1.5
value = 30016
[state 20, 1]
type = changeanim2
trigger1 = vel x > 0 && vel y >= 1.5
value = 30022
[state 20, 1]
type = changeanim2
trigger1 = vel x < 0 && vel y <= -1.5
value = 30018
[state 20, 1]
type = changeanim2
trigger1 = vel x < 0 && vel y >= 1.5
value = 30020
[state 20, 1]
type = changeanim2
trigger1 = anim != 30015 || (anim = 30015 && vel y != 0)
trigger1 = vel x >= 1.5 && (vel y > -1.5 && vel y < 1.5 && vel y != 0)
value = 30023
[state 20, 1]
type = changeanim2
trigger1 = anim != 30015 || (anim = 30015 && vel y != 0)
trigger1 = vel x <= -1.5 && (vel y > -1.5 && vel y < 1.5 && vel y != 0)
value = 30019
[state 20, 1]
type = changeanim2
trigger1 = anim != 30015 || (anim = 30015 && vel x != 0)
trigger1 = vel y >= 1.5 && (vel x > -2 && vel x < 2)
value = 30021
[state 20, 1]
type = changeanim2
trigger1 = anim != 30015 || (anim = 30015 && vel x != 0)
trigger1 = vel y <= -1.5 && (vel x > -2 && vel x < 2)
value = 30017
[state 20, 1]
type = changeanim2
triggerall = anim != 30015
trigger1 = vel x = 0 && (frontedgedist < 1 || backedgedist < 1)
trigger2 = vel y = 0 && (pos y >= 35 || pos y <= -155)
trigger3 = vel y >= 0 && pos y >= 35
trigger4 = vel y <= 0 && pos y <= -155
trigger5 = anim = 30023 && vel x < 1.5
trigger6 = anim = 30019 && vel x > -1.5
trigger7 = anim = 30017 && vel y > -1.5
trigger8 = anim = 30021 && vel y < 1.5
value = 30015
[state 20, 1]
type = changestate
trigger1 = vel x < 0 && time > 0
trigger1 = pos y >= 35 || pos y <= -155
value = 1186
[state 20, 1]
type = changestate
trigger1 = vel y = 0 && sysfvar(2) = 0
trigger1 = vel x = 0 && sysfvar(1) = 0
value = 1185

[Statedef 1187];--------swallow gethit----
type    = S
movetype= H
physics = N
facep2 = 1

[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 1
[State 5000, 1]
type = changestate
trigger1 = life <= 0
value = 864
[state 20, 1]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[state 20, 1]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1
[state 20, 1]
type = changeanim2
trigger1 = time = 0
value = 30024
[state 20, 1]
type = velset
trigger1 = time = 0
x = -2
y = -5
[state 20, 1]
type = veladd
trigger1 = 1
y = 0.35

[State 5000, 1]
type = varadd
trigger1 = time > 0
sysvar(4) = -1
[State 5000, 1]
type = changestate
trigger1 = sysvar(4) < 1 || roundstate > 2
value = 1188
[state 20, 1]
type = changestate
trigger1 = pos y >= 35 || (time >= 27 && pos y >= -175)
trigger1 = vel y > 0
value = 1185
[Statedef 1188];-------refresh from po---------------
type    = S
movetype = H
physics = N
velset = 0,0
sprpriority = 0

[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 1
[State 5000, 1]
type = changestate
trigger1 = life <= 0
value = 864
[State 5000, 1]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(0)

[state 230, 1]
type = posadd
trigger1 = time = 0
trigger1 = prevstateno != [1185,1187]
y = -62
[state 230, 1]
type = posadd
trigger1 = time = 0
trigger1 = prevstateno = [1185,1187]
y = -15
[state 230, 1]
type = posset
trigger1 = time <= 1 && pos y > 0
y = 0
[state 230, 1]
type = statetypeset
trigger1 = time = 0 && pos y < 0
value = A

[state 230, 1]
type = nothitby
trigger1 = 1
value = SCA
[state 230, 1]
type = playerpush
trigger1 = 1
value = 0
[state 230, 1]
type = nothitby
trigger1 = time = 60
value = SCA
time = 45

[state 230, 1]
type = selfstate
trigger1 = time = 60
value = 5050
[Statedef 3000];---------------ff-------------
type    = A
physics = N
movetype = A
sprpriority = 0
velset = 0,-2.5
anim = 495
ctrl = 0
juggle = 0

[State 100, 1]
type = varset
trigger1 = time = 0
var(4) = 0
[State 100, 1]
type = varset
trigger1 = time = 0 && facing = 1
var(4) = 1
[State 100, 1]
type = varset
trigger1 = time = 0
var(5) = 0
[State 100, 1]
type = varset
trigger1 = time = 0
trigger1 = (pos x < 0 && facing = -1) || (pos x > 0 && facing = 1)
var(5) = 1
[State 100, 1]
type = turn
trigger1 = time = 0
trigger1 = (pos x < 0 && facing = -1) || (pos x > 0 && facing = 1)
[State 20, 4]
type = velset
trigger1 = animelem = 6,<1 && prevstateno != 108 && anim = 495
x = ifelse(pos x < 0,-ceil(pos x /(17-time)),ceil(pos x /(17-time)))
[State 20, 4]
type = velset
trigger1 = animelem = 6,<1 && prevstateno = 108 && anim = 495
x = ifelse(var(4) = 1,-ceil((pos x+80)/(17-time)),ceil((pos x-80)/(17-time)))*ifelse(var(5)=1,-1,1)

[State 100, 1]
type = varset
trigger1 = time = 51
var(9) = ifelse(numtarget(3012)=0,0,1)

[State 100, 1]
type = nothitby
trigger1 = time >= 52 && time < 303
value = SCA

[state 01,1]
type = changeanim
trigger1 = var(9) = 0 && power < 500+var(19)*10 && time = 52
value = 998

[State 50, 4]
type = playsnd
trigger1 = animelem = 7
value = 3,3
[State 50, 4]
type = playsnd
trigger1 = animelem = 9
value = 7,8
channel = 1
[State 50, 4]
type = playsnd
trigger1 = animelem = 9
value = 7,9
channel = 2

[state 01,1]
type = playerpush
trigger1 = 1
value = 0

[state 01,1]
type = poweradd
trigger1 = time >= 52 && time < 252 && anim != 998 && var(9) = 0 && time%2=0
value = -2
[state 01,1]
type = poweradd
trigger1 = time >= 52 && time < 252 && anim != 998 && var(9) = 0 && time%2=1
value = -3

[state 01,1]
type = lifeadd
trigger1 = time%8 < 6 && time >= 52 && time < 252 && anim != 998
value = -7
absolute = 1
kill = 0
[state 01,1]
type = targetlifeadd
trigger1 = time%8 < 6 && time >= 52 && time < 252 && anim != 998 && numtarget(3012) > 0
value = -7
absolute = 1
kill = 0
id = 3012

[state 20, 1]
type = varset
trigger1 = var(41) = 1 && time = 302 && anim != 998
var(41) = 0
[state 20, 1]
type = varset
trigger1 = var(42) = 1 && time = 302 && anim != 998
var(42) = 0
[state 20, 1]
type = varset
trigger1 = var(43) = 1 && time = 302 && anim != 998
var(43) = 0
[state 20, 1]
type = varset
trigger1 = var(44) = 1 && time = 302 && anim != 998
var(44) = 0
[state 20, 1]
type = varset
trigger1 = var(45) = 1 && time = 302 && anim != 998
var(45) = 0
[state 20, 1]
type = varset
trigger1 = var(46) = 1 && time = 302 && anim != 998
var(46) = 0
[state 20, 1]
type = varset
trigger1 = time = 302 && anim != 998
var(36) = 1

[State 7800, 3]
type = BGPalfx
trigger1 = time >= 49 && anim != 998 && time%40 = 9
time = 6
add = 255,14,12
mul = 100,0,0
[State 7800, 3]
type = BGPalfx
trigger1 = time >= 57 && anim != 998 && time%40 = 17
ignorehitpause = 1
time = 6
add = 65,89,125
mul = 45,69,105
[State 7800, 3]
type = BGPalfx
trigger1 = time >= 65 && anim != 998 && time%40 = 25
ignorehitpause = 1
time = 6
add = 144,192,192
mul = 100,140,160
[State 7800, 3]
type = BGPalfx
trigger1 = time >= 73 && anim != 998 && time%40 = 33
ignorehitpause = 1
time = 6
add = 192,176,144
mul = 130,135,130
[State 7800, 3]
type = BGPalfx
trigger1 = time >= 81 && anim != 998 && time%40 = 1
ignorehitpause = 1
time = 6
add = 0,208,144
mul = 0,130,100

[State 9001, 3]
type = Envcolor
triggerall = anim != 998
trigger1 = time = 52||time = 84||time = 92||time = 119||time = 126||time = 150
trigger2 = time = 158||time = 193||time = 217||time = 225||time = 253||time = 284
value = 255,0,0
time = 1
[State 9001, 3]
type = Envcolor
trigger1 = time = 186 && anim != 998
value = 255,0,0
time = 2

[State 20, 4]
type = helper
trigger1 = time = 52 && anim != 998
stateno = 3001
pos = 8,-31
name = "ef1"
ownpal = 1
[State 20, 4]
type = helper
trigger1 = time >= 90 && time%40 = 10 && anim != 998
stateno = 3002
pos = 8,-31
name = "ef2"
ownpal = 1
[State 20, 4]
type = helper
trigger1 = time >= 58 && time%40 = 18 && anim != 998
stateno = 3003
pos = -1,-55
name = "levi"
ownpal = 1
[State 20, 4]
type = helper
trigger1 = time >= 66 && time%40 = 26 && anim != 998
stateno = 3004
pos = 0,0
name = "sylph"
ownpal = 1
[State 20, 4]
type = helper
trigger1 = time >= 74 && time%40 = 34 && anim != 998
stateno = 3005
pos = 0,0
name = "golem"
ownpal = 1
[State 20, 4]
type = helper
trigger1 = time >= 82 && time%40 = 2 && anim != 998
stateno = 3006
pos = 0,0
name = "Djinn"
ownpal = 1

[State 50, 4]
type = playsnd
triggerall = anim != 998
trigger1 = time = 60||time = 92||time = 127||time = 159
trigger2 = time = 193||time = 225||time = 261||time = 293
value = 5,3

[State 1000, 4]
type = explod
trigger1 = anim != 998
trigger1 = time = 53||time = 119||time = 186||time = 254
postype = left
anim = 925
sprpriority = 999
pos = 0,0
scale = 0.83
bindtime = -1
ownpal = 1
[State 1000, 4]
type = explod
trigger1 = anim != 998
trigger1 = time = 60||time = 127||time = 193||time = 261
postype = right
anim = 925
sprpriority = 999
facing = -1
vfacing = -1
pos = 0,240
scale = 0.83
bindtime = -1
ownpal = 1
[State 1000, 4]
type = explod
trigger1 = anim != 998
trigger1 = time = 84||time = 151||time = 217||time = 285
postype = right
anim = 925
sprpriority = 999
pos = 0,0
scale = 0.83
facing = -1
bindtime = -1
ownpal = 1
[State 1000, 4]
type = explod
trigger1 = anim != 998
trigger1 = time = 92||time = 159||time = 225||time = 293
postype = left
anim = 925
sprpriority = 999
vfacing = -1
pos = 0,240
scale = 0.83
bindtime = -1
ownpal = 1

[State 1000, 4]
type = Projectile
trigger1 = time >= 52 && time < 303 && time%16 = 4 && facing = 1 && anim != 998
postype = left
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = -150+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time >= 52 && time < 303 && time%16 = 12 && facing = 1 && anim != 998
postype = left
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = -113+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time >= 52 && time < 303 && time%16 = 4 && facing = 1 && anim != 998
postype = left
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = -76+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time >= 52 && time < 303 && time%16 = 12 && facing = 1 && anim != 998
postype = left
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = -39+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time >= 52 && time < 303 && time%16 = 4 && facing = 1 && anim != 998
postype = left
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = -2+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time >= 52 && time < 303 && time%16 = 12 && facing = 1 && anim != 998
postype = left
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = 35+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time >= 52 && time < 303 && time%16 = 4 && facing = 1 && anim != 998
postype = left
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = 72+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time >= 52 && time < 303 && time%16 = 12 && facing = 1 && anim != 998
postype = left
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = 109+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time >= 52 && time < 303 && time%16 = 4 && facing = 1 && anim != 998
postype = left
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = 146+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time >= 52 && time < 303 && time%16 = 12 && facing = 1 && anim != 998
postype = left
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = 183+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time >= 52 && time < 303 && time%16 = 4 && facing = 1 && anim != 998
postype = left
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = 220+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time >= 52 && time < 303 && time%16 = 12 && facing = 1 && anim != 998
postype = left
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = 257+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time >= 52 && time < 303 && time%16 = 4 && facing = 1 && anim != 998
postype = left
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = 294+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210

[State 1000, 4]
type = Projectile
trigger1 = time >= 52 && time < 303 && time%16 = 4 && facing = -1 && anim != 998
postype = right
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = -150+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time >= 52 && time < 303 && time%16 = 12 && facing = -1 && anim != 998
postype = right
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = -113+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time >= 52 && time < 303 && time%16 = 4 && facing = -1 && anim != 998
postype = right
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = -76+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time >= 52 && time < 303 && time%16 = 12 && facing = -1 && anim != 998
postype = right
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = -39+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time >= 52 && time < 303 && time%16 = 4 && facing = -1 && anim != 998
postype = right
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = -2+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time >= 52 && time < 303 && time%16 = 12 && facing = -1 && anim != 998
postype = right
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = 35+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time >= 52 && time < 303 && time%16 = 4 && facing = -1 && anim != 998
postype = right
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = 72+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time >= 52 && time < 303 && time%16 = 12 && facing = -1 && anim != 998
postype = right
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = 109+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time >= 52 && time < 303 && time%16 = 4 && facing = -1 && anim != 998
postype = right
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = 146+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time >= 52 && time < 303 && time%16 = 12 && facing = -1 && anim != 998
postype = right
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = 183+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time >= 52 && time < 303 && time%16 = 4 && facing = -1 && anim != 998
postype = right
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = 220+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time >= 52 && time < 303 && time%16 = 12 && facing = -1 && anim != 998
postype = right
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = 257+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = Projectile
trigger1 = time >= 52 && time < 303 && time%16 = 4 && facing = -1 && anim != 998
postype = right
projanim = 918+ifelse(random<500,0,1)
projsprpriority = 99
offset = 294+ceil(random/50),-230-ceil(random/50)
projheightbound = -250,50
velocity = 4,8
projedgebound = 210
projstagebound = 210

[State 1000, 4]
type = hitdef
trigger1 = time%2 = 0 && time < 51 && anim != 998
attr = S,HT
affectteam = F
id = 3012
hitflag = MAFD
guardflag = -1
animtype = H
hitonce = 0
pausetime = 0,0
ground.velocity = 0,0
getpower = 0,0
givepower = 0,0
sparkno = -1
p2stateno = 3012
[State 1000, 4]
type = hitdef
trigger1 = time%2 = 1 && time < 51 && anim != 998
attr = S,HP
affectteam = F
id = 3012
hitflag = MAFD
guardflag = -1
animtype = H
hitonce = 0
pausetime = 0,0
ground.velocity = 0,0
getpower = 0,0
givepower = 0,0
sparkno = -1
p2stateno = 3012
[State 1000, 4]
type = hitdef
trigger1 = time = 51 && anim != 998
[State 1002, 4]
type = Targetstate
trigger1 = anim != 998 && time < 303 && numtarget(3012) > 0
value = 3012
id = 3012
ignorehitpause = 1

[State 1000, 4]
type = Projectile
trigger1 = time >= 52 && time < 303 && anim != 998
attr = S,HP
projanim = 992
projRemoveTime = 1
projpriority = 99
offset = 0,0
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = projectile
trigger1 = time >= 52 && time < 80 && time%5 = 2 && anim != 998
attr = SC,HT
projanim = 991
projremove = 0
projremovetime = 5
id = 3000
damage = 0,11
p2stateno = 1021
animtype = heavy 
hitflag = MAFD
guardflag = ;MA
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.hittime  = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
ground.velocity = 0
air.velocity = 0,0
fall = 1
fall.recover = 0
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = projectile
trigger1 = time >= 80 && time < 149 && time%5 = 0 && anim != 998
attr = SC,HP
projanim = 991
projremove = 0
projremovetime = 5
id = 3000
damage = ifelse(time=80,0,55),11
p2stateno = 3007
animtype = heavy 
hitflag = MAFD
guardflag = ;MA
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.hittime  = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
ground.velocity = 0
air.velocity = 0,0
fall = 1
fall.recover = 0
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = projectile
trigger1 = time >= 149 && time < 181 && time%5 = 4 && anim != 998
attr = SC,HT
projanim = 991
projremove = 0
projremovetime = 5
id = 3000
damage = ifelse(time=149,0,55),11
p2stateno = 3009
animtype = heavy 
hitflag = MAFD
guardflag = ;MA
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.hittime  = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
ground.velocity = 0
air.velocity = 0,0
fall = 1
fall.recover = 0
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = projectile
trigger1 = time >= 181 && time < 242 && time%5 = 1 && anim != 998
attr = SC,HP
projanim = 991
projremove = 0
projremovetime = 5
id = 3000
damage = ifelse(time=181,0,55),11
p2stateno = 3010
animtype = heavy 
hitflag = MAFD
guardflag = ;MA
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
guard.hittime  = 25-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,12,0)
ground.velocity = 0
air.velocity = 0,0
fall = 1
fall.recover = 0
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = projectile
trigger1 = time >= 242 && time < 264 && time%5 = 2 && anim != 998
trigger2 = time >= 265 && time < 303 && time%5 = 2 && anim != 998
attr = SC,HT
projanim = 991
projremove = 0
projremovetime = 5
id = 3000
damage = ifelse(time=242,0,55),11
p2stateno = 3011
animtype = heavy 
hitflag = MAFD
guardflag = ;MA
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 75-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,37,0)
guard.hittime  = 75-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,37,0)
ground.velocity = 0
air.velocity = 0,0
fall = 1
fall.recover = 0
projedgebound = 210
projstagebound = 210
[State 1000, 4]
type = projectile
trigger1 = time = 264 && anim != 998
attr = SC,HP
projanim = 991
projremove = 0
projremovetime = 5
id = 3000
damage = 55,11;2910,11
p2stateno = 3011
animtype = heavy 
hitflag = MAFD
guardflag = ;MA
pausetime = 0,0
priority = 7,Hit
guard.sparkno = -1
sparkno = -1
givepower = 0,0
getpower = 0,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 19
guard.slidetime = 75-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,37,0)
guard.hittime  = 75-ifelse(var(53)=1000||var(53)=500||var(53)=750||var(53)=667,37,0)
ground.velocity = 0
air.velocity = 0,0
fall = 1
fall.recover = 0
projedgebound = 210
projstagebound = 210
[State 1002, 4]
type = Targetstate
trigger1 = time = 149 && numtarget(3000) > 0 && anim != 998
value = 3009
id = 3000
ignorehitpause = 1
[State 1002, 4]
type = Targetstate
trigger1 = time = 181 && numtarget(3000) > 0 && anim != 998
value = 3010
id = 3000
ignorehitpause = 1
[State 1002, 4]
type = Targetstate
trigger1 = time = 242 && numtarget(3000) > 0 && anim != 998
value = 3011
id = 3000
ignorehitpause = 1

[State 20, 4]
type = velset
trigger1 = animelem = 6,1
x = 0
y = 0
[State 20, 4]
type = veladd
trigger1 = anim = 998
y = 0.04

[state 01,1]
type = explod
trigger1 = animelem = 6,1
pos = -6,-65
anim = 827
id = 840
bindtime = -1
sprpriority = 1
ownpal = 1
[state 01,1]
type = explod
trigger1 = animelem = 8
pos = 4,-68
id = 840
anim = 828
sprpriority = -1
removetime = 99

[state 01,1]
type = changeanim
trigger1 = time = 61 && anim != 998
value = 995
[state 01,1]
type = changeanim
triggerall = time > 61 && time < 303 && anim != 998
trigger1 = anim = 995 || anim = 996 || anim = 997
trigger1 = (animelem = 1,2 && random < 333)||(animelem = 1,3 && random < 500)||animelem = 1,4
value = ifelse(anim=995||anim=996,anim+1,995)
[state 01,1]
type = changeanim
trigger1 = time = 303 && anim != 998
value = 998
[Statedef 3001];--------------efreet s1-------
type    = A
physics = N
movetype = I
anim = 489
sprpriority = 1

[State 20, 4]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 20, 4]
type = destroyself
trigger1 = time = 6
[Statedef 3002];--------------efreet s2-------
type    = A
physics = N
movetype = I
anim = 490
sprpriority = 1

[State 20, 4]
type = assertspecial
trigger1 = 1
flag = noshadow
[State 20, 4]
type = bindtoparent
trigger1 = time < 2
pos = 8,25
[State 20, 4]
type = bindtoparent
trigger1 = time >= 2
pos = 8,-32

[State 20, 4]
type = changeanim
trigger1 = parent,time >= 91 && (parent,time)%80 = 51 && time = 0
value = 490
elem = 5

[State 20, 4]
type = destroyself
trigger1 = time = 8
[Statedef 3003];-----------leviathan s2-------
type    = A
physics = N
movetype = I
anim = 491
sprpriority = 1

[State 20, 4]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 20, 4]
type = changeanim
trigger1 = parent,time >= 59 && (parent,time)%80 = 19 && time = 0
value = 491
elem = 5

[State 20, 4]
type = destroyself
trigger1 = time = 8
trigger2 = time = 6 && (parent,anim = 998 || parent,stateno != 3000)
[Statedef 3004];--------------sylph-------
type    = A
physics = N
movetype = I
anim = 492
sprpriority = 1

[State 20, 4]
type = assertspecial
trigger1 = 1
flag = noshadow
[State 20, 4]
type = bindtoparent
trigger1 = time < 2
pos = 2,-81
[State 20, 4]
type = bindtoparent
trigger1 = time >= 2
pos = 7,-16

[State 20, 4]
type = destroyself
trigger1 = time = 8
[Statedef 3005];--------------golem-------
type    = A
physics = N
movetype = I
anim = 493
sprpriority = 1

[State 20, 4]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 20, 4]
type = bindtoparent
trigger1 = time < 2
pos = 16,5
[State 20, 4]
type = bindtoparent
trigger1 = time >= 2
pos = 19,-37
[State 20, 4]
type = changeanim
trigger1 = parent,time >= 75 && (parent,time)%80 = 35 && time = 0
value = 493
elem = 5

[State 20, 4]
type = destroyself
trigger1 = time = 8
[Statedef 3006];--------------djinn 2-------
type    = A
physics = N
movetype = I
anim = 494
sprpriority = 1

[State 20, 4]
type = assertspecial
trigger1 = 1
flag = noshadow
[State 20, 4]
type = bindtoparent
trigger1 = time < 2
pos = 12,-52
[State 20, 4]
type = bindtoparent
trigger1 = time >= 2
pos = 4,-19

[State 20, 4]
type = destroyself
trigger1 = time = 8
[Statedef 3007];-----------hit by ff ds1-------
type    = A
physics = N
movetype = H
velset = 0,0
anim = 5001

[State 5000, 1]
type = posset
trigger1 = time = 0 && pos y > 0
y = 0

[State 5000, 1]
type = changeanim
trigger1 = 1
value = 5001
[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 1
[State 5000, 1]
type = changestate
trigger1 = life <= 0
value = 864
[State 5000, 1]
type = changestate
trigger1 = time = 0 && random < 500
value = 3008
[State 20, 4]
type = turn
trigger1 = time%8 = 0 && time > 0
trigger2 = time = 0 && random < 500
[State 20, 4]
type = nothitby
trigger1 = 1
value = SCA
[State 20, 4]
type = playerpush
trigger1 = 1
value = 0
[State 20, 4]
type = posadd
trigger1 = 1
y = -2

[State 20, 4]
type = velset
trigger1 = time%8 = 0
x = -32
[State 20, 4]
type = velset
trigger1 = time%16 = 4
y = -12
[State 20, 4]
type = velset
trigger1 = time%16 = 12
y = 12
[State 20, 4]
type = veladd
trigger1 = time%8 != 0
x = 8
[State 20, 4]
type = veladd
trigger1 = time%16 = [0,3]
trigger2 = time%16 = [12,15]
y = -3
[State 20, 4]
type = veladd
trigger1 = time%16 = [4,11]
y = 3

[State 109, 1]
type = lifeadd
trigger1 = time%8 < 4
value = -30
kill = 0
absolute = 1

[State 20, 4]
type = nothitby
trigger1 = time = 69
value = SCA
time = 75
[State 20, 4]
type = changestate
trigger1 = time = 69
value = 3009
[Statedef 3008];-----------hit by ff ds2-------
type    = A
physics = N
movetype = H
velset = 0,0
anim = 5001

[State 5000, 1]
type = changeanim
trigger1 = 1
value = 5001
[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 1
[State 5000, 1]
type = changestate
trigger1 = life <= 0
value = 864
[State 20, 4]
type = turn
trigger1 = time%8 = 4 && time > 0
trigger2 = time = 0 && random < 500
[State 20, 4]
type = nothitby
trigger1 = 1
value = SCA
[State 20, 4]
type = playerpush
trigger1 = 1
value = 0
[State 20, 4]
type = posadd
trigger1 = 1
y = -2

[State 20, 4]
type = velset
trigger1 = time%8 = 4
x = -32
[State 20, 4]
type = velset
trigger1 = time%16 = 8
y = -12
[State 20, 4]
type = velset
trigger1 = time%16 = 0
y = 12
[State 20, 4]
type = veladd
trigger1 = time%8 != 4
x = 8
[State 20, 4]
type = veladd
trigger1 = time%16 = [4,7]
trigger2 = time%16 = [0,3]
y = -3
[State 20, 4]
type = veladd
trigger1 = time%16 = [8,15]
y = 3

[State 109, 1]
type = lifeadd
trigger1 = time%8 < 4
value = -30
kill = 0
absolute = 1

[State 20, 4]
type = nothitby
trigger1 = time = 69
value = SCA
time = 75
[State 20, 4]
type = changestate
trigger1 = time = 69
value = 3009
[Statedef 3009];------------hit by ff is---------------
type    = S
movetype = H
physics = N
sprpriority = -2
velset = 0,-4;-4.9
anim = 5000

[State 1020, 2]
type = selfstate
triggerall = time = 0
triggerall = life > 0
trigger1 = prevstateno = 150 || prevstateno = 151 || prevstateno = 130
value = 150
[State 1020, 2]
type = selfstate
triggerall = time = 0
triggerall = life > 0
trigger1 = prevstateno = 152 || prevstateno = 153 || prevstateno = 131
value = 152
[State 1020, 2]
type = selfstate
triggerall = time = 0
triggerall = life > 0
trigger1 = prevstateno = 154 || prevstateno = 155 || prevstateno = 132
value = 154

[State 5000, 1]
type = changeanim
trigger1 = 1
value = 5000
[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 1
[State 100, 1]
type = playerpush
trigger1 = 1
value = 0

[State 5210, 1] 
type = PalFX
trigger1 = Time < 98
time = 1
add = 100,100,255

[State 5000, 1]
type = changestate
trigger1 = life <= 0
value = 864

[state 230, 1]
type = statetypeset
trigger1 = pos y < 0
value = A
[state 230, 1]
type = statetypeset
trigger1 = pos y >= 0
value = S

[state 230, 1]
type = veladd
trigger1 = statetype = A && prevstateno = 3008
y = 0.45
[state 230, 1]
type = veladd
trigger1 = statetype = A && prevstateno != 3008
y = 0.55
[state 230, 1]
type = velset
trigger1 = statetype = S && time > 5
trigger2 = time = 0 && name = "iceman"
x = 0
y = 0

[state 230, 1]
type = posset
trigger1 = pos y >= 0
y = 0

[State 109, 1]
type = lifeadd
trigger1 = time%8 < 4
value = -30
kill = 0
absolute = 1

[state 230, 1]
type = nothitby
trigger1 = time < 32
value = SCA
[state 230, 1]
type = nothitby
trigger1 = time = 32
value2 = SCA
time = 40

[state 230, 1]
type = selfstate
trigger1 = time = 32
value = 3010
[Statedef 3010];------------hit by ff f---------------
type    = A
movetype = H
physics = N
sprpriority = -1
velset = 0,-10

[State 5000, 1]
type = posset
trigger1 = time = 0 && pos y > 0
y = 0

[State 1020, 2]
type = selfstate
triggerall = time = 0
triggerall = life > 0
trigger1 = prevstateno = 150 || prevstateno = 151 || prevstateno = 130
value = 150
[State 1020, 2]
type = selfstate
triggerall = time = 0
triggerall = life > 0
trigger1 = prevstateno = 152 || prevstateno = 153 || prevstateno = 131
value = 152
[State 1020, 2]
type = selfstate
triggerall = time = 0
triggerall = life > 0
trigger1 = prevstateno = 154 || prevstateno = 155 || prevstateno = 132
value = 154

[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 1

[State 5000, 1]
type = changestate
trigger1 = life <= 0
value = 864

[State 5000, 1]
type = palfx
trigger1 = time%16 = 0
time = 16
sinadd = 124,124,124,16
add = 224,88,0

[State 5000, 1]
type = changeanim
trigger1 = time = 0
value = 5050

[State 5050, 3]
type = VelAdd
trigger1 = 1
y = 0.3

[State 109, 1]
type = lifeadd
trigger1 = time%8 < 4
value = -30
kill = 0
absolute = 1

[State 5000, 1]
type = nothitby
trigger1 = 1
value = SCA

[State 5050, 6]
type = changeState
trigger1 = time = 61
value = 3011
[Statedef 3011];------------hit by ff pk---------------
type    = A
movetype = I
physics = N
sprpriority = -1
velset = 0,0

[State 5000, 1]
type = palfx
trigger1 = time = 0
time = 1
add = 0,0,0

[State 1020, 2]
type = selfstate
triggerall = time = 0
triggerall = life > 0
trigger1 = prevstateno = 150 || prevstateno = 151 || prevstateno = 130
value = 150
[State 1020, 2]
type = selfstate
triggerall = time = 0
triggerall = life > 0
trigger1 = prevstateno = 152 || prevstateno = 153 || prevstateno = 131
value = 152
[State 1020, 2]
type = selfstate
triggerall = time = 0
triggerall = life > 0
trigger1 = prevstateno = 154 || prevstateno = 155 || prevstateno = 132
value = 154

[State 5000, 1]
type = posset
trigger1 = time = 0 && pos y > 0
y = 0

[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 1

[State 5000, 1]
type = velset
trigger1 = time = 22
x = -15
y = -2

[State 5000, 1]
type = playerpush
trigger1 = 1
value = 0

[State 5050, 3]
type = Velmul
trigger1 = time >= 22
x = 0.98
[State 5050, 3]
type = VelAdd
trigger1 = time >= 22&&time < 55&&backedgedist > 1
y = 0.12
[State 5050, 3]
type = VelAdd
trigger1 = time >= 55
y = 0.4
[State 5050, 3]
type = VelAdd
trigger1 = time >= 22&&time < 55&&backedgedist <= 1
y = 0.26

[State 109, 1]
type = lifeadd
trigger1 = time%8 < 4 && time < 22
value = -30
kill = 0
absolute = 1
[State 109, 1]
type = lifeadd
trigger1 = time = 22
value = -30
absolute = 1

[State 5000, 1]
type = changestate
trigger1 = life <= 0
value = 865

[State 5101, 1]
type = changeanim
trigger1 = 1
value = 5012

[State 5000, 1]
type = nothitby
trigger1 = 1
value = SCA

[State 5000, 1]
type = nothitby
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value2 = SCA
time = 30

[State 5050, 6]
type = selfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
[Statedef 3012];-----------hit by partner----------
type    = S
movetype = H
physics = N
velset = 0,0
sprpriority = 0

[State 5000, 1]
type = defencemulset
trigger1 = 1
value = 1

[State 5000, 1]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(0)

[state 230, 1]
type = posset
trigger1 = time <= 1 && pos y > 0
y = 0

[state 230, 1]
type = statetypeset
trigger1 = time = 0 && pos y < 0
value = A
[state 230, 1]
type = statetypeset
trigger1 = time = 0 && anim = 5110
value = L

[state 230, 1]
type = nothitby
trigger1 = 1
value = SCA
[state 230, 1]
type = nothitby
trigger1 = time = 4
value = SCA
time = 25

[state 230, 1]
type = selfstate
trigger1 = time = 4 && statetype = A
value = 50
ctrl = 1
[state 230, 1]
type = selfstate
trigger1 = time = 4 && statetype = L
value = 5110
[state 230, 1]
type = selfstate
trigger1 = time = 4 && statetype != A && statetype != L
value = 0
ctrl = 1
;--------Level up----------------------------------------------------
[Statedef 4000]
type = S
anim = 999
ctrl = 0

[State 01,1]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nobardisplay
flag3 = noBG

[State 01,1]
type = AssertSpecial
trigger1 = 1
flag = noFG

[State 01,1]
type = AssertSpecial
trigger1 = time < 310
flag = roundnotover

[state 01,1]
type = explod
trigger1 = 1
pos = 0,0
postype = left
anim = 389
sprpriority = 1000
ownpal = 1
ignorehitpause = 1

[state 01,1]
type = explod
trigger1 = time%12 = 0
pos = 270,228
postype = left
anim = 391
sprpriority = 1001
ownpal = 1
vel = -27,-17.25
removetime = 12
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = time%12 = 6
pos = 184,228
postype = left
anim = 392
sprpriority = 1001
ownpal = 1
vel = -27,-17.25
removetime = 10
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = time%12 = 8
pos = 244,228
postype = left
anim = 393
sprpriority = 1001
ownpal = 1
vel = -27,-17.25
removetime = 13
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = time%12 = 9
pos = 294,198
postype = left
anim = 394
sprpriority = 1001
ownpal = 1
vel = -27,-17.25
removetime = 14
ignorehitpause = 1

[state 01,1]
type = explod
trigger1 = 1
pos = 0,0
postype = left
anim = 388
sprpriority = 1002
ownpal = 1
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = 1
pos = -1,0
postype = left
anim = 390
sprpriority = 1003
ownpal = 1
ignorehitpause = 1

[state 01,1]
type = explod
trigger1 = time = 0
pos = -1,24
postype = left
anim = 395
id = 395
sprpriority = 1004
removetime = 29
ownpal = 1
ignorehitpause = 1
[state 01,1]
type = removeexplod
trigger1 = command = "a" ||  command = "b"  ||  command = "c"  ||  command = "x"  ||  command = "y"  || command = "z"
trigger1 = numexplod(395) > 0
id = 395
;---------------------------------------------------------------------------
; HITG_SHAKE
[Statedef 5000]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State 50, 4]
type = lifeadd
trigger1 = time = 0 && gethitvar(damage) > 0 && var(39) = 4
trigger1 = var(53)=1000||var(53)=500||var(53)=750||var(53)=667
value = ceil(gethitvar(damage)*0.1)

[State 50, 4]
type = varset
trigger1 = time = 0
var(12) = ifelse(var(11)>0,gethitvar(hitshaketime),0)

[State 5000, 1]
type = varset
trigger1 = Time = 0
var(4) = 0
ignorehitpause = 1
[State 5000, 1]
type = varrandom
trigger1 = Time = 0 && gethitvar(hitcount) = 1
v = 4
range = 1
ignorehitpause = 1
[State 5000, 1]
type = varrandom
trigger1 = Time = 0 && var(4) = 1
v = 5
range = 2
ignorehitpause = 1

[state 01,1]
type = explod
triggerall = time = 0 && numexplod(558) < 3 && var(4) = 1
trigger1 = var(5) = 0 && var(37) > 0
trigger2 = var(5) = 1 && var(38) > 0
trigger3 = var(5) = 2 && var(39) = 4
postype = left
pos = ifelse(var(5)=0&&var(37)=1,117,116),235
anim = 580+ifelse(var(5)=0,var(37),ifelse(var(5)=1,3,7))
id = 558
ownpal = 1
removetime = 60
sprpriority = 95
bindtime = -1
ignorehitpause = 1
[state 01,1]
type = explod
triggerall = time = 0 && numexplod(558) < 3 && var(4) = 1
trigger1 = var(5) = 0 && var(37) > 0
trigger2 = var(5) = 1 && var(38) > 0
trigger3 = var(5) = 2 && var(39) = 4
postype = left
pos = ifelse(var(5)=0,ifelse(var(37)=1,224,243),238),235
anim = 591
id = 558
ownpal = 1
removetime = 60
sprpriority = 95
bindtime = -1
ignorehitpause = 1
[state 01,1]
type = explod
triggerall = time = 0 && numexplod(558) < 3 && var(4) = 1
trigger1 = var(5) = 0 && var(37) > 0
trigger2 = var(5) = 1 && var(38) > 0
trigger3 = var(5) = 2 && var(39) = 4
postype = left
pos = ifelse(var(5)=0,ifelse(var(37)=1,47,27),29),235
anim = 592
id = 558
ownpal = 1
scale = 0.3,0.3
removetime = 60
sprpriority = 95
bindtime = -1
ignorehitpause = 1

[State 5000, 1]
type = varset
trigger1 = Time = 0 && var(4) = 1 && var(5) = 0
var(37) = 0
ignorehitpause = 1
[State 5000, 1]
type = varset
trigger1 = Time = 0 && var(4) = 1 && var(5) = 1
var(38) = 0
ignorehitpause = 1
[State 5000, 1]
type = varset
trigger1 = Time = 0 && var(4) = 1 && var(5) = 2 && var(39) = 4
var(39) = 0
ignorehitpause = 1

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5000, 2] ;Anim for HIT_BACK 
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
trigger1 = gethitvar(groundtype) != 1
value = 5030

[State 5000, 2] 
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
trigger1 = gethitvar(groundtype) = 1
value = 5050

[State 5000, 2]
type = ChangeAnim
trigger1 = Time = 0
;trigger1 = GetHitVar(animtype) = [3,5]
trigger1 = gethitvar(yvel) != 0
trigger1 = gethitvar(fall) = 0
value = 5050+ifelse(gethitvar(groundtype) !=1,5,0)

[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
type = a

[State 5000, 6]
type = ChangeState
trigger1 = (time > var(12)/2 && var(12) > 0) || hitshakeover
trigger1 = GetHitVar(yvel) = 0
value = 5001 ;HITG_SLIDE

[State 5000, 7]
type = ChangeState
trigger1 = (time > var(12)/2 && var(12) > 0) || hitshakeover
value = 5030

[State 5000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
;---------------------------------------------------------------------------
; HITG_SLIDE
[Statedef 5001]
type    = S
movetype= H
physics = S

[State 50, 4]
type = varset
trigger1 = time = 0
var(12) = ifelse(var(11)>0,1,0)
[State 50, 4]
type = varset
trigger1 = time = 0
var(14) = ifelse(var(12)>0,gethitvar(slidetime),0)
[State 50, 4]
type = varset
trigger1 = time = 0
fvar(10) = ifelse(var(12)>0,gethitvar(hittime),0)
[State 5001, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1*ifelse(var(12)>0,2,1)

[State 0, 1]
type = changeanim
trigger1 = var(12) > 0 && (anim = 5005 || anim = 5006)
trigger1 = animelem = 1,2
value = anim
elem = 2
[State 0, 1]
type = changeanim
trigger1 = var(12) > 0 && anim = 5007
trigger1 = animelem = 1,2||animelem = 2,2
value = anim
elem = animelemno(0)+1

[State 5001, 2]
type = ChangeAnim
trigger1 = AnimTime = 0-ifelse(var(12)>0,2,0)
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10
[State 5001, 2]
type = ChangeAnim
trigger1 = Anim = 5050 || anim = 5051
value = anim
elem = 1

[State 5001, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= ifelse(var(12)>0,var(14)/2,GetHitVar(slidetime))
x = .6

[State 5001, 4]
type = VelSet
trigger1 = (time > fvar(10)/2 && var(12) > 0) || hitover
x = 0

[State 5001, 5]
type = DefenceMulSet
trigger1 = (time > fvar(10)/2 && var(12) > 0) || hitover
value = 1

[State 5001, 6]
type = ChangeState
trigger1 = (time > fvar(10)/2 && var(12) > 0) || hitover
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; HITC_SHAKE
[Statedef 5010]
type    = C
movetype= H
physics = N
velset = 0,0

[State 50, 4]
type = lifeadd
trigger1 = time = 0 && gethitvar(damage) > 0 && var(39) = 4
trigger1 = var(53)=1000||var(53)=500||var(53)=750||var(53)=667
value = ceil(gethitvar(damage)*0.1)

[State 50, 4]
type = varset
trigger1 = time = 0
var(12) = ifelse(var(11)>0,gethitvar(hitshaketime),0)

[State 5000, 1]
type = varset
trigger1 = Time = 0
var(4) = 0
ignorehitpause = 1
[State 5000, 1]
type = varrandom
trigger1 = Time = 0 && gethitvar(hitcount) = 1
v = 4
range = 1
ignorehitpause = 1
[State 5000, 1]
type = varrandom
trigger1 = Time = 0 && var(4) = 1
v = 5
range = 2
ignorehitpause = 1

[state 01,1]
type = explod
triggerall = time = 0 && numexplod(558) < 3 && var(4) = 1
trigger1 = var(5) = 0 && var(37) > 0
trigger2 = var(5) = 1 && var(38) > 0
trigger3 = var(5) = 2 && var(39) = 4
postype = left
pos = ifelse(var(5)=0&&var(37)=1,117,116),235
anim = 580+ifelse(var(5)=0,var(37),ifelse(var(5)=1,3,7))
id = 558
ownpal = 1
removetime = 60
sprpriority = 95
bindtime = -1
ignorehitpause = 1
[state 01,1]
type = explod
triggerall = time = 0 && numexplod(558) < 3 && var(4) = 1
trigger1 = var(5) = 0 && var(37) > 0
trigger2 = var(5) = 1 && var(38) > 0
trigger3 = var(5) = 2 && var(39) = 4
postype = left
pos = ifelse(var(5)=0,ifelse(var(37)=1,224,243),238),235
anim = 591
id = 558
ownpal = 1
removetime = 60
sprpriority = 95
bindtime = -1
ignorehitpause = 1
[state 01,1]
type = explod
triggerall = time = 0 && numexplod(558) < 3 && var(4) = 1
trigger1 = var(5) = 0 && var(37) > 0
trigger2 = var(5) = 1 && var(38) > 0
trigger3 = var(5) = 2 && var(39) = 4
postype = left
pos = ifelse(var(5)=0,ifelse(var(37)=1,47,27),29),235
anim = 592
id = 558
ownpal = 1
scale = 0.3,0.3
removetime = 60
sprpriority = 95
bindtime = -1
ignorehitpause = 1

[State 5000, 1]
type = varset
trigger1 = Time = 0 && var(4) = 1 && var(5) = 0
var(37) = 0
ignorehitpause = 1
[State 5000, 1]
type = varset
trigger1 = Time = 0 && var(4) = 1 && var(5) = 1
var(38) = 0
ignorehitpause = 1
[State 5000, 1]
type = varset
trigger1 = Time = 0 && var(4) = 1 && var(5) = 2 && var(39) = 4
var(39) = 0
ignorehitpause = 1

[State 5010, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 5000, 2] ;Anim for HIT_BACK 
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
trigger1 = gethitvar(groundtype) != 1
value = 5030

[State 5000, 2] 
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
trigger1 = gethitvar(groundtype) = 1
value = 5050

[State 5000, 2]
type = ChangeAnim
trigger1 = Time = 0
;trigger1 = GetHitVar(animtype) = [3,5]
trigger1 = gethitvar(yvel) != 0
trigger1 = gethitvar(fall) = 0
value = 5050+ifelse(gethitvar(groundtype) !=1,5,0)

[State 5010, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5010, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5010, 5]
type = ChangeState
trigger1 = (time > var(12)/2 && var(12) > 0) || hitshakeover
trigger1 = GetHitVar(yvel) = 0
value = 5011 ;HITC_SLIDE

[State 5010, 6]
type = ChangeState
trigger1 = (time > var(12)/2 && var(12) > 0) || hitshakeover
value = 5030

[State 5010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 5010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
;---------------------------------------------------------------------------
; HITC_SLIDE
[Statedef 5011]
type    = C
movetype= H
physics = C

[State 50, 4]
type = varset
trigger1 = time = 0
var(12) = ifelse(var(11)>0,1,0)
[State 50, 4]
type = varset
trigger1 = time = 0
var(14) = ifelse(var(12)>0,gethitvar(slidetime),0)
[State 50, 4]
type = varset
trigger1 = time = 0
fvar(10) = ifelse(var(12)>0,gethitvar(hittime),0)
[State 5011, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1*ifelse(var(12)>0,2,1)

[State 0, 1]
type = changeanim
trigger1 = var(12) > 0 && (anim = 5015 || anim = 5016)
trigger1 = animelem = 1,2
value = anim
elem = 2
[State 0, 1]
type = changeanim
trigger1 = var(12) > 0 && anim = 5017
trigger1 = animelem = 1,2||animelem = 2,2
value = anim
elem = animelemno(0)+1

[State 5011, 2]
type = ChangeAnim
trigger1 = AnimTime = 0-ifelse(var(12)>0,2,0)
value = 5025 + GetHitVar(animtype)

[State 5011, 3] ;Stop sliding back
type = VelMul
trigger1 = Time >= ifelse(var(12)>0,var(14)/2,GetHitVar(slidetime))
x = .6

[State 5011, 4]
type = VelSet
trigger1 = (time > fvar(10)/2 && var(12) > 0) || hitover
x = 0

[State 5011, 5]
type = DefenceMulSet
trigger1 = (time > fvar(10)/2 && var(12) > 0) || hitover
value = 1

[State 5011, 6]
type = ChangeState
trigger1 = (time > fvar(10)/2 && var(12) > 0) || hitover
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; HITA_SHAKE
[Statedef 5020]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State 50, 4]
type = lifeadd
trigger1 = time = 0 && gethitvar(damage) > 0 && var(39) = 4
trigger1 = var(53)=1000||var(53)=500||var(53)=750||var(53)=667
value = ceil(gethitvar(damage)*0.1)

[State 5020, 1] 
type = posset
trigger1 = Time = 0
trigger1 = pos y > 2
y = 2

[State 50, 4]
type = varset
trigger1 = time = 0
var(12) = ifelse(var(11)>0,gethitvar(hitshaketime),0)

[State 5000, 1]
type = varset
trigger1 = Time = 0
var(4) = 0
ignorehitpause = 1
[State 5000, 1]
type = varrandom
trigger1 = Time = 0 && gethitvar(hitcount) = 1
v = 4
range = 1
ignorehitpause = 1
[State 5000, 1]
type = varrandom
trigger1 = Time = 0 && var(4) = 1
v = 5
range = 2
ignorehitpause = 1

[state 01,1]
type = explod
triggerall = time = 0 && numexplod(558) < 3 && var(4) = 1
trigger1 = var(5) = 0 && var(37) > 0
trigger2 = var(5) = 1 && var(38) > 0
trigger3 = var(5) = 2 && var(39) = 4
postype = left
pos = ifelse(var(5)=0&&var(37)=1,117,116),235
anim = 580+ifelse(var(5)=0,var(37),ifelse(var(5)=1,3,7))
id = 558
ownpal = 1
removetime = 60
sprpriority = 95
bindtime = -1
ignorehitpause = 1
[state 01,1]
type = explod
triggerall = time = 0 && numexplod(558) < 3 && var(4) = 1
trigger1 = var(5) = 0 && var(37) > 0
trigger2 = var(5) = 1 && var(38) > 0
trigger3 = var(5) = 2 && var(39) = 4
postype = left
pos = ifelse(var(5)=0,ifelse(var(37)=1,224,243),238),235
anim = 591
id = 558
ownpal = 1
removetime = 60
sprpriority = 95
bindtime = -1
ignorehitpause = 1
[state 01,1]
type = explod
triggerall = time = 0 && numexplod(558) < 3 && var(4) = 1
trigger1 = var(5) = 0 && var(37) > 0
trigger2 = var(5) = 1 && var(38) > 0
trigger3 = var(5) = 2 && var(39) = 4
postype = left
pos = ifelse(var(5)=0,ifelse(var(37)=1,47,27),29),235
anim = 592
id = 558
ownpal = 1
scale = 0.3,0.3
removetime = 60
sprpriority = 95
bindtime = -1
ignorehitpause = 1

[State 5000, 1]
type = varset
trigger1 = Time = 0 && var(4) = 1 && var(5) = 0
var(37) = 0
ignorehitpause = 1
[State 5000, 1]
type = varset
trigger1 = Time = 0 && var(4) = 1 && var(5) = 1
var(38) = 0
ignorehitpause = 1
[State 5000, 1]
type = varset
trigger1 = Time = 0 && var(4) = 1 && var(5) = 2 && var(39) = 4
var(39) = 0
ignorehitpause = 1

[State 5020, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
trigger1 = gethitvar(airtype) != 1
value = 5030+ifelse(gethitvar(yvel) !=0&&gethitvar(fall)=0,25,0)

[State 5000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
trigger1 = gethitvar(airtype) = 1
value = 5050

[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5020, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5020, 5]
type = ChangeState
trigger1 = (time > var(12)/2 && var(12) > 0) || hitshakeover
value = 5030

[State 5020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 5030]
type    = A
movetype= H
physics = N
ctrl = 0

[State 50, 4]
type = varset
trigger1 = Time = 0
var(12) = ifelse(var(11)>0,1,0)

[State 50, 4]
type = varset
trigger1 = time = 0
fvar(10) = ifelse(var(12)>0,gethitvar(hittime),0)

[State 5030, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)*ifelse(var(12)>0,3.7,1)

[State 0, 1]
type = changeanim
triggerall = var(12) > 0
trigger1 = (animelem = 1,2||animelem = 2,1||animelem = 3,3) && anim = 5050
trigger2 = (animelem = 1,1||animelem = 2,5||animelem = 3,2) && anim = 5055
value = anim
elem = animelemno(0)+1

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1
[State 5030, 2]
type = VelSet
trigger1 = Time = 0 && var(12) > 0
x = (vel x)*ifelse(prevstateno != 5080,2,1.77)
y = (vel y)*2

[State 5030, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = (time > fvar(10)/2 && var(12) > 0) || hitover
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5040 ;HITA_RECOV

[State 5030, 4]
type = ChangeState
triggerall = HitFall
trigger1 = (time > fvar(10)/2 && var(12) > 0) || hitover
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5050 ;HITA_FALL

[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 5035 ;HITA_UP (transition)
;---------------------------------------------------------------------------
; HITA_UP_T (transition)
[Statedef 5035]
type    = A
movetype= H
physics = N

[State 50, 4]
type = varset
trigger1 = Time = 0 && prevstateno != 5030
var(12) = ifelse(var(11)>0,1,0)

[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035

[State 5035, 2]
type = VelAdd
trigger1 = time > 0 && var(12) < 1
trigger2 = var(12) > 0
y = GetHitVar(yaccel)*ifelse(var(12)>0,3.7,1)

[State 5035, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = (time > fvar(10)/2 && var(12) > 0) || hitover
trigger2 = AnimTime = 0 ;Animation over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5040 ;HITA_RECOV

[State 5035, 4]
type = ChangeState
triggerall = HitFall
trigger1 = (time > fvar(10)/2 && var(12) > 0) || hitover
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5050 ;HITA_FALL
;---------------------------------------------------------------------------
; HITA_RECOV (recovering in air, not falling)
[Statedef 5040]
type    = A
movetype= H
physics = N

[State 5040, 1]
type = ChangeState
trigger1 = !Alive
value = 5050

[State 0, 1]
type = changeanim
trigger1 = var(12) > 0 && (anim = 5005 || anim = 5006|| anim = 5015|| anim = 5016)
trigger1 = animelem = 1,2
value = anim
elem = 2
[State 0, 1]
type = changeanim
trigger1 = var(12) > 0 && (anim = 5007 || anim = 5017)
trigger1 = animelem = 1,2||animelem = 2,2
value = anim
elem = animelemno(0)+1

[State 5040, 3]
type = nothitby
trigger1 = time > 5
value = SCA

[State 5040, 2]
type = ChangeAnim
trigger1 = anim = 5000 || anim = 5001 || anim = 5002 || anim = 5010 || anim = 5011 || anim = 5012
trigger1 = animtime = 0-ifelse(var(12)>0,2,0)
value = anim+5

[State 5040, 2]
type = ChangeAnim
trigger1 = (anim = 5005 || anim = 5006 || anim = 5015 || anim = 5016) && ((animelem = 2,4&&var(12)=0)||(animelem = 2,2&&var(12)>0))
trigger2 = (anim = 5007 || anim = 5017) && ((animelem = 3,4&&var(12)=0)||(animelem = 3,2&&var(12)>0))
trigger3 = Time = 0
trigger3 = Anim != 5035
trigger3 = anim != [5005,5017]
trigger4 = AnimTime = 0
trigger4 = Anim != 5040
trigger4 = anim != [5005,5017]
value = 5040

[State 5040, 3]
type = CtrlSet
trigger1 = (time > fvar(10)/2 && var(12) > 0) || hitover
value = 1

[State 5040, 4]
type = StateTypeSet
trigger1 = (time > fvar(10)/2 && var(12) > 0) || hitover
movetype = I

[State 5040, 5]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)*ifelse(var(12)>0,3.7,1)

[State 5040, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMPLAND
;------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 5050]
type    = A
movetype= H
physics = N
sprpriority = 0
ctrl = 0

[State 50, 4]
type = varset
trigger1 = Time = 0 && prevstateno != 5030 && prevstateno != 5035
var(12) = ifelse(var(11)>0,1,0)

[State 5030, 2]
type = VelSet
trigger1 = Time = 0 && var(12) > 0 && prevstateno != 5030 && prevstateno != 5035
x = (vel x)*2
y = (vel y)*2

[State 0, 1]
type = changeanim
triggerall = var(12) > 0
trigger1 = (animelem = 1,2||animelem = 2,1||animelem = 3,3) && anim = 5050
trigger2 = (animelem = 1,1||animelem = 2,5||animelem = 3,2) && anim = 5055
value = anim
elem = animelemno(0)+1

[State 5050, 1]
type = ChangeAnim
trigger1 = Time = 0     
trigger1 = Anim != 5035 && anim != 5030 && anim != 5050
trigger1 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger1 = Anim != [5090,5099]
value = 5050

[State 5050, 1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = anim = 5030
value = 5055

[State 5050, 2] 
type = ChangeAnim
trigger1 = anim != 5050
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
trigger1 = anim != 5053
value = anim+10
persistent = 0

[State 5050, 2] 
type = ChangeAnim
trigger1 = Vel Y > 0
trigger1 = SelfAnimExist(anim+10)
trigger1 = anim = 5053
value = anim+10
persistent = 0

[State 5050, 3] 
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)*ifelse(var(12)>0,3.7,1)

[State 5050, 4] 
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 

[State 5050, 5]
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 
;---------------------------------------------------------------------------
; HIT_TRIP (shaking)
[Statedef 5070]
type    = A
movetype= H
physics = N
velset = 0,0

[State 50, 4]
type = lifeadd
trigger1 = time = 0 && gethitvar(damage) > 0 && var(39) = 4
trigger1 = var(53)=1000||var(53)=500||var(53)=750||var(53)=667
value = ceil(gethitvar(damage)*0.1)

[State 50, 4]
type = varset
trigger1 = time = 0
var(12) = ifelse(var(11)>0,gethitvar(hitshaketime),0)

[State 5070, 1]
type = ChangeAnim 
trigger1 = 1
value = 5070

[State 5070, 2]
type = ChangeState
trigger1 = (time > var(12)/2 && var(12) > 0) || hitshakeover
value = 5071

[State 5070, 3]
type = ForceFeedback
trigger1 = time = 0
time = 12
waveform = sinesquare
ampl = 140
;---------------------------------------------------------------------------
; HIT_TRIP2 (fall through air)
[Statedef 5071]
type    = A
movetype= H
physics = N

[State 50, 4]
type = varset
trigger1 = time = 0
var(12) = ifelse(var(11)>0,1,0)
[State 0, 1]
type = changeanim
trigger1 = var(12) > 0 && anim = 5070
trigger1 = animelem = 1,2
value = anim
elem = 2

[State 5071, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1
[State 5030, 2]
type = VelSet
trigger1 = Time = 0 && var(12) > 0
x = (vel x)*2
y = (vel y)*2

[State 5071, 2] ;Acceleration
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)*ifelse(var(12)>0,3.7,1)

[State 5071, 3] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
type = ChangeState
value = 5110
;---------------------------------------------------------------------------
; HITL_SHAKE
[Statedef 5080]
type    = L
movetype= H
physics = N
velset = 0,0

[State 50, 4]
type = lifeadd
trigger1 = time = 0 && gethitvar(damage) > 0 && var(39) = 4
trigger1 = var(53)=1000||var(53)=500||var(53)=750||var(53)=667
value = ceil(gethitvar(damage)*0.1)

[State 50, 4]
type = varset
trigger1 = time = 0
var(12) = ifelse(var(11)>0,gethitvar(hitshaketime),0)

[State 5080, 1] ;Set default anim
type = VarSet
trigger1 = time = 0
sysvar(2) = ifelse (GetHitVar(yvel) = 0, 5080, 5090)

[State 5080, 2]
type = VarAdd
trigger1 = time = 0
trigger1 = (anim = [5081,5089]) || (anim = [5111,5119])
trigger1 = SelfAnimExist(sysvar(2) + (anim % 10))
sysvar(2) = anim % 10

[State 5080, 3] ;If 5090 doesn't exist, default to 5030
type = VarSet
trigger1 = time = 0
trigger1 = sysvar(2) = 5090
trigger1 = !SelfAnimExist(5090)
sysvar(2) = 5030

[State 5080, 3] ;Freeze
type = ChangeAnim
trigger1 = 1
value = sysvar(2)

[State 5080, 4]
type = ChangeState
trigger1 = (time > var(12)/2 && var(12) > 0) || hitshakeover
trigger1 = GetHitVar(yvel) = 0
value = 5081 ;HITL_SLIDE

[State 5080, 5]
type = ChangeState
trigger1 = (time > var(12)/2 && var(12) > 0) || hitshakeover
trigger1 = GetHitVar(yvel) != 0
value = 5030 ;HITA_UP
;---------------------------------------------------------------------------
; HITL_SLIDE
[Statedef 5081]
type    = L
movetype= H
physics = C

[State 50, 4]
type = varset
trigger1 = time = 0
var(12) = ifelse(var(11)>0,1,0)
[State 50, 4]
type = varset
trigger1 = time = 0
fvar(10) = ifelse(var(12)>0,gethitvar(hittime),0)
[State 5001, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1*ifelse(var(12)>0,2,1)

[State 5081, 2]
type = VelSet
trigger1 = (time > fvar(10)/2 && var(12) > 0) || hitover
x = 0

[State 5081, 3] ;Don't show hit ground frame
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1

[State 5081, 4]
type = ChangeState
trigger1 = (time > fvar(10)/2 && var(12) > 0) || hitover
value = 5110 ;HIT_LIEDOWN
;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 5100]
type    = L
movetype= H
physics = N
sprpriority = 0

[State 5000, 1]
type = defencemulset
trigger1 = prevstateno = 862 || prevstateno = 844 || prevstateno = 845 || prevstateno = 852
trigger2 = prevstateno = 846 || prevstateno = 847 || prevstateno = 848 || prevstateno = 853
value = 1

[state 01,1]
type = projectile
triggerall = prevstateno != 862 && prevstateno != 844 && prevstateno != 845 && prevstateno != 852 && prevstateno != 853
triggerall = prevstateno != 846 && prevstateno != 847 && prevstateno != 848 && var(25) = 0
trigger1 = time = 0
offset = 0,-pos y
projanim = 1
projscale = 2.1,1.2
projsprpriority = -2
projremovetime = 1
projedgebound = 210
projstagebound = 210
ignorehitpause = 1
[state 01,1]
type = projectile
triggerall = prevstateno != 862 && prevstateno != 844 && prevstateno != 845 && prevstateno != 852 && prevstateno != 853
triggerall = prevstateno != 846 && prevstateno != 847 && prevstateno != 848 && var(25) = 0
trigger1 = (animtime < 0 && time > 0) || time = 4
offset = 0,0
projanim = 1
projscale = 2.1,1.2
projsprpriority = -2
projremovetime = 1
projedgebound = 210
projstagebound = 210
ignorehitpause = 1

[State 5100, 1]
type = VelSet
triggerall = prevstateno != 862 && prevstateno != 844 && prevstateno != 845 && prevstateno != 852
triggerall = prevstateno != 846 && prevstateno != 847 && prevstateno != 848 && prevstateno != 853
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5100, Var] ;Save fall velocity
type = VarSet
triggerall = prevstateno != 862 && prevstateno != 844 && prevstateno != 845 && prevstateno != 852
triggerall = prevstateno != 846 && prevstateno != 847 && prevstateno != 848 && prevstateno != 853
trigger1 = Time = 0
;trigger1 = GetHitVar(fall.yvel) = 0
sysvar(1) = floor(vel y)

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = prevstateno != 862 && prevstateno != 844 && prevstateno != 845 && prevstateno != 852
triggerall = prevstateno != 846 && prevstateno != 847 && prevstateno != 848 && prevstateno != 853
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = prevstateno != 862 && prevstateno != 844 && prevstateno != 845 && prevstateno != 852
triggerall = prevstateno != 846 && prevstateno != 847 && prevstateno != 848 && prevstateno != 853
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 3]
type = ChangeAnim
triggerall = prevstateno != 862 && prevstateno != 844 && prevstateno != 845 && prevstateno != 852
triggerall = prevstateno != 846 && prevstateno != 847 && prevstateno != 848 && prevstateno != 853
trigger1 = anim = 5100 && animtime = 0-ifelse(var(12)>0,2,0)
value = 5099

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6]
type = VelMul
triggerall = prevstateno != 862
trigger1 = Time = 0
x = 0.75

[State 5100, 7]
type = ChangeState
triggerall = prevstateno != 862 && prevstateno != 844 && prevstateno != 845 && prevstateno != 852
triggerall = prevstateno != 846 && prevstateno != 847 && prevstateno != 848 && prevstateno != 853
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110

[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = 1

[State 5100, 9]
type = HitFallDamage
triggerall = prevstateno != 862 && prevstateno != 844 && prevstateno != 845 && prevstateno != 852
triggerall = prevstateno != 846 && prevstateno != 847 && prevstateno != 848 && prevstateno != 853
trigger1 = Time = 3

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
;value = F7, 0 ;Hit ground
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = ChangeState
triggerall = prevstateno != 862 && prevstateno != 844 && prevstateno != 845 && prevstateno != 852
triggerall = prevstateno != 846 && prevstateno != 847 && prevstateno != 848 && prevstateno != 853
trigger1 = anim = 5099 && AnimTime = 0-ifelse(var(12)>0,2,0)
value = 5101

[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

[State 5000, 1]
type = nothitby
trigger1 = prevstateno = 862 || prevstateno = 844 || prevstateno = 845 || prevstateno = 852
trigger2 = prevstateno = 846 || prevstateno = 847 || prevstateno = 848 || prevstateno = 853
value = SCA

[State 5100, 1]
type = playerpush
trigger1 = prevstateno = 862
value = 0

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = prevstateno = 862 || prevstateno = 844 || prevstateno = 845 || prevstateno = 852
trigger2 = prevstateno = 846 || prevstateno = 847 || prevstateno = 848 || prevstateno = 853
value = 5100

[State 5000, 1]
type = nothitby
trigger1 = prevstateno = 844 || prevstateno = 845 || prevstateno = 846 || prevstateno = 847 || prevstateno = 848 || prevstateno = 852 || prevstateno = 853
trigger1 = time = 4
value2 = SCA
time = 30

[State 5100, 7]
type = varset
trigger1 = time = 0
sysvar(4) = 0
[State 5100, 7]
type = varset
trigger1 = prevstateno = 845 || prevstateno = 847 || prevstateno = 848
trigger1 = time = 1
sysvar(4) = 1
[State 5100, 7]
type = varset
trigger1 = prevstateno = 846
trigger1 = time = 1
sysvar(4) = 2

[State 5100, 12]
type = ChangeState
triggerall = Time = 4
trigger1 = prevstateno = 862 || prevstateno = 844 || prevstateno = 845 || prevstateno = 852
trigger2 = prevstateno = 846 || prevstateno = 847 || prevstateno = 848 || prevstateno = 853
value = 863
;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 5101]
type    = L
movetype= H
physics = N

[State 0, 1]
type = changeanim
trigger1 = var(12) > 0 && anim = 5160
trigger1 = animelem = 1,2
value = anim
elem = 2

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5101, 3]
type = HitFallVel
trigger1 = Time = 0

[State 5030, 2]
type = VelSet
trigger1 = Time = 0 && var(12) > 0
y = (vel y)*2

[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .4*ifelse(var(12)>0,3.7,1)

[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 5110
;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 5110]
type    = L
movetype= H
physics = N
sprpriority = 0

[State 5100, 1]
type = turn
trigger1 = Time = 0 && anim = 5070 && sysvar(4) != 1

[State 5100, 1]
type = velmul
trigger1 = Time = 0 && prevstateno = 5071 && var(12) > 0
x = 0.5

[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[state 01,1]
type = projectile
triggerall = sysvar(4) != 1 && var(25) = 0
trigger1 = anim = 5170 && animtime < 0
trigger2 = anim = 5110 || time = 0 || time = 4
offset = 0,0
projanim = 1
projscale = 2.1,1.2
projsprpriority = -3
projremovetime = 1
projedgebound = 210
projstagebound = 210
ignorehitpause = 1

[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0) || vel y != 0 || anim = 5170
;value = F7, 0 ;Hit ground
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0) || vel y != 0 || anim = 5170
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
triggerall = Anim != [5111,5119]
triggerall = anim = 5110
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110
elem = 2
persistent = 0
[State 5110, 10] ;For normal
type = ChangeAnim
triggerall = Anim != [5111,5119]
triggerall = anim != 5110
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110
persistent = 0

[State 5110, 11] ;If just died
type = selfState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150

[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5000, 1]
type = nothitby
trigger1 = sysvar(4) = 1
value = SCA

[State 5100, 1]
type = changestate
trigger1 = Time = 8 && random < 500 && fvar(35) = 1 && alive
value = 5120

[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine
;---------------------------------------------------------------------------
; HIT_GETUP
[Statedef 5120]
type    = L
movetype= I
physics = N
sprpriority = 0

[State 5120, 3]
type = NotHitBy
trigger1 = 1
value = SCA

[State 5120, 7]
type = selfstate
trigger1 = Time = 0 && prevstateno != 5120
value = 5120

[State 0, 1]
type = changeanim
triggerall = var(11) > 0 && anim = 5120
trigger1 = animelem = 1,2||animelem = 2,2||animelem = 3,2||animelem = 4,2
trigger2 = animelem = 5,2||animelem = 6,2||animelem = 7,2
value = anim
elem = animelemno(0)+1

[State 5120, 1a]
type = varset
trigger1 = time = 0
var(5) = 0

[State 5120, 1a]
type = varrandom
trigger1 = time = 0
v = 18
range = 2

[State 5120, 1a]
type = playsnd
trigger1 = time = 0 && var(18) = 0
value = 0,4
channel = 1
[State 5120, 1a]
type = playsnd
trigger1 = time = 0 && var(18) = 1
value = 0,5
channel = 1
[State 5120, 1a]
type = playsnd
trigger1 = time = 0 && var(18) = 2
value = 0,6
channel = 1

[state 01,1]
type = projectile
trigger1 = animelem = 1,>=0 && animelem = 3,< 0 && var(25) = 0
offset = 15,0
projanim = 1
projscale = 1.6,1.2
projsprpriority = -2
projremovetime = 1
projedgebound = 210
projstagebound = 210
ignorehitpause = 1
[state 01,1]
type = projectile
trigger1 = animelem = 3,>=0 && animtime < 0-ifelse(var(11)>0,2,0) && var(25) = 0
offset = 0,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
projedgebound = 210
projstagebound = 210
ignorehitpause = 1

[State 5120, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 5120, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 5120, 1a]
type = varset
trigger1 = animtime > -8 && command = "aa" && fvar(35) = 0
var(5) = 1
[State 5120, 1a]
type = varset
trigger1 = animtime > -8 && command = "ax" && fvar(35) = 0
var(5) = 2

[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120, 4]
type = HitFallSet
trigger1 = AnimTime = 0-ifelse(var(11)>0,2,0)
value = 1

[State 5120, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = AnimTime = 0-ifelse(var(11)>0,2,0)
value = , NT,ST,HT
time = 12

[State 5120, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0-ifelse(var(11)>0,2,0)
value2 = SCA
time = 3

[State -1]
type = ChangeState
value = 1120
trigger1 = AnimTime = 0-ifelse(var(11)>0,2,0) && power >= 140 + var(19)*10 && p2name != "pyron" && p2name != "pyron(DS)"
trigger1 = fvar(35) = 1 && p2movetype = A && random < 330 && p2dist x < 76 && p2dist x > -76
[State -1]
type = ChangeState
value = 130
trigger1 = AnimTime = 0-ifelse(var(11)>0,2,0)
trigger1 = fvar(35) = 1 && p2movetype = A && random < 330
[State -1]
type = ChangeState
value = 131
trigger1 = AnimTime = 0-ifelse(var(11)>0,2,0)
trigger1 = fvar(35) = 1 && p2movetype = A

[State 5120, 7]
type = changeState
trigger1 = AnimTime = 0-ifelse(var(11)>0,2,0) && var(5) = 2 && power >= 140 + var(19)*10
value = 1120
[State 5120, 7]
type = changeState
trigger1 = AnimTime = 0-ifelse(var(11)>0,2,0) && var(5) = 2 && power < 140 + var(19)*10
value = 1035
[State 5120, 7]
type = changeState
trigger1 = AnimTime = 0-ifelse(var(11)>0,2,0) && var(5) = 1
value = 109
[State 5120, 7]
type = changeState
trigger1 = AnimTime = 0-ifelse(var(11)>0,2,0)
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; HIT_FALLRECOVER (on the ground)
[Statedef 5201]
type    = S
movetype= I
physics = N
anim = 5200
ctrl = 0

[State 5210, 2] 
type = Turn
trigger1 = Time = 0
trigger1 = vel X > 0

[State 50, 4]
type = varset
trigger1 = time = 0
var(12) = ifelse(var(11)>0,1,0)
[State 0, 1]
type = changeanim
triggerall = var(12) > 0 && anim = 5200
trigger1 = animelem = 1,2 || animelem = 2,2 || animelem = 2,2
trigger2 = animelem = 3,3 || animelem = 4,3 || animelem = 5,3
value = 5200
elem = animelemno(0)+1

[state 01,1]
type = posadd
trigger1 = animelem = 3
x = -30

[state 01,1]
type = projectile
trigger1 = animtime < 0-ifelse(var(12)>0,1,0) && var(25) = 0
offset = -37,0
projanim = 1
projscale = 1,1.2
projsprpriority = -2
projremovetime = 1
projedgebound = 210
projstagebound = 210
ignorehitpause = 1

[State 5210, 1] 
type = PalFX
trigger1 = Time = 0
time = 1
add = 0,0,0 

[state 01,1]
type = playerpush
trigger1 = animtime < 0-ifelse(var(12)>0,1,0)
value = 0

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

[State 5201, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[state 01,1]
type = velset
trigger1 = animelem = 3
x = -2.5*ifelse(var(12)>0,2,1)
[state 01,1]
type = velmul
trigger1 = animelem = 3,>= 0 && animtime < 0-ifelse(var(12)>0,1,0)
x = .94-ifelse(var(12)>0,0.07,0)

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

[State 5201, 6]
type = Changestate
trigger1 = animtime = 0-ifelse(var(12)>0,1,0)
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; HIT_AIRFALLRECOVER
[Statedef 5210]
type    = A
movetype= I
physics = N
anim = 5210
ctrl = 0

[State 5210, 1]
type = varadd
trigger1 = Time = 0 && var(1) < 2
var(1) = 1

[State 5210, 1] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5210, 1]
type = PosFreeze
trigger1 = Time = 0
value = 4

[State 5210, 2] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -20

[State 5210, 1] 
type = VelMul
trigger1 = Time = 4
x = .8
y = .8

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
y = -4.5

[State 5210, 1] 
type = VelMul
trigger1 = Time = 4
trigger1 = Vel Y > 0
y = .5

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -3
y = -2

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -2
y = -1

[State 5210, 2] ;Go up
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdup"
y = -2

[State 5210, 2] ;Go down
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holddown"
y = 1.5

[State 5210, 2] ;Go fwd
type = VelMul
trigger1 = Time = 4
trigger1 = Command = "holdfwd"
x = 1

[State 5210, 2] ;Go back
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdback"
x = -1

[State 5210, 3]
type = NotHitBy
trigger1 = Time = 0 && var(1) < 2
value = SCA
time = 20

[State 5210, 3]
type = NotHitBy
trigger1 = var(1) >= 2
value = SCA

[State 5210, 4]
type = CtrlSet
trigger1 = Time = 20
value = 1

[State 5210, 5]
type = VelAdd;Gravity
trigger1 = Time >= 4
y = .4

[State 5210, 1]
type = varset
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
var(1) = 0

[State 5210, 5] ;Land on ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMP_LAND
ctrl = 1
;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundno = 1
first = 0
last = 25
value = 0

[State 5900, 1]
type = VarRangeSet
trigger1 = roundno = 1
first = 30
last = 35
value = 0

[State 5900, 1]
type = VarRangeSet
trigger1 = roundno = 1
first = 53
last = 59
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundno = 1
fvalue = 0

[State 5900, 3] ;Intro
type = ChangeState
trigger1 = roundno = 1
value = 190

;---------------------------------------------------------------------------
[statedef -2]

[state -2]
type = assertspecial
trigger1 = 1
flag = noairguard
flag2 = nostandguard
flag3 = nocrouchguard
ignorehitpause = 1
[state -2]
type = assertspecial
trigger1 = fvar(35) = 0
flag = noautoturn
ignorehitpause = 1
[state -2]
type = assertspecial
trigger1 = var(25) != 0
flag = invisible
ignorehitpause = 1

[State 20, 4] ;box
type = helper
triggerall = ishometeam = 0 && fvar(36) = 0 && matchno > 1
trigger1 = numhelper(596) = 0 && roundstate < 2
trigger2 = numhelper(596) = 0 && roundstate = 2 && numprojid(596) = 0
stateno = 333
id = 596
pos = 50,0
name = "box"
ownpal = 1
[state 01,1]
type = projectile
trigger1 = ishometeam = 0 && fvar(36) = 0 && matchno > 1
trigger1 = numprojid(596) = 0 && roundstate = 2
offset = 50,0
projanim = 999
projid = 596
projremovetime = 999999
projedgebound = 210
projstagebound = 210

[State 20, 4]
type = helper
trigger1 = numhelper(596) = 1
trigger1 = helper(596),stateno = 334 && helper(596),time < 2
trigger1 = numhelper(3) = 0
stateno = 33
id = 3
pos = (helper(596),pos x - pos x)*facing,-pos y-30
name = "item"
ownpal = 1
persistent = 0
ignorehitpause = 1
[State 20, 4]
type = helper
trigger1 = numhelper(596) = 1 && matchno != var(54)
trigger1 = helper(596),stateno = 334 && helper(596),time < 2
trigger1 = numhelper(4) = 0
stateno = 44
id = 4
pos = (helper(596),pos x - pos x)*facing,-pos y-30
name = "item"
ownpal = 1
persistent = 0
ignorehitpause = 1

[state -2]
type = varset
trigger1 = numpartner > 0
trigger1 = partner,alive
fvar(33) = 1
[state -2]
type = varset
trigger1 = numpartner = 0
trigger2 = numpartner > 0
trigger2 = partner,alive = 0
fvar(33) = 0

[state -2]
type = varset
trigger1 = ishometeam = 1 && matchno >= var(54) && matchno > 1
trigger1 = roundstate = 0 && roundno = 1
var(41) = 3

[state -2]
type = varset
trigger1 = fvar(9) != 0 && stateno != 11 && stateno != 21
fvar(9) = 0
[state -2]
type = varset
triggerall = var(25) = 1
trigger1 = (movetype = H || movetype = A) && time < 2 && stateno != 100
trigger2 = stateno = 111 && movetype = A
var(25) = 0
[state -2]
type = varadd
trigger1 = var(25) > 1
var(25) = -1

[state -2]
type = varadd
trigger1 = var(20) > 0
trigger1 = stateno != 1000&&stateno != 1040&&stateno != 1050&&stateno != 1060
trigger1 = stateno != 1070&&stateno != 1010&&stateno != 1020&&stateno != 1080
trigger1 = stateno != 1090&&stateno != 1091&&stateno != 1100&&stateno != 1110
trigger1 = stateno != 1120&&stateno != 1130&&stateno != 3000&&stateno != 1030
var(20) = -1
ignorehitpause = 1
[state -2]
type = varadd
triggerall = var(20) > 0 && gametime%2 = 0
trigger1 = stateno = 1000||stateno = 1040||stateno = 1050||stateno = 1060
trigger2 = stateno = 1070||stateno = 1010||stateno = 1020||stateno = 1080
trigger3 = stateno = 1090||stateno = 1091||stateno = 1100||stateno = 1110
trigger4 = stateno = 1120||stateno = 1130||stateno = 3000||stateno = 1030
var(20) = -1
ignorehitpause = 1

[state -2]
type = varadd
trigger1 = var(23) > 0
var(23) = -1
[state -2]
type = varadd
trigger1 = var(11) > 0
trigger1 = stateno != 1000&&stateno != 1040&&stateno != 1050&&stateno != 1060
trigger1 = stateno != 1070&&stateno != 1010&&stateno != 1020&&stateno != 1080
trigger1 = stateno != 1090&&stateno != 1091&&stateno != 1100&&stateno != 1110
trigger1 = stateno != 1120&&stateno != 1130&&stateno != 3000&&stateno != 1030
var(11) = -1
[state -2]
type = lifeadd
trigger1 = var(24) > 0
value = 160
[state -2]
type = varadd
trigger1 = var(24) > 0
var(24) = -1

[state -2]
type = palfx
trigger1 = var(23) > 0 && (var(23)+63)%64 > 31
time = 1
add = ceil((71-((var(23)+63)%64))/8)*60,ceil((71-((var(23)+63)%64))/8)*16,0
ignorehitpause = 1
[state -2]
type = palfx
trigger1 = var(23) > 0 && (var(23)+63)%64 > 7 && ((var(23)+63)%64) < 32
time = 1
add = ceil(((var(23)+63)%64)/8)*60,ceil(((var(23)+63)%64)/8)*16,0
ignorehitpause = 1

[state -2];sp d
type = palfx
trigger1 = var(11) > 0 && (var(11)+31)%32 > 15
trigger1 = stateno != 1000&&stateno != 1040&&stateno != 1050&&stateno != 1060
trigger1 = stateno != 1070&&stateno != 1010&&stateno != 1020&&stateno != 1080
trigger1 = stateno != 1090&&stateno != 1091&&stateno != 1100&&stateno != 1110
trigger1 = stateno != 1120&&stateno != 1130&&stateno != 3000&&stateno != 1030
time = 1
add = ceil((35-((var(11)+31)%32))/4)*20,ceil((35-((var(11)+31)%32))/4)*20,ceil((35-((var(11)+31)%32))/4)*8
ignorehitpause = 1
[state -2]
type = palfx
trigger1 = var(11) > 0 && (var(11)+31)%32 > 3 && ((var(11)+31)%32) < 16
trigger1 = stateno != 1000&&stateno != 1040&&stateno != 1050&&stateno != 1060
trigger1 = stateno != 1070&&stateno != 1010&&stateno != 1020&&stateno != 1080
trigger1 = stateno != 1090&&stateno != 1091&&stateno != 1100&&stateno != 1110
trigger1 = stateno != 1120&&stateno != 1130&&stateno != 3000&&stateno != 1030
time = 1
add = ceil(((var(11)+31)%32)/4)*20,ceil(((var(11)+31)%32)/4)*20,ceil(((var(11)+31)%32)/4)*8
ignorehitpause = 1

[state -2]
type = nothitby
trigger1 = var(20) > 0
value = SCA
time = 2
ignorehitpause = 1

[State -2]
type = helper
trigger1 = var(20) > 0 && gametime%10 = 0 && var(25) = 0 && movetype != H
stateno = 851
pos = 0,0
ownpal = 1

[state -2]
type = poweradd
triggerall = gametime%10 = 0
trigger1 = stateno !=111&&stateno != 1000&&stateno != 1040&&stateno != 3000
trigger1 = stateno !=1050&&stateno !=1060&&stateno !=1070&&stateno !=1010
trigger1 = stateno !=1020&&stateno !=1080&&stateno !=1090&&stateno !=1091
trigger1 = stateno !=1100&&stateno != 1110&&stateno != 1120&&stateno != 1130&&stateno != 1030
trigger2 = stateno = 111 && var(37) = 2
value = 1
ignorehitpause = 1

[state -2]
type = varset
trigger1 = roundstate = 0 && matchno >= 4 && var(59) != 1 && var(59) != -1
var(59) = 1
[state -2]
type = varset
trigger1 = roundstate = 0 && var(53) = 0 && time = 1
var(53) = life
[state -2]
type = lifeadd
trigger1 = roundstate = 0 && var(59) != 1 && time = 1
value = -72+ifelse(var(53)=749||var(53)=750,18,0)+ifelse(var(53)=666||var(53)=667,24,0)+ifelse(var(53)=499||var(53)=500,36,0)

[state -2]
type = poweradd
trigger1 = roundstate = 0 && var(57) = 0
value = 3000
[state -2]
type = varadd
trigger1 = stateno = 180 && time = 0
fvar(34) = 1
[state -2]
type = varset
trigger1 = roundstate = 0 && var(57) = 0 && var(36) = 0
var(36) = 1

[State 20, 4]
type = helper
trigger1 = p2life <= 0 && numhelper(3) = 0 && roundstate = 2 && numhelper(596) < 1
postype = p2
stateno = 33
id = 3
pos = 0,-30
name = "item"
ownpal = 1
persistent = 0
ignorehitpause = 1
[State 20, 4]
type = helper
trigger1 = p2life <= 0 && numhelper(4) = 0 && roundstate = 2
postype = p2
stateno = 44
id = 4
pos = 0,-30
name = "item"
ownpal = 1
persistent = 0
ignorehitpause = 1

[State -2, 1]
type = helper
trigger1 = numhelper(820) = 0 && roundstate = 2
stateno = 820
id = 820
pos = 1,0
name = "aim"
helpertype = normal
sprpriority = 0
ownpal = 1
pausemovetime = 9999
[State -2, 1]
type = helper
trigger1 = numhelper(821) = 0 && roundstate = 2 && numenemy > 1
stateno = 821
id = 821
pos = -1,0
name = "aim"
helpertype = normal
ownpal = 1
sprpriority = 0
pausemovetime = 9999

[state 01,1]
type = removeexplod
trigger1 = numexplod(840) > 0&&stateno != 1040&&stateno != 1010&&stateno != 1020&&stateno != 1080&&stateno != 1035
trigger1 = stateno != 1100&&stateno != 1110&&stateno != 1130&&stateno != 1140&&stateno != 3000
id = 840

[State -2, 3];RG HIT
type = Explod
trigger1 = numtarget(860) > 0
trigger1 = target(860),stateno = 5100 && target(860),time = 1
anim = 864
postype = p2
facing = -1
pos = 0,0
sprpriority = -1
shadow = 0  
ownpal = 1
[State -2, 3]
type = Explod
trigger1 = numtarget(860) > 0
trigger1 = target(860),stateno = 5100 && target(860),time = 1
anim = 865
postype = p2
facing = -1
pos = 0,0
sprpriority = 2
shadow = 0
ownpal = 1
[State -2, 3]
type = playsnd
trigger1 = numtarget(860) > 0
trigger1 = target(860),stateno = 5100 && target(860),time = 1
value = 2,9
persistent = 0
ignorehitpause = 1
[State -2, 3];die
type = targetstate
trigger1 = numtarget > 0
trigger1 = target, prevstateno != 865 && target, prevstateno != 864
trigger1 = target,life <= 0 && target,stateno != 864 && target,stateno != 865
trigger1 = target,stateno != 5110 && target,stateno != 5150
value = 864
ignorehitpause = 1
[State -2, 3]
type = pause
trigger1 = (p2stateno = 864||p2stateno = 865) && p2movetype = H && roundstate = 3 && gametime%2 = 0
time = 1
ignorehitpause = 1

[state -2]
type = varset
trigger1 = roundstate = 3
var(31) = helper(1),var(31)
[state -2]
type = varset
trigger1 = roundstate = 3
var(32) = helper(1),var(32)
[state -2]
type = varset
trigger1 = roundstate = 3
var(33) = helper(1),var(33)
[state -2]
type = varset
trigger1 = roundstate = 3
var(34) = helper(1),var(34)
[state -2]
type = varset
trigger1 = roundstate = 3
var(35) = helper(1),var(35)

[state -2]
type = varset
trigger1 = roundstate = 0 && var(57) != 1
var(57) = 1
[state -2]
type = varset
trigger1 = roundstate = 0
var(56) = p2life

[state -2];ap set
type = varset
trigger1 = var(36) = 1 || var(36) = 4
trigger1 = var(2) != 12
var(2) = 12
[state -2]
type = varset
trigger1 = (var(36) = 1 || (var(36) >= 4 && var(36) <= 8)) && fvar(1) != 1
fvar(1) = 1
[state -2]
type = varset
trigger1 = var(36) > 1 && var(36) < 4 && var(2) != 10
var(2) = 10
[state -2]
type = varset
trigger1 = var(36) >= 5 && var(36) < 8 && var(2) != 8
var(2) = 8
[state -2]
type = varset
trigger1 = var(36) = 8 && var(2) != 6
var(2) = 6
[state -2]
type = varset
trigger1 = var(36) = 2 && fvar(1) != 1.1
fvar(1) = 1.1
[state -2]
type = varset
trigger1 = var(36) = 3 && fvar(1) != 1.2
fvar(1) = 1.2
[state -2]
type = varset
trigger1 = var(39) != 1 && fvar(2) != 0
fvar(2) = 0
[state -2]
type = varset
trigger1 = var(39) = 1 && fvar(2) != 0.1
fvar(2) = 0.1
[state -2]
type = varset
trigger1 = var(39) != 2 && fvar(7) != 0
fvar(7) = 0
[state -2]
type = varset
trigger1 = var(39) = 2 && fvar(7) != 0.1
fvar(7) = 0.1
[state -2]
type = varset
trigger1 = var(39) != 3 && fvar(8) != 0
fvar(8) = 0
[state -2]
type = varset
trigger1 = var(39) = 3 && fvar(8) != 0.1
fvar(8) = 0.1
[state -2]
type = varset
trigger1 = var(40) != 2 && fvar(3) != 0
fvar(3) = 0
[state -2]
type = varset
trigger1 = var(40) = 2 && fvar(3) != 0.1
fvar(3) = 0.1
[state -2]
type = varset
trigger1 = var(59) != 1 && fvar(4) != 0
fvar(4) = 0
[state -2]
type = varset
trigger1 = var(59) = 1 && fvar(4) != 0.1
fvar(4) = 0.1

[state -2]
type = defencemulset
trigger1 = var(39) != 4
value = 1
ignorehitpause = 1
[state -2]
type = defencemulset
trigger1 = var(39) = 4
value = 0.8
ignorehitpause = 1

[state -2]
type = varset
trigger1 = var(38) = 0 && fvar(5) != 1
fvar(5) = 1
[state -2]
type = varset
trigger1 = var(38) = 1 && fvar(5) != 1.25
fvar(5) = 1.25
[state -2]
type = varset
trigger1 = var(40) != 1 && fvar(6) != 0
fvar(6) = 0
[state -2]
type = varset
trigger1 = var(40) = 1 && fvar(6) != 0.1
fvar(6) = 0.1

[state -2]
type = varset
trigger1 = var(6) > 15
var(6) = 15
ignorehitpause = 1
[state -2]
type = varadd
trigger1 = var(7) > 0
var(7) = -1
ignorehitpause = 1
[state -2]
type = varadd
trigger1 = var(8) > 0
var(8) = -1
ignorehitpause = 1
[state -2]
type = varadd
triggerall = var(6) > 0
trigger1 = var(7) <= 0 || p2stateno = 5120 || p2stateno = 5210 || p2stateno = 5201
trigger2 = numtarget(230) = 0 && numtarget(200) = 0 && numtarget(250) = 0 && numtarget(300) = 0
trigger2 = p2stateno = 5020 || p2stateno = 5030 || p2stateno = 5050
trigger3 = p2statetype = L
trigger3 = numtarget(400) = 0
var(6) = -1
ignorehitpause = 1

[state -2]
type = poweradd
trigger1 = var(19) != 0
value = 10*ifelse(var(19) > 0,-1,1)
[state -2]
type = varadd
trigger1 = var(19) != 0
var(19) = 1*ifelse(var(19) > 0,-1,1)

[state -2]
type = assertspecial
trigger1 = 1;movetype != H
;trigger2 = stateno = [120,155]
;trigger3 = stateno = 5000 || stateno = 5001 || stateno = 5020 || stateno = 5081
;trigger4 = stateno = 5011 || stateno = 5010 || stateno = 5030 || stateno = 5100
;trigger5 = stateno = 5050 || stateno = 5101 || stateno = 5070 || stateno = 5110
;trigger6 = stateno = 5080 || stateno = 5071 || stateno = 5120 || stateno = 5040
flag = noshadow
ignorehitpause = 1

[state -2]
type = helper
trigger1 = numhelper(2) <= 0
pos = 0,0
name = "hand equip"
stateno = 2
id = 2
keyctrl = 1
ownpal = 1
pausemovetime = 99999

[State -2, 1]
type = StopSnd
trigger1 = movetype = H && time = 1 && stateno != [150,155]
channel = 1
[State -2, 1]
type = StopSnd
trigger1 = movetype = H && time = 1 && stateno != [150,155]
channel = 2

[State -3, 1]
type = PlaySnd
triggerall = Time = 1
triggerall = alive
triggerall = Random <= 700
triggerall = GetHitVar(hitcount) <= 1
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
value = 0,2
channel = 3

[state -2]
type = helper
trigger1 = numhelper(1) <= 0
pos = 0,0
name = "shadow"
stateno = 1
id = 1
keyctrl = 1
ownpal = 1
;pausemovetime = 99999		;when gethit(pausetime), to not display original shadow
ignorehitpause = 1

[state 01,1];status
type = explod
trigger1 = command = "s" && numexplod(566) = 0 && fvar(35) = 0
postype = left
pos = 0,0
anim = 999
id = 565
ownpal = 1
removetime = 1
ignorehitpause = 1
[state 01,1];status1 hat
type = explod
trigger1 = command = "s" && teamside = 1 && numexplod(565) > 0 && fvar(35) = 0
postype = left
pos = 0,0
anim = 566
id = 566
ownpal = 1
removetime = 120
sprpriority = 95
bindtime = -1
ignorehitpause = 1
[state 01,1];status1 boots
type = explod
trigger1 = command = "s" && teamside = 1 && numexplod(565) > 0 && fvar(35) = 0
postype = left
pos = 48,0
anim = 567+var(37)
id = 566
ownpal = 1
removetime = 120
sprpriority = 95
bindtime = -1
ignorehitpause = 1
[state 01,1];status1 globe
type = explod
trigger1 = command = "s" && teamside = 1 && numexplod(565) > 0 && fvar(35) = 0
postype = left
pos = 72,0
anim = 570+var(38)
id = 566
ownpal = 1
removetime = 120
sprpriority = 95
bindtime = -1
ignorehitpause = 1
[state 01,1];status1 hitem
type = explod
trigger1 = command = "s" && teamside = 1 && numexplod(565) > 0 && fvar(35) = 0
postype = left
pos = 96,0
anim = 572+var(39)
id = 566
ownpal = 1
removetime = 120
sprpriority = 95
bindtime = -1
ignorehitpause = 1
[state 01,1];status1 acces
type = explod
trigger1 = command = "s" && teamside = 1 && numexplod(565) > 0 && fvar(35) = 0
postype = left
pos = 120,0
anim = 577+var(40)
id = 566
ownpal = 1
removetime = 120
sprpriority = 95
bindtime = -1
ignorehitpause = 1

[state 01,1];status2 hat
type = explod
trigger1 = command = "s" && teamside = 2 && numexplod(565) > 0 && fvar(35) = 0
postype = right
pos = -144,0
anim = 566
id = 566
ownpal = 1
removetime = 120
sprpriority = 95
bindtime = -1
ignorehitpause = 1
[state 01,1];status2 boots
type = explod
trigger1 = command = "s" && teamside = 2 && numexplod(565) > 0 && fvar(35) = 0
postype = right
pos = -96,0
anim = 567+var(37)
id = 566
ownpal = 1
removetime = 120
sprpriority = 95
bindtime = -1
ignorehitpause = 1
[state 01,1];status2 globe
type = explod
trigger1 = command = "s" && teamside = 2 && numexplod(565) > 0 && fvar(35) = 0
postype = right
pos = -72,0
anim = 570+var(38)
id = 566
ownpal = 1
removetime = 120
sprpriority = 95
bindtime = -1
ignorehitpause = 1
[state 01,1];status2 hitem
type = explod
trigger1 = command = "s" && teamside = 2 && numexplod(565) > 0 && fvar(35) = 0
postype = right
pos = -48,0
anim = 572+var(39)
id = 566
ownpal = 1
removetime = 120
sprpriority = 95
bindtime = -1
ignorehitpause = 1
[state 01,1];status2 acces
type = explod
trigger1 = command = "s" && teamside = 2 && numexplod(565) > 0 && fvar(35) = 0
postype = right
pos = -24,0
anim = 577+var(40)
id = 566
ownpal = 1
removetime = 120
sprpriority = 95
bindtime = -1
ignorehitpause = 1

[state 01,1]
type = removeexplod
trigger1 = command = "s" && numexplod(566) > 0 && numexplod(565) = 0
id = 566

[state -2]
type = displaytoclipboard
trigger1 = 1
text = "p2dist x=%d   p2dist y=%d   fedist=%d    facing=%d   mana=%d"
params = floor(p2dist x),floor(p2dist y),floor(frontedgedist),floor(facing),floor(power)
ignorehitpause = 1
[state -2]
type = appendtoclipboard
trigger1 = 1
text = "\np2bodydist x=%d   p2bodydist y=%d  v6=%d   v7=%d   v53=%d"
params = floor(p2bodydist x),floor(p2bodydist y),floor(var(6)),floor(var(7)),floor(var(53))
ignorehitpause = 1

[state 01,1];---------screen class1
type = explod
trigger1 = helper(1),var(32) = 0||helper(1),var(32) = 4||helper(1),var(32) = 8||helper(1),var(32) = 12||helper(1),var(32) = 16
trigger1 = helper(1),var(31) = 0 && teamside = 1 && fvar(35) = 0
postype = left
pos = 15,239
anim = ifelse((helper(1),var(32)=0&&power>=150),710,ifelse((helper(1),var(32)=16&&power>=230),711,ifelse((helper(1),var(32)=12&&power>=240),707,ifelse((helper(1),var(32)=8||helper(1),var(32)=4),706,708)))) -50
ownpal = 1
sprpriority = 997
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = helper(1),var(32) = 0||helper(1),var(32) = 4||helper(1),var(32) = 8||helper(1),var(32) = 12||helper(1),var(32) = 16
trigger1 = helper(1),var(31) = 0 && teamside = 2 && fvar(35) = 0
postype = right
pos = -16,239
anim = ifelse((helper(1),var(32)=0&&power>=150),710,ifelse((helper(1),var(32)=16&&power>=230),711,ifelse((helper(1),var(32)=12&&power>=240),707,ifelse((helper(1),var(32)=8||helper(1),var(32)=4),706,708)))) -50
ownpal = 1
sprpriority = 997
ignorehitpause = 1
[state 01,1];--------------class2
type = explod
trigger1 = helper(1),var(33) = 0||helper(1),var(33) = 4||helper(1),var(33) = 8||helper(1),var(33) = 12||helper(1),var(33) = 16
trigger1 = helper(1),var(31) = 1 && teamside = 1 && fvar(35) = 0
postype = left
pos = 15,239
anim = ifelse((helper(1),var(33)=0&&power>=200),707,ifelse((helper(1),var(33)=4&&power>=600),709,ifelse((helper(1),var(33)=8&&power>=310),710,ifelse((helper(1),var(33)=12||helper(1),var(33)=16),706,708)))) -50
ownpal = 1
sprpriority = 997
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = helper(1),var(33) = 0||helper(1),var(33) = 4||helper(1),var(33) = 8||helper(1),var(33) = 12||helper(1),var(33) = 16
trigger1 = helper(1),var(31) = 1 && teamside = 2 && fvar(35) = 0
postype = right
pos = -16,239
anim = ifelse((helper(1),var(33)=0&&power>=200),707,ifelse((helper(1),var(33)=4&&power>=600),709,ifelse((helper(1),var(33)=8&&power>=310),710,ifelse((helper(1),var(33)=12||helper(1),var(33)=16),706,708)))) -50
ownpal = 1
sprpriority = 997
ignorehitpause = 1
[state 01,1];--------------class3
type = explod
trigger1 = helper(1),var(34) = 0||helper(1),var(34) = 4||helper(1),var(34) = 8||helper(1),var(34) = 12||helper(1),var(34) = 16
trigger1 = helper(1),var(31) = 2 && teamside = 1 && fvar(35) = 0
postype = left
pos = 15,239
anim = ifelse((helper(1),var(34)=0&&power>=140),710,ifelse(helper(1),var(34)=8,709,ifelse((helper(1),var(34)=4||helper(1),var(34)=12||helper(1),var(34)=16),706,708))) -50
ownpal = 1
sprpriority = 997
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = helper(1),var(34) = 0||helper(1),var(34) = 4||helper(1),var(34) = 8||helper(1),var(34) = 12||helper(1),var(34) = 16
trigger1 = helper(1),var(31) = 2 && teamside = 2 && fvar(35) = 0
postype = right
pos = -16,239
anim = ifelse((helper(1),var(34)=0&&power>=140),710,ifelse(helper(1),var(34)=8,709,ifelse((helper(1),var(34)=4||helper(1),var(34)=12||helper(1),var(34)=16),706,708))) -50
ownpal = 1
sprpriority = 997
ignorehitpause = 1

[state 01,1];--------------class4-1
type = explod
trigger1 = helper(1),var(35) = 0 && helper(1),var(31) = 3 && teamside = 1 && fvar(35) = 0
postype = left
pos = 15,239
anim = ifelse((var(41))=0,708,ifelse((var(41))=5,705,ifelse((var(41))=6,711,ifelse((var(41))=7,714,ifelse((var(41))=8,715,ifelse((var(41)>16&&var(41)<21),713,ifelse((var(41))=21,712,706))))))) -50
ownpal = 1
sprpriority = 997
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = helper(1),var(35) = 0 && helper(1),var(31) = 3 && teamside = 2 && fvar(35) = 0
postype = right
pos = -16,239
anim = ifelse((var(41))=0,708,ifelse((var(41))=5,705,ifelse((var(41))=6,711,ifelse((var(41))=7,714,ifelse((var(41))=8,715,ifelse((var(41)>16&&var(41)<21),713,ifelse((var(41))=21,712,706))))))) -50
ownpal = 1
sprpriority = 997
ignorehitpause = 1
[state 01,1];--------------class4-2
type = explod
trigger1 = helper(1),var(35) = 20 && helper(1),var(31) = 3 && teamside = 1 && fvar(35) = 0
postype = left
pos = 15,239
anim = ifelse((var(46))=0,708,ifelse((var(46))=5,705,ifelse((var(46))=6,711,ifelse((var(46))=7,714,ifelse((var(46))=8,715,ifelse((var(46)>16&&var(46)<21),713,ifelse((var(46))=21,712,706))))))) -50
ownpal = 1
sprpriority = 997
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = helper(1),var(35) = 20 && helper(1),var(31) = 3 && teamside = 2 && fvar(35) = 0
postype = right
pos = -16,239
anim = ifelse((var(46))=0,708,ifelse((var(46))=5,705,ifelse((var(46))=6,711,ifelse((var(46))=7,714,ifelse((var(46))=8,715,ifelse((var(46)>16&&var(46)<21),713,ifelse((var(46))=21,712,706))))))) -50
ownpal = 1
sprpriority = 997
ignorehitpause = 1
[state 01,1];--------------class4-3
type = explod
trigger1 = helper(1),var(35) = 16 && helper(1),var(31) = 3 && teamside = 1 && fvar(35) = 0
postype = left
pos = 15,239
anim = ifelse((var(45))=0,708,ifelse((var(45))=5,705,ifelse((var(45))=6,711,ifelse((var(45))=7,714,ifelse((var(45))=8,715,ifelse((var(45)>16&&var(45)<21),713,ifelse((var(45))=21,712,706))))))) -50
ownpal = 1
sprpriority = 997
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = helper(1),var(35) = 16 && helper(1),var(31) = 3 && teamside = 2 && fvar(35) = 0
postype = right
pos = -16,239
anim = ifelse((var(45))=0,708,ifelse((var(45))=5,705,ifelse((var(45))=6,711,ifelse((var(45))=7,714,ifelse((var(45))=8,715,ifelse((var(45)>16&&var(45)<21),713,ifelse((var(45))=21,712,706))))))) -50
ownpal = 1
sprpriority = 997
ignorehitpause = 1
[state 01,1];--------------class4-4
type = explod
trigger1 = helper(1),var(35) = 12 && helper(1),var(31) = 3 && teamside = 1 && fvar(35) = 0
postype = left
pos = 15,239
anim = ifelse((var(44))=0,708,ifelse((var(44))=5,705,ifelse((var(44))=6,711,ifelse((var(44))=7,714,ifelse((var(44))=8,715,ifelse((var(44)>16&&var(44)<21),713,ifelse((var(44))=21,712,706))))))) -50
ownpal = 1
sprpriority = 997
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = helper(1),var(35) = 12 && helper(1),var(31) = 3 && teamside = 2 && fvar(35) = 0
postype = right
pos = -16,239
anim = ifelse((var(44))=0,708,ifelse((var(44))=5,705,ifelse((var(44))=6,711,ifelse((var(44))=7,714,ifelse((var(44))=8,715,ifelse((var(44)>16&&var(44)<21),713,ifelse((var(44))=21,712,706))))))) -50
ownpal = 1
sprpriority = 997
ignorehitpause = 1
[state 01,1];--------------class4-5
type = explod
trigger1 = helper(1),var(35) = 8 && helper(1),var(31) = 3 && teamside = 1 && fvar(35) = 0
postype = left
pos = 15,239
anim = ifelse((var(43))=0,708,ifelse((var(43))=5,705,ifelse((var(43))=6,711,ifelse((var(43))=7,714,ifelse((var(43))=8,715,ifelse((var(43)>16&&var(43)<21),713,ifelse((var(43))=21,712,706))))))) -50
ownpal = 1
sprpriority = 997
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = helper(1),var(35) = 8 && helper(1),var(31) = 3 && teamside = 2 && fvar(35) = 0
postype = right
pos = -16,239
anim = ifelse((var(43))=0,708,ifelse((var(43))=5,705,ifelse((var(43))=6,711,ifelse((var(43))=7,714,ifelse((var(43))=8,715,ifelse((var(43)>16&&var(43)<21),713,ifelse((var(43))=21,712,706))))))) -50
ownpal = 1
sprpriority = 997
ignorehitpause = 1
[state 01,1];--------------class4-6
type = explod
trigger1 = helper(1),var(35) = 4 && helper(1),var(31) = 3 && teamside = 1 && fvar(35) = 0
postype = left
pos = 15,239
anim = ifelse((var(42))=0,708,ifelse((var(42))=5,705,ifelse((var(42))=6,711,ifelse((var(42))=7,714,ifelse((var(42))=8,715,ifelse((var(42)>16&&var(42)<21),713,ifelse((var(42))=21,712,706))))))) -50
ownpal = 1
sprpriority = 997
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = helper(1),var(35) = 4 && helper(1),var(31) = 3 && teamside = 2 && fvar(35) = 0
postype = right
pos = -16,239
anim = ifelse((var(42))=0,708,ifelse((var(42))=5,705,ifelse((var(42))=6,711,ifelse((var(42))=7,714,ifelse((var(42))=8,715,ifelse((var(42)>16&&var(42)<21),713,ifelse((var(42))=21,712,706))))))) -50
ownpal = 1
sprpriority = 997
ignorehitpause = 1

[state 01,1];---------class1 ico
type = explod
trigger1 = helper(1),var(32) = 0||helper(1),var(32) = 4||helper(1),var(32) = 8||helper(1),var(32) = 12||helper(1),var(32) = 16
trigger1 = helper(1),var(31) = 0 && teamside = 1 && fvar(35) = 0
postype = left
pos = 15,239
anim = ifelse(helper(1),var(32)=0,722,722+helper(1),var(32)/4)+ifelse((helper(1),var(32)=0&&power<150)||(helper(1),var(32)=16&&power<230)||(helper(1),var(32)=12&&power<240)||(helper(1),var(32)=8&&power<180)||(helper(1),var(32)=4&&power<650),15,0)
ownpal = 1
sprpriority = 998
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = helper(1),var(32) = 0||helper(1),var(32) = 4||helper(1),var(32) = 8||helper(1),var(32) = 12||helper(1),var(32) = 16
trigger1 = helper(1),var(31) = 0 && teamside = 2 && fvar(35) = 0
postype = right
pos = -17,239
anim = ifelse(helper(1),var(32)=0,722,722+helper(1),var(32)/4)+ifelse((helper(1),var(32)=0&&power<150)||(helper(1),var(32)=16&&power<230)||(helper(1),var(32)=12&&power<240)||(helper(1),var(32)=8&&power<180)||(helper(1),var(32)=4&&power<650),15,0)
ownpal = 1
sprpriority = 998
ignorehitpause = 1
[state 01,1];---------class2 ico
type = explod
trigger1 = helper(1),var(33) = 0||helper(1),var(33) = 4||helper(1),var(33) = 8||helper(1),var(33) = 12||helper(1),var(33) = 16
trigger1 = helper(1),var(31) = 1 && teamside = 1 && fvar(35) = 0
postype = left
pos = 15,239
anim = ifelse(helper(1),var(33)=0,727,727+helper(1),var(33)/4)+ifelse((helper(1),var(33)=0&&power<200)||(helper(1),var(33)=16&&power<170)||(helper(1),var(33)=12&&power<220)||(helper(1),var(33)=8&&power<310)||(helper(1),var(33)=4&&power<600),15,0)
ownpal = 1
sprpriority = 998
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = helper(1),var(33) = 0||helper(1),var(33) = 4||helper(1),var(33) = 8||helper(1),var(33) = 12||helper(1),var(33) = 16
trigger1 = helper(1),var(31) = 1 && teamside = 2 && fvar(35) = 0
postype = right
pos = -17,239
anim = ifelse(helper(1),var(33)=0,727,727+helper(1),var(33)/4)+ifelse((helper(1),var(33)=0&&power<200)||(helper(1),var(33)=16&&power<170)||(helper(1),var(33)=12&&power<220)||(helper(1),var(33)=8&&power<310)||(helper(1),var(33)=4&&power<600),15,0)
ownpal = 1
sprpriority = 998
ignorehitpause = 1
[state 01,1];---------class3 ico
type = explod
trigger1 = helper(1),var(34) = 0||helper(1),var(34) = 4||helper(1),var(34) = 8||helper(1),var(34) = 12||helper(1),var(34) = 16
trigger1 = helper(1),var(31) = 2 && teamside = 1 && fvar(35) = 0
postype = left
pos = 15,239
anim=ifelse(helper(1),var(34)=0,732,732+helper(1),var(34)/4)+ifelse((helper(1),var(34)=0&&power<140)||(helper(1),var(34)=16&&(var(36)!=3||(fvar(33)=0&&power<500)))||(helper(1),var(34)=12&&power<240)||(helper(1),var(34)=4&&power<700),15,0)
ownpal = 1
sprpriority = 998
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = helper(1),var(34) = 0||helper(1),var(34) = 4||helper(1),var(34) = 8||helper(1),var(34) = 12||helper(1),var(34) = 16
trigger1 = helper(1),var(31) = 2 && teamside = 2 && fvar(35) = 0
postype = right
pos = -17,239
anim=ifelse(helper(1),var(34)=0,732,732+helper(1),var(34)/4)+ifelse((helper(1),var(34)=0&&power<140)||(helper(1),var(34)=16&&(var(36)!=3||(fvar(33)=0&&power<500)))||(helper(1),var(34)=12&&power<240)||(helper(1),var(34)=4&&power<700),15,0)
ownpal = 1
sprpriority = 998
ignorehitpause = 1

[state 01,1];----------ico-class4-1
type = explod
trigger1 = helper(1),var(35) = 0 && helper(1),var(31) = 3 && teamside = 1 && fvar(35) = 0
postype = left
pos = 15,239
anim = ifelse(var(41)=0,332,var(41)+309)
ownpal = 1
sprpriority = 998
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = helper(1),var(35) = 0 && helper(1),var(31) = 3 && teamside = 2 && fvar(35) = 0
postype = right
pos = -17,239
anim = ifelse(var(41)=0,332,var(41)+309)
ownpal = 1
sprpriority = 998
ignorehitpause = 1
[state 01,1];----------ico-class4-2
type = explod
trigger1 = helper(1),var(35) = 20 && helper(1),var(31) = 3 && teamside = 1 && fvar(35) = 0
postype = left
pos = 15,239
anim = ifelse(var(46)=0,332,var(46)+309)
ownpal = 1
sprpriority = 998
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = helper(1),var(35) = 20 && helper(1),var(31) = 3 && teamside = 2 && fvar(35) = 0
postype = right
pos = -17,239
anim = ifelse(var(46)=0,332,var(46)+309)
ownpal = 1
sprpriority = 998
ignorehitpause = 1
[state 01,1];----------ico-class4-3
type = explod
trigger1 = helper(1),var(35) = 16 && helper(1),var(31) = 3 && teamside = 1 && fvar(35) = 0
postype = left
pos = 15,239
anim = ifelse(var(45)=0,332,var(45)+309)
ownpal = 1
sprpriority = 998
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = helper(1),var(35) = 16 && helper(1),var(31) = 3 && teamside = 2 && fvar(35) = 0
postype = right
pos = -17,239
anim = ifelse(var(45)=0,332,var(45)+309)
ownpal = 1
sprpriority = 998
ignorehitpause = 1
[state 01,1];----------ico-class4-4
type = explod
trigger1 = helper(1),var(35) = 12 && helper(1),var(31) = 3 && teamside = 1 && fvar(35) = 0
postype = left
pos = 15,239
anim = ifelse(var(44)=0,332,var(44)+309)
ownpal = 1
sprpriority = 998
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = helper(1),var(35) = 12 && helper(1),var(31) = 3 && teamside = 2 && fvar(35) = 0
postype = right
pos = -17,239
anim = ifelse(var(44)=0,332,var(44)+309)
ownpal = 1
sprpriority = 998
ignorehitpause = 1
[state 01,1];----------ico-class4-5
type = explod
trigger1 = helper(1),var(35) = 8 && helper(1),var(31) = 3 && teamside = 1 && fvar(35) = 0
postype = left
pos = 15,239
anim = ifelse(var(43)=0,332,var(43)+309)
ownpal = 1
sprpriority = 998
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = helper(1),var(35) = 8 && helper(1),var(31) = 3 && teamside = 2 && fvar(35) = 0
postype = right
pos = -17,239
anim = ifelse(var(43)=0,332,var(43)+309)
ownpal = 1
sprpriority = 998
ignorehitpause = 1
[state 01,1];----------ico-class4-6
type = explod
trigger1 = helper(1),var(35) = 4 && helper(1),var(31) = 3 && teamside = 1 && fvar(35) = 0
postype = left
pos = 15,239
anim = ifelse(var(42)=0,332,var(42)+309)
ownpal = 1
sprpriority = 998
ignorehitpause = 1
[state 01,1]
type = explod
trigger1 = helper(1),var(35) = 4 && helper(1),var(31) = 3 && teamside = 2 && fvar(35) = 0
postype = right
pos = -17,239
anim = ifelse(var(42)=0,332,var(42)+309)
ownpal = 1
sprpriority = 998
ignorehitpause = 1

[State 20, 4]
type = selfstate
triggerall = animtime = 0 && stateno != 5000 && stateno != 5010 && stateno != 5020 && stateno != 5070
trigger1 = anim = 927 || anim = 800 || anim = 835 || anim = 840 || anim = 860
trigger2 = anim = 870 || anim = 882 || anim = 911 || anim = 913 || anim = 931 || anim = 946
trigger3 = anim = 940 || anim = 941 || anim = 942 || anim = 943 || anim = 944 || anim = 945
trigger3 = time = 220
value = 1030
[State 20, 4]
type = selfstate
trigger1 = animtime = 0 && stateno != 5000 && stateno != 5010 && stateno != 5020 && stateno != 5070
trigger1 = anim = 826 || anim = 998 || anim = 495
value = 52
[State 20, 3]
type = selfstate
trigger1 = animtime = 0 && fvar(35) = 1 && anim = 250 && stateno != 5000 && stateno != 5010 && stateno != 5020 && stateno != 5070
trigger1 = movehit > 0 || (movehit = 0 && movecontact > 0 && random < 500)
trigger1 = p2stateno != 5030 && p2stateno != 5035 && p2stateno != 5050
value = 200
[State 20, 4]
type = selfstate
triggerall = animtime = 0 && stateno != 5000 && stateno != 5010 && stateno != 5020 && stateno != 5070
trigger1 = anim = 896 || anim = 897 || anim = 851 || anim = 250 || anim = 233
trigger2 = anim = 300 || anim = 301 || anim = 830 || anim = 979 || anim = 240 || anim = 205
trigger3 = (anim = 200 || anim = 201) && var(5) != 1 && fvar(35) = 0
trigger4 = anim = 230 && (prevstateno != 100 || var(18) != 1)
trigger5 = (anim = 200 || anim = 201) && fvar(35) = 1
value = 0
ctrl = 1
[State 20, 4]
type = selfstate
trigger1 = animtime = 0 && stateno != 5000 && stateno != 5010 && stateno != 5020 && stateno != 5070
trigger1 = anim = 400 || anim = 401 || anim = 410
value = 11
ctrl = 1
[State 20, 4]
type = selfstate
triggerall = animtime = 0 && stateno != 5000 && stateno != 5010 && stateno != 5020 && stateno != 5070
triggerall = anim = 200 || anim = 201
trigger1 = var(5) = 1 && fvar(35) = 0
trigger2 = p2dist x < 70 && p2life < 20 && random < 200 && fvar(35) = 1
value = 230
[State 20, 4]
type = changeanim
triggerall = stateno != 5000 && stateno != 5010 && stateno != 5020 && stateno != 5070
trigger1 = anim = 978 && time = 121
trigger2 = anim = 994 && time = 177
value = 979
