; A horrible bastard child of the IMT Template, cross reference from Kamekaze and The_None's system code, Mouser's resources, and me being a goofball

;---------------------------------------------------------------------------
;Variable List
;---------------------------------------------------------------------------
;Var(1 ~ 5) = Temp Var
;Var(6)     = Identify Burn effect target
;Var(7)     = Throw Limiter
;Var(8)     = Combo Announcer, Text Display
;Var(9)     = Combo Announcer, Sound
;Var(10)    = Combo Announcer, Danger
;Var(11)    = Combo Announcer, Normalize Score
;Var(12)    = Super Jump
;Var(13)    = Super Jump Direction
;Var(14)    = Desperation Mode
;Var(15)    = The "Move Hit Oner" variable by The_None
;Var(16)    = Move Guard Oner by The_None
;Var(17)    = Air Dash Limiter because I am not Kong.
;Var(18)    = Projectile Limiter
;Var(19)    = Counter Attack Signal
;var(20)    = Palfx Overrider
;Var(21)    = Air Rave theatrics. Thanks Kamekaze. Sorta (Why is the screenbind in the attack state instead of -2).
;Var(22)    = Air Rave theatrics. Thanks Kamekaze. Sorta (Why is the screenbind in the attack state instead of -2).
;Var(23)    = Gethitvar(Hitcount) but better
;Var(24)    = Cool down between slashing attacks in hyper 1 (Alternate your attacks!)
;Var(25)    = Cool down between slashing attacks in hyper 1 (Alternate your attacks!)
;Var(30)    = AI Level
;Var(31)    = AI Level Choice
;Var(26)    = Gorebreak Choice
;Var(51)    = Blood Color
;Var(52)    = Blood and fatalities Enabled/Disabled
;Var(53)    = Gorebreak Activation

;FVar(1)    = Damage Stored by Counter
;fVar(5)    = Corner Push
;fVar(10)   = Damage Dampener
;fVar(12)   = Damage Dampener Hit Counter

;---------------------------------------------------------------------------
;Sound Channels
;---------------------------------------------------------------------------
; Channel 0 = Voices
; Channel 1 = Swing sounds
; Channel 2 = Marth sounds
; Channel 3 = Gibs Sounds
; Channel 4 = Misc Sounds
; Channel 5 = Hyper Combo Theatrics Sounds
; Channel 6 = That weird Guilty Gear Sound

[Data]
life = 950
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 15
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 256
IntPersistIndex = 50
FloatPersistIndex = 40
power = 5000

[Size]
xscale = 1
yscale = 1
ground.back = 15
ground.front = 15
air.back = 15
air.front = 15
height = 60
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
head.pos = -2, -77
mid.pos = -3, -50
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd = 4.6
walk.back = -3.7
run.fwd = 8.5
run.back = -8,-3
jump.neu = 0,-10.4
jump.back = -3.5
jump.fwd = 3.5
runjump.fwd = 4.4
runjump.back = -4.4
airjump.neu = 0, -8.9
airjump.fwd = 3.5
airjump.back = -2.55
air.gethit.groundrecover = -.15,-3.5
air.gethit.airrecover.mul = .5,.2
air.gethit.airrecover.add = 0,-4.5
air.gethit.airrecover.back = -1
air.gethit.airrecover.fwd = 0
air.gethit.airrecover.up = -2
air.gethit.airrecover.down = 1.5

[Movement]
airjump.num = 0
airjump.height = 75
yaccel = .52
stand.friction = .80
crouch.friction = .80
air.friction = .80
stand.friction.threshold = 2
crouch.friction.threshold = .05
air.gethit.groundlevel = 25
air.gethit.groundrecover.ground.threshold = -20
air.gethit.groundrecover.groundlevel = 10
air.gethit.airrecover.threshold = -1
air.gethit.airrecover.yaccel = .35
air.gethit.trip.groundlevel = 15
down.bounce.offset = 0, 20
down.bounce.yaccel = .5
down.bounce.groundlevel = 12
down.friction.threshold = .05

;-----------------------------------------------------------------------------
;Win Quotes - You can have up to 100 win quotes

[Quotes]
victory1 = "When you saw the blade, what did you think was going to happen?"
victory2 = "That's gonna be fun to watch someone else to clean up."
victory3 = "Here. You might want to keep it as a backscratcher. Hahaha! A backscratcher! Man, where do I come up with this stuff?"
victory4 = "Like, instead of screaming in horror when I cut that off you could've used it as a club so you can have range too."
victory5 = "Stupid ass bitch. Should've known I was a hatchet ryda."
victory6 = "'The fuck you doing fighting without a good weapon then? Dumbass."
victory7 = "Wait I was supposed to just knock my opponent out and not actually kill them with the sword? Uhhhh Shit."
victory8 = "I was once asked to be the Red Lion Power Ranger because they somehow found me slightly less terrifying than that Cole Evans guy."
victory9 = "Have I ever told you about my friend Billy Lee that slaughtered an entire city because apparently some code of the dragon or whatever let him do it? That was something."
victory10 = "The moon is full, I smell a funeral, guess I'll loom in the park."
victory11 = "Stop crawling away on what's left of your torso and come here big boy! Let's get acquainted!"
victory12 = "I love you hun. Hehehe..."
victory13 = "Your particular reaction to realizing that you're gonna bleed out and die is probably my favorite of the bunch so far."
victory14 = "I kinda wished you weren't dying with your mouth wide open from screaming because now I can see how much you suck brushing your teeth."
victory15 = "That other thing I cut off was to balance the weight between your left and right side. You're welcome."
victory16 = "All creature will die and all the things will be broken. That's the law of samurai."

victory50 = "I'm not actually your sister? You mean I am such a dumb arranged mugen character that it drove me mad and delusional? Well fuck." ; vs Dan Hibiki

;------------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

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

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

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 52, 4]
type = VelSet
trigger1 = abs(vel x) < Const(movement.stand.friction.threshold)
x = 0

[State 52, 5]
type = playsnd
trigger1 = time = 0
value = s0,0

[State 52, 6]
type = Explod
trigger1 = time = 0
anim = 10001
scale = 2,2
sprpriority = 4
ownpal = 1

[State 52, 7]
type = Explod
trigger1 = time = 0
anim = 10001
scale = 2,2
pos = 16,0
vel = 4,0
sprpriority = 4
ownpal = 1

[State 52, 7]
type = Explod
trigger1 = time = 0
anim = 10001
pos = -16,0
vel = -4,0
scale = 2,2
sprpriority = 4
ownpal = 1

[State 52, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------
;Run Forward

[Statedef 100]
type    = S
physics = N
anim = 100
sprpriority = 1
velset = 7, 0

[State 100, Don't Walk]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
flag2 = NoAutoTurn

[State 100, Dash Sound]
type = PlaySnd
trigger1 = time = 3
value = 0,1
channel = 1

[State 100, Dash Spark]
type = Explod
trigger1 = time < 15
trigger1 = (time % 4) = 1
ID = 41
anim = 10000
postype = p1
pos = -20, -40
bindtime = 1
removetime = -2
vel = -1, 0
ownpal = 1
random = 20, 60
sprpriority = 2

[State 100, Dash Spark]
type = Explod
trigger1 = time < 15
trigger1 = (time % 4) = 0
ID = 42
anim = 10000
postype = p1
pos = -20, -40
bindtime = 1
removetime = -2
vel = -.8, 0
ownpal = 1
random = 20, 60
sprpriority = 2

[State 100, Slow Down]
type = VelAdd
triggerall = Vel X > 0
trigger1 = time > 15
x = -.3

[State 100, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 101]
type = S
physics = N
anim = 100
sprpriority = 1

[State 101, Velset]
type = VelSet
trigger1 = animelem =1
x = 7
y = 0

[State 101, DeAccel]
type = Velmul
trigger1 = animelemtime(3) > 0
x = .8

[State 101, PosSet]
type = PosSet
trigger1 = time = 0
x = -150*facing
y = 0

[State 101, VarSet]
type = VarSet
trigger1 = 1
v = 21
value = 0

[State 101, VarSet]
type = VarSet
trigger1 = 1
v = 22
value = 0

[State 101, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 101, Dash Sound]
type = PlaySnd
trigger1 = time = 0
value = s0,1
channel = 1

[State 101, Dash Spark]
type = Explod
trigger1 = time < 15
trigger1 = (time % 4) = 1
ID = 41
anim = 10000
postype = p1
pos = -20, -40
bindtime = 1
removetime = -2
vel = -1, 0
ownpal = 1
random = 20, 60
sprpriority = 2

[State 101, Dash Spark]
type = Explod
trigger1 = time < 15
trigger1 = (time % 4) = 0
ID = 42
anim = 10000
postype = p1
pos = -20, -40
bindtime = 1
removetime = -2
vel = -.8, 0
ownpal = 1
random = 20, 60
sprpriority = 2

[State 101, Prevent Walk Canceling]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 101, No Turn]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 101, Endstate]
type = ChangeState
trigger1 = Vel X <= 0
trigger2 = animtime = 0
value = 0
ctrl = 1

[State 101, CtrlSet]
type = CtrlSet
trigger1 = time = 0
value = 0

;---------------------------------------------------------------------------
; Hop backwards
[Statedef 105]
type    = A
physics = A
ctrl = 0
anim = 105
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 105, 2]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;---------------------------------------------------------------------------
; Hop backwards (land)
[Statedef 106]
type    = S
physics = S
ctrl = 0
anim = 106

[State 106, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = Explod
trigger1 = time = 0
anim = 10001
scale = 2,2
sprpriority = 4
ownpal = 1

[State 106, 4]
type = Explod
trigger1 = time = 0
anim = 10001
scale = 2,2
pos = 16,0
vel = 4,0
sprpriority = 4
ownpal = 1

[State 106, 5]
type = Explod
trigger1 = time = 0
anim = 10001
pos = -16,0
vel = -4,0
scale = 2,2
sprpriority = 4
ownpal = 1

[State 106, 6]
type = playsnd
trigger1 = time = 0
value = s0,0

[State 106, 7]
type = VelSet
trigger1 = abs(vel x) < Const(movement.stand.friction.threshold)
x = 0

[State 106, 8]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stand guard hit (knocked back) Guard Push Edition. Thanks The_None for the inspiration.
[Statedef 151]
type    = S
movetype= H
physics = S
anim = 150

[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
trigger1 = numhelper(880)
x = 0
persistent = 0

[State 151, 3]
type = NotHitBy
trigger1 = numhelper(880)
trigger1 = helper(880),time <= 6
value = SCA
time = 1
ignorehitpause = 1

[State 151, 5]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 6]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, 7]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 151, 8]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 151, 4]
type = ChangeState
triggerall = HitOver
trigger1 = !numhelper(880)
trigger2 = numhelper(880)
trigger2 = helper(880),time >= 10
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; Crouch guard hit (knocked back) Guard Push Edition. Thanks The_None for the inspiration.
[Statedef 153]
type    = C
movetype= H
physics = C
anim = 151

[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 153, 3]
type = VelSet
trigger1 = numhelper(880)
x = 0
persistent = 0

[State 153, 4]
type = NotHitBy
trigger1 = numhelper(880)
trigger1 = helper(880),time <= 6
value = SCA
time = 1
ignorehitpause = 1

[State 153, 6]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153, 7]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 153, 8]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 153, 9]
type = ChangeState
triggerall = HitOver
trigger1 = !numhelper(880)
trigger2 = numhelper(880)
trigger2 = helper(885),time >= 10
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; Air guard hit (knocked away) Guard Push Edition. Thanks The_None for the inspiration.
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152

[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155, 2]
type = PosFreeze
trigger1 = numhelper(880)
value = 1
ignorehitpause = 1

[State 155, 3]
type = NotHitBy
trigger1 = numhelper(880)
trigger1 = helper(880),time <= 6
value = SCA
time = 1
ignorehitpause = 1

[State 155, 5]
type = VelAdd
trigger1 = !numhelper(880)
y = Const(movement.yaccel)

[State 155, 6]
type = CtrlSet
trigger1 = !numhelper(880)
trigger1 = Time >= GetHitVar(ctrltime)
value = 1

[State 155, 7]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 8]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 9]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 10]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 155, 11]
type = ChangeState
trigger1 = sysvar(0)
value = 52

;---------------------------------------------------------------------------
; Lose (time over)
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

[State 175, This is kinda weird out of context isn't it]
Type = playsnd
trigger1 = time = 12
value = s170,0
channel = 0

;-----------------------------------------------------------------------------
;Win Poses

[Statedef 180]
type = S

[State 180, Quote]
type = victoryquote
trigger1 = 1
value = 1 + (random%16)

[State 180, Quote]
type = victoryquote
triggerall = numenemy
trigger1 = enemy, name = "Dan"
trigger2 = enemy, name = "Dan Hibiki" || enemy, name = "Dan_Hibiki"
value = 50

[State 180, Set Random]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,1

[State 180, 0]
type = ChangeState
trigger1 = Var(1) = 0
value = 181

[State 180, 1]
type = ChangeState
trigger1 = Var(1) = 1
value = 182

;-----------------------------------------------------------------------------
;Win Pose 1

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

[state 181, No Life Bar]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 181, I sorry]
type = playsnd
trigger1 = time = 30
value = s181,0
channel = 0

[State 181, Round Not Over Yet]
type = AssertSpecial
trigger1 = time < 200
flag = RoundNotOver

[State 181, Not Hit]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;-----------------------------------------------------------------------------
;Win Pose 2

[Statedef 182]
type = S
movetype = I
physics = S
ctrl = 0
anim = 182
velset = 0,0

[state 182, No Life Bar]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 182, Playsnd]
type = playsnd
trigger1 = time = 16
value = s182,0
channel = 0

[State 182, Round Not Over Yet]
type = AssertSpecial
trigger1 = time < 200
flag = RoundNotOver

[State 182, Not Hit]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;-----------------------------------------------------------------------------
;Introductions

[Statedef 190]
type = S

[State 190, Set Random]
type = VarRandom
triggerall = !var(52)
trigger1 = Time = 0
v = 1
range = 0,1

[State 190, 0]
type = ChangeState
trigger1 = time = 1 && var(1) = 0
trigger2 = !var(52) && time = 1
value = 191

[State 190, 0]
type = ChangeState
triggerall = var(52)
trigger1 = time = 1 && var(1) = 1
value = 192

;-----------------------------------------------------------------------------
;Intro 1
[Statedef 191]
type = S
movetype = I
physics = N
ctrl = 0
anim = 191
velset = 0,0
spriority = 0

[State 191, Playsnd]
type = playsnd
trigger1 = time = 60
value = s191,0
channel = 0

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

[State 191, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 193 ;Move around before match

;-----------------------------------------------------------------------------
;Intro 2
[Statedef 192]
type = S
movetype = I
physics = N
ctrl = 0
anim = 192
velset = 0,0
spriority = 0

[State 192, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 192, Waifu]
type = helper
trigger1 = time = 0 && numhelper (10800) = 0
stateno = 10800
postype = P1
pos = 40,0
facing = -1
persistent = 0

[State 192, Playsnd]
type = playsnd
trigger1 = animelem = 5
value = s7,0
persistent = 0

[State 192, Playsnd]
type = playsnd
trigger1 = animelem = 11
value = s192,0
channel = 0
persistent = 0

[State 192, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 193 ;Move around before match

;-----------------------------------------------
[Statedef 193]; Move around before match
type = S
physics =S
sprpriority = 0

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

[State 0]
type = varset
trigger1 = time = 1
var(50) = 0

[State 0]
type = posset
trigger1 = 1
y = 0

[State 0]
type = VelSet
trigger1 = Time = 0
y = 0

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = 2.4

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = -2.0

[State 2]
type = ChangeAnim
trigger1 = command = "holdfwd"
trigger1 = Anim != 20
value = 20

[State 2]
type = ChangeAnim
trigger1 = command = "holdback"
trigger1 = Anim != 21
value = 21

[State 2]
type = ChangeAnim
trigger1 = command != "holdback"
trigger1 = command != "holdfwd"
trigger1 = Anim != 0
value = 0

[State 20, 2]
type = VelSet
trigger1 = command != "holdback"
trigger1 = command != "holdfwd"
x = 0

[State var]
type = VarSet
trigger1 = roundstate != 2
var(9) = floor(pos x)

[State F]
type = posset
trigger1 = roundstate = 2
trigger1 = var(9) != 0
x = var(9)

[State F]
type = varset
trigger1 = roundstate = 2
var(9) = 0

[State F]
type = changestate
trigger1 = ctrl
value = ifelse((command = "holdfwd") || (command ="holdback"),20,0)

;-----------------------------------------------------------------------------
;Taunt

[Statedef 195]
type = S
movetype = I
physics = N
ctrl = 0
anim = 195
velset = 0,0
sprpriority = 0

[State 195, Playsnd]
type = playsnd
trigger1 = time = 0
value = s195,0
channel = 0
persistent = 0

[State 195, ChangeState]
type = ChangeState
trigger1 = time >= 20 && command != "holds"
value = 196

;-----------------------------------------------------------------------------
;Taunt  end

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

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

;---------------------------------------------------------------------------
; Standing Light Punch

[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 200
poweradd = 15
sprpriority = 2

[State 200, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 1
value = s1,0
channel = 1

[State 200, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 1 && Random <= 500
value = s200, random%2
channel = 0

[State 200, HitDef]
type = HitDef
trigger1 = animelem = 2
attr = S,NA
damage = ceil(28*fvar(10)),0
animtype = Light
air.animtype = Back
guardflag = MA
hitflag = MADF
priority = 4, Hit
pausetime = 8,8
sparkno = s10100
guard.sparkno = s10202
sparkxy = -15, -65
hitsound = s2,0
guardsound = s3,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
guard.ctrltime = 8
ground.velocity = -3
air.type = Low
air.hittime = 12
air.velocity = -2,-3.5
down.velocity = -5.5, -3.5
yaccel = 0.56
envshake.time = 1
envshake.ampl = 1
forcenofall = 1
p2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0

[State 200, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20000
Postype = p1
pos = Floor(P2Dist X-15), -60
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 200, Statetype Set]
type = statetypeset
trigger1 = animelem = 4
movetype = I

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

;---------------------------------------------------------------------------
; Standing Medium "Punch"

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 210
poweradd = 35
sprpriority = 2

[State 210, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 2
value = s1,4
channel = 1

[State 210, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 2 && Random <= 500
value = s201, random%2
channel = 0

[State 210, Slashing Effect]
type = helper
trigger1 = animelem = 3
stateno = 10500
ownpal = 1
postype = p1

[State 210, HitDef]
type = HitDef
trigger1 = animelem = 3
attr = S,NA
damage = ifelse(var(14),ceil(fvar(10)*58),ceil(fvar(10)*42)),3*var(14)
animtype = Medium
air.animtype = Back
guardflag = MA
hitflag = MADF
priority = 4, Hit
pausetime = 9,9
sparkno = s10103
guard.sparkno = s10202
sparkxy = 0, -64
hitsound = s2,4
guardsound = s3,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
guard.ctrltime = 12
ground.velocity = -5
air.type = High
air.hittime = 15
air.velocity = -3,-4.5
down.velocity = -5.5, -3.5
yaccel = 0.56
envshake.time = 1
envshake.ampl = 1
forcenofall = 1
p2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
palfx.time = 20*(var(14))
palfx.add = 224,64,0
palfx.mul = 256,240,32
palfx.sinadd = 48,16,0,4
palfx.color = 8
ID = 2*(Var(14))

[State 210, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20001
Postype = p1
pos = Floor(P2Dist X-5), -64
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 210, Blood 2]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20003
Postype = p1
pos = Floor(P2Dist X-5), -64
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 210, Statetype Set]
type = statetypeset
trigger1 = animelem = 5
movetype = I

[State 210, Playsnd]
type = playsnd
trigger1 = animelem = 7
value = s7,0

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

;---------------------------------------------------------------------------
; Close Standing Medium "Punch"

[Statedef 211]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 211
poweradd = 35
sprpriority = 2

[State 211, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 2
value = s1,4
channel = 1

[State 211, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 2 && Random <= 500
value = s201, random%2
channel = 0

[State 211, Slashing Effect]
type = Helper
trigger1 = animelem = 3
stateno = 10500
ownpal = 1
postype = p1

[State 211, HitDef]
type = HitDef
trigger1 = animelem = 3
attr = S,NA
damage = ifelse(var(14),ceil(fvar(10)*58),ceil(fvar(10)*42)),3*var(14)
animtype = Medium
air.animtype = Back
guardflag = MA
hitflag = MADF
priority = 4, Hit
pausetime = 9,9
sparkno = s10103
guard.sparkno = s10202
sparkxy = -10, -52
hitsound = s2,4
guardsound = s3,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
guard.ctrltime = 12
ground.velocity = -5
air.type = High
air.hittime = 15
air.velocity = -3,-4.5
down.velocity = -5.5, -3.5
yaccel = 0.56
envshake.time = 1
envshake.ampl = 1
forcenofall = 1
p2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
palfx.time = 20*(Var(14))
palfx.add = 224,64,0
palfx.mul = 256,240,32
palfx.sinadd = 48,16,0,4
palfx.color = 8
ID = 2*(Var(14))

[State 211, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20001
Postype = p1
pos = Floor(P2Dist X), -52
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 211, Blood 2]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20003
Postype = p1
pos = Floor(P2Dist X), -52
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 211, Statetype Set]
type = statetypeset
trigger1 = animelem = 7
movetype = I

[State 211, Playsnd]
type = playsnd
trigger1 = animelem = 7
value = s7,0

[State 211, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Fierce "Punch"

[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 220
poweradd = 55
sprpriority = 2

[State 220, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 2 && Random <= 500
value = s202, random%2
channel = 0

[State 220, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 2
value = s1,5
channel = 1

[State 220, Slashing Effect]
type = helper
trigger1 = animelem = 3
stateno = 10500
ownpal = 1
postype = p1

[State 220, HitDef]
type = HitDef
trigger1 = animelem = 3
attr = S,NA
damage = ifelse(var(14),ceil(fvar(10)*84),ceil(fvar(10)*70)),3*var(14)
animtype = Heavy
Air.Animtype = Back
guardflag = MA
hitflag = MADF
priority = 4, Hit
pausetime = 10,10
sparkno = s10110
guard.sparkno = s10202
sparkxy = -15, -75
hitsound = s2,5
guardsound = s3,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 15
ground.velocity = -7
air.type = Low
air.hittime = 18
air.velocity = -4.5,-5.5
down.velocity = -5.5, -3.5
yaccel = 0.56
envshake.time = 1
envshake.ampl = 1
forcenofall = 1
p2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
palfx.time = 25*(Var(14))
palfx.add = 224,64,0
palfx.mul = 256,240,32
palfx.sinadd = 48,16,0,4
palfx.color = 8
ID = 2*(var(14))

[State 220, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget&& Movehit
stateno = 20002
Postype = p1
pos = Floor(P2Dist X-15), -75
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 220, Blood 2]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20004
Postype = p1
pos = Floor(P2Dist X-15), -75
facing = -1
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 220, Statetype Set]
type = statetypeset
trigger1 = animelem = 5
movetype = I

[State 220, Playsnd]
type = playsnd
trigger1 = animelem = 10
value = s7,0

[State 220, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Close Standing Fierce "Punch"

[Statedef 221]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 221
poweradd = 55
sprpriority = 2

[State 221, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 2 && Random <= 500
value = s202, random%2
channel = 0

[State 221, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 2
value = s1,5
channel = 1

[State 221, Slashing Effect]
type = helper
trigger1 = animelem = 2
stateno = 10500
ownpal = 1
postype = p1

[State 221, HitDef]
type = HitDef
trigger1 = animelem = 3
attr = S,NA
damage = ifelse(var(14),ceil(fvar(10)*84),ceil(fvar(10)*70)),3*var(14)
animtype = Heavy
Air.Animtype = Up
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 10,10
sparkno = s10109
guard.sparkno = s10202
sparkxy = -15, -65
hitsound = s2,5
guardsound = s3,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 15
ground.velocity = -7
air.type = Low
air.hittime = 18
air.velocity = -4.5,-5.5
down.velocity = -5.5, -3.5
yaccel = 0.56
envshake.time = 1
envshake.ampl = 1
forcenofall = 1
p2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
palfx.time = 25*(var(14))
palfx.add = 224,64,0
palfx.mul = 256,240,32
palfx.sinadd = 48,16,0,4
palfx.color = 8
ID = 2*(Var(14))

[State 221, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20002
Postype = p1
pos = Floor(P2Dist X-5), -65
facing = -1
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 221, Blood 2]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20004
Postype = p1
pos = Floor(P2Dist X-5), -65
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 221, Statetype Set]
type = statetypeset
trigger1 = animelem = 7
movetype = I

[State 221, Playsnd]
type = playsnd
trigger1 = animelem = 10
value = s7,0

[State 221, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Close Standing Fierce "Punch"

[Statedef 222]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 222
poweradd = 55
sprpriority = 2

[State 222, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 3 && Random <= 500
value = s202, random%2
channel = 0

[State 222, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 3
value = s1,5
channel = 1

[State 222, Slashing Effect]
type = helper
trigger1 = animelem = 4
stateno = 10500
ownpal = 1
postype = p1

[State 222, HitDef]
type = HitDef
trigger1 = animelem = 4
attr = S,NA
damage = ifelse(var(14),ceil(fvar(10)*84),ceil(fvar(10)*70)),3*var(14)
animtype = Heavy
Air.Animtype = Back
guardflag = MA
hitflag = MADF
priority = 4, Hit
pausetime = 10,10
sparkno = s10105
guard.sparkno = s10202
sparkxy = -5, -65
hitsound = s2,5
guardsound = s3,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 15
ground.velocity = -7
air.type = Low
air.hittime = 18
air.velocity = -4.5,-5.5
down.velocity = -5.5, -3.5
yaccel = 0.56
envshake.time = 1
envshake.ampl = 1
forcenofall = 1
p2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
palfx.time = 25*(var(14))
palfx.add = 224,64,0
palfx.mul = 256,240,32
palfx.sinadd = 48,16,0,4
palfx.color = 8
ID = 2*(var(14))

[State 222, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20005
Postype = p1
pos = Floor(P2Dist X-15), -65
facing = -1
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 222, Blood 2]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20001
Postype = p1
pos = Floor(P2Dist X-15), -65
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 222, Statetype Set]
type = statetypeset
trigger1 = animelem = 7
movetype = I

[State 222, Playsnd]
type = playsnd
trigger1 = animelem = 10
value = s7,0

[State 222, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Kick

[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 230
poweradd = 15
sprpriority = 2

[State 230, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 2
value = s1,0
channel = 1

[State 230, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 2 && Random <= 500
value = s200, random%2
channel = 0

[State 230, HitDef]
type = HitDef
trigger1 = animelem = 3
attr = S,NA
damage = ceil(fvar(10)*28),0
animtype = Light
air.animtype = Back
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 8,8
sparkno = s10100
guard.sparkno = s10202
sparkxy = -1, -5
hitsound = s2,0
guardsound = s3,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
guard.ctrltime = 8
ground.velocity = -3
air.type = Low
air.hittime = 12
air.velocity = -2,-3.5
down.velocity = -5.5,-3.5
yaccel = 0.56
envshake.time = 1
envshake.ampl = 1
forcenofall = 1
p2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0

[State 230, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20000
Postype = p1
pos = Floor(P2Dist X-30), 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 230, Statetype Set]
type = statetypeset
trigger1 = animelem = 5
movetype = I

[State 230, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Kick

[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 240
poweradd = 15
sprpriority = 2

[State 240, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 2 && Random <= 500
value = s201, random%2
channel = 0

[State 240, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 2
value = s1,1
channel = 1

[State 240, HitDef]
type = HitDef
trigger1 = animelem = 3
attr = S,NA
damage = ceil(fvar(10)*42),0
animtype = Medium
air.animtype = Back
guardflag = MA
hitflag = MADF
priority = 4, Hit
pausetime = 9,9
sparkno = s10101
guard.sparkno = s10202
sparkxy = -2, -49
hitsound = s2,1
guardsound = s3,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
guard.ctrltime = 12
ground.velocity = -5
air.type = Low
air.hittime = 15
air.velocity = -3,-4.5
down.velocity = -5.5,-3.5
yaccel = 0.56
envshake.time = 1
envshake.ampl = 1
forcenofall = 1
p2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0

[State 240, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20001
Postype = p1
pos = Floor(P2Dist X-5), -45
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 240, Blood 2]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20003
Postype = p1
pos = Floor(P2Dist X-5), -45
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 240, Statetype Set]
type = statetypeset
trigger1 = animelem = 5
movetype = I

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

;---------------------------------------------------------------------------
; Standing Roundhouse "Kick"

[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 250
poweradd = 55
sprpriority = 2

[State 250, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 3 && Random <= 500
value = s202, random%2
channel = 0

[State 250, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 3
value = s1,5
channel = 1

[State 250, Slashing Effect]
type = helper
trigger1 = animelem = 4
stateno = 10500
ownpal = 1
postype = p1

[State 250, HitDef]
type = HitDef
trigger1 = animelem = 4
attr = S,NA
damage = ifelse(var(14),ceil(fvar(10)*84),ceil(fvar(10)*70)),3*var(14)
animtype = Heavy
air.animtype = Back
guardflag = MA
hitflag = MADF
priority = 4, Hit
pausetime = 10,10
sparkno = s10103
guard.sparkno = s10202
sparkxy = -15, -50
hitsound = s2,5
guardsound = s3,0
ground.type = Low
Air.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 15
ground.velocity = -6.5,-8
air.type = Low
air.hittime = 18
air.velocity = -6.5,-8
down.velocity = -5.5,-3.5
yaccel = 0.56
envshake.time = 1
envshake.ampl = 1
fall = 0
p2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
palfx.time = 25*(var(14))
palfx.add = 224,64,0
palfx.mul = 256,240,32
palfx.sinadd = 48,16,0,4
palfx.color = 8
ID = ifelse(var(14),650,652)

[State 250, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20002
Postype = p1
pos = Floor(P2Dist X-10), -50
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 250, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20004
Postype = p1
pos = Floor(P2Dist X-10), -50
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 250, Statetype Set]
type = statetypeset
trigger1 = animelem = 8
movetype = I

[State 250, Playsnd]
type = playsnd
trigger1 = animelem = 11
value = s7,0

[State 250, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Close Standing Roundhouse "Kick"

[Statedef 251]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 251
poweradd = 55
sprpriority = 2

[State 251, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 5 && Random <= 500
value = s202, random%2
channel = 0

[State 251, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 5
value = s1,5
channel = 1

[State 251, HitDef]
type = HitDef
trigger1 = animelem = 6
attr = S,NA
damage = ifelse(var(14),ceil(fvar(10)*84),ceil(fvar(10)*70)),3*var(14)
animtype = Heavy
air.animtype = Up
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 10,10
sparkno = s10104
guard.sparkno = s10202
sparkxy = -10, -35
hitsound = s2,5
guardsound = s3,0
ground.type = Low
Air.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 15
ground.velocity = -7
air.type = Low
air.hittime = 18
air.velocity = -4.5,-5.5
down.velocity = -5.5,-3.5
yaccel = 0.56
forcenofall = 1
p2facing = 1
envshake.time = 1
envshake.ampl = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
palfx.time = 25*(var(14))
palfx.add = 224,64,0
palfx.mul = 256,240,32
palfx.sinadd = 48,16,0,4
palfx.color = 8
ID = 2*(var(14))

[State 251, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20005
Postype = p1
pos = Floor(P2Dist X), -35
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 251, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20001
Postype = p1
pos = Floor(P2Dist X), -35
facing = -1
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 251, Statetype Set]
type = statetypeset
trigger1 = animelem = 7
movetype = I

[State 251, Playsnd]
type = playsnd
trigger1 = animelem = 11
value = s7,0

[State 250, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Light Punch

[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 4
ctrl = 0
anim = 400
poweradd = 15
sprpriority = 2

[State 400, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 1
value = s1,3
channel = 1

[State 400, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 1 && Random <= 500
value = s200, random%2
channel = 0

[State 400, Blade Effect]
type = Helper
trigger1 = animelem = 2
stateno = 10500
ownpal = 1

[State 400, HitDef]
type = HitDef
trigger1 = animelem = 2
attr = C,NA
damage = ifelse(var(14),ceil(fvar(10)*37),ceil(fvar(10)*28)),3*var(14)
animtype = Light
air.animtype = Back
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 8,8
sparkno = s10103
guard.sparkno = s10202
sparkxy = -10, -32
hitsound = s2,3
guardsound = s3,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
guard.ctrltime = 8
ground.velocity = -3
air.type = Low
air.hittime = 12
air.velocity = -2,-3.5
down.velocity = -5,-3
down.velocity = -5.5,-3.5
yaccel = 0.56
envshake.time = 1
envshake.ampl = 1
forcenofall = 1
p2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
palfx.time = 16*(var(14))
palfx.add = 224,64,0
palfx.mul = 256,240,32
palfx.sinadd = 48,16,0,4
palfx.color = 8
ID = 2*(var(14))

[State 400, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20000
Postype = p1
pos = Floor(P2Dist X+5), -32
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 400, Statetype Set]
type = statetypeset
trigger1 = animelem = 5
movetype = I

[State 251, Playsnd]
type = playsnd
trigger1 = animelem = 6
value = s7,0

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

;---------------------------------------------------------------------------
; Crouching Medium "Punch"

[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 4
ctrl = 0
anim = 410
poweradd = 35
sprpriority = 2

[State 410, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 1
value = s1,4
channel = 1

[State 410, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 1 && Random <= 500
value = s201, random%2
channel = 0

[State 410, Slashing Effect]
type = helper
trigger1 = animelem = 2
stateno = 10500
ownpal = 1
postype = p1

[State 410, HitDef]
type = HitDef
trigger1 = animelem = 2
attr = C,NA
damage = ifelse(var(14),ceil(fvar(10)*58),ceil(fvar(10)*42)),3*var(14)
animtype = Medium
air.animtype = Back
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 9,9
sparkno = s10103
guard.sparkno = s10202
sparkxy = -10, -32
hitsound = s2,4
guardsound = s3,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.ctrltime = 10
ground.velocity = -5
air.type = High
air.hittime = 15
air.velocity = -3,-4.5
down.velocity = -5.5,-3.5
yaccel = 0.56
envshake.time = 1
envshake.ampl = 1
forcenofall = 1
p2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
palfx.time = 20*(var(14))
palfx.add = 224,64,0
palfx.mul = 256,240,32
palfx.sinadd = 48,16,0,4
palfx.color = 8
ID = 2*(Var(14))

[State 410, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20001
Postype = p1
pos = Floor(P2Dist X+5), -32
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 410, Blood 2]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20003
Postype = p1
pos = Floor(P2Dist X+5), -32
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 410, Statetype Set]
type = statetypeset
trigger1 = animelem = 6
movetype = I

[State 410, Playsnd]
type = playsnd
trigger1 = animelem = 7
value = s7,0

[State 410, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Launcher

[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 4
ctrl = 0
anim = 420
poweradd = 55
sprpriority = 2

[State 420, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 2 && Random <= 500
value = s202, random%2
channel = 0

[State 420, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 2
value = s1,5
channel = 1

[State 420, Slashing Effect]
type = helper
trigger1 = animelem = 3
stateno = 10500
ownpal = 1

[State 420, HitDef]
type = HitDef
trigger1 = animelem = 3
attr = C,NA
damage = ifelse(var(14),ceil(fvar(10)*84),ceil(fvar(10)*70)),3*var(14)
animtype = up
guardflag = MA
hitflag = MADF
priority = 4, Hit
pausetime = 10,10
sparkno = s10109
guard.sparkno = s10202
sparkxy = -15, -65
hitsound = s2,5
guardsound = s3,0
guard.hittime = 15
guard.slidetime = 15
guard.velocity = -5
ground.type = High
ground.slidetime = 30
ground.hittime  = 40
ground.velocity = 0, -17
air.velocity = 0,-17
airguard.velocity = -6,0
yaccel = 0.39+(enemynear,const(movement.yaccel)/2)
forcenofall = 1
p2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
palfx.time = 40*(var(14))
palfx.add = 224,64,0
palfx.mul = 256,240,32
palfx.sinadd = 48,16,0,4
palfx.color = 8
ID = 2*(var(14))

[State 420, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20002
Postype = p1
pos = Floor(P2Dist X-10), -65
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 420, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20004
Postype = p1
pos = Floor(P2Dist X-10), -65
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 420, Explod]
type = Explod
trigger1 = Numtarget && movehit
anim = 10200
ontop = 1
pos = 45,-60
supermove = 1
ignorehitpause = 1
persistent = 0
scale = 1.1,1.0
ownpal = 1

[State 420, Statetype Set]
type = statetypeset
trigger1 = animelem = 7
movetype = I

[State 420, Playsnd]
type = playsnd
trigger1 = animelem = 9
value = s7,0

[State 420, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Kick

[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 4
ctrl = 0
anim = 430
poweradd = 15
sprpriority = 2

[State 430, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 1
value = s1,0
channel = 1

[State 430, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 1 && Random <= 500
value = s200, random%2
channel = 0

[State 430, HitDef]
type = HitDef
trigger1 = animelem = 2
attr = C,NA
damage = ceil(fvar(10)*28),0
animtype = Light
air.animtype = Back
guardflag = L
hitflag = MAFD
priority = 4, Hit
pausetime = 8,8
sparkno = s10100
guard.sparkno = s10202
sparkxy = 5, -5
hitsound = s2,0
guardsound = s3,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
guard.ctrltime = 8
ground.velocity = -3
air.type = High
air.hittime = 12
air.velocity = -2,-3.5
down.velocity = -5.5, -3.5
yaccel = 0.56
envshake.time = 1
envshake.ampl = 1
forcenofall = 1
p2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0

[State 430, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20000
Postype = p1
pos = Floor(P2Dist X-13), 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 430, Statetype Set]
type = statetypeset
trigger1 = animelem = 4
movetype = I

[State 430, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Kick

[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 4
ctrl = 0
anim = 440
poweradd = 15
sprpriority = 2

[State 440, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 1 && Random <= 500
value = s201, random%2
channel = 0

[State 440, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 1
value = s1,1
channel = 1

[State 440, HitDef]
type = HitDef
trigger1 = animelem = 3
attr = C,NA
damage = ceil(fvar(10)*42),0
animtype = Medium
air.animtype = Back
guardflag = L
hitflag = MAFD
priority = 4, Hit
pausetime = 9,9
sparkno = s10101
guard.sparkno = s10202
sparkxy = -5, 0
hitsound = s2,1
guardsound = s3,0
ground.type = low
ground.slidetime = 15
ground.hittime  = 15
guard.ctrltime = 12
ground.velocity = -5
air.type = High
air.hittime = 15
air.velocity = -3,-4.5
down.velocity = -5.5, -3.5
yaccel = 0.56
envshake.time = 1
envshake.ampl = 1
forcenofall = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0

[State 440, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20001
Postype = p1
pos = Floor(P2Dist X-10), 5
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 440, Blood 2]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20003
Postype = p1
pos = Floor(P2Dist X-10), 5
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 440, Statetype Set]
type = statetypeset
trigger1 = animelem = 5
movetype = I

[State 440, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Sweep

[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 4
ctrl = 0
anim = 450
poweradd = 55
sprpriority = 2

[State 450, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 2 && Random <= 500
value = s202, random%2
channel = 0

[State 450, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 2
value = s1,5
channel = 1

[State 450, Slashing Effect]
type = helper
trigger1 = animelem = 3
stateno = 10500
ownpal = 1

[State 450, HitDef]
type = HitDef
trigger1 = animelem = 3
attr = S,NA
damage = ifelse(var(14),ceil(fvar(10)*84),ceil(fvar(10)*70)),3*var(14)
animtype = Heavy
air.animtype = Up
guardflag = L
hitflag = MAFD
priority = 4, Hit
pausetime = 10,10
sparkno = s10106
guard.sparkno = s10202
sparkxy = 0, -25
hitsound = s2,5
guardsound = s3,0
ground.type = Trip
Air.type = High
guard.velocity = -5
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 15
ground.velocity = 0,-2
air.type = Low
air.hittime = 18
air.velocity = 0,-2
down.velocity = -5.5, -3.5
yaccel = 0.56
p2facing = 1
envshake.time = 1
envshake.ampl = 1
fall = ifelse((GetHitVar(fallcount) = 1),1,0)
fall.recover = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
palfx.time = 30*(var(14))
palfx.add = 224,64,0
palfx.mul = 256,240,32
palfx.sinadd = 48,16,0,4
palfx.color = 8
ID = 2*(var(14))

[State 450, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20002
Postype = p1
pos = Floor(P2Dist X-20), -35
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 450, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20004
Postype = p1
pos = Floor(P2Dist X-20), -35
facing = -1
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 450, Statetype Set]
type = statetypeset
trigger1 = animelem = 8
movetype = I

[State 450, Playsnd]
type = playsnd
trigger1 = animelem = 11
value = s7,0

[State 450, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Jumping Light "Punch"

[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 600
poweradd = 15
sprpriority = 2

[State 600, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 1
value = s1,3
channel = 1

[State 600, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 1 && Random <= 500
value = s200, random%2
channel = 0

[State 600, Blade Effect]
type = Helper
trigger1 = animelem = 2
stateno = 10500
ownpal = 1

[State 600, HitDef]
type = HitDef
trigger1 = animelem = 2
attr = A,NA
damage = ifelse(var(14),ceil(fvar(10)*37),ceil(fvar(10)*28)),3*var(14)
animtype = Light
air.animtype = Back
guardflag = HA
hitflag = MADF
priority = 4, Hit
pausetime = 8,8
sparkno = s10104
guard.sparkno = s10202
sparkxy = -5, -40
hitsound = s2,3
guardsound = s3,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
guard.ctrltime = 8
ground.velocity = -3
air.type = High
air.hittime = 12
air.velocity = -0.5,-6
airguard.velocity = -2, -3.5
down.velocity = -5.5, -3.5
yaccel = 0.56
p2facing = 1
envshake.time = 1
envshake.ampl = 1
forcenofall = 1
p2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
palfx.time = 16*(var(14))
palfx.add = 224,64,0
palfx.mul = 256,240,32
palfx.sinadd = 48,16,0,4
palfx.color = 8
ID = 2*(var(14))

[State 600, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20003
Postype = p1
pos = Floor(P2Dist X-10), -40
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 600, Statetype Set]
type = statetypeset
trigger1 = animelem = 7
movetype = I

[State 600, Playsnd]
type = playsnd
trigger1 = animelem = 8
value = s7,0

[State 600, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Jumping Medium "Punch"

[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 610
poweradd = 35
sprpriority = 2

[State 610, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 1
value = s1,4
channel = 1

[State 610, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 1 && Random <= 500
value = s200, random%2
channel = 0

[State 610, Blade Effect]
type = Helper
trigger1 = animelem = 2
stateno = 10500
ownpal = 1

[State 610, HitDef]
type = HitDef
trigger1 = animelem = 2
attr = A,NA
damage = ifelse(var(14),ceil(fvar(10)*58),ceil(fvar(10)*42)),3*var(14)
animtype = Medium
air.animtype = Back
guardflag = HA
hitflag = MADF
priority = 4, Hit
pausetime = 9,9
sparkno = s10104
guard.sparkno = s10202
sparkxy = -5, -40
hitsound = s2,4
guardsound = s3,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.ctrltime = 12
ground.velocity = -5
air.type = High
air.hittime = 15
air.velocity = -0.5,-6
airguard.velocity = -3, -4.5
down.velocity = -5.5, -3.5
yaccel = 0.56
envshake.time = 1
envshake.ampl = 1
forcenofall = 1
p2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
palfx.time = 20*(var(14))
palfx.add = 224,64,0
palfx.mul = 256,240,32
palfx.sinadd = 48,16,0,4
palfx.color = 8
ID = 2*(var(14))

[State 610, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20004
Postype = p1
pos = Floor(P2Dist X-10), -30
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 610, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20000
Postype = p1
pos = Floor(P2Dist X-10), -30
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 610, Statetype Set]
type = statetypeset
trigger1 = animelem = 5
movetype = I

[State 610, Playsnd]
type = playsnd
trigger1 = animelem = 6
value = s7,0

[State 610, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Air Fierce "Punch"

[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 620
poweradd = 55
sprpriority = 2

[State 620, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 620, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 3 && Random <= 500
value = s202, random%2
channel = 0

[State 620, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 3
value = s1,5
channel = 1

[State 620, Slashing Effect]
type = helper
trigger1 = animelem = 4
stateno = 10500
ownpal = 1

[State 620, HitDef]
type = HitDef
trigger1 = animelem = 4
attr = A,NA
damage = ifelse(var(14),ceil(fvar(10)*84),ceil(fvar(10)*70)),3*var(14)
animtype = Heavy
guardflag = HA
hitflag = MADF
priority = 4, Hit
pausetime = 10,10
sparkno = s10110
guard.sparkno = s10202
sparkxy = 0, -45
hitsound = s2,5
guardsound = s3,0
guard.velocity = -5
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 15
ground.velocity = -7
air.velocity = -10,6
air.hittime = 25
air.fall = 1
fall.recover = 0
airguard.velocity = -6,0
down.velocity = -5.5, -3.5
yaccel = 0.39+(enemynear,const(movement.yaccel)/2)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
palfx.time = 30*(var(14))
palfx.add = 224,64,0
palfx.mul = 256,240,32
palfx.sinadd = 48,16,0,4
palfx.color = 8
p2facing = 1
ID = ifelse(var(14),602,600)
fall.envshake.time = 7
fall.envshake.freq = 80
fall.envshake.ampl = -5
fall.envshake.phase = 90

[State 620, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20002
Postype = p1
pos = Floor(P2Dist X-15), -55
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 620, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20004
Postype = p1
pos = Floor(P2Dist X-15), -55
facing = -1
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 620, VarSet]
type = VarSet
trigger1 = time = 0
v = 21
value = 0

[State 620, VarSet]
type = VarSet
trigger1 = time = 0
v = 22
value = 0

[State 620, ChangeAnim]
type = ChangeAnim
triggerall = frontedgebodydist > 50 && numtarget
trigger1 = movehit && p2statetype = A  && (prevstateno= [600,650])
trigger1 = target,movetype = H && target,stateno = 2050
value = 621

[State 620, 3]
type = changestate
triggerall = prevstateno = [600,650]
trigger1 = p2statetype = L && var(22) = 19 && var(21) = 1
value = 101

[State 620, VarSet]
type = Varadd
trigger1 = var(21) = 1
v = 22
value = 1

[State 620, VarSet]
type = VarSet
triggerall = p2statetype = A && numtarget
triggerall = target, movetype = H && target,stateno = 2050
triggerall = prevstateno = [600,650]
triggerall = pos x <40 && facing = 1 || pos x > -40 && facing = -1
trigger1 = pos y < -190 && enemy,pos y > -10 && movehit
v = 21
value = 1

[State 620, VelSet]
type = VelSet
triggerall =  numtarget
triggerall = target, movetype = H && target,stateno = 2050
triggerall = prevstateno = [600,650]
triggerall = pos x <40 && facing = 1 || pos x > -40 && facing = -1
trigger1 = movehit  &&  pos y < -190
x = 0
y = 0

[State 620, Statetype Set]
type = statetypeset
trigger1 = animelem = 6
movetype = I

[State 620, Playsnd]
type = playsnd
trigger1 = animelem = 9
value = s7,0

[State 620, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Jumping Light Kick

[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 630
poweradd = 15
sprpriority = 2

[State 630, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 1
value = s1,0
channel = 1

[State 630, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 1 && Random <= 500
value = s200, random%2
channel = 0

[State 630, HitDef]
type = HitDef
trigger1 = animelem = 2
attr = A,NA
damage = ceil(fvar(10)*28),0
animtype = Light
air.animtype = Back
guardflag = HA
hitflag = MADF
priority = 4, Hit
pausetime = 8,8
sparkno = s10100
guard.sparkno = s10202
sparkxy = -10, -20
hitsound = s2,0
guardsound = s3,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
guard.ctrltime = 8
ground.velocity = -3
air.type = High
air.hittime = 12
air.velocity = -0.5,-6
airguard.velocity = -2, -3.5
down.velocity = -5.5, -3.5
yaccel = 0.56
envshake.time = 1
envshake.ampl = 1
forcenofall = 1
p2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0

[State 630, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20003
Postype = p1
pos = Floor(P2Dist X-5), -20
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 630, Statetype Set]
type = statetypeset
trigger1 = animelem = 7
movetype = I

[State 630, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Jumping Medium "Kick"

[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 640
poweradd = 35
sprpriority = 2

[State 640, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 640, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 1
value = s1,1
channel = 1

[State 640, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 1 && Random <= 500
value = s200, random%2
channel = 0

[State 640, HitDef]
type = HitDef
trigger1 = animelem = 2
attr = A,NA
damage = ceil(fvar(10)*42),0
animtype = Medium
air.animtype = Back
guardflag = HA
hitflag = MADF
priority = 4, Hit
pausetime = 9,9
sparkno = s10101
guard.sparkno = s10202
sparkxy = 0, -70
hitsound = s2,1
guardsound = s3,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.ctrltime = 12
ground.velocity = -5
air.type = High
air.hittime = 15
air.velocity = -0.5,-6
airguard.velocity = -3, -4.5
down.velocity = -5.5, -3.5
yaccel = 0.56
p2facing = 1
envshake.time = 1
envshake.ampl = 1
forcenofall = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0

[State 640, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20001
Postype = p1
pos = Floor(P2Dist X-15), -65
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 640, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20003
Postype = p1
pos = Floor(P2Dist X-15), -65
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 640, Statetype Set]
type = statetypeset
trigger1 = animelem = 7
movetype = I

[State 640, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Air Fierce "Punch"

[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 650
poweradd = 55
sprpriority = 2

[State 650, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 650, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 3 && Random <= 500
value = s202, random%2
channel = 0

[State 650, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 3
value = s1,5
channel = 1

[State 650, Slashing Effect]
type = helper
trigger1 = animelem = 4
stateno = 10500
ownpal = 1

[State 650, HitDef]
type = HitDef
trigger1 = animelem = 4
attr = A,NA
damage = ifelse(var(14),ceil(fvar(10)*84),ceil(fvar(10)*70)),3*var(14)
animtype = Heavy
guardflag = HA
hitflag = MADF
priority = 4, Hit
pausetime = 10,10
sparkno = s10105
guard.sparkno = s10202
sparkxy = 0, -25
hitsound = s2,5
guardsound = s3,0
guard.velocity = -5
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 15
ground.velocity = -7
air.velocity = -10,6
air.hittime = 25
air.fall = 1
fall.recover = 0
airguard.velocity = -6,0
down.velocity = -5.5, -3.5
yaccel = 0.39+(enemynear,const(movement.yaccel)/2)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
palfx.time = 30*(var(14))
palfx.add = 224,64,0
palfx.mul = 256,240,32
palfx.sinadd = 48,16,0,4
palfx.color = 8
ID = ifelse(var(14),602,600)
p2facing = 1
fall.envshake.time = 7
fall.envshake.freq = 80
fall.envshake.ampl = -5
fall.envshake.phase = 90

[State 650, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20005
Postype = p1
pos = Floor(P2Dist X-25), -25
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 650, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20001
Postype = p1
pos = Floor(P2Dist X-25), -25
facing = -1
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 650, VarSet]
type = VarSet
trigger1 = time = 0
v = 21
value = 0

[State 650, VarSet]
type = VarSet
trigger1 = time = 0
v = 22
value = 0

[State 650, ChangeAnim]
type = ChangeAnim
triggerall = frontedgebodydist > 50 && numtarget
trigger1 = movehit && p2statetype = A  && (prevstateno= [600,650])
trigger1 = target,movetype = H && target,stateno = 2050
value = 651

[State 650, Screenbound]
type = ScreenBound
triggerall = anim = 651
trigger1 = 1
value = cond(frontedgebodydist <15,1,0)
movecamera = cond(frontedgebodydist <15,1,0),0

[State 650, 3]
type = changestate
triggerall = prevstateno = [600,650]
trigger1 = p2statetype = L && var(22) = 19 && var(21) = 1
value = 101

[State 620, VarSet]
type = Varadd
trigger1 = var(21) = 1
v = 22
value = 1

[State 620, VarSet]
type = VarSet
triggerall = p2statetype = A && numtarget
triggerall = target, movetype = H && target,stateno = 2050
triggerall = prevstateno = [600,650]
triggerall = pos x <40 && facing = 1 || pos x > -40 && facing = -1
trigger1 = pos y < -190 && enemy,pos y > -10 && movehit
v = 21
value = 1

[State 620, VelSet]
type = VelSet
triggerall =  numtarget
triggerall = target, movetype = H && target,stateno = 2050
triggerall = prevstateno = [600,650]
triggerall = pos x <40 && facing = 1 || pos x > -40 && facing = -1
trigger1 = movehit  &&  pos y < -190
x = 0
y = 0

[State 650, Statetype Set]
type = statetypeset
trigger1 = animelem = 5
movetype = I

[State 650, Playsnd]
type = playsnd
trigger1 = animelem = 7
value = s7,0

[State 650, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Punch Throw
[Statedef 800]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, Hitdef]
type = hitdef
trigger1 = animelem = 2 && var(7) = 0
attr = S, NT
hitflag = M-
priority = 4, Miss
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 810
fall = 1
guard.dist = 0
numhits = 0

[State 800, Changestate]
type = changestate
trigger1 = animtime = 0
value = 211
ctrl = 1

;---------------------------------------------------------------------------
;Punch Throw
[Statedef 801]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 801, Hitdef]
type = hitdef
trigger1 = animelem = 2 && var(7) = 0
attr = S, NT
hitflag = M-
priority = 4, Miss
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 810
fall = 1
guard.dist = 0
numhits = 0

[State 801, Changestate]
type = changestate
trigger1 = animtime = 0
value = 221
ctrl = 1

;---------------------------------------------------------------------------
;Kick Throw
[Statedef 802]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 802, Hitdef]
type = hitdef
trigger1 = animelem = 2 && var(7) = 0
attr = S, NT
hitflag = M-
priority = 4, Miss
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 820
fall = 1
guard.dist = 0
numhits = 0

[State 802, Changestate]
type = changestate
trigger1 = animtime = 0
value = 240
ctrl = 1

;---------------------------------------------------------------------------
;Kick Throw
[Statedef 803]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 803, Hitdef]
type = hitdef
trigger1 = animelem = 2 && var(7) = 0
attr = S, NT
hitflag = M-
priority = 4, Miss
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 820
fall = 1
guard.dist = 0
numhits = 0

[State 803, Changestate]
type = changestate
trigger1 = animtime = 0
value = 251
ctrl = 1

;---------------------------------------------------------------------------
;Punch Throw
[Statedef 810]
type = S
movetype = A
physics = S
anim = 810
ctrl = 0
velset = 0,0

[State 810, TECH HIT]
type = changestate
triggerall = time =[1,3]
triggerall = numtarget
trigger1= (target,command="c" || target,command="y" || target,command="b"|| target,command="z")
value =850

[State 810, Alright who's starting up the Sega Saturn]
type = explod
trigger1 = time = 0
anim = 10201
ID = 10201
postype = p2
pos = 0, -50
scale = .5,.5
ownpal = 1
facing = -1
ignorehitpause = 0
persistent = 0
ontop = 1

[State 810, Playsnd]
type = playsnd
trigger1 = time = 0
value = s2,6
persistent = 0

[State 810, Targetstate]
type = targetstate
trigger1 = time = 0
value = 811
persistent = 0

[State 810, VarSet]
type = VarSet
trigger1 = time = 0
var(2) = (command = "holdback")

[State 810, Turn]
type = Turn
trigger1 = time = 0
trigger1 = var(2)

[State 810, TargetFacing]
type = TargetFacing
trigger1 = time = 0
trigger1 = var(2)
value = -1

[State 810, Width]
type = Width
trigger1 = animelemtime(6) < 0
edge = 45,45

[State 810, Playsnd]
type = playsnd
trigger1 = animelem = 4
value = s202,0+random%2
persistent = 0
channel = 0

[State 810, Playsnd]
type = playsnd
trigger1 = animelem = 5
value = s1,2
persistent = 0
channel = 1

[State 810, Width]
type = Width
trigger1 = animelem = 6
edge = 75,0

[State 810, PosAdd]
type = PosAdd
trigger1 = AnimElem = 4
x = 47

[State 810,TargetBind]
type = TargetBind
trigger1 = Time < 7
pos = 40, 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1,>= 0 && AnimElem = 2,< 0
pos = -50,0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2,>= 0 && AnimElem = 3,< 0
pos = -20,0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3,>= 0 && AnimElem = 4,< 0
pos = -10,0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4,>= 0 && AnimElem = 5,< 0
pos = -25,-80

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5,>= 0 && AnimElem = 6,< 0
pos = -15,-55

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6
pos = 50,-20

[State 810, TargetState]
type = TargetState
trigger1 = AnimElem = 6
value = 812
persistent = 0

[State 810, Lifeadd]
type = targetlifeadd
trigger1 = animelem = 6
value = -112

[State 810, Endstate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Punch Throw Custom State
[statedef 811]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 811, Changeanim2]
type = changeanim2
trigger1 = time = 0
value = 811

[State 811, Screenbound]
type = screenbound
trigger1 = 1
movecamera = 0,0

[State 811, In case of an emergency]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050

;---------------------------------------------------------------------------
;Punch Throw Custom State
[statedef 812]
type = A
movetype = H
physics = N
ctrl = 0
velset = -6,-8.5

[State 811, Changeanim2]
type = changeanim2
trigger1 = time = 0
value = 812

[State 811, Gravity]
type = veladd
trigger1 =  1
y = .48

[State 811, Fall Tech Hit]
type = ChangeState
triggerall = Vel Y > 0 && Pos Y >= -20
triggerall = alive && CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 811, Selfstate]
type = selfstate
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
;The laziest throw ever from the laziest snk boss ever
[statedef 820]
type = S
movetype = A
physics = S
anim = 820
ctrl = 0
velset = 0,0

[State 820, TECH HIT]
type = changestate
triggerall = time =[1,3]
triggerall = numtarget
trigger1= (target,command="c" || target,command="y" || target,command="b" || target,command="z")
value =850

[State 820, Alright who's starting up the Sega Saturn]
type = explod
trigger1 = time = 0
anim = 10201
ID = 10201
postype = p2
pos = 0, -50
scale = .5,.5
ownpal = 1
facing = -1
ignorehitpause = 0
persistent = 0
ontop = 1

[State 820, Playsnd]
type = playsnd
trigger1 = time = 0
value = s2,6
persistent = 0

[State 820, Targetstate]
type = targetstate
trigger1 = time = 0
value = 821
persistent = 0

[State 820, VarSet]
type = VarSet
trigger1 = time = 0
var(2) = (command = "holdback")

[State 820, Turn]
type = Turn
trigger1 = time = 0
trigger1 = var(2)

[State 820, TargetFacing]
type = TargetFacing
trigger1 = time = 0
trigger1 = var(2)
value = -1

[State 820, Width]
type = Width
trigger1 = 1
edge = 45,45

[State 820, Targetbind]
type = TargetBind
trigger1 = time < 7
pos = 40, 0

[State 820, Targetbind]
type = TargetBind
trigger1 = AnimElem = 1,>= 0 && AnimElem = 3,< 0
pos = 40, 0

[State 820, Playsnd]
type = playsnd
trigger1 = animelem = 2
value = s8,0
persistent = 0

[State 820, Targetbind]
type = TargetBind
trigger1 = AnimElem = 3,>= 0 && AnimElem = 11,< 0
pos = 40, -45+((47-Time)**2)*0.033;40, -45

[State 820, Targetlifeadd]
type = targetlifeadd
trigger1 = time = 47
value = -112

[State 820, Targetlifeadd]
type = envcolor
trigger1 = time = 47
value = 255,0,0
time = 2

[State 820, Explod]
type = explod
trigger1 = animelem = 11
anim = 10110
postype = p2
pos = -15,-75
facing = -1
ownpal = 1
persistent = 0
sprpriority = 3

[State 820, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = animelem = 11
stateno = 20002
Postype = p2
facing = -1
pos = -15, -75
persistent = 0
ownpal = 1

[State 820, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = animelem = 11
stateno = 20004
Postype = p2
facing = -1
pos = -15, -75
persistent = 0
ownpal = 1

[State 820, Playsnd]
type = playsnd
trigger1 = animelem = 11
value = s2,5
persistent = 0

[State 820, Targetstate]
type = targetstate
trigger1 = animelem = 11
value = 822
persistent = 0

[State 810, Endstate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Kick Throw Custom State
[statedef 821]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 0, Offset]
type = Offset
trigger1 = Time%2 = 0
trigger1 = Time < 14
x = ifelse(Time%4=0,1,-1)

[State 821, Changeanim2]
type = changeanim2
trigger1 = time = 0
value = 821

[State 821, Screenbound]
type = screenbound
trigger1 = 1
movecamera = 0,0

[State 821, In case of an emergency]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050

;---------------------------------------------------------------------------
;Punch Throw Custom State
[statedef 822]
type = A
movetype = H
physics = N
ctrl = 0
velset = -6,-7.5

[State 822, Changeanim2]
type = changeanim2
trigger1 = time = 0
value = 2000

[State 822, Gravity]
type = veladd
trigger1 =  1
y = .48

[State 822, Fall Tech Hit]
type = ChangeState
triggerall = Vel Y > 0 && Pos Y >= -20
triggerall = alive && CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 822, Selfstate]
type = selfstate
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
;Tech hit. Why am I doing this outside of a full game
[Statedef 850]
type = A
movetype = A
physics = N
juggle = 0
ctrl = 0
velset = 0,0
anim = 850

[State 850, Nothitby]
type = nothitby
trigger1 = time >= 0
value = SCA
time = 1

[State 850, Playsnd]
type = playsnd
trigger1 = time = 0
value = s5, 12
persistent = 0

[State 850, Left]
type = explod
trigger1 = TeamSide = 2 && NumExplod(8701) = 0
anim = 10430
ID = 8701
postype = left
pos = 5,81
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5,0.5
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 850, Right]
type = explod
trigger1 = TeamSide = 1 && NumExplod(8701) = 0
anim = 10431
ID = 8701
postype = right
pos = -5,81
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5,0.5
persistent = 0;1
ignorehitpause = 1
ownpal = 1

[State 850, Player Push]
type = playerpush
trigger1 = 1
value = 0

[State 850, turn]
type = turn
trigger1 = prevstateno = 810 && time = 0

[State 850, Targetstate]
type = targetstate
trigger1 = time = 0
value = ifelse(prevstateno = 810, 852, 851)
persistent = 0

[State 850, Velset]
type = VelSet
trigger1 = animtime = 0
x = -4.5
y = -2.5

[State 850, Change Anim]
type = changestate
trigger1 = animtime = 0
value = 5040
ctrl = 0

;---------------------------------------------------------------------------
;Tech hit custom state. Why am I doing this outside of a full game
[Statedef 851]
type = A
movetype = A
physics = N
juggle = 0
ctrl = 0
velset = 0,0

[State 851, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 850

[State 851, Nothitby]
type = nothitby
trigger1 = time >= 0
value = SCA
time = 4

[State 851, Player Push]
type = playerpush
trigger1 = 1
value = 0

[State 851, turn]
type = Turn
trigger1 = facing = enemy,facing&&time = 0

[State 851, VelSet]
type = VelSet
trigger1 = animtime = 0
x = -4.5
y = -2.5

[State 851, Endstate]
type = selfstate
trigger1 = animtime = 0
value =  5040
ctrl = 0

;---------------------------------------------------------------------------
;Tech hit custom state. Why am I doing this outside of a full game
[Statedef 852]
type = A
movetype = A
physics = N
juggle = 0
ctrl = 0
velset = 0,0

[State 852, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 850

[State 852, Turn]
type = turn
trigger1 = time = 0

[State 852, Nothitby]
type = nothitby
trigger1 = time >= 0
value = SCA
time = 4

[State 852, Player Push]
type = playerpush
trigger1 = 1
value = 0

[State 852, turn]
type = Turn
trigger1 = facing = enemy,facing&&time = 0

[State 852, VelSet]
type = VelSet
trigger1 = animtime = 0
x = -4.5
y = -2.5

[State 852, Endstate]
type = selfstate
trigger1 = animtime = 0
value =  5040
ctrl = 0

;---------------------------------------------------------------------------
;Guard Push
[Statedef 880]
type    = A
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 10203
sprpriority = 4

[State 880, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 880, Helper]
type = Helper
trigger1 = time = 0
ID = 885
stateno = 885
pos = -50,0
postype = p1
facing = 1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
size.ground.back = 32
size.ground.front = 32
size.air.back = 32
size.air.front = 32
size.height = 9999

[State 880, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3,1

[State 880, PosAdd]
type = PosAdd
trigger1 = 1
x = parentdist x + 20 + const(size.mid.pos.x)
y = parentdist y + (const(size.mid.pos.y) / ifelse((parent,statetype=C),2,1) )

[State 880, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;Guard Push Helper
[Statedef 885]
type    = A
movetype= I
physics = N
poweradd= 0
ctrl = 0
anim = 885
sprpriority = -4

[State 885, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 885, a1]
type = PlayerPush
trigger1 = Time >= 0
value = 1

[State 885, a2]
type = VelSet
trigger1 = Time = [0,10]
x = 30

[State 885, a3]
type = VelSet
trigger1 = Time = [11,13]
x = 20

[State 885, a4]
type = VelSet
trigger1 = Time >= 14
x = 10

[State 885, a5]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 885, a6]
type = DestroySelf
trigger1 = Time >= 18

;---------------------------------------------------------------------------
;Foward Recovery Roll

[Statedef 890]
type    = C
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 8,0
ctrl = 0
anim = 890
sprpriority = -1

[State 890, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 890, 2]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 890, 3]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 890, 4]
type = MakeDust
trigger1 = Time >= 0
pos = -16,0
spacing = 6

[State 890, 5]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 20

[State 890, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 890, Dead]
type = ChangeState
trigger1 = alive = 0
value = 5150
ctrl = 0

;---------------------------------------------------------------------------
;Backward Recovery Roll

[Statedef 895]
type    = C
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = -8,0
ctrl = 0
anim = 895
sprpriority = -1

[State 895, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 895, 2]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 895, 3]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 895, 4]
type = MakeDust
trigger1 = Time >= 0
pos = 16,0
spacing = 6

[State 895, 5]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 20

[State 895, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 895, Dead]
type = ChangeState
trigger1 = alive = 0
value = 5150
ctrl = 0

;---------------------------------------------------------------------------
; Air Dash
[Statedef 900]
type = A
physics = N
anim = 900
sprpriority = 1
velset = 0,0
ctrl = 0

[State 900, No Air Block for a bit]
type = assertspecial
trigger1 = time < 5
flag = noairguard

[State 900, Variable]
type = varset
trigger1 = time = 0
v = 17
value = 0

[State 900, gain control]
type = ctrlset
trigger1 = time >= 2
value = 1

[State 900, Playsnd]
type = playsnd
trigger1 = time = 0
value = s200,0
channel = 0

[State 900, Velset]
type = velset
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 900, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noautoturn

[State 900, endstate]
type = changestate
trigger1 = time = 12
value = 50

;-----------------------------------------------------------------------------
; Methods of Mayhem 1
[Statedef 1000]
type = S
movetype = A
physics = S
juggle  = 1
velset = 0,0
poweradd = 55
anim = 1000
ctrl = 0
sprpriority = 2

[State 1000, varset]
type = varset
trigger1 = time = 0
v = 3
value = 0

[State 1000, Playsnd]
type = playsnd
trigger1 = time = 0
value = s1000,0
persistent = 0
channel = 0

[State 1000, Playsnd]
type = playsnd
trigger1 = animelem = 3
value = s9, 0
persistent = 0

[State 1000, Projectile]
type = Helper
trigger1 = var(14) = 0 && animelem = 3  ;&& numhelper(10520) = 0, actually Fuck that I want her to throw lots of shit when sadclaps'd
stateno = 10520
ID = 10520
name = "fireball"
postype = P1
pos = 60,0
ownpal = 1
persistent = 0

[State 1000, Red Projectile]
type = Helper
trigger1 = var(14) = 1 && animelem = 3
stateno = 10620
ID = 10620
name = "red fireball"
postype = P1
pos = 60,0
ownpal = 1
persistent = 0

[State 1000, Dust]
type = explod
trigger1 = time = 0
anim = 10300
postype = p1
persistent = 0
sprpriority = 3
ownpal = 1

[State 1000, Playsnd]
type = playsnd
trigger1 = animelem = 19
value = s7,0

[State 1000, Endstate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
; Methods of Mayhem 1
[Statedef 1001]
type = S
movetype = A
physics = S
juggle  = 1
velset = 0,0
poweradd = 55
anim = 1000
ctrl = 0
sprpriority = 2

[State 1001, varset]
type = varset
trigger1 = time = 0
v = 3
value = 1

[State 1001, Playsnd]
type = playsnd
trigger1 = time = 0
value = s1000,0
persistent = 0
channel = 0

[State 1001, Playsnd]
type = playsnd
trigger1 = animelem = 3
value = s9, 0
persistent = 0

[State 1001, Projectile]
type = Helper
trigger1 = var(14) = 0 && animelem = 4  ;&& numhelper(10520) = 0, actually Fuck that I want her to throw lots of shit when sadclaps'd
stateno = 10520
ID = 10520
name = "fireball"
postype = P1
pos = 60,0
ownpal = 1
persistent = 0

[State 1001, Red Projectile]
type = Helper
trigger1 = var(14) = 1 && animelem = 4
stateno = 10620
ID = 10620
name = "red fireball"
postype = P1
pos = 60,0
ownpal = 1
persistent = 0

[State 1001, Dust]
type = explod
trigger1 = time = 0
anim = 10300
postype = p1
persistent = 0
sprpriority = 3
ownpal = 1

[State 1001, Playsnd]
type = playsnd
trigger1 = animelem = 19
value = s7,0

[State 1001, Endstate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
; Methods of Mayhem 1
[Statedef 1002]
type = S
movetype = A
physics = S
juggle  = 1
velset = 0,0
poweradd = 55
anim = 1000
ctrl = 0
sprpriority = 2

[State 1002, varset]
type = varset
trigger1 = time = 0
v = 3
value = 2

[State 1002, Playsnd]
type = playsnd
trigger1 = time = 0
value = s1000,0
persistent = 0
channel = 0

[State 1002, Playsnd]
type = playsnd
trigger1 = animelem = 3
value = s9, 0
persistent = 0

[State 1002, Projectile]
type = Helper
trigger1 = var(14) = 0 && animelem = 4  ;&& numhelper(10520) = 0, actually Fuck that I want her to throw lots of shit when sadclaps'd
stateno = 10520
ID = 10520
name = "fireball"
postype = P1
pos = 60,0
ownpal = 1
persistent = 0

[State 1002, Red Projectile]
type = Helper
trigger1 = var(14) = 1 && animelem = 4
stateno = 10620
ID = 10620
name = "red fireball"
postype = P1
pos = 60,0
ownpal = 1
persistent = 0

[State 1002, Dust]
type = explod
trigger1 = time = 0
anim = 10300
postype = p1
persistent = 0
sprpriority = 3
ownpal = 1

[State 1002, Playsnd]
type = playsnd
trigger1 = animelem = 19
value = s7,0

[State 1002, Endstate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
; Methods of Mayhem 2
[Statedef 1100]
type = S
movetype = A
physics = N
juggle  = 1
velset = 0,0
poweradd = 55
anim = 1100
ctrl = 0
sprpriority = 2

[State 1100, Invulframes]
type = nothitby
trigger1 = time = 0
value = SCA
time = 3

[State 1100, Playsnd]
type = playsnd
trigger1 = time = 0
value = s1100,0
channel = 0

[State 1100, Dust]
type = explod
trigger1 = time = 0
anim = 10300
postype = p1
persistent = 0
sprpriority = 3
ownpal = 1

[State 1100, Width]
type = width
trigger1 = 1
edge = 5,0

[State 1100, Velset]
type = velset
trigger1 = animelem = 2
x = 7.5

[State 1100, trail]
type = explod
trigger1 = animelem = 2
anim = 1110
ID = 1110
postype = P1
bindtime = -1
removeongethit = 1

[State 1100, Playsnd]
type = playsnd
trigger1 = animelem = 2
value = s1,5
persistent = 0
channel = 1

[State 1100, Slashing Effect]
type = helper
trigger1 = animelem = 3
stateno = 10500
postype = p1
ownpal = 1
persistent = 0

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 3
attr = S,SA
damage = ifelse(var(14),ceil(fvar(10)*143),ceil(fvar(10)*119)),ifelse(var(14),9,7)
animtype = Heavy
air.animtype = Heavy
guardflag = MA
hitflag = MADF
priority = 4, Hit
pausetime = 10,10
sparkno = s10103
guard.sparkno = s10202
sparkxy = -5, -55
hitsound = s2,5
guardsound = s3,0
ground.type = High
Air.type = High
ground.slidetime = 22
ground.hittime  = 22
guard.ctrltime = 15
ground.velocity = -7,-13.5
air.hittime = 22
air.velocity = -7,-13.5
down.velocity = -5.5, -3.5
yaccel = 0.56
p2facing = 1
forcenofall = 1
envshake.time = 1
envshake.ampl = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
palfx.time = 25*(var(14))
palfx.add = 224,64,0
palfx.mul = 256,240,32
palfx.sinadd = 48,16,0,4
palfx.color = 8
ID = 2*(var(14))

[State 1100, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20002
Postype = p1
pos = Floor(P2Dist X+15), -55
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1100, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20004
Postype = p1
pos = Floor(P2Dist X+15), -55
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1100, Statetype Set]
type = statetypeset
trigger1 = animelem = 6
movetype = I

[state 1100, veladd]
type = veladd
trigger1 = time >= 8
x = -0.35

[state 1100, stop]
type = velset
trigger1 = Vel X < 0.5
x = 0

[State 1100, playsnd]
type = playsnd
trigger1 = animelem = 9
value = s7,0
persistent = 0

[State 1100, endstate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
; Methods of Mayhem 2
[Statedef 1101]
type = S
movetype = A
physics = N
juggle  = 1
velset = 0,0
poweradd = 55
anim = 1101
ctrl = 0
sprpriority = 2

[State 1101, Invulframes]
type = nothitby
trigger1 = time = 0
value = SCA
time = 3

[State 1101, Playsnd]
type = playsnd
trigger1 = time = 0
value = s1100,0
channel = 0

[State 1101, Dust]
type = explod
trigger1 = time = 0
anim = 10300
postype = p1
persistent = 0
sprpriority = 3
ownpal = 1

[State 1101, Width]
type = width
trigger1 = 1
edge = 5,0

[State 1101, Velset]
type = velset
trigger1 = animelem = 2
x = 9

[State 1101, Playsnd]
type = playsnd
trigger1 = animelem = 3
value = s1,5
persistent = 0
channel = 1

[State 1101, trail]
type = explod
trigger1 = animelem = 2
anim = 1110
ID = 1110
postype = P1
bindtime = -1
removeongethit = 1

[State 1101, Slashing Effect]
type = helper
trigger1 = animelem = 4
stateno = 10500
postype = p1
ownpal = 1
persistent = 0

[State 1101, HitDef]
type = HitDef
trigger1 = animelem = 4
attr = S,SA
damage = ifelse(var(14),ceil(fvar(10)*143),ceil(fvar(10)*119)),ifelse(var(14),9,7)
animtype = Heavy
air.animtype = Heavy
guardflag = MA
hitflag = MADF
priority = 4, Hit
pausetime = 10,10
sparkno = s10103
guard.sparkno = s10202
sparkxy = -5, -55
hitsound = s2,5
guardsound = s3,0
ground.type = High
Air.type = High
ground.slidetime = 22
ground.hittime  = 22
guard.ctrltime = 15
ground.velocity = -7.5,-14.5
air.hittime = 22
air.velocity = -7.5,-14.5
down.velocity = -5.5, -3.5
yaccel = 0.56
p2facing = 1
forcenofall = 1
envshake.time = 1
envshake.ampl = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
palfx.time = 25*(var(14))
palfx.add = 224,64,0
palfx.mul = 256,240,32
palfx.sinadd = 48,16,0,4
palfx.color = 8
ID = 2*(var(14))

[State 1101, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20002
Postype = p1
pos = Floor(P2Dist X+15), -55
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1101, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20004
Postype = p1
pos = Floor(P2Dist X+15), -55
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1101, Statetype Set]
type = statetypeset
trigger1 = animelem = 7
movetype = I

[state 1101, veladd]
type = veladd
trigger1 = time >= 10
x = -0.35

[state 1101, stop]
type = velset
trigger1 = vel x < .35
x = 0

[State 1101, playsnd]
type = playsnd
trigger1 = animelem = 11
value = s7,0
persistent = 0

[State 1101, endstate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
; Methods of Mayhem 2
[Statedef 1102]
type = S
movetype = A
physics = N
juggle  = 1
velset = 0,0
poweradd = 55
anim = 1102
ctrl = 0
sprpriority = 2

[State 1102, Invulframes]
type = nothitby
trigger1 = time = 0
value = SCA
time = 3

[State 1102, Playsnd]
type = playsnd
trigger1 = time = 0
value = s1100,0
channel = 0

[State 1102, Dust]
type = explod
trigger1 = time = 0
anim = 10300
postype = p1
persistent = 0
sprpriority = 3
ownpal = 1

[State 1102, Width]
type = width
trigger1 = 1
edge = 5,0

[State 1102, trail]
type = explod
trigger1 = animelem = 2
anim = 1110
ID = 1110
postype = P1
bindtime = -1
removeongethit = 1

[State 1102, Velset]
type = velset
trigger1 = animelem = 2
x = 10.5

[State 1102, Playsnd]
type = playsnd
trigger1 = animelem = 3
value = s1,5
persistent = 0
channel = 1

[State 1102, Slashing Effect]
type = helper
trigger1 = animelem = 4
stateno = 10500
postype = p1
ownpal = 1
persistent = 0

[State 1102, HitDef]
type = HitDef
trigger1 = animelem = 4
attr = S,SA
damage = ifelse(var(14),ceil(fvar(10)*143),ceil(fvar(10)*119)),ifelse(var(14),9,7)
animtype = Heavy
air.animtype = Heavy
guardflag = MA
hitflag = MADF
priority = 4, Hit
pausetime = 10,10
sparkno = s10103
guard.sparkno = s10202
sparkxy = -5, -55
hitsound = s2,5
guardsound = s3,0
ground.type = High
Air.type = High
ground.slidetime = 22
ground.hittime  = 22
guard.ctrltime = 15
ground.velocity = -8.5,-15.5
air.hittime = 22
air.velocity = -8.5,-15.5
down.velocity = -5.5, -3.5
yaccel = 0.56
p2facing = 1
forcenofall = 1
envshake.time = 1
envshake.ampl = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
palfx.time = 25*(var(14))
palfx.add = 224,64,0
palfx.mul = 256,240,32
palfx.sinadd = 48,16,0,4
palfx.color = 8
ID = 2*(var(14))

[State 1102, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20002
Postype = p1
pos = Floor(P2Dist X+15), -55
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1102, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20004
Postype = p1
pos = Floor(P2Dist X+15), -55
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1102, Statetype Set]
type = statetypeset
trigger1 = animelem = 8
movetype = I

[state 1102, veladd]
type = veladd
trigger1 = time >= 12
x = -0.35

[state 1102, stop]
type = velset
trigger1 = vel x <= 0.35
x = 0

[State 1102, playsnd]
type = playsnd
trigger1 = animelem = 13
value = s7,0
persistent = 0

[State 1102, endstate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
; Methods of Mayhem 2 air edition
[Statedef 1150]
type = A
movetype = A
physics = N
juggle  = 1
velset = 0,0
poweradd = 55
anim = 1150
ctrl = 0
sprpriority = 2

[State 1150, Playsnd]
type = playsnd
trigger1 = time = 0
value = s1100,0
channel = 0

[State 1150, Width]
type = width
trigger1 = 1
edge = 5,0

[State 1150, Velset]
type = velset
trigger1 = animelem = 2
x = 7.5

[State 1150, trail]
type = explod
trigger1 = animelem = 2
anim = 1110
ID = 1110
postype = P1
bindtime = -1
removeongethit = 1

[State 1150, Playsnd]
type = playsnd
trigger1 = animelem = 2
value = s1,5
persistent = 0
channel = 1

[State 1150, Slashing Effect]
type = helper
trigger1 = animelem = 3
stateno = 10500
postype = p1
ownpal = 1
persistent = 0

[State 1150, HitDef]
type = HitDef
trigger1 = animelem = 3
attr = S,SA
damage = ifelse(var(14),ceil(fvar(10)*118),ceil(fvar(10)*98)),ifelse(var(14),9,7)
animtype = Heavy
air.animtype = Heavy
guardflag = MA
hitflag = MADF
priority = 4, Hit
pausetime = 10,10
sparkno = s10103
guard.sparkno = s10202
sparkxy = -5, -55
hitsound = s2,5
guardsound = s3,0
ground.type = High
Air.type = High
ground.slidetime = 22
ground.hittime  = 22
guard.ctrltime = 15
ground.velocity = -7,-13.5
air.hittime = 22
air.velocity = -7,-13.5
down.velocity = -5.5, -3.5
yaccel = 0.56
p2facing = 1
envshake.time = 1
envshake.ampl = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
palfx.time = 25*(var(14))
palfx.add = 224,64,0
palfx.mul = 256,240,32
palfx.sinadd = 48,16,0,4
palfx.color = 8
ID = 2*(var(14))

[State 1150, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20002
Postype = p1
pos = Floor(P2Dist X+15), -55
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1150, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20004
Postype = p1
pos = Floor(P2Dist X+15), -55
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1150, Statetype Set]
type = statetypeset
trigger1 = animelem = 6
movetype = I

[state 1150, veladd]
type = veladd
trigger1 = time >= 8
x = -0.35

[state 1150, stop]
type = velset
trigger1 = Vel X < 0.5
x = 0

[State 1150, endstate]
type = changestate
trigger1 = animtime = 0
value = 1155

;-----------------------------------------------------------------------------
; Methods of Mayhem 2 Air Edition
[Statedef 1151]
type = A
movetype = A
physics = N
juggle  = 1
velset = 0,0
poweradd = 55
anim = 1151
ctrl = 0
sprpriority = 2

[State 1151, Playsnd]
type = playsnd
trigger1 = time = 0
value = s1100,0
channel = 0

[State 1151, Width]
type = width
trigger1 = 1
edge = 5,0

[State 1151, Velset]
type = velset
trigger1 = animelem = 2
x = 9

[State 1151, Playsnd]
type = playsnd
trigger1 = animelem = 3
value = s1,5
persistent = 0
channel = 1

[State 1151, trail]
type = explod
trigger1 = animelem = 2
anim = 1110
ID = 1110
postype = P1
bindtime = -1
removeongethit = 1

[State 1151, Slashing Effect]
type = helper
trigger1 = animelem = 4
stateno = 10500
postype = p1
ownpal = 1
persistent = 0

[State 1151, HitDef]
type = HitDef
trigger1 = animelem = 4
attr = S,SA
damage = ifelse(var(14),ceil(fvar(10)*118),ceil(fvar(10)*98)),ifelse(var(14),9,7)
animtype = Heavy
air.animtype = Heavy
guardflag = MA
hitflag = MADF
priority = 4, Hit
pausetime = 10,10
sparkno = s10103
guard.sparkno = s10202
sparkxy = -5, -55
hitsound = s2,5
guardsound = s3,0
ground.type = High
Air.type = High
ground.slidetime = 22
ground.hittime  = 22
guard.ctrltime = 15
ground.velocity = -7.5,-14.5
air.hittime = 22
air.velocity = -7.5,-14.5
down.velocity = -5.5, -3.5
yaccel = 0.56
p2facing = 1
envshake.time = 1
envshake.ampl = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
palfx.time = 25*(var(14))
palfx.add = 224,64,0
palfx.mul = 256,240,32
palfx.sinadd = 48,16,0,4
palfx.color = 8
ID = 2*(var(14))

[State 1151, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20002
Postype = p1
pos = Floor(P2Dist X+15), -55
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1151, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20004
Postype = p1
pos = Floor(P2Dist X+15), -55
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1151, Statetype Set]
type = statetypeset
trigger1 = animelem = 7
movetype = I

[state 1151, veladd]
type = veladd
trigger1 = time >= 10
x = -0.35

[state 1151, stop]
type = velset
trigger1 = vel x < .35
x = 0

[State 1151, endstate]
type = changestate
trigger1 = animtime = 0
value = 1155

;-----------------------------------------------------------------------------
; Methods of Mayhem 2
[Statedef 1152]
type = A
movetype = A
physics = N
juggle  = 1
velset = 0,0
poweradd = 55
anim = 1152
ctrl = 0
sprpriority = 2

[State 1152, Playsnd]
type = playsnd
trigger1 = time = 0
value = s1100,0
channel = 0

[State 1152, Width]
type = width
trigger1 = 1
edge = 5,0

[State 1152, trail]
type = explod
trigger1 = animelem = 2
anim = 1110
ID = 1110
postype = P1
bindtime = -1
removeongethit = 1

[State 1152, Velset]
type = velset
trigger1 = animelem = 2
x = 10.5

[State 1152, Playsnd]
type = playsnd
trigger1 = animelem = 3
value = s1,5
persistent = 0
channel = 1

[State 1152, Slashing Effect]
type = helper
trigger1 = animelem = 4
stateno = 10500
postype = p1
ownpal = 1
persistent = 0

[State 1152, HitDef]
type = HitDef
trigger1 = animelem = 4
attr = S,SA
damage = ifelse(var(14),ceil(fvar(10)*118),ceil(fvar(10)*98)),ifelse(var(14),9,7)
animtype = Heavy
air.animtype = Heavy
guardflag = MA
hitflag = MADF
priority = 4, Hit
pausetime = 10,10
sparkno = s10103
guard.sparkno = s10202
sparkxy = -5, -55
hitsound = s2,5
guardsound = s3,0
ground.type = High
Air.type = High
ground.slidetime = 22
ground.hittime  = 22
guard.ctrltime = 15
ground.velocity = -8.5,-15.5
air.hittime = 22
air.velocity = -8.5,-15.5
down.velocity = -5.5, -3.5
yaccel = 0.56
p2facing = 1
envshake.time = 1
envshake.ampl = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
palfx.time = 25*(var(14))
palfx.add = 224,64,0
palfx.mul = 256,240,32
palfx.sinadd = 48,16,0,4
palfx.color = 8
ID = 2*(var(14))

[State 1152, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20002
Postype = p1
pos = Floor(P2Dist X+15), -55
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1152, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20004
Postype = p1
pos = Floor(P2Dist X+15), -55
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1152, Statetype Set]
type = statetypeset
trigger1 = animelem = 8
movetype = I

[state 1152, veladd]
type = veladd
trigger1 = time >= 12
x = -0.35

[state 1152, stop]
type = velset
trigger1 = vel x <= 0.35
x = 0

[State 1152, endstate]
type = changestate
trigger1 = animtime = 0
value = 1155

;---------------------------------------------------------------------------
; Methods of Mayhem 2 Custom Fall
[Statedef 1155]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 1155
ctrl = 0

[State 1155, Playsnd]
Type = playsnd
trigger1 = time = 0
value = s7,0
persistent = 0

[State 1155, Gravity]
type = veladd
trigger1 = time >= 0
y = 0.52

[State 1155, VelAdd]
type = VelAdd
triggerall = Vel X >= -2
trigger1 = command = "holdback"
trigger1 = Anim != 43
x = -0.1

[State 1155, VelAdd]
type = VelAdd
triggerall = Vel X <= 2.5
trigger1 = command = "holdfwd"
trigger1 = Anim != 42
x = 0.25

[State 1155, Ctrlset]
type = Ctrlset
trigger1 = time = 15
value = 1

[State 1155, Turn]
type = Turn
trigger1 = p2dist x < 0

[State 1155, Land]
type = ChangeState
trigger1 = vel y > 0
trigger1 = vel y + pos y >= 0
value = 52
ctrl = 0

;-----------------------------------------------------------------------------
; Methods of Mayhem 3
[Statedef 1200]
type = S
movetype = A
physics = S
juggle  = 1
velset = 0,0
poweradd = 55
anim = 1200
ctrl = 0
sprpriority = 2

[State 1200, Dust]
type = explod
trigger1 = time = 0
anim = 10300
postype = p1
persistent = 0
sprpriority = 3
ownpal = 1

[state 1200, hitby]
type = hitby
trigger1 = time = 6
value = SCA,AT
time = 29

[State 1200, Playsnd]
type = playsnd
trigger1 = time = 6
value = s9,1
persistent = 0
channel = 2

[State 1200, varset]
type = varset
trigger1 = time = 6
v = 20
value = 1

[State 1200, PalFX]
type = PalFX
trigger1 =  time = 6
time = 29
add = -15,-15,-15
sinadd   = 120,0, 150,5
invertall = 0
persistent = 0
ignorehitpause = 1

[State 1200, I can't believe this isn't a reversaldef]
type = Helper
trigger1 = time = 6
stateno = 1205
ID = 1205
postype = p1
ownpal = 1
persistent = 0

[State 1200, Helper takes a hit]
type = changestate
trigger1 = var(19) = 1
value = 1210
Ignorehitpause = 1

[State 1200, Endstate]
type = changestate
trigger1 = time = 29
value = 1204

;-----------------------------------------------------------------------------
; Methods of Mayhem 3
[Statedef 1201]
type = S
movetype = A
physics = S
juggle  = 1
velset = 0,0
poweradd = 55
anim = 1200
ctrl = 0
sprpriority = 2

[State 1201, Dust]
type = explod
trigger1 = time = 0
anim = 10300
postype = p1
persistent = 0
sprpriority = 3
ownpal = 1

[state 1201, hitby]
type = hitby
trigger1 = time = 6
value = SCA,AT
time = 22

[State 1201, Playsnd]
type = playsnd
trigger1 = time = 6
value = s9,1
persistent = 0
channel = 2

[State 1201, varset]
type = varset
trigger1 = time = 6
v = 20
value = 1

[State 1201, PalFX]
type = PalFX
trigger1 =  time = 6
time = 22
add = -15,-15,-15
sinadd   = 120,0, 150,5
invertall = 0
persistent = 0
ignorehitpause = 1

[State 1201, I can't believe this isn't a reversaldef]
type = Helper
trigger1 = time = 6
stateno = 1206
ID = 1205
postype = p1
ownpal = 1
persistent = 0

[State 1201, Helper takes a hit]
type = changestate
trigger1 = var(19) = 1
value = 1210
Ignorehitpause = 1

[State 1201, Endstate]
type = changestate
trigger1 = time = 22
value = 1204

;-----------------------------------------------------------------------------
; Methods of Mayhem 3
[Statedef 1202]
type = S
movetype = A
physics = S
juggle  = 1
velset = 0,0
poweradd = 55
anim = 1200
ctrl = 0
sprpriority = 2

[State 1202, Dust]
type = explod
trigger1 = time = 0
anim = 10300
postype = p1
persistent = 0
sprpriority = 3
ownpal = 1

[state 1202, hitby]
type = hitby
trigger1 = time = 3
value = SCA,AT
time = 14

[State 1202, Playsnd]
type = playsnd
trigger1 = time = 3
value = s9,1
persistent = 0
channel = 2

[State 1202, varset]
type = varset
trigger1 = time = 3
v = 20
value = 1

[State 1202, PalFX]
type = PalFX
trigger1 =  time = 3
time = 14
add = -15,-15,-15
sinadd   = 120,0, 150,5
invertall = 0
persistent = 0
ignorehitpause = 1

[State 1202, I can't believe this isn't a reversaldef]
type = Helper
trigger1 = time = 3
stateno = 1207
ID = 1205
postype = p1
ownpal = 1
persistent = 0

[State 1202, Helper takes a hit]
type = changestate
trigger1 = var(19) = 1
value = 1210
Ignorehitpause = 1

[State 1202, Endstate]
type = changestate
trigger1 = time = 22
value = 1204

;-----------------------------------------------------------------------------
; Methods of Mayhem 3
[Statedef 1204]
type = S
movetype = A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1204, Helper takes a hit]
type = changestate
trigger1 = var(19) = 1
value = 1210
Ignorehitpause = 1

[State 1204, Endstate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
; Counter Shield
[Statedef 1205]
type = S
movetype = I
physics = N
velset = 0,0
poweradd = 0
anim = 1205
ctrl = 0
sprpriority = -1

[State 1205, Bind to parent]
type = BindToParent
trigger1 = 1
time = -1
ignorehitpause = 1

[State 1205, Hitoverride]
type = hitoverride
trigger1 = 1
attr= SCA,AA,AP
stateno = 1215
time = -1

[State 1205, Hitby]
type = hitby
trigger1 = 1
value = SCA,AA,AP
time = -1
ignorehitpause = 1

[State 1205, If hit]
type = parentvarset
trigger1 = gethitvar(hitcount) = 1
v = 19
value = 1

[State 1205, Destroyself]
type = destroyself
trigger1 = time = 29
trigger2 = parent,stateno !=[1200,1204]

;-----------------------------------------------------------------------------
; Counter Shield
[Statedef 1206]
type = S
movetype = I
physics = N
velset = 0,0
poweradd = 0
anim = 1205
ctrl = 0
sprpriority = -1

[State 1206, Bind to parent]
type = BindToParent
trigger1 = 1
time = -1
ignorehitpause = 1

[State 1206, Hitoverride]
type = hitoverride
trigger1 = 1
attr= SCA,AA,AP
stateno = 1216
time = -1

[State 1206, Hitby]
type = hitby
trigger1 = 1
value = SCA,AA,AP
time = -1
ignorehitpause = 1

[State 1206, Destroyself]
type = destroyself
trigger1 = time = 22
trigger2 = parent,stateno !=[1200,1204]

;-----------------------------------------------------------------------------
; Counter Shield
[Statedef 1207]
type = S
movetype = I
physics = N
velset = 0,0
poweradd = 0
anim = 1205
ctrl = 0
sprpriority = -1

[State 1207, Bind to parent]
type = BindToParent
trigger1 = 1
time = -1
ignorehitpause = 1

[State 1207, Hitoverride]
type = hitoverride
trigger1 = 1
attr= SCA,AA,AP
stateno = 1217
time = -1

[State 1207, Hitby]
type = hitby
trigger1 = 1
value = SCA,AA,AP
time = -1
ignorehitpause = 1

[State 1207, Destroyself]
type = destroyself
trigger1 = time = 14
trigger2 = parent,stateno !=[1200,1204]

;---------------------------------------------------------------------------
; Counter Attack

[Statedef 1210]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 1210
sprpriority = 2

[State 1210, Removepalfx]
type = palfx
trigger1 = time = 0
add = 0,0,0
time = 1

[State 1210, Playsnd]
type = playsnd
trigger1 = time = 0
value = s9,2
channel = 2

[State 1210, Pause]
type = Pause
trigger1 = time = 0
time = 16
movetime = 0

[State 1210, Nothitby]
type = nothitby
trigger1 = time = 0
value = SCA
time = 23

[State 1210, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 3
value = s1200, random%3
channel = 0

[State 1210, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 3
value = s1,5
channel = 1

[State 1210, Slashing Effect]
type = helper
trigger1 = animelem = 3
stateno = 10500
ownpal = 1
postype = p1

[State 1210, HitDef]
type = HitDef
trigger1 = animelem = 4
attr = S,SA
damage = ceil(fvar(1)),ifelse(var(14),9,7)
animtype = Heavy
Air.Animtype = Up
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 10,10
sparkno = s10109
guard.sparkno = s10202
sparkxy = -15, -65
hitsound = s2,5
guardsound = s3,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 15
ground.velocity = -6.5, -8.5
air.type = Low
air.hittime = 18
air.velocity = -6.5, -8.5
down.velocity = -5.5, -3.5
yaccel = 0.56
p2facing = 1
envshake.time = 1
envshake.ampl = 1
forcenofall = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
palfx.time = 25*(var(14))
palfx.add = 224,64,0
palfx.mul = 256,240,32
palfx.sinadd = 48,16,0,4
palfx.color = 8
ID = 2*(Var(14))

[State 1210, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20002
Postype = p1
pos = Floor(P2Dist X-5), -65
persistent = 0
facing = -1
ignorehitpause = 1
ownpal = 1

[State 1210, Blood 2]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20004
Postype = p1
pos = Floor(P2Dist X-5), -65
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1210, Statetype Set]
type = statetypeset
trigger1 = animelem = 8
movetype = I

[State 1210, Playsnd]
type = playsnd
trigger1 = animelem = 11
value = s7,0

[State 1210, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
; Counter Shield Hit
[Statedef 1215]
type = S
movetype = H
physics = N
velset = 0,0
poweradd = 0
anim = 9999
ctrl = 0
sprpriority = -1

[State 1215, Signal]
type = parentvarset
trigger1 = time = 0
v = 19
value = 1

[State 1215, Signal]
type = parentvarset
trigger1 = time = 1
v = 19
value = 0

[State 1215, create parent variable]
type = parentvarset
triggerall = root,var(14) = 0
trigger1 = time = 0
fv = 1
value = gethitvar(damage)*0.7

[State 1215, create parent variable]
type = parentvarset
triggerall = root,var(14) = 1
trigger1 = time = 0
fv = 1
value = gethitvar(damage)*0.9

[State 1215, Destroyself]
type = destroyself
trigger1 = time = 3

;-----------------------------------------------------------------------------
; Counter Shield Hit
[Statedef 1216]
type = S
movetype = H
physics = N
velset = 0,0
poweradd = 0
anim = 9999
ctrl = 0
sprpriority = -1

[State 1216, Signal]
type = parentvarset
trigger1 = time = 0
v = 19
value = 1

[State 1216, Signal]
type = parentvarset
trigger1 = time = 1
v = 19
value = 0

[State 1216, create parent variable]
type = parentvarset
triggerall = root,var(14) = 0
trigger1 = time = 0
fv = 1
value = gethitvar(damage)*1.2

[State 1216, create parent variable]
type = parentvarset
triggerall = root,var(14) = 1
trigger1 = time = 0
fv = 1
value = gethitvar(damage)*1.4

[State 1216, Destroyself]
type = destroyself
trigger1 = time = 2

;-----------------------------------------------------------------------------
; Counter Shield Hit
[Statedef 1217]
type = S
movetype = H
physics = N
velset = 0,0
poweradd = 0
anim = 9999
ctrl = 0
sprpriority = -1

[State 1217, Signal]
type = parentvarset
trigger1 = time = 0
v = 19
value = 1

[State 1217, Signal]
type = parentvarset
trigger1 = time = 1
v = 19
value = 0

[State 1217, create parent variable]
type = parentvarset
triggerall = root,var(14) = 0
trigger1 = time = 0
fv = 1
value = gethitvar(damage)*1.3

[State 1217, create parent variable]
type = parentvarset
triggerall = root,var(14) = 1
trigger1 = time = 0
fv = 1
value = gethitvar(damage)*1.5

[State 1217, Destroyself]
type = destroyself
trigger1 = time = 2

;-----------------------------------------------------------------------------
;Methods of Mayhem 4
[Statedef 1300]
type = C
movetype = A
physics = N
ctrl = 0
anim = 1300
poweradd = 55
velset = 0,0
sprpriority = 2

[State 1300, Dust]
type = explod
trigger1 = time = 0
anim = 10300
postype = p1
persistent = 0
sprpriority = 3
ownpal = 1

[State 1300, Playsnd]
type = playsnd
trigger1 = time = 0
value = s1300,0
channel = 0

[State 1300, Projectile Invul]
type = Hitby
trigger1 = 1
value = SCA, AA, AT

[State 1300, Velocity]
type = velset
trigger1 = animelem = 1
x = 3.5

[State 1300, changestate]
type = changestate
trigger1 = animelem = 7
value = 1305

;-----------------------------------------------------------------------------
;Methods of Mayhem 4
[Statedef 1301]
type = C
movetype = A
physics = N
ctrl = 0
anim = 1300
poweradd = 55
velset = 0,0
sprpriority = 2

[State 1301, Dust]
type = explod
trigger1 = time = 0
anim = 10300
postype = p1
persistent = 0
sprpriority = 3
ownpal = 1

[State 1301, Playsnd]
type = playsnd
trigger1 = time = 0
value = s1300,0
channel = 0

[State 1301, Projectile Invul]
type = Hitby
trigger1 = 1
value = SCA, AA, AT

[State 1301, Velocity]
type = velset
trigger1 = animelem = 1
x = 5.5

[State 1301, changestate]
type = changestate
trigger1 = animelem = 7
value = 1305

;-----------------------------------------------------------------------------
;Methods of Mayhem 4
[Statedef 1302]
type = C
movetype = A
physics = N
ctrl = 0
anim = 1300
poweradd = 55
velset = 0,0
sprpriority = 2

[State 1302, Dust]
type = explod
trigger1 = time = 0
anim = 10300
postype = p1
persistent = 0
sprpriority = 3
ownpal = 1

[State 1302, Playsnd]
type = playsnd
trigger1 = time = 0
value = s1300,0
channel = 0

[State 1302, Projectile Invul]
type = Hitby
trigger1 = 1
value = SCA, AA, AT

[State 1302, Velocity]
type = velset
trigger1 = animelem = 1
x = 7.5

[State 1302, changestate]
type = changestate
trigger1 = animelem = 7
value = 1305

;-----------------------------------------------------------------------------
;Methods of Mayhem 4
[Statedef 1305]
type = C
movetype = A
physics = N
ctrl = 0
juggle = 4
velset = 0,0
sprpriority = 2

[State 1305, Projectile Invul]
type = Hitby
trigger1 = AnimElem = 1,>= 0 && AnimElem = 10,< 0
value = SCA, AA, AT

[State 1305, Slashing Effect]
type = helper
trigger1 = animelem = 9
stateno = 10500
ownpal = 1

[State 1305, Playsnd]
type = playsnd
trigger1 = animelem = 8
value = s1,5
persistent = 0
channel = 1

[State 1305, HitDef]
type = HitDef
trigger1 = animelem = 9
attr = S,SA
damage = ifelse(var(14),ceil(fvar(10)*118),ceil(fvar(10)*98)),ifelse(var(14),9,7)
animtype = Heavy
air.animtype = Up
guardflag = L
hitflag = MAFD
priority = 4, Hit
pausetime = 10,10
sparkno = s10103
guard.sparkno = s10202
sparkxy = 0, -25
hitsound = s2,5
guardsound = s3,0
ground.type = Trip
Air.type = High
guard.velocity = -5
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 15
ground.velocity = -5,-4
air.type = Low
air.hittime = 18
air.velocity = -5,-4
down.velocity = -5.5, -3.5
yaccel = 0.56
p2facing = 1
envshake.time = 1
envshake.ampl = 1
fall = ifelse((GetHitVar(fallcount) = 1),1,0)
fall.recover = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
palfx.time = 30*(var(14))
palfx.add = 224,64,0
palfx.mul = 256,240,32
palfx.sinadd = 48,16,0,4
palfx.color = 8
ID = 2*(var(14))

[State 1305, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20002
Postype = p1
pos = Floor(P2Dist X-20), -35
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1305, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20004
Postype = p1
pos = Floor(P2Dist X-20), -35
facing = -1
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1305, playsnd]
type = playsnd
trigger1 = animelem = 18
value = s7,0
persistent = 0

[State 1305, Endstate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;Methods of Mayhem 5
[Statedef 1400]
type = A
movetype = A
physics = N
anim = 1400
poweradd = 55
velset = 0,0
sprpriority = 2
ctrl = 0

[State 1400, Velocity]
type = velset
trigger1 = animelem = 2
x = 3.5
y = 6

[State 1400, gravity]
type = veladd
trigger1 = time > 6
y = 0.69 ;hehehe

[State 1400, Playsnd]
type = playsnd
trigger1 = animelem = 2
value = s1400,0
channel = 0

[State 1400, Playsnd]
type = playsnd
trigger1 = animelem = 2
value = s1,2
channel = 1

[State 1400, HitDef]
type = HitDef
trigger1 = animelem = 2
attr = A,NA
damage = ceil(fvar(10)*77),7
animtype = Hard
air.animtype = Hard
guardflag = HA
hitflag = MADF
priority = 4, Hit
pausetime = 10,10
sparkno = s10102
guard.sparkno = s10202
sparkxy = -10, -20
hitsound = s2,2
guardsound = s3,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.ctrltime = 10
ground.velocity = -12
guard.velocity = -15
air.type = High
air.hittime = 18
air.velocity = -10,6
airguard.velocity = -6,0
down.velocity = -5.5, -3.5
yaccel = 0.56
envshake.time = 1
envshake.ampl = 1
air.fall = 1
fall.recover = 0
p2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
ID = 600

[State 1400, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20002
Postype = p1
pos = Floor(P2Dist X-5), -20
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1400, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20004
Postype = p1
pos = Floor(P2Dist X-5), -20
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1400, end state]
type = changestate
trigger1 = pos y >= 0
value = 52

;-----------------------------------------------------------------------------
;Methods of Mayhem 5
[Statedef 1401]
type = A
movetype = A
physics = N
anim = 1400
poweradd = 55
velset = 0,0
sprpriority = 2
ctrl = 0

[State 1401, Velocity]
type = velset
trigger1 = animelem = 2
x = 5
y = 8

[State 1401, gravity]
type = veladd
trigger1 = time > 6
y = 0.69 ;hehehe

[State 1401, Playsnd]
type = playsnd
trigger1 = animelem = 2
value = s1400,0
channel = 0

[State 1401, Playsnd]
type = playsnd
trigger1 = animelem = 2
value = s1,2
channel = 1

[State 1401, HitDef]
type = HitDef
trigger1 = animelem = 2
attr = A,NA
damage = ceil(fvar(10)*77),7
animtype = Hard
air.animtype = Hard
guardflag = HA
hitflag = MADF
priority = 4, Hit
pausetime = 10,10
sparkno = s10102
guard.sparkno = s10202
sparkxy = -10, -20
hitsound = s2,2
guardsound = s3,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.ctrltime = 10
ground.velocity = -12
guard.velocity = -15
air.type = High
air.hittime = 18
air.velocity = -10,6
airguard.velocity = -6,0
down.velocity = -5.5, -3.5
yaccel = 0.56
envshake.time = 1
envshake.ampl = 1
air.fall = 1
fall.recover = 0
p2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
ID = 600

[State 1401, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20002
Postype = p1
pos = Floor(P2Dist X-5), -20
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1401, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20004
Postype = p1
pos = Floor(P2Dist X-5), -20
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1401, end state]
type = changestate
trigger1 = pos y >= 0
value = 52

;-----------------------------------------------------------------------------
;Methods of Mayhem 5
[Statedef 1402]
type = A
movetype = A
physics = N
anim = 1400
poweradd = 55
velset = 0,0
sprpriority = 2
ctrl = 0

[State 1402, Velocity]
type = velset
trigger1 = animelem = 2
x = 6.5
y = 10

[State 1402, gravity]
type = veladd
trigger1 = time > 6
y = 0.69 ;hehehe

[State 1402, Playsnd]
type = playsnd
trigger1 = animelem = 2
value = s1400,0
channel = 0

[State 1402, Playsnd]
type = playsnd
trigger1 = animelem = 2
value = s1,2
channel = 1

[State 1402, HitDef]
type = HitDef
trigger1 = animelem = 2
attr = A,NA
damage = ceil(fvar(10)*77),7
animtype = Hard
air.animtype = Hard
guardflag = HA
hitflag = MADF
priority = 4, Hit
pausetime = 10,10
sparkno = s10102
guard.sparkno = s10202
sparkxy = -10, -20
hitsound = s2,2
guardsound = s3,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.ctrltime = 10
ground.velocity = -12
guard.velocity = -15
air.type = High
air.hittime = 18
air.velocity = -10,6
airguard.velocity = -6,0
down.velocity = -5.5, -3.5
yaccel = 0.56
envshake.time = 1
envshake.ampl = 1
air.fall = 1
fall.recover = 0
p2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
ID = 600

[State 1402, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20002
Postype = p1
pos = Floor(P2Dist X-5), -20
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1402, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20004
Postype = p1
pos = Floor(P2Dist X-5), -20
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1402, end state]
type = changestate
trigger1 = pos y >= 0
value = 52

;---------------------------------------------------------------------------
;Methods of Mayhem 6
[Statedef 1500]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1500
poweradd = 55
sprpriority = 2

[State 1500, Invul Frames]
type = nothitby
trigger1 = time = 0
value = SCA
time = 3

[State 1500, Dust]
type = explod
trigger1 = time = 0
anim = 10300
postype = p1
persistent = 0
sprpriority = 3
ownpal = 1

[State 1500, Hitdef]
type = hitdef
trigger1 = animelem = 3 && var(7) = 0
attr = S, ST
hitflag = M-
priority = 4, Miss
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 1510
guard.dist = 0
numhits = 0
ID = 1500

[State 1500, Playsnd]
type = playsnd
trigger1 = animelem = 5
value = s11, 1
persistent = 0
channel = 0

[State 1500, Statetype Set]
type = statetypeset
trigger1 = animelem = 4
movetype = I

[State 1500, Endstate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Methods of Mayhem 6
[Statedef 1510]
type = S
movetype = A
physics = S
anim = 1510
ctrl = 0
velset = 0,0
sprpriority = 2

[State 1510, Alright who's starting up the Sega Saturn]
type = explod
trigger1 = time = 0
anim = 10201
ID = 10201
postype = p2
pos = 0, -50
scale = .5,.5
ownpal = 1
facing = -1
ignorehitpause = 0
persistent = 0
ontop = 1

[State 1510, Playsnd]
type = playsnd
trigger1 = time = 0
value = s2,6
persistent = 0

[State 1510, Playsnd]
type = playsnd
trigger1 = time = 0
value = s1500,0
persistent = 0
channel = 0

[State 1510, Target State]
type = targetstate
trigger1 = time = 0
value = 1520
persistent = 0

[State 1510, Width]
type = Width
trigger1 = 1
edge = 70,0
player = 0,0

[State 1510, Target Bind]
type = targetbind
trigger1 = time > 4
pos = 40,0

[State 1510, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1,>= 0 && AnimElem = 2,< 0
pos = 50,0

[State 1510, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2,>= 0 && AnimElem = 3,< 0
pos = 40,0

[State 1510, TargetBind]
type = Targetbind
trigger1 = AnimElem = 3,>= 0 && AnimElem = 4,< 0
pos = 30,0

[State 1510, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4,>= 0 && AnimElem = 5,< 0
pos = 20,0

[State 1510, Target State]
type = targetstate
trigger1 = animelem = 5
value = 1521
persistent = 0

[State 1510, Explod]
type = explod
trigger1 = animelem = 5
anim = 10102
postype = p1
pos = 20, -45
ownpal = 1
sprpriority = 3
persistent = 0
pausemovetime = 99999

[State 1510, Playsnd]
type = playsnd
trigger1 = animelem = 5
value = s2,2
persistent = 0
pausemovetime = 999999

[State 1510, Changestate]
type = changestate
trigger1 = animelem = 5
trigger2 = time = 40
value = 1511

;---------------------------------------------------------------------------
;Methods of Mayhem 6
[Statedef 1511]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0

[State 1511, changestate]
type = changestate
trigger1 = animtime = 0
value = 1515

;---------------------------------------------------------------------------
;Methods of Mayhem 6
[Statedef 1515]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1515
velset = 0,0

[State 1515, Playsnd]
type = playsnd
trigger1 = animelem = 5
value = s1, 2
persistent = 0
channel = 1

[State 1515, poweradd]
type = poweradd
trigger1 = animelem = 6
value = 50
persistent = 0

[State 1515, HitAdd]
type = HitAdd
trigger1 = animelem = 6
value = 1

[State 1515, Targetstate]
type = targetstate
trigger1 = animelem = 6
value = 1525
persistent = 0

[State 1515, explod]
type = explod
trigger1 = animelem = 6
anim = 10102
postype = p2
pos = enemy,const(size.mid.pos.x),enemy,const(size.mid.pos.y)
ownpal = 1
persistent = 0
sprpriority = 5

[State 1515, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = animelem = 6
stateno = 20005
Postype = p2
facing = -1
pos = enemy,const(size.mid.pos.x),enemy,const(size.mid.pos.y)
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1515, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = animelem = 6
stateno = 20001
Postype = p2
facing = -1
pos = enemy,const(size.mid.pos.x),enemy,const(size.mid.pos.y)
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1515, targetlifeadd]
type = targetlifeadd
trigger1 = animelem = 6
value = -84

[State 1515, Playsnd]
type = playsnd
trigger1 = animelem = 6
value = s2, 7
persistent = 0

[State 1515, Playsnd]
type = playsnd
trigger1 = animelem = 6
value = s10,0
persistent = 0
channel = 4

[State 1515, Endstate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Methods of Mayhem 6 Custom State
[statedef 1520]
type = S
movetype = H
physics = N
ctrl = 0
velset = 0,0
sprpriority = 2

[State 1520, Changeanim2]
type = changeanim2
trigger1 = time = 0
value = 1520

[State 1520, ScreenBound]
type = ScreenBound
trigger1 = 1
movecamera = 0,0

[State 1520, In case of an emergency]
type = selfstate
trigger1 = !gethitvar(isbound)
value = 5050

;---------------------------------------------------------------------------
;Methods of Mayhem 6 Custom State
[statedef 1521]
type = S
movetype = H
physics = N
ctrl = 0
sprpriority = 1

[State 1521, changeanim]
type = changeanim2
trigger1 = time = 0
value = 1521

[State 1521, changeanim]
type = changeanim2
trigger1 = time = 10
value = 1522

[State 1521, Velocity]
type = velset
trigger1 = time = 10
x = -2

[State 1521, Velocity]
type = velset
trigger1 = time = 22
x = 0

[State 1520, Screenbound]
type = screenbound
trigger1 = 1
movecamera = 0,0

[State 1520, endstate]
type = selfstate
trigger1 = time = 50
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Methods of Mayhem 6 Custom State
[statedef 1525]
type = S
movetype = H
physics = N
ctrl = 0
poweradd = 50
sprpriority = 1
poweradd = 50

[State 1525, Assertspecial]
type = assertspecial
trigger1 = 1
flag = nokosnd

[State 1525, Beaver and Buttface]
type = changeanim
triggerall = selfanimexist(70851)
trigger1 = time = 0
value = 70851

[State 1525, changeanim]
type = changeanim2
triggerall = !selfanimexist(70851)
trigger1 = time = 0
value = 1525

[State 1525, changeanim]
type = changeanim2
trigger1 = time = 46
value = 1526

[State 1525, Screenbound]
type = screenbound
trigger1 = 1
movecamera = 0,0

[State 1525, Dead]
type = selfstate
trigger1 = !Alive && time = 49
value = 5050

[State 1525, endstate]
type = selfstate
trigger1 = Alive && time = 49
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Floor Bounce adapted from Kamekaze
[Statedef 2000]
type = A
movetype = H
physics = N
juggle = 0
ctrl = 0
facep2 = 1

[State 2000, VelSet]
type = VelSet
triggerall = time=0
trigger1 = time = 0
x = -10
y = 6

[State 2000, VelAdd]
type = VelAdd
trigger1 = anim = 5200
y = .69

[State 2000, Velset]
type = HitVelSet
trigger1 = time = 0
x = 1
y = 1

[State 2000, VelAdd]
type = VelAdd
trigger1 = anim != 5200
y = gethitvar(yaccel)

[State 2000, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 2000

[State 2000, NotHitBy]
type = NotHitBy
trigger1 = anim != 2000
value = SCA
time = 1

[State 2000, ChangeAnim2]
type = ChangeAnim2
triggerall = anim != 5160
trigger1 = pos y >= 5 && anim = 2000 && time > 3
value = 5160

[State 2000, PosSet]
type = PosSet
trigger1 = anim = 5160 && animelem = 1
y = 0

[State 2000, VelSet]
type = VelSet
trigger1 = animelemtime(1) = 1 && anim = 5160
x = -4
y = -6

[State 2000, ChangeAnim]
type = ChangeAnim
triggerall = alive
trigger1 = animelemtime(1)>7 && anim != 5200 && anim = 5160
value = 5200

[State 2000, SelfState]
type = SelfState
trigger1 = pos y >= 0 && anim = 5200  && alive
value = 52
ctrl=1

[State 2000, SelfState]
type = SelfState
trigger1 = pos y >= 0 && !alive  && time > 5
value = 5100
ctrl = 1

;---------------------------------------------------------------------------
; Air Rave Fall adapted from Kamekaze
[Statedef 2050]
type = A
movetype = H
physics = N
juggle = 0
velset = -13,10
ctrl = 0
sprpriority = -2
facep2 = 1

[State 2050, VelAdd]
type = VelAdd
trigger1 = 1
y = .67

[State 2050, Nothitby]
type = nothitby
trigger1 = time > 5
value = SCA
time = 1

[State 2050, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 2000

[State 2050, ChangeAnim2]
type = ChangeAnim2
triggerall = anim != 5160
trigger1 = pos y >= 0 && anim = 2000 && time > 3
value = 5160

[State 2050, PosSet]
type = PosSet
trigger1 = anim = 5160 && animelem = 1
y = 0

[State 2050, VelSet]
type = VelSet
trigger1 = animelemtime(1) = 1 && anim = 5160
y = -7
x = 0

[State 2050, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 2050, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 5160
statetype = L

[State 2050, ChangeAnim]
type = ChangeAnim
triggerall = selfanimexist(5100)
trigger1 = pos y >= 0 && anim= 5160 && animelemtime(1)>10
value = 5100

[State 2050, ChangeAnim]
type = ChangeAnim2
triggerall = !selfanimexist(5100)
trigger1 = pos y >= 0 && anim = 5160 && animelemtime(1)>10
value = 2051

[State 2050, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y >= 0 && anim = 2051 && animtime = 0
value = 2050

[State 2050, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim = 5100 && animtime=0
value = 2050

[State 2050, PosSet]
type = PosSet
trigger1 = anim = 5100 || anim = 2050 ||anim = 2051
y = 0

[State 2050, VelSet]
type = VelSet
trigger1 = anim = 5100 || anim = 2050 || anim = 2051
x = 0
y = 0

[State 2050, SelfState]
type = SelfState
trigger1 = animelemtime(1) = 15 && anim = 2050
value = ifelse(alive,5120,5150)
ctrl = 1

;---------------------------------------------------------------------------
; Floor Bounce 2 adapted from Kamekaze
[Statedef 2100]
type = A
movetype = H
physics = N
juggle  = 0
velset = -10,-5
ctrl = 0
sprpriority = 2
facep2 = 1

[State 2100, VelAdd]
type = Veladd
trigger1 = 1
y = .69

[State 2100, Nothitby]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 2100, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 2100

[State 2100, NotHitBy]
type = NotHitBy
trigger1 = anim != 2100
value = SCA
time = 1

[State 2100, ChangeAnim2]
type = ChangeAnim2
triggerall = anim != 2101
trigger1 = pos y >= 0 && anim = 2100 && time > 3
value = 2101

[State 2100, VelSet]
type = VelSet
trigger1 =animelemtime(1)=1 && anim = 2101
x = -2
y = -6

[State 2100, PosSet]
type = PosSet
trigger1 = anim = 2101 && animelem = 1
y = 0

[State 2100, ChangeAnim]
type = ChangeAnim
triggerall = alive
trigger1 = animelemtime(1)>7 && anim != 5200 && anim = 2101
value = 5200

[State 2100, SelfState]
type = SelfState
trigger1 = pos y >= 0 && anim = 5200
value = 52
ctrl = 1

[State 2100, SelfState]
type = SelfState
trigger1 = pos y >= 0 && !alive && time > 5
value =5100
ctrl=1

;---------------------------------------------------------------------------
; Air Rave Fall adapted from Kamekaze
[Statedef 2150]
type = A
movetype = H
physics = N
juggle = 0
velset = -17,-10
ctrl = 0
sprpriority = -2
facep2 = 1

[State 2150, VelAdd]
type = VelAdd
trigger1 = 1
y = .67

[State 2150, Nothitby]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 2150, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 2000

[State 2150, ChangeAnim2]
type = ChangeAnim2
triggerall = anim != 5160
trigger1 = pos y >= 0 && anim = 2000 && time > 3
value = 5160

[State 2150, PosSet]
type = PosSet
trigger1 = anim = 5160 && animelem = 1
y = 0

[State 2150, VelSet]
type = VelSet
trigger1 = animelemtime(1) = 1 && anim = 5160
y = -7
x = 0

[State 2150, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 2150, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 5160
statetype = L

[State 2150, ChangeAnim]
type = ChangeAnim
triggerall = selfanimexist(5100)
trigger1 = pos y >= 0 && anim= 5160 && animelemtime(1)>10
value = 5100

[State 2150, ChangeAnim]
type = ChangeAnim2
triggerall = !selfanimexist(5100)
trigger1 = pos y >= 0 && anim = 5160 && animelemtime(1)>10
value = 2051

[State 2150, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y >= 0 && anim = 2051 && animtime = 0
value = 2050

[State 2150, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim = 5100 && animtime=0
value = 2050

[State 2150, PosSet]
type = PosSet
trigger1 = anim = 5100 || anim = 2050 ||anim = 2051
y = 0

[State 2150, VelSet]
type = VelSet
trigger1 = anim = 5100 || anim = 2050 || anim = 2051
x = 0
y = 0

[State 2150, SelfState]
type = SelfState
trigger1 = animelemtime(1) = 10 && anim = 2050
value = ifelse(alive,5120,5150)
ctrl = 1

;---------------------------------------------------------------------------
; Erased from Existence
[Statedef 2200]
type = S
movetype = H
physics = N
juggle = 0
ctrl = 0
facep2 = 1

[State 2200, Changeanim2]
type = changeanim2
trigger1 = time = 0
value = 9999

[State 2200, Velset]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 2200, Lifeset]
type = lifeset
trigger1 = life > 0
value = 0

[State 2200, Changestate]
type = changestate
trigger1 = time = 1
value = 5150

;---------------------------------------------------------------------------
; Erased from Existence without scream
[Statedef 2201]
type = S
movetype = H
physics = N
juggle = 0
ctrl = 0
facep2 = 1

[State 2201, Assertspecial]
type = assertspecial
trigger1 = 1
flag = nokosnd

[State 2201, Changeanim2]
type = changeanim2
trigger1 = time = 0
value = 9999

[State 2201, Velset]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 2201, Lifeset]
type = lifeset
trigger1 = life > 0
value = 0

[State 2201, Changestate]
type = changestate
trigger1 = time = 1
value = 5150

;-----------------------------------------------------------------------------
;Super Methods of Mayhem 1
[Statedef 3000]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 3000
sprpriority = 2

[State 3000, Dust]
type = explod
trigger1 = time = 0
anim = 10300
postype = p1
persistent = 0
sprpriority = 3
ownpal = 1

[State 3000, assertspecial]
type = assertspecial
trigger1 = time = [3,43]
flag = noBG
flag2 = noFG
flag3 = nobardisplay
ignorehitpause = 1

[State 3000, Playsnd]
type = playsnd
trigger1 = time = 3
value = s3000,0
channel = 0

[State 3000, Poweradd]
type = poweradd
trigger1 = time = 3
value = -1000

[State 3000, SuperPause]
type = superpause
trigger1 = time = 3
time = 40
anim = s10302
sound = S4,0
pos = 5,-40
movetime = 40
ownpal = 1
p2defmul = 1.0

[State 3000, Playsnd]
type = playsnd
trigger1 = time = 3
value = s4,1
persistent = 0
channel = 5

[State 3000, Hyper Portrait]
type = explod
trigger1 = time = 3
anim = 10301
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1
supermovetime=9999
pausemovetime=9999
supermove = 9999
pausemove = 9999
ownpal = 1

[State 3000, Invul]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 3000, End]
type = ChangeState
trigger1 = time = 43
value = 3001

;-----------------------------------------------------------------------------
;Super Methods of Mayhem 1
[Statedef 3001]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 3001
sprpriority = 2

[State 3001, Nothitby]
type = nothitby
trigger1 = time = 0
value = SCA
time = 3

[State 3001, assertspecial]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3001, Velset]
type = velset
trigger1 = 1
x = 5.5

[State 3001, Hyper Background]
type = Explod
trigger1 = time = 0
anim = 10303
postype = left
ID = 10303
sprpriority = -10
removetime = -1
removeongethit = 1
pos = 0,0
bindtime = -1
facing=1
ignorehitpause=1
supermovetime=9999
pausemovetime=9999
supermove = 9999
pausemove = 9999
ownpal = 1

[State 3001, Helper]
type = helper
triggerall = !var(24)
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
trigger4 = Var(30) && Random < 250 && RoundState = 2
stateno = 3010
ID = 3010
name = "Slash"
postype = p1
pos = 0,0
ownpal = 1

[State 3001, Helper]
type = helper
triggerall = !var(25)
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = Var(30) && Random < 500 && RoundState = 2
stateno = 3011
ID = 3011
name = "Slash"
postype = p1
pos = 0,50
ownpal = 1

[State 3001, End]
type = ChangeState
trigger1 = time = 50
value = 3002
ctrl = 1

;---------------------------------------------------------------------------
; Super Methods of Mayhem 1

[Statedef 3002]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 3002
velset = 0,0
sprpriority = 2

[State 3002, assertspecial]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3002, Slashing Effect]
type = helper
trigger1 = anim = 3002 && animelem = 2
stateno = 10500
ownpal = 1
postype = p1
ignorehitpause = 1

[State 3002, Playsnd]
type = playsnd
trigger1 = anim = 3002 && animelem = 3
value = s3000,1
channel = 0

[State 3002, HitDef]
type = HitDef
trigger1 = animelem = 3
attr = S,SA
damage = ifelse(var(14),ceil(fvar(10)*101),ceil(fvar(10)*84)),ifelse(var(14),5,3)
animtype = Heavy
Air.Animtype = Up
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 20,20
sparkno = s10109
guard.sparkno = s10202
sparkxy = -15, -65
hitsound = s2,5
guardsound = s3,0
getpower = 0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 15
ground.velocity = -18, -9.5
air.type = Low
air.hittime = 18
air.velocity = -18, -9.5
down.velocity = -5.5, -3.5
yaccel = 0.56
p2facing = 1
envshake.time = 20
envshake.ampl = 2
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
palfx.time = 45*(var(14))
palfx.add = 224,64,0
palfx.mul = 256,240,32
palfx.sinadd = 48,16,0,4
palfx.color = 8
ID = ifelse(var(14),3002,3000)

[State 3002, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20002
Postype = p1
pos = Floor(P2Dist X-5), -65
persistent = 0
facing = -1
ignorehitpause = 1
ownpal = 1

[State 3002, Blood 2]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20004
Postype = p1
pos = Floor(P2Dist X-5), -65
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3002, Helper]
type = helper
triggerall = winko && numhelper(10304) = 0
trigger1 = numtarget && movehit
stateno = 10304
ID = 10304
postype = left
ownpal = 1
ignorehitpause = 1

[State 3002, ChangeAnim]
type = Changeanim
triggerall = numtarget
triggerall = backedgebodydist < 0
trigger1 = movehit && p2statetype = A
trigger1 = target,movetype = H && target,stateno = 2150
value = 0

[State 3002, Hide]
type = assertspecial
trigger1 = var(22)
flag = invisible

[State 3002, VarSet]
type = Varadd
trigger1 = var(21) = 1
v = 22
value = 1

[State 3002, VarSet]
type = VarSet
triggerall = p2statetype = L
trigger1 = anim = 0
v = 21
value = 1

[State 3002, Statetype Set]
type = statetypeset
trigger1 = animelem = 8
movetype = I

[State 3002, Playsnd]
type = playsnd
trigger1 = animelem = 11
value = s7,0

[State 3002, Targetstate]
type = targetstate
triggerall = var(52) && WinKO
trigger1 = numtarget && movehit
value = 2200
Ignorehitpause = 1
persistent = 0

[State 3002, Playsnd]
type = playsnd
triggerall = var(52) && WinKO
trigger1 = numtarget && movehit
value = s20000,1
ignorehitpause = 1
persistent = 0

[State 3002, Blood]
type = helper
triggerall = var(52) && WinKO
trigger1 = numtarget && movehit
stateno = 20006
Postype = p2
pos = 0,-65
ignorehitpause = 1
ownpal = 1
facing = -1
persistent = 0

[State 3002, Gibs]
type = Helper
triggerall = var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 3002, Gibs]
type = Helper
triggerall = var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 3002, Gibs]
type = Helper
triggerall = var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 3002, Gibs]
type = Helper
triggerall = var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 3002, Gibs]
type = Helper
triggerall = var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 3002, Gibs]
type = Helper
triggerall = var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 3002, Gibs]
type = Helper
triggerall = var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
facing = -1
size.xscale = 0.85
size.yscale = 0.85

[State 3002, Gibs]
type = Helper
triggerall = var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
facing = -1
size.xscale = 0.85
size.yscale = 0.85

[State 3002, Gibs]
type = Helper
triggerall = var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
facing = -1
size.xscale = 0.85
size.yscale = 0.85

[State 3002, Gibs]
type = Helper
triggerall = var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
facing = -1
size.xscale = 0.85
size.yscale = 0.85

[State 3002, Gibs]
type = Helper
triggerall = var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
facing = -1
size.xscale = 0.85
size.yscale = 0.85

[State 3002, Gibs]
type = Helper
triggerall = var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
facing = -1
size.xscale = 0.85
size.yscale = 0.85

[State 3002, Endstate]
type = Changestate
trigger1 = (animtime = 0 && anim != 0) || ( p2statetype = L && var(22) >= 19 && var(21) = 1 && anim = 0)
value = ifelse(anim =0,101,0)
ctrl = 1

;-----------------------------------------------------------------------------
;Punch Slash
[Statedef 3010]
type = S
movetype = A
physics = S
anim = ifelse(parent,var(14),3020,3010)
sprpriority = 3

[State 3010, BindtoParent]
type = bindtoparent
trigger1 = 1
ignorehitpause = 1

[State 3010, Parentvarset]
type = parentvarset
trigger1 = time = 0
v = 24
value = 1

[State 3010, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 3010, Playsnd]
type = playsnd
trigger1 = time = 0
value = s1,6
persistent = 0
channel = 1

[State 3010, HitOverride, juuuust in case]
type = HitOverride
trigger1 = 1
attr = SCA
stateno = 3012
time = 2
ignorehitpause = 1

[State 3010, Reset Target]
type = VarSet
trigger1 = 1
var(6) = 0
ignorehitpause = 1

[State 3010, Target Found]
type = VarSet
trigger1 = numtarget
var(6) = target,id
ignorehitpause = 1

[State 3010, HitDef]
type = HitDef
trigger1 = Animelem = 1
attr = S,HA
damage = ifelse(parent,var(14),ceil(root,fvar(10)*59),ceil(root,fvar(10)*49)),ifelse(parent,var(14),5,3)
animtype = Medium
air.animtype = Back
guardflag = MA
hitflag = MADF
priority = 4, Hit
pausetime = 0,10
sparkno = s10103
guard.sparkno = s10202
sparkxy = -5, -55
hitsound = s2,5
guardsound = s3,0
getpower = 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.ctrltime = 10
ground.velocity = -0.5
air.type = High
air.hittime = 15
air.velocity = -.5,-1.5
down.velocity = -5.5, -3.5
yaccel = 0.56
envshake.time = 1
envshake.ampl = 1
forcenofall = 1
p2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
palfx.time = 20*(parent,var(14))
palfx.add = 224,64,0
palfx.mul = 256,240,32
palfx.sinadd = 48,16,0,4
palfx.color = 8

[State 3010, Parentvarset]
type = parentvarset
trigger1 = time = 3
v = 24
value = 0

[State 3010, Burning Effect]
type = Helper
triggerall = parent,var(14) && numhelper(10204) = 0
trigger1 = numtarget && movehit
stateno = 10204
id = 10204
ignorehitpause = 1

[State 3010, Burning Sound]
type = playsnd
triggerall = parent,var(14)
trigger1 = numtarget && movehit
value = s6,0
persistent = 0

[State 3010, Damage Scale Add]
type = parentvaradd
trigger1 = numtarget && movehit
v = 23
value = 1
ignorehitpause = 1
persistent = 0

[State 3010, Blood]
type = helper
triggerall = root,var(52) >= 1
trigger1 = numtarget && movehit
stateno = 20002
Postype = p1
pos = Floor(P2Dist X+15), -55
persistent = 0
ownpal = 1
ignorehitpause = 1

[State 3010, Blood]
type = helper
triggerall = root,var(52) >= 1
trigger1 = numtarget && movehit
stateno = 20004
Postype = p1
pos = Floor(P2Dist X+15), -55
persistent = 0
ownpal = 1
ignorehitpause = 1

[State 3010, Helper]
type = helper
triggerall = winko && numhelper(10304) = 0
trigger1 = numtarget && movehit
stateno = 10304
ID = 10304
postype = left
ownpal = 1
ignorehitpuase = 1

[State 3002, Targetstate]
type = targetstate
triggerall = parent,var(52) && WinKO
trigger1 = numtarget && movehit
value = 2200
Ignorehitpause = 1
persistent = 0

[State 3002, Playsnd]
type = playsnd
triggerall = parent,var(52) && WinKO
trigger1 = numtarget && movehit
value = s20000,1
ignorehitpause = 1
persistent = 0

[State 3002, Blood]
type = helper
triggerall = parent,var(52) && WinKO
trigger1 = numtarget && movehit
stateno = 20006
Postype = p2
pos = 0,-65
ignorehitpause = 1
ownpal = 1
facing = -1
persistent = 0

[State 3010, Gibs]
type = Helper
triggerall = parent,var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 3010, Gibs]
type = Helper
triggerall = parent,var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 3010, Gibs]
type = Helper
triggerall = parent,var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 3010, Gibs]
type = Helper
triggerall = parent,var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 3010, Gibs]
type = Helper
triggerall = parent,var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 3010, Gibs]
type = Helper
triggerall = parent,var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 3010, Gibs]
type = Helper
triggerall = parent,var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
facing = -1
size.xscale = 0.85
size.yscale = 0.85

[State 3010, Gibs]
type = Helper
triggerall = parent,var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
facing = -1
size.xscale = 0.85
size.yscale = 0.85

[State 3010, Gibs]
type = Helper
triggerall = parent,var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
facing = -1
size.xscale = 0.85
size.yscale = 0.85

[State 3010, Gibs]
type = Helper
triggerall = parent,var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
facing = -1
size.xscale = 0.85
size.yscale = 0.85

[State 3010, Gibs]
type = Helper
triggerall =  parent,var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
facing = -1
size.xscale = 0.85
size.yscale = 0.85

[State 3010, Gibs]
type = Helper
triggerall = parent,var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
facing = -1
size.xscale = 0.85
size.yscale = 0.85

[State 3010, Destroyself]
type = destroyself
trigger1 = time = 20

;-----------------------------------------------------------------------------
;Kick Slash
[Statedef 3011]
type = S
movetype = A
physics = S
anim = ifelse(parent,var(14),3021,3011)
sprpriority = 3

[State 3011, BindtoParent]
type = bindtoparent
trigger1 = 1
ignorehitpause = 1

[State 3011, Parentvarset]
type = parentvarset
trigger1 = time = 0
v = 25
value = 1

[State 3011, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 3011, Playsnd]
type = playsnd
trigger1 = time = 0
value = s1,6
persistent = 0
channel = 1

[State 3011, HitOverride, juuuust in case]
type = HitOverride
trigger1 = 1
attr = SCA
stateno = 3013
time = 2
ignorehitpause = 1

[State 3011, Target Found]
type = VarSet
trigger1 = numtarget
var(6) = target,id
ignorehitpause = 1

[State 3011, Target Found]
type = VarSet
trigger1 = numtarget
var(6) = target,id
ignorehitpause = 1

[State 3011, HitDef]
type = HitDef
trigger1 = Animelem = 1
attr = S,HA
damage = ifelse(parent,var(14),ceil(root,fvar(10)*59),ceil(root,fvar(10)*49)),ifelse(parent,var(14),5,3)
animtype = Medium
air.animtype = Back
guardflag = MA
hitflag = MADF
priority = 4, Hit
pausetime = 0,10
sparkno = s10103
guard.sparkno = s10202
sparkxy = -10, -20
hitsound = s2,5
guardsound = s3,0
getpower = 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.ctrltime = 10
ground.velocity = -0.5
air.type = High
air.hittime = 15
air.velocity = -.5,-1.5
down.velocity = -5.5, -3.5
yaccel = 0.56
envshake.time = 1
envshake.ampl = 1
forcenofall = 1
p2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
palfx.time = 20*(parent,var(14))
palfx.add = 224,64,0
palfx.mul = 256,240,32
palfx.sinadd = 48,16,0,4
palfx.color = 8

[State 3011, Parentvarset]
type = parentvarset
trigger1 = time = 3
v = 25
value = 0

[State 3011, Damage Scale Add]
type = parentvaradd
trigger1 = numtarget && movehit
v = 23
value = 1
ignorehitpause = 1
persistent = 0

[State 3011, Burning Effect]
type = Helper
triggerall = parent,var(14) && numhelper(10204) = 0
trigger1 = numtarget && movehit
stateno = 10204
id = 10204
ignorehitpause = 1

[State 3010, Burning Sound]
type = playsnd
triggerall = parent,var(14)
trigger1 = numtarget && movehit
value = s6,0
persistent = 0

[State 3011, Blood]
type = helper
triggerall = root,var(52) >= 1
trigger1 = numtarget && movehit
stateno = 20002
Postype = p1
pos = Floor(P2Dist X+15), -20
persistent = 0
ownpal = 1
ignorehitpause = 1

[State 3011, Blood]
type = helper
triggerall = root,var(52) >= 1
trigger1 = numtarget && movehit
stateno = 20004
Postype = p1
pos = Floor(P2Dist X+15), -20
persistent = 0
ownpal = 1
ignorehitpause = 1

[State 3011, Helper]
type = helper
triggerall = winko && numhelper(10304) = 0
trigger1 = numtarget && movehit
stateno = 10304
ID = 10304
postype = left
ownpal = 1
ignorehitpuase = 1

[State 3011, Targetstate]
type = targetstate
triggerall = parent,var(52) && WinKO
trigger1 = numtarget && movehit
value = 2200
Ignorehitpause = 1
persistent = 0

[State 3011, Playsnd]
type = playsnd
triggerall = parent,var(52) && WinKO
trigger1 = numtarget && movehit
value = s20000,1
ignorehitpause = 1
persistent = 0

[State 3011, Blood]
type = helper
triggerall = parent,var(52) && WinKO
trigger1 = numtarget && movehit
stateno = 20006
Postype = p2
pos = 0,-65
ignorehitpause = 1
ownpal = 1
facing = -1
persistent = 0

[State 3011, Gibs]
type = Helper
triggerall = parent,var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 3011, Gibs]
type = Helper
triggerall = parent,var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 3011, Gibs]
type = Helper
triggerall = parent,var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 3011, Gibs]
type = Helper
triggerall = parent,var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 3011, Gibs]
type = Helper
triggerall = parent,var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 3011, Gibs]
type = Helper
triggerall = parent,var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 3011, Gibs]
type = Helper
triggerall = parent,var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
facing = -1
size.xscale = 0.85
size.yscale = 0.85

[State 3011, Gibs]
type = Helper
triggerall = parent,var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
facing = -1
size.xscale = 0.85
size.yscale = 0.85

[State 3011, Gibs]
type = Helper
triggerall = parent,var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
facing = -1
size.xscale = 0.85
size.yscale = 0.85

[State 3011, Gibs]
type = Helper
triggerall = parent,var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
facing = -1
size.xscale = 0.85
size.yscale = 0.85

[State 3011, Gibs]
type = Helper
triggerall =  parent,var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
facing = -1
size.xscale = 0.85
size.yscale = 0.85

[State 3011, Gibs]
type = Helper
triggerall = parent,var(52) && WinKO
trigger1 = numtarget && movehit
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
facing = -1
size.xscale = 0.85
size.yscale = 0.85

[State 3011, Destroyself]
type = destroyself
trigger1 = time = 20

;-----------------------------------------------------------------------------
;Punch In Case of Emergency
[Statedef 3012]
type = S
movetype = I
physics = S
anim = 9999
sprpriority = -1

[State 3012, BindtoParent]
type = bindtoparent
trigger1 = 1
ignorehitpause = 1

[State 3012, Parentvarset]
type = parentvarset
trigger1 = time = 0
v = 24
value = 0

[State 3012, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 3012, Destroyself]
type = destroyself
trigger1 = time = 1

;-----------------------------------------------------------------------------
;Kick In Case of Emergency
[Statedef 3013]
type = S
movetype = I
physics = S
anim = 9999
sprpriority = -1

[State 3013, BindtoParent]
type = bindtoparent
trigger1 = 1
ignorehitpause = 1

[State 3013, Parentvarset]
type = parentvarset
trigger1 = time = 0
v = 25
value = 0

[State 3013, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 3013, Destroyself]
type = destroyself
trigger1 = time = 1

;-----------------------------------------------------------------------------
;Super Methods of Mayhem 2
[Statedef 3100]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 3100
sprpriority = 2

[State 3100, Dust]
type = explod
trigger1 = time = 0
anim = 10300
postype = p1
persistent = 0
sprpriority = 3
ownpal = 1

[State 3100, assertspecial]
type = assertspecial
trigger1 = time = [24,64]
flag = noBG
flag2 = noFG
flag3 = nobardisplay
ignorehitpause = 1

[State 3100, Poweradd]
type = poweradd
trigger1 = time = 24
value = -1000

[State 3100, SuperPause]
type = superpause
trigger1 = time = 24
time = 40
anim = s10302
sound = S4,0
pos = -20,-45
movetime = 40
darken = 0
ownpal = 1
p2defmul = 1.0

[State 3100, Playsnd]
type = playsnd
trigger1 = animelem = 2
value = s3100,0
channel = 0

[State 3100, Playsnd]
type = playsnd
trigger1 = time = 24
value = s4,1
persistent = 0
channel = 5

[State 3100, Hyper Portrait]
type = explod
trigger1 = time = 24
anim = 10301
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1
supermovetime=9999
pausemovetime=9999
supermove = 9999
pausemove = 9999
ownpal = 1

[State 3100, Invul]
type = NotHitBy
trigger1 = time = 24
value = SCA
time = 40
ignorehitpause = 1

[State 3100, End]
type = ChangeState
trigger1 = time = 64
value = 3101

;-----------------------------------------------------------------------------
;Super Methods of Mayhem 2
[Statedef 3101]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 3101
sprpriority = 2

[State 3101, Nothitby]
type = nothitby
trigger1 = time = 0
value = SCA
time = 3

[State 3101, assertspecial]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3101, Velset]
type = velset
trigger1 = 1
x = 12

[State 3101, Hyper Background]
type = Explod
trigger1 = time = 0
anim = 10303
postype = left
ID = 10303
sprpriority = -10
removetime = -1
removeongethit = 1
pos = 0,0
bindtime = -1
facing=1
ignorehitpause=1
supermovetime=9999
pausemovetime=9999
supermove = 9999
pausemove = 9999
ownpal = 1

[State 3101, Hitdef]
type = hitdef
trigger1 = animelem = 1 && roundstate = 2
attr = S,HA
damage = 0,7
kill = 0
guard.kill = 0
animtype = Hard
air.animtype = Back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = s10102
guard.sparkno = s10202
sparkxy = -5, -40
hitsound = s2,2
guardsound = s3,0
getpower = 0,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
guard.ctrltime = 10
ground.velocity = 0
air.type = High
air.hittime = 10
air.velocity = 0
down.velocity = -5.5, -3.5
yaccel = 0.56
envshake.time = 1
envshake.ampl = 1
forcenofall = 1
forcestand = 1
p2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0

[State 3101, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = numtarget && movehit
stateno = 20002
Postype = p1
pos = Floor(P2Dist X-5), -40
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3101, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = numtarget && movehit
stateno = 20004
Postype = p1
pos = Floor(P2Dist X-5), -40
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3101, Changestate]
type = changestate
trigger1 = numtarget && movehit
value = 3110
ignorehitpause = 1

[State 3101, Targetstate]
type = targetstate
trigger1 = numtarget && movehit
value = 3120
ignorehitpause = 1
persistent = 0

[State 3101, Endstate]
type = changestate
trigger1 = time = 15
trigger2 = moveguarded
value = 3105

;-----------------------------------------------------------------------------
;Super Methods of Mayhem 2
[Statedef 3105]
type = S
movetype = I
physics = N
anim = 3105
ctrl = 0
sprpriority = 2

[State 3105, assertspecial]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3105, veladd]
type = veladd
trigger1 = vel x > 0
x = -0.65

[State 3105, Endstate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;Super Methods of Mayhem 2
[Statedef 3110]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 3110
sprpriority = 2
velset = 0,0

[State 3110, Playsnd]
type = playsnd
trigger1 = time = 0
value = s3110,0
channel = 0

[State 3110, assertspecial]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3110, Width]
type = width
trigger1 = 1
edge = 80,0
player = 0,0

[State 3110, Targetstate]
type = targetstate
trigger1 = time = 0
value = 3120
persistent = 0

[State 3110, Targetbind]
type = targetbind
trigger1 = AnimElem = 1,>= 0 && AnimElem = 28,< 0
pos = 40, 0

[State 3110, Clone]
type = Helper
trigger1 = time = 0
stateno = 3130
ownpal = 1
postype = p2
pos = -40,0

[State 3110, Playsnd]
type = playsnd
trigger1 = animelem = 1
value = s1,0
channel = 1

[State 3110, Playsnd]
type = playsnd
trigger1 = animelem = 7
value = s1,1
channel = 1

[State 3110, Playsnd]
type = playsnd
trigger1 = animelem = 13
value = s1,4
channel = 1

[State 3110, Playsnd]
type = playsnd
trigger1 = animelem = 22
trigger2 = animelem = 30
trigger3 = animelem = 35
value = s1,5
channel = 1

[State 3110, Playsnd]
type = playsnd
trigger1 = animelem = 2
trigger2 = animelem = 8
value = s2,2

[State 3110, Playsnd]
type = playsnd
trigger1 = animelem = 14
trigger2 = animelem = 23
trigger3 = animelem = 31
trigger4 = animelem = 36
value = s2,5

[State 3110, Explod]
type = explod
trigger1 = animelem = 2
anim = 10102
ID = 10102
postype = p1
pos = Floor(P2Dist X-15), -60
ownpal = 1
sprpriority = 5

[State 3110, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = animelem = 2
stateno = 20002
Postype = p1
pos = Floor(P2Dist X-15), -60
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3110, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = animelem = 2
stateno = 20003
Postype = p1
pos = Floor(P2Dist X-15), -60
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3110, Explod]
type = explod
trigger1 = animelem = 8
anim = 10102
ID = 10102
postype = p1
pos = Floor(P2Dist X-5), -45
ownpal = 1
sprpriority = 5

[State 3110, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = animelem = 8
stateno = 20002
Postype = p1
pos = Floor(P2Dist X-5), -45
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3110, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = animelem = 8
stateno = 20004
Postype = p1
pos = Floor(P2Dist X-5), -45
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3110, Explod]
type = explod
trigger1 = animelem = 14
anim = 10103
ID = 10103
postype = p1
pos = Floor(P2Dist X-5), -64
ownpal = 1
sprpriority = 5

[State 3110, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = animelem = 14
stateno = 20002
Postype = p1
pos = Floor(P2Dist X-5), -64
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3110, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = animelem = 14
stateno = 20004
Postype = p1
pos = Floor(P2Dist X-5), -64
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3110, Explod]
type = explod
trigger1 = animelem = 23
anim = 10104
ID = 10104
postype = p1
pos = Floor(P2Dist X), -35
ownpal = 1
sprpriority = 5

[State 3110, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = animelem = 23
stateno = 20001
facing = -1
Postype = p1
pos = Floor(P2Dist X), -35
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3110, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = animelem = 23
stateno = 20005
Postype = p1
pos = Floor(P2Dist X), -35
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3110, Explod]
type = explod
trigger1 = animelem = 31
anim = 10109
ID = 10109
postype = p1
pos = Floor(P2Dist X-5), -65
ownpal = 1
sprpriority = 5

[State 3110, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = animelem = 31
stateno = 20002
Postype = p1
facing = -1
pos = Floor(P2Dist X-5), -65
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3110, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = animelem = 31
stateno = 20004
Postype = p1
pos = Floor(P2Dist X-5), -65
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3110, Explod]
type = explod
trigger1 = animelem = 36
anim = 10105
ID = 10105
postype = p1
pos = Floor(P2Dist X-5), -65
ownpal = 1
sprpriority = 5

[State 3110, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = animelem = 36
stateno = 20001
Postype = p1
pos = Floor(P2Dist X-5), -65
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3110, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = animelem = 36
stateno = 20005
Postype = p1
facing = -1
pos = Floor(P2Dist X-5), -65
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3110, Hitadd]
type = Hitadd
trigger1 = animelem = 2
trigger2 = animelem = 8
trigger3 = animelem = 14
trigger4 = animelem = 23
trigger5 = animelem = 31
trigger6 = animelem = 36
value = 2

[State 3110, Varadd]
type = varadd
trigger1 = animelem = 2
trigger2 = animelem = 8
trigger3 = animelem = 14
trigger4 = animelem = 23
trigger5 = animelem = 31
trigger6 = animelem = 36
var(8) = 1 + (var(8)=-1)

[State 3110, Targetlifeadd]
type = targetlifeadd
trigger1 = animelem = 2
trigger2 = animelem = 8
value = -28
kill = 0

[State 3110, Targetlifeadd]
type = targetlifeadd
triggerall = !var(14)
trigger1 = animelem = 14
trigger2 = animelem = 23
trigger3 = animelem = 31
trigger4 = animelem = 36
value = -28
kill = 0

[State 3110, Targetlifeadd]
type = targetlifeadd
triggerall = var(14)
trigger1 = animelem = 14
trigger2 = animelem = 23
trigger3 = animelem = 31
trigger4 = animelem = 36
value = -34
kill = 0

[State 3110, Burning Sound]
type = PlaySnd
triggerall = var(14)
trigger1 = animelem = 14
trigger2 = animelem = 23
trigger3 = animelem = 31
trigger4 = animelem = 36
value = S6,0

[State 3110, Burning Effect]
type = Helper
triggerall = var(14)
trigger1 = animelem = 14
trigger2 = animelem = 23
trigger3 = animelem = 31
trigger4 = animelem = 36
stateno = 10204
id = 10204

[State 3110, Burning Effect]
type = Helper
triggerall = var(14)
trigger1 = animelem = 14
trigger2 = animelem = 23
trigger3 = animelem = 31
trigger4 = animelem = 36
stateno = 10204
id = 10204

[State 3110, Burning Effect]
type = Helper
triggerall = var(14)
trigger1 = animelem = 14
trigger2 = animelem = 23
trigger3 = animelem = 31
trigger4 = animelem = 36
stateno = 10204
id = 10204

[State 3110, Targetstate]
type = targetstate
trigger1 = animelem = 2
value = 3121

[State 3110, Targetstate]
type = targetstate
triggerall = !var(14)
trigger1 = animelem = 14
trigger2 = animelem = 31
value = 3121

[State 3110, Targetstate]
type = targetstate
triggerall = var(14)
trigger1 = animelem = 14
trigger2 = animelem = 31
value = 3126

[State 3110, Targetstate]
type = targetstate
trigger1 = animelem = 8
value = 3121

[State 3110, Targetstate]
type = targetstate
triggerall = !var(14)
trigger1 = animelem = 23
trigger2 = animelem = 36
value = 3121

[State 3110, Targetstate]
type = targetstate
triggerall = var(14)
trigger1 = animelem = 23
trigger2 = animelem = 36
value = 3127

[State 3110, Explod]
type = explod
triggerall = !var(14)
trigger1 = animelem = 14
anim = 10500
postype = p1
ownpal = 1
sprpriority = 3
bindtime = 9999

[State 3110, Explod]
type = explod
triggerall = var(14)
trigger1 = animelem = 14
anim = 10600
postype = p1
ownpal = 1
sprpriority = 3
bindtime = 9999

[State 3110, Explod]
type = explod
triggerall = !var(14)
trigger1 = animelem = 30
anim = 10503
postype = p1
ownpal = 1
sprpriority = 3
bindtime = 9999

[State 3110, Explod]
type = explod
triggerall = var(14)
trigger1 = animelem = 30
anim = 10603
postype = p1
ownpal = 1
sprpriority = 3
bindtime = 9999

[State 3110, Explod]
type = explod
triggerall = !var(14)
trigger1 = animelem = 36
anim = 10504
postype = p1
ownpal = 1
sprpriority = 3
bindtime = 9999

[State 3110, Explod]
type = explod
triggerall = var(14)
trigger1 = animelem = 36
anim = 10604
postype = p1
ownpal = 1
sprpriority = 3
bindtime = 9999

[State 3110, Endstate]
type = changestate
trigger1 = animtime = 0
value = 3111

;-----------------------------------------------------------------------------
;Super Methods of Mayhem 2
[Statedef 3111]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 3111
sprpriority = 2
velset = 11.5,0

[State 3111, assertspecial]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3111, Screenbound]
type = screenbound
trigger1 = 1
value = 1

[State 3111, Targetstate]
type = targetstate
trigger1 = !var(14) && animelem = 2
value = 3123
persistent = 0

[State 3111, Targetstate]
type = targetstate
trigger1 = var(14) && animelem = 2
value = 3128
persistent = 0

[State 3111, Veladd]
type = veladd
trigger1 = time < 15
x = -0.45

[State 3111, Explod]
type = explod
triggerall = !var(14)
trigger1 = animelem = 2
anim = 10530
postype = p1
ownpal = 1
sprpriority = 3
bindtime = 9999

[State 3111, Explod]
type = explod
triggerall = var(14)
trigger1 = animelem = 2
anim = 10630
postype = p1
ownpal = 1
sprpriority = 3
bindtime = 9999

[State 3111, Velset]
type = velset
trigger1 = time = 15
x = 0

[State 3111, Turn]
type = turn
trigger1 = animelem = 10

[State 3111, Playsnd]
type = playsnd
trigger1 = animelem = 1
value = s1,5
channel = 1

[State 3111, Playsnd]
type = playsnd
trigger1 = animelem = 2
value = s2,5

[State 3111, Playsnd]
type = playsnd
trigger1 = animelem = 20
value = s2,8

[State 3111, Playsnd]
type = playsnd
trigger1 = animelem = 20
value = s7,0

[State 3111, TargetState]
type = targetstate
triggerall = !var(14) && animelem = 21
trigger1 = !WinKO
trigger2 = !Var(52) && WinKO
value = 3125
persistent = 0

[State 3111, TargetState]
type = targetstate
triggerall = var(14) && animelem = 21
trigger1 = !WinKO
trigger2 = !Var(52) && WinKO
value = 3129
persistent = 0

[State 3111, Hitadd]
type = hitadd
trigger1 = animelem = 2
value = 2

[State 3111, Varadd]
type = varadd
trigger1 = animelem = 2
var(8) = 1 + (var(8)=-1)

[State 3111, Hitadd]
type = hitadd
trigger1 = animelem = 20
value = 1

[State 3111, Targetlifeadd]
type = targetlifeadd
triggerall = !var(14)
trigger1 = animelem = 2
value = -28
kill = 0

[State 3111, Targetlifeadd]
type = targetlifeadd
triggerall = var(14)
trigger1 = animelem = 2
value = -34
kill = 0

[State 3111, Targetlifeadd]
type = targetlifeadd
triggerall = !var(14)
trigger1 = animelem = 20
value = -119

[State 3111, Targetlifeadd]
type = targetlifeadd
triggerall = var(14)
trigger1 = animelem = 20
value = -143

[State 3111, Burning Effect]
type = Helper
triggerall = var(14) && numhelper (10204) = 0
trigger1 = animelem = 2
trigger2 = time > 90
stateno = 10204
facing = -1
id = 10204

[State 3111, Burning Sound]
type = PlaySnd
triggerall = var(14)
trigger1 = animelem = 2
trigger2 = animelem = 21
value = S6,0

[State 3111, Explod]
type = explod
trigger1 = animelem = 2
anim = 10103
ID = 10103
postype = p1
pos = Floor(P2Dist X-5), -55
ownpal = 1
sprpriority = 5

[State 3111, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = animelem = 2
stateno = 20002
Postype = p1
pos = Floor(P2Dist X-5), -55
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3111, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = animelem = 2
stateno = 20004
Postype = p1
pos = Floor(P2Dist X-5), -55
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3111, Explod]
type = explod
triggerall = var(52) = 0
trigger1 = animelem = 20
anim = 10108
ID = 10108
postype = p1
pos = Floor(P2Dist X), -55
ownpal = 1
sprpriority = 3

[State 3111, Explod]
type = explod
triggerall = var(52) = 0
trigger1 = animelem = 20
anim = 10108
ID = 10108
postype = p1
pos = Floor(P2Dist X), -55
ownpal = 1
sprpriority = 3
facing = -1

[State 3111, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = animelem = 20
stateno = 20006
Postype = p1
pos = Floor(P2Dist X), -65
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3111, Playsnd]
type = playsnd
triggerall = var(14)
trigger1 = animelem = 21
value = s26000,0
ignorehitpause = 1
persistent = 0

[State 3111, FETISHISM EXPLOOOOOOSION]
type = explod
triggerall = var(14)
trigger1 = animelem = 21
anim = 10206
ownpal = 1
postype = p2
pos = 0, -75
sprpriority = 9

[State 3111, FETISHISM EXPLOOOOOOSION]
type = explod
triggerall = var(14)
trigger1 = animelem = 21
anim = 10206
ownpal = 1
postype = p2
pos = -30,-40
sprpriority = 9

[State 3111, FETISHISM EXPLOOOOOOSION]
type = explod
triggerall = var(14)
trigger1 = animelem = 21
anim = 10206
ownpal = 1
postype = p2
pos = 30,-40
sprpriority = 9

[State 3111, Helper]
type = helper
trigger1 = winko && numhelper(10304) = 0
stateno = 10304
ID = 10304
postype = left
ownpal = 1
ignorehitpuase = 1

[State 3111, Targetstate]
type = targetstate
triggerall = var(52) && WinKO
trigger1 = animelem = 21
value = 2200
Ignorehitpause = 1
persistent = 0

[State 3111, Gibs]
type = Helper
triggerall = var(52) && WinKO
trigger1 = animelem = 21
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 3111, Gibs]
type = Helper
triggerall = var(52) && WinKO
trigger1 = animelem = 21
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 3111, Gibs]
type = Helper
triggerall = var(52) && WinKO
trigger1 = animelem = 21
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 3111, Gibs]
type = Helper
triggerall = var(52) && WinKO
trigger1 = animelem = 21
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 3111, Gibs]
type = Helper
triggerall = var(52) && WinKO
trigger1 = animelem = 21
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 3111, Gibs]
type = Helper
triggerall = var(52) && WinKO
trigger1 = animelem = 21
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 3111, Gibs]
type = Helper
triggerall = var(52) && WinKO
trigger1 = animelem = 21
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
facing = -1
size.xscale = 0.85
size.yscale = 0.85

[State 3111, Gibs]
type = Helper
triggerall = var(52) && WinKO
trigger1 = animelem = 21
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
facing = -1
size.xscale = 0.85
size.yscale = 0.85

[State 3111, Gibs]
type = Helper
triggerall = var(52) && WinKO
trigger1 = animelem = 21
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
facing = -1
size.xscale = 0.85
size.yscale = 0.85

[State 3111, Gibs]
type = Helper
triggerall = var(52) && WinKO
trigger1 = animelem = 21
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
facing = -1
size.xscale = 0.85
size.yscale = 0.85

[State 3111, Gibs]
type = Helper
triggerall = var(52) && WinKO
trigger1 = animelem = 21
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
facing = -1
size.xscale = 0.85
size.yscale = 0.85

[State 3111, Gibs]
type = Helper
triggerall = var(52) && WinKO
trigger1 = animelem = 21
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
facing = -1
size.xscale = 0.85
size.yscale = 0.85

[State 3111, Endstate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;Super Methods of Mayhem 2 Custom State
[Statedef 3120]
type = S
movetype = H
physics = S
ctrl = 0
sprpriority = 1

[State 3120, Posset]
type = posset
trigger1 = time = 0
y = 0

[State 3120, Changeanim2]
type = changeanim2
trigger1 = time = 0
value = 3120

[State 3120, endstate]
type = selfstate
trigger1 = time = 50
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;Super Methods of Mayhem 2 Custom State
[Statedef 3121]
type = S
movetype = H
physics = S
ctrl = 0
sprpriority = 1
poweradd = 17

[State 3121, Changeanim2]
type = changeanim2
trigger1 = time = 0
value = 3121

[State 3121, endstate]
type = selfstate
trigger1 = time = 50
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;Super Methods of Mayhem 2 Custom State
[Statedef 3122]
type = S
movetype = H
physics = S
ctrl = 0
sprpriority = 1
poweradd = 17

[State 3122, Changeanim2]
type = changeanim2
trigger1 = time = 0
value = 3122

[State 3122, endstate]
type = selfstate
trigger1 = time = 50
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;Super Methods of Mayhem 2 Custom State
[Statedef 3123]
type = S
movetype = H
physics = S
ctrl = 0
sprpriority = 1
poweradd = 17

[State 3121, Changeanim2]
type = changeanim2
trigger1 = time = 0
value = 3123

[State 3121, endstate]
type = selfstate
trigger1 = time = 100
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;Super Methods of Mayhem 2 Custom State
[Statedef 3125]
type = A
movetype = H
physics = N
ctrl = 0
sprpriority = 1
velset = 0, -15
poweradd = 71

[State 3125, Changeanim2]
type = changeanim2
trigger1 = time = 0
value = 2000

[State 3125, Screenbound]
type = screenbound
trigger1 = 1
value = 0

[State 3125, Gravity]
type = veladd
trigger1 = time > 5
y = 0.69

[State 3125, Nothitby]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 3125, ChangeAnim2]
type = ChangeAnim2
triggerall = anim != 5160
trigger1 = pos y >= 0 && anim = 2000 && time > 3
value = 5160

[State 3125, PosSet]
type = PosSet
trigger1 = anim = 5160 && animelem = 1
y = 0

[State 3125, VelSet]
type = VelSet
trigger1 = animelemtime(1) = 1 && anim = 5160
y = -7
x = 0

[State 3125, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 5160
statetype = L

[State 3125, ChangeAnim]
type = ChangeAnim
triggerall = selfanimexist(5100)
trigger1 = pos y >= 0 && anim= 5160 && animelemtime(1)>10
value = 5100

[State 3125, ChangeAnim]
type = ChangeAnim2
triggerall = !selfanimexist(5100)
trigger1 = pos y >= 0 && anim = 5160 && animelemtime(1)>10
value = 2051

[State 3125, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y >= 0 && anim = 2051 && animtime = 0
value = 2050

[State 3125, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim = 5100 && animtime=0
value = 2050

[State 3125, PosSet]
type = PosSet
trigger1 = anim = 5100 || anim = 2050 ||anim = 2051
y = 0

[State 3125, VelSet]
type = VelSet
trigger1 = anim = 5100 || anim = 2050 || anim = 2051
x = 0
y = 0

[State 3125, SelfState]
type = SelfState
trigger1 = animelemtime(1) = 15 && anim = 2050
value = ifelse(alive,5120,5150)
ctrl = 1

;-----------------------------------------------------------------------------
;Super Methods of Mayhem 2 Custom State
[Statedef 3126]
type = S
movetype = H
physics = S
ctrl = 0
sprpriority = 1
poweradd = 17

[State 3126, Changeanim2]
type = changeanim2
trigger1 = time = 0
value = 3121

[State 3126, PalFX]
type = PalFX
trigger1 = 1
time = 2
add = 224,64,0
mul = 256,240,32
sinadd = 48,16,0,4
color = 8

[State 3126, endstate]
type = selfstate
trigger1 = time = 50
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;Super Methods of Mayhem 2 Custom State
[Statedef 3127]
type = S
movetype = H
physics = S
ctrl = 0
sprpriority = 1
poweradd = 17

[State 3127, Changeanim2]
type = changeanim2
trigger1 = time = 0
value = 3122

[State 3127, PalFX]
type = PalFX
trigger1 = 1
time = 2
add = 224,64,0
mul = 256,240,32
sinadd = 48,16,0,4
color = 8

[State 3127, endstate]
type = selfstate
trigger1 = time = 50
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;Super Methods of Mayhem 2 Custom State
[Statedef 3128]
type = S
movetype = H
physics = S
ctrl = 0
sprpriority = 1
poweradd = 17

[State 3128, Changeanim2]
type = changeanim2
trigger1 = time = 0
value = 3123

[State 3128, PalFX]
type = PalFX
trigger1 = time >= 0 && time < 12
time = 2
add = 224,64,0
mul = 256,240,32
sinadd = 48,16,0,4
color = 8

[State 3128, endstate]
type = selfstate
trigger1 = time = 100
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;Super Methods of Mayhem 2 Custom State
[Statedef 3129]
type = A
movetype = H
physics = N
ctrl = 0
sprpriority = 1
velset = 0, -15
poweradd = 85

[State 3129, Changeanim2]
type = changeanim2
trigger1 = time = 0
value = 2000

[State 3129, PalFX]
type = PalFX
trigger1 = 1
time = 2
add = 224,64,0
mul = 256,240,32
sinadd = 48,16,0,4
color = 8

[State 3129, Screenbound]
type = screenbound
trigger1 = 1
value = 0

[State 3129, Gravity]
type = veladd
trigger1 = time > 5
y = 0.69

[State 3129, Nothitby]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 3129, ChangeAnim2]
type = ChangeAnim2
triggerall = anim != 5160
trigger1 = pos y >= 0 && anim = 2000 && time > 3
value = 5160

[State 3129, PosSet]
type = PosSet
trigger1 = anim = 5160 && animelem = 1
y = 0

[State 3129, VelSet]
type = VelSet
trigger1 = animelemtime(1) = 1 && anim = 5160
y = -7
x = 0

[State 3129, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 5160
statetype = L

[State 3129, ChangeAnim]
type = ChangeAnim
triggerall = selfanimexist(5100)
trigger1 = pos y >= 0 && anim= 5160 && animelemtime(1)>10
value = 5100

[State 3129, ChangeAnim]
type = ChangeAnim2
triggerall = !selfanimexist(5100)
trigger1 = pos y >= 0 && anim = 5160 && animelemtime(1)>10
value = 2051

[State 3129, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y >= 0 && anim = 2051 && animtime = 0
value = 2050

[State 3129, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim = 5100 && animtime=0
value = 2050

[State 3129, PosSet]
type = PosSet
trigger1 = anim = 5100 || anim = 2050 ||anim = 2051
y = 0

[State 3129, VelSet]
type = VelSet
trigger1 = anim = 5100 || anim = 2050 || anim = 2051
x = 0
y = 0

[State 3129, SelfState]
type = SelfState
trigger1 = animelemtime(1) = 15 && anim = 2050
value = ifelse(alive,5120,5150)
ctrl = 1

;-----------------------------------------------------------------------------
;Super Methods of Mayhem 2
[Statedef 3130]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 3110
sprpriority = -2
velset = 0,0

[State 3130, Posset]
type = posset
trigger1 = time = 0
y = 0

[State 3130, assertspecial]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG
flag3 = noshadow
ignorehitpause = 1

[State 3130, Transparency]
type = Trans
trigger1 = 1
trans = add1

[State 3130, Playsnd]
type = playsnd
trigger1 = animelem = 1
value = s1,0
channel = 1

[State 3130, Playsnd]
type = playsnd
trigger1 = animelem = 7
value = s1,1
channel = 1

[State 3130, Playsnd]
type = playsnd
trigger1 = animelem = 13
value = s1,4
channel = 1

[State 3130, Playsnd]
type = playsnd
trigger1 = animelem = 22
trigger2 = animelem = 30
trigger3 = animelem = 35
value = s1,5
channel = 1

[State 3130, Playsnd]
type = playsnd
trigger1 = animelem = 2
trigger2 = animelem = 8
value = s2,2

[State 3130, Playsnd]
type = playsnd
trigger1 = animelem = 14
trigger2 = animelem = 23
trigger3 = animelem = 31
trigger4 = animelem = 36
value = s2,5

[State 3130, parentVaradd]
type = parentvaradd
trigger1 = animelem = 2
trigger2 = animelem = 8
trigger3 = animelem = 14
trigger4 = animelem = 23
trigger5 = animelem = 31
trigger6 = animelem = 36
var(8) = 1 + (var(8)=-1)

[State 3130, Explod]
type = explod
trigger1 = animelem = 2
anim = 10102
ID = 10102
postype = p1
pos = Floor(P2Dist X-40), -60
ownpal = 1
sprpriority = 5

[State 3130, Blood]
type = helper
triggerall = root,var(52) >= 1
trigger1 = animelem = 2
stateno = 20002
Postype = p1
pos = Floor(P2Dist X-40), -60
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3130, Blood]
type = helper
triggerall = root,var(52) >= 1
trigger1 = animelem = 2
stateno = 20003
Postype = p1
pos = Floor(P2Dist X-40), -60
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3130, Explod]
type = explod
trigger1 = animelem = 8
anim = 10102
ID = 10102
postype = p1
pos = Floor(P2Dist X-20), -45
ownpal = 1
sprpriority = 5

[State 3130, Blood]
type = helper
triggerall = root,var(52) >= 1
trigger1 = animelem = 8
stateno = 20002
Postype = p1
pos = Floor(P2Dist X-20), -45
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3130, Blood]
type = helper
triggerall = root,var(52) >= 1
trigger1 = animelem = 8
stateno = 20004
Postype = p1
pos = Floor(P2Dist X-20), -45
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3130, Explod]
type = explod
trigger1 = animelem = 14
anim = 10103
ID = 10103
postype = p1
pos = Floor(P2Dist X-20), -64
ownpal = 1
sprpriority = 5

[State 3130, Blood]
type = helper
triggerall = root,var(52) >= 1
trigger1 = animelem = 14
stateno = 20002
Postype = p1
pos = Floor(P2Dist X-20), -64
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3130, Blood]
type = helper
triggerall = root,var(52) >= 1
trigger1 = animelem = 14
stateno = 20004
Postype = p1
pos = Floor(P2Dist X-20), -64
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3130, Explod]
type = explod
trigger1 = animelem = 23
anim = 10104
ID = 10104
postype = p1
pos = Floor(P2Dist X-15), -35
ownpal = 1
sprpriority = 5

[State 3130, Blood]
type = helper
triggerall = root,var(52) >= 1
trigger1 = animelem = 23
stateno = 20001
facing = -1
Postype = p1
pos = Floor(P2Dist X-15), -35
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3130, Blood]
type = helper
triggerall = root,var(52) >= 1
trigger1 = animelem = 23
stateno = 20005
Postype = p1
pos = Floor(P2Dist X-15), -35
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3130, Explod]
type = explod
trigger1 = animelem = 31
anim = 10109
ID = 10109
postype = p1
pos = Floor(P2Dist X-20), -65
ownpal = 1
sprpriority = 5

[State 3130, Blood]
type = helper
triggerall = root,var(52) >= 1
trigger1 = animelem = 31
stateno = 20002
Postype = p1
facing = -1
pos = Floor(P2Dist X-20), -65
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3130, Blood]
type = helper
triggerall = root,var(52) >= 1
trigger1 = animelem = 31
stateno = 20004
Postype = p1
pos = Floor(P2Dist X-20), -65
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3130, Explod]
type = explod
trigger1 = animelem = 36
anim = 10105
ID = 10105
postype = p1
pos = Floor(P2Dist X-20), -65
ownpal = 1
sprpriority = 5

[State 3130, Blood]
type = helper
triggerall = root,var(52) >= 1
trigger1 = animelem = 36
stateno = 20001
Postype = p1
pos = Floor(P2Dist X-20), -65
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3130, Blood]
type = helper
triggerall = root,var(52) >= 1
trigger1 = animelem = 36
stateno = 20005
Postype = p1
facing = -1
pos = Floor(P2Dist X-20), -65
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3130, Explod]
type = explod
trigger1 = !root,var(14)
trigger1 = animelem = 14
anim = 10500
postype = p1
ownpal = 1
sprpriority = -1
bindtime = 9999

[State 3130, Explod]
type = explod
trigger1 = root,var(14)
trigger1 = animelem = 14
anim = 10600
postype = p1
ownpal = 1
sprpriority = -1
bindtime = 9999

[State 3130, Explod]
type = explod
trigger1 = !root,var(14)
trigger1 = animelem = 30
anim = 10503
postype = p1
ownpal = 1
sprpriority = -1
bindtime = 9999

[State 3130, Explod]
type = explod
trigger1 = root,var(14)
trigger1 = animelem = 30
anim = 10603
postype = p1
ownpal = 1
sprpriority = -1
bindtime = 9999

[State 3130, Explod]
type = explod
trigger1 = !root,var(14)
trigger1 = animelem = 36
anim = 10504
postype = p1
ownpal = 1
sprpriority = -1
bindtime = 9999

[State 3130, Explod]
type = explod
trigger1 = root,var(14)
trigger1 = animelem = 36
anim = 10604
postype = p1
ownpal = 1
sprpriority = -1
bindtime = 9999

[State 3130, Endstate]
type = changestate
trigger1 = animtime = 0
value = 3131

;-----------------------------------------------------------------------------
;Super Methods of Mayhem 2
[Statedef 3131]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 3111
sprpriority = -2
velset = 11.5,0

[State 3131, Transparency]
type = Trans
trigger1 = 1
trans = add1

[State 3131, Veladd]
type = veladd
trigger1 = time < 15
x = -0.45

[State 3131, Explod]
type = explod
triggerall = !root,var(14)
trigger1 = animelem = 2
anim = 10530
postype = p1
ownpal = 1
sprpriority = -1
bindtime = 9999

[State 3131, Explod]
type = explod
triggerall = root,var(14)
trigger1 = animelem = 2
anim = 10630
postype = p1
ownpal = 1
sprpriority = -1
bindtime = 9999

[State 3131, Velset]
type = velset
trigger1 = time = 15
x = 0

[State 3131, Turn]
type = turn
trigger1 = animelem = 10

[State 3131, Playsnd]
type = playsnd
trigger1 = time = 0
value = s1,5
channel = 1

[State 3131, Playsnd]
type = playsnd
trigger1 = animelem = 2
value = s2,5

[State 3131, Playsnd]
type = playsnd
trigger1 = animelem = 20
value = s7,0

[State 3131, Explod]
type = explod
trigger1 = animelem = 2
anim = 10103
ID = 10103
postype = p1
pos = Floor(P2Dist X-20), -55
ownpal = 1
sprpriority = 5

[State 3131, Blood]
type = helper
triggerall = root,var(52) >= 1
trigger1 = animelem = 2
stateno = 20002
Postype = p1
pos = Floor(P2Dist X-20), -55
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3131, Blood]
type = helper
triggerall = root,var(52) >= 1
trigger1 = animelem = 2
stateno = 20004
Postype = p1
pos = Floor(P2Dist X-20), -55
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3131, Endstate]
type = Destroyself
trigger1 = animtime = 0

;-----------------------------------------------------------------------------
;Super Methods of Mayhem 3
[Statedef 3200]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 3200
sprpriority = 2

[State 3200, Varset]
type = varset
trigger1 = time = 0
v = 5
value = 0

[State 3200, Dust]
type = explod
trigger1 = time = 0
anim = 10300
postype = p1
persistent = 0
sprpriority = 3
ownpal = 1

[State 3200, assertspecial]
type = assertspecial
trigger1 = time = [13,53]
flag = noBG
flag2 = noFG
flag3 = nobardisplay
ignorehitpause = 1

[State 3200, Playsnd]
type = playsnd
trigger1 = time = 4
value = s3200,0
channel = 0

[State 3200, Poweradd]
type = poweradd
trigger1 = time = 13
value = -3000

[State 3200, SuperPause]
type = superpause
trigger1 = time = 13
time = 40
anim = s10302
sound = S4,0
pos = 5,-40
movetime = 40
ownpal = 1
p2defmul = 1.0

[State 3200, Playsnd]
type = playsnd
trigger1 = time = 13
value = s4,1
persistent = 0
channel = 5

[State 3200, Hyper Portrait]
type = explod
trigger1 = time = 13
anim = 10301
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1
supermovetime=9999
pausemovetime=9999
supermove = 9999
pausemove = 9999
ownpal = 1

[State 3200, Invul]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 3200, End]
type = ChangeState
trigger1 = time = 53
value = 3201

;-----------------------------------------------------------------------------
;Super Methods of Mayhem 3
[Statedef 3201]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 3201
sprpriority = 2

[State 3201, assertspecial]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3201, Invul]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 3201, Hyper Background]
type = Explod
trigger1 = time = 0
anim = 10303
postype = left
ID = 10303
sprpriority = -10
removetime = -1
removeongethit = 1
pos = 0,0
bindtime = -1
facing=1
ignorehitpause=1
supermovetime=9999
pausemovetime=9999
supermove = 9999
pausemove = 9999
ownpal = 1

[State 3201, Helper]
type = Helper
triggerall = numhelper(10700) = 0
trigger1 = animelem = 4
stateno = 10700
ID = 10700
ownpal = 1
postype = p1
pos = 40, -10
persistent = 0

[State 3201, Changestate]
type = changestate
trigger1 = var(5) && numhelper (10700) = 0
value = 3210

[State 3201, Endstate]
type = changestate
trigger1 = time > 27 && numhelper (10700) = 0
value = 3205

;-----------------------------------------------------------------------------
;Hyper Methods of Mayhem 3 Fuck Up
[Statedef 3205]
type = S
Movetype = I
physics = S
ctrl = 0
anim = 3205
sprpriority = 2

[State 3205, Assertspecial]
type = assertspecial
trigger1 = 1
flag = nobg
flag2 = nofg

[State 3205, Endstate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;Super Methods of Mayhem 3
[Statedef 3210]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 3210
sprpriority = 2

[State 3210, assertspecial]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3210, Hitdef]
type = hitdef
trigger1 = time = 7 && enemynear,stateno = 10720
attr = S, HT
hitflag = M+
priority = 4, Miss
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
getpower = 0
fall = 1
fall.recover = 0
guard.dist = 0
numhits = 0

[State 3210, Dust]
type = Explod
trigger1 = animelem = 4
anim = 10300
ID = 10300
scale = 0.5,0.5
pos = -15,0
sprpriority = 4
ownpal = 1
removetime = -1

[State 3210, Dust]
type = Explod
trigger1 = animelem = 4
anim = 10300
ID = 10300
scale = 0.5,0.5
pos = -15,0
sprpriority = 4
ownpal = 1
removetime = -1
facing = -1

[State 3210, Targetstate]
type = targetstate
trigger1 = movehit
value = 3220
persistent = 0

[State 3210, Envcolor]
type = envcolor
trigger1 = movehit
value = 255,255,255
time = 2
persistent = 0

[State 3201, Explod]
type = explod
trigger1 = movehit
anim = 10750+random%1
ID = 10750
pos = enemy(0),Const(size.head.pos.x),enemy(0),Const(size.head.pos.y)
postype = p2
ownpal = 1
removetime = -1
bindtime = -1
persistent = 0
sprpriority = -1

[State 3210, Playsnd]
type = playsnd
trigger1 = movehit
value = s8,1
persistent = 0

[State 3210, Playsnd]
type = playsnd
trigger1 = movehit
value = s9,4
persistent = 0

[State 3210, Playsnd]
type = playsnd
trigger1 = animelem = 2
value = s3200,1
channel = 0

[State 3210, Playsnd]
type = playsnd
trigger1 = time = 106
value = s8,2
persistent = 0
channel = 4

[State 3210, Removeexplod]
type = removeexplod
trigger1 = time = 106
ID = 10750

[State 3210, Explod]
type = explod
trigger1 = time = 106
anim = 10755
pos = enemy(0),Const(size.head.pos.x),enemy(0),Const(size.head.pos.y)
postype = P2
ownpal = 1
persistent = 0
sprpriority = 3

[State 3210, Endstate]
type = changestate
trigger1 = time = 130
value = 3211

;-----------------------------------------------------------------------------
;Super Methods of Mayhem 3
[Statedef 3211]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 3211
sprpriority = 2

[State 3210, assertspecial]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3211, Removeexplod]
type = removeexplod
trigger1 = time = 0
ID = 10300

[State 3211, Targetlifeadd]
type = targetlifeadd
trigger1 = time = 4
value = -484

[State 3211, Playsnd]
type = playsnd
trigger1 = time = 4
value = s20000, 0
persistent = 0

[State 3211, envcolor]
type = envcolor
trigger1 = time = 4
value = 255,0,0
time = 2
persistent = 0

[State 3211, Targetstate]
type = targetstate
trigger1 = time = 4
value = 3221
persistent = 0

[State 3211, Explod]
type = explod
trigger1 = time = 4
anim = 10102
postype = p2
pos = 0,enemy(0),Const(size.head.pos.y)
persistent = 0
ownpal = 1
facing = -1
sprpriority = 2

[State 3211, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = time = 4
stateno = 20006
Postype = p2
pos = 0,enemy(0),Const(size.head.pos.y)
ignorehitpause = 1
ownpal = 1
facing = -1

[State 3211, Helper]
type = helper
trigger1 = winko && numhelper(10304) = 0
stateno = 10304
ID = 10304
postype = left
ownpal = 1
ignorehitpause = 1

[State 3211, Targetstate]
type = targetstate
trigger1 = var(52) && WinKO
value = 2200
Ignorehitpause = 1
persistent = 0

[State 3211, Gibs]
type = Helper
trigger1 = var(52) && WinKO
ID = 22050
stateno = 22050
pos = 0,0
postype = p2
size.xscale = 0.85
size.yscale = 0.85
ownpal = 1
persistent = 0
Ignorehitpause = 1

[State 3211, Endstate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;Super Methods of Mayhem 3 Custom State
[Statedef 3220]
type = S
movetype = H
physics = S
ctrl = 0
sprpriority = 1

[State 3220, Velset]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 3220, Changeanim2]
type = changeanim2
trigger1 = time = 0
value = 3220

[State 3220, Selfstate]
type = selfstate
trigger1 = time = 200
value = 5050

;-----------------------------------------------------------------------------
;Super Methods of Mayhem 3 Custom State
[Statedef 3221]
type = A
movetype = H
physics = N
ctrl = 0
velset = -5,-9
poweradd = 290

[State 3221, Changeanim2]
type = changeanim2
trigger1 = time = 0
value = 2000

[State 3221, Gravity]
type = veladd
trigger1 = time > 5
y = 0.48

[State 3221, Nothitby]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 3221, ChangeAnim2]
type = ChangeAnim2
triggerall = anim != 5160
trigger1 = pos y >= 0 && anim = 2000 && time > 3
value = 5160

[State 3221, PosSet]
type = PosSet
trigger1 = anim = 5160 && animelem = 1
y = 0

[State 3221, VelSet]
type = VelSet
trigger1 = animelemtime(1) = 1 && anim = 5160
y = -3.5
x = 0

[State 3221, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 5160
statetype = L

[State 3221, ChangeAnim]
type = ChangeAnim
triggerall = selfanimexist(5100)
trigger1 = pos y >= 0 && anim= 5160 && animelemtime(1)>10
value = 5100

[State 3221, ChangeAnim]
type = ChangeAnim2
triggerall = !selfanimexist(5100)
trigger1 = pos y >= 0 && anim = 5160 && animelemtime(1)>10
value = 2051

[State 3221, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y >= 0 && anim = 2051 && animtime = 0
value = 2050

[State 3221, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim = 5100 && animtime=0
value = 2050

[State 3221, PosSet]
type = PosSet
trigger1 = anim = 5100 || anim = 2050 ||anim = 2051
y = 0

[State 3221, VelSet]
type = VelSet
trigger1 = anim = 5100 || anim = 2050 || anim = 2051
x = 0
y = 0

[State 3221, SelfState]
type = SelfState
trigger1 = animelemtime(1) = 15 && anim = 2050
value = ifelse(alive,5120,5150)
ctrl = 1

;-----------------------------------------------------------------------------
;Welp you did it
[Statedef 4000]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 4000
sprpriority = 2

[State 4000, Varset]
type = varset
trigger1 = time = 0
v = 14
value = 1

[State 4000, assertspecial]
type = assertspecial
trigger1 = time = [0,40]
flag = noBG
flag2 = noFG
flag3 = nobardisplay
ignorehitpause = 1

[State 4000, Playsnd]
type = playsnd
trigger1 = time = 0
value = s4000,0
channel = 0

[State 4000, SuperPause]
type = superpause
trigger1 = time = 0
time = 40
anim = s10302
sound = S4,0
pos = -3,-75
movetime = 40
darken = 0
ownpal = 1

[State 4000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 10301
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1
supermovetime=9999
pausemovetime=9999
supermove = 9999
pausemove = 9999
ownpal = 1

[State 4000, Hyper Background]
type   = Explod
trigger1 = time = 40
anim = 10303
postype = left
ID = 10303
sprpriority = -10
removetime = -1
pos = 0,0
bindtime = -1
facing=1
ignorehitpause=1
supermovetime=9999
pausemovetime=9999
supermove = 9999
pausemove = 9999
ownpal = 1

[State 4000, Invul]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 4000, End]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Downed get-hit (hit ground from fall)
[Statedef 5100]
type    = L
movetype= H
physics = N

[State 5100, 2004.04.14 behavior]
type = null;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, 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, 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 = 5110 ;Downed get-hit (lying down)

[State 5100, 8]
type = Explod
trigger1 = Time = 1
anim = 10003
pos = 0,0
sprpriority = 2
ownpal = 1

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = s0,3

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 5101 ;Downed get-hit (bounce off ground)

[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
; Downed get-hit (lying down)
[Statedef 5110]
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, 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)
value = s0,3

[State 5110, 7]
type = Explod
trigger1 = Time = 0
trigger1 = !SysVar(0)
anim = 10003
pos = 0,0
ownpal = 1
sprpriority = 2

[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 = ChangeState
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 5110, 14] ;Friction
type = VelSet
trigger1 = abs(Vel x) < Const(movement.down.friction.threshold)
persistent = 0
x = 0

[State 5110, 15]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 16]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

;---------------------------------------------------------------------------
; Downed get-hit (lying defeated)
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3
ctrl = 0

[State 5150, AngleDraw]
type = Angledraw
trigger1 = prevstateno = 6650 && movetype = H
scale = 1.12, 0.3

[State 5150, 1] ;Normal anim
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
triggerall = prevstateno !=6150 && movetype = H
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3] ;Hit up type anim
type = ChangeAnim
triggerall = prevstateno !=6150 && movetype = H
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4] ;Match over anim
type = ChangeAnim
persistent = 0
triggerall = prevstateno !=6150 && movetype = H
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
triggerall = prevstateno !=6150 && movetype = H
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150, 6] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5150, 7] ;Friction
type = VelSet
trigger1 = abs(Vel x) < Const(movement.down.friction.threshold)
persistent = 0
x = 0

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 0, PlayerPush]
type = PlayerPush
trigger1 = prevstateno = 2200 && movetype = H || prevstateno = 2201 && movetype = H
value = 0

[State 5150, Assertspecial]
type = assertspecial
triggerall = prevstateno = 2200 && movetype = H || prevstateno = 2201 && movetype = H
trigger1 = 1
flag = invisible
flag2 = noshadow

;---------------------------------------------------------------------------
; Instant Kill Starter
[Statedef 6000]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 6000
poweradd = 15
sprpriority = 2

[State 6000, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 2 && Random <= 500
value = s201, random%2
channel = 0

[State 6000, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 2
value = s1,1
channel = 1

[State 6000, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
x = 18

[State 6000, PosSubtract]
type = PosAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
x = -18

[State 6000, HitDef]
type = HitDef
trigger1 = animelem = 4
attr = S,NA
damage = 0,0
animtype = medium
air.animtype = Back
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 0,0
guard.pausetime = 8,8
sparkno = s10101
guard.sparkno = s10202
sparkxy = -5, -60
hitsound = s2,1
guardsound = s3,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 25
guard.ctrltime = 12
ground.velocity = -6
air.type = Low
air.hittime = 15
air.velocity = -3,-4.5
down.velocity = -5.5,-3.5
yaccel = 0.56
envshake.time = 1
envshake.ampl = 1
forcenofall = 1
p2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
ID = 6000

[State 6000, Blood]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20001
Postype = p1
pos = Floor(P2Dist X-5), -55
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 6000, Blood 2]
type = helper
triggerall = var(52) >= 1
trigger1 = Numtarget && Movehit
stateno = 20003
Postype = p1
pos = Floor(P2Dist X-5), -55
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 6000, Targetstate]
type = targetstate
trigger1 = numtarget && movehit
trigger1 = target,statetype != A
value = 6010
persistent = 0
ignorehitpause = 1

[State 6000, ChangeState]
type = Changestate
trigger1 = numtarget && movehit
trigger1 = target,statetype != A
value = 6005
persistent = 0
ignorehitpause = 1

[State 6000, Statetype Set]
type = statetypeset
trigger1 = animelem = 5
movetype = I

[State 6000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Instant Kill P1
[Statedef 6005]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 6005
sprpriority = 2

[State 6005, Varset]
type = varset
trigger1 = time = 0
v = 26
value = 0

[State 6005, Playnsd]
type = playsnd
trigger1 = time = 0
value = s4,3
channel = 6
persistent = 0
ignorehitpause = 1

[State 6005, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
add = 150,0,0
mul = 256,80,80
ignorehitpause = 1

[State 6005, PosSubtract]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
x = -18

[State 6005, Varset]
type = varset
triggerall = Var(26) = 0
triggerall = time >= 20
trigger1 = command = "I hate fighting Cloud in Smash_X"
trigger2 = Var(30)
trigger2 = GameTime%13 = [0,1]
v = 26
value = 1

[State 6005, Varset]
type = varset
triggerall = Var(26) = 0
triggerall = time >= 20
trigger1 = command = "Adaptability was a mistake_A"
trigger2 = Var(30)
trigger2 = GameTime%13 = [2,3]
v = 26
value = 2

[State 6005, Varset]
type = varset
triggerall = Var(26) = 0
triggerall = time >= 20
trigger1 = command = "I hate fighting Cloud in Smash_Y"
trigger2 = Var(30)
trigger2 = GameTime%13 = [4,5]
v = 26
value = 3

[State 6005, Varset]
type = varset
triggerall = Var(26) = 0
triggerall = time >= 20
trigger1 = command = "Adaptability was a mistake_B"
trigger2 = Var(30)
trigger2 = GameTime%13 = [6,7]
v = 26
value = 4

[State 6005, Varset]
type = varset
triggerall = Var(26) = 0
triggerall = time >= 20
trigger1 = command = "I hate fighting Cloud in Smash_Z"
trigger2 = Var(30)
trigger2 = GameTime%13 = [8,9]
v = 26
value = 5

[State 6005, Varset]
type = varset
triggerall = Var(26) = 0
triggerall = time >= 20
trigger1 = command = "Adaptability was a mistake_C"
trigger2 = Var(30)
trigger2 = GameTime%13 = [10,11]
v = 26
value = 6

[State 6005, Varset]
type = varset
triggerall = Var(26) = 0
triggerall = time >= 20
trigger1 = command = "QCF_S"
trigger2 = Var(30)
trigger2 = GameTime%13 = 12
v = 26
value = 7

[State 6005, Endstate]
type = changestate
trigger1 = time >= 20 && var(26) > 0
value = 6006

[State 6005, Endstate]
type = changestate
trigger1 = time = 60
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Instant Kill Run
[Statedef 6006]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 6006
sprpriority = 2
velset = 9,0

[State 6006, BGPalFX]
type = BGPalFX
triggerall = target,stateno = 6010
trigger1 = 1
time = 1
add = 150,0,0
mul = 256,80,80
invertall = 0

[State 6006, Hitdef]
type = hitdef
trigger1 = target,stateno = 6010
postype = p1
priority = 4, Hit
attr = S,HT
damage = 0,0
animtype = medium
hitflag = M+
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = -1
ground.type = Low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = 0
chainID = 6000

[State 6006, targetstate]
type = targetstate
trigger1 = numtarget && movehit
value = 6015
persistent = 0
ignorehitpause = 1

[State 6006, Gorebreak 1]
type = changestate
triggerall = var(26) = 1
trigger1 = numtarget && movehit
value = 6100
persistent = 0
ignorehitpause = 1

[State 6006, Gorebreak 2]
type = changestate
triggerall = var(26) = 2
trigger1 = numtarget && movehit
value = 6200
persistent = 0
ignorehitpause = 1

[State 6006, Gorebreak 3]
type = changestate
triggerall = var(26) = 3
trigger1 = numtarget && movehit
value = 6300
persistent = 0
ignorehitpause = 1

[State 6006, Gorebreak 4]
type = changestate
triggerall = var(26) = 4
trigger1 = numtarget && movehit
value = 6400
persistent = 0
ignorehitpause = 1

[State 6006, Gorebreak 5]
type = changestate
triggerall = var(26) = 5
trigger1 = numtarget && movehit
value = 6500
persistent = 0
ignorehitpause = 1

[State 6006, Gorebreak 6]
type = changestate
triggerall = var(26) = 6
trigger1 = numtarget && movehit
value = 6600
persistent = 0
ignorehitpause = 1

[State 6006, Gorebreak 6]
type = changestate
triggerall = var(26) = 7
trigger1 = numtarget && movehit
value = 6700
persistent = 0
ignorehitpause = 1

[State 6006, endstate]
type = changestate
trigger1 = time = 20
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Instant Kill Custom State
[Statedef 6010]
type = S
movetype = H
physics = S

[State 6010, Changeanim2]
type = changeanim2
trigger1 = time = 0
value = 6010

[State 6010, Hitvelset]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 6010, VelMul]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 6010, Playerpush]
type = playerpush
trigger1 = 1
value = 0

[State 6010, Hitby]
type = hitby
trigger1 = 1
value = S, HT

[State 6010, Changestate]
type = changestate
trigger1 = time >= 20 && command = "Math fucks a boy in a Taokaka Costume_X"
trigger2 = time >= 20 && command = "Math fucks a boy in a Taokaka Costume_Y"
trigger3 = time >= 20 && command = "Math fucks a boy in a Taokaka Costume_Z"
trigger4 = time >= 20 && command = "QCB_A"
trigger5 = time >= 20 && command = "QCB_B"
trigger6 = time >= 20 && command = "QCB_C"
value = 6011

[State 6010, Endstate]
type = selfstate
trigger1 = time = 60
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Instant Kill Custom State
[Statedef 6011]
type = S
movetype = H
physics = S

[State 6011, Changeanim2]
type = changeanim2
trigger1 = time = 0
value = 6011

[State 6011, Velset]
type = velset
trigger1 = time = 0
x = 0

[State 6011, Endstate]
type = selfstate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Instant Kill Custom State
[Statedef 6015]
type = S
movetype = H
physics = S

[State 6015, Changeanim2]
type = changeanim2
trigger1 = time = 0
value = 6015

[State 6011, Velset]
type = velset
trigger1 = time = 0
x = 0

[State 6015, Endstate]
type = selfstate
trigger1 = time = 100
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;Gorebreak 1
[Statedef 6100]
type = S
movetype = A
physics = S
anim = 6100
ctrl = 0
sprpriority = 2
velset = 0,0

[State 6100, Assertspecial]
type = assertspecial
trigger1 = 1
flag = nobg
flag2 = nofg
flag3 = timerfreeze

[State 6100, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 2 && Random <= 500
value = s202, random%2
channel = 0

[State 6100, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 2
value = s1,5
channel = 1

[State 221, Slashing Effect]
type = helper
trigger1 = animelem = 2
stateno = 10500
ownpal = 1
postype = p1

[State 6100, Targetstate]
type = targetstate
trigger1 = animelem = 3
value = 6150

[State 6100, Hitspark]
type = explod
trigger1 = animelem = 3
anim = 10109
postype = P1
pos = Floor(P2Dist X-5), -65
facing = -1
persistent = 0
ownpal = 1
sprpriority = 4

[State 6100, Playsnd]
type = playsnd
trigger1 = animelem = 3
value = s2,5
persistent = 0

[State 6100, Guts]
type = helper
trigger1 = animelem = 3 && numhelper(23000) = 0
stateno = 23000
Postype = p2
pos = 0,enemy,const(size.mid.pos.y)
persistent = 0
ownpal = 1
size.xscale = 1.0 +((EnemyNear,Const(Size.Ground.Front)+EnemyNear,Const(Size.Ground.Back))-35.0)/40.0
size.yscale = 1.0 -((EnemyNear,Const(Size.Head.Pos.Y)+115.5))/115.5

[State 6100, Hitadd]
type = hitadd
trigger1 = animelem = 3
value = 1
persistent = 0

[State 6100, Playsnd]
type = playsnd
trigger1 = animelem = 3
value = s10,1

[State 6100, Endstate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Gorebreak 1 Custom State
[Statedef 6150]
type = S
movetype = H
physics = S

[State 6150, Changeanim2]
type = changeanim2
trigger1 = time = 0
value = 6150

[State 6150, Assertspecial]
type = assertspecial
trigger1 = 1
flag = nokosnd

[State 6150, LifeSet]
type = lifeset
trigger1 = time = 0
value = 0

[State 6150, Changestate]
type = changestate
trigger1 = time = 1
value = 5150

;-----------------------------------------------------------------------------
;Gorebreak 2
[Statedef 6200]
type = S
movetype = A
physics = S
anim = 6200
ctrl = 0
sprpriority = 2
velset = 0,0

[State 6200, Assertspecial]
type = assertspecial
trigger1 = 1
flag = nobg
flag2 = nofg
flag3 = timerfreeze

[State 6200, Targetstate]
type = targetstate
trigger1 = animelem = 4
value = 6250
persistent = 0

[State 6200, Playsnd]
type = playsnd
trigger1 = animelem = 4
value = s8,0
persistent = 0

[State 6200, Posadd]
type = posadd
trigger1 = animelem = 14
trigger2 = animelem = 15
x = 9

[State 6200, Blood]
type = helper
trigger1 = Animelem = 17
stateno = 20006
Postype = p1
pos = Floor(P2Dist X), 0
persistent = 0
ignorehitpause = 1
size.xscale = 0.35
size.yscale = 0.35
ownpal = 1

[State 6200, Blood]
type = helper
trigger1 = Animelem = 17
stateno = 20007
Postype = p1
pos = Floor(P2Dist X), 0
persistent = 0
ignorehitpause = 1
size.xscale = 0.35
size.yscale = 0.35
ownpal = 1

[State 6200, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 17
value = s1,0
channel = 1

[State 6200, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 17 && Random <= 500
value = s200, random%2
channel = 0

[State 6200, Playsnd]
type = playsnd
trigger1 = animelem = 17
value = s20000,0
persistent = 0

[State 6200, Targetstate]
type = targetstate
trigger1 = animelem = 17
value = 2200
persistent = 0

[State 6200, Hitadd]
type = hitadd
trigger1 = animelem = 17
value = 1

[State 6200, Endstate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Instant Kill Custom State
[Statedef 6250]
type = S
movetype = H
physics = S

[State 6250, Changeanim2]
type = changeanim2
trigger1 = time = 0
value = 6150

[State 6250, AngleDraw]
type = AngleDraw
trigger1 = time >= 0 && time < 2
scale = .98,.98

[State 6250, AngleDraw]
type = AngleDraw
trigger1 = time >= 2 && time < 4
scale = .94,.94

[State 6250, AngleDraw]
type = AngleDraw
trigger1 = time >= 4 && time < 6
scale = .88,.88

[State 6250, AngleDraw]
type = AngleDraw
trigger1 = time >= 6 && time < 8
scale = .80,.80

[State 6250, AngleDraw]
type = AngleDraw
trigger1 = time >= 8 && time < 10
scale = .70,.70

[State 6250, AngleDraw]
type = AngleDraw
trigger1 = time >= 10 && time < 12
scale = .58,.58

[State 6250, AngleDraw]
type = AngleDraw
trigger1 = time >= 12 && time < 14
scale = .44,.44

[State 6250, AngleDraw]
type = AngleDraw
trigger1 = time >= 14 && time < 16
scale = .28,.28

[State 6250, AngleDraw]
type = AngleDraw
trigger1 = time >= 16
scale = .10,.10

;-----------------------------------------------------------------------------
;Gorebreak 3
[Statedef 6300]
type = S
movetype = A
physics = S
anim = 6300
ctrl = 0
sprpriority = 2
velset = 0,0

[State 6300, Assertspecial]
type = assertspecial
trigger1 = 1
flag = nobg
flag2 = nofg
flag3 = timerfreeze

[State 6300, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 3 && Random <= 500
trigger2 =  animelem = 11 && Random <= 500
trigger3 =  animelem = 16 && Random <= 500
value = s202, random%2
channel = 0

[State 6300, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 3
trigger2 = animelem = 11
trigger3 = animelem = 16
value = s1,5
channel = 1

[State 6300, Explod]
type = explod
triggerall = !Var(14)
trigger1 = animelem = 4
anim = 10505
postype = p1
sprpriority = 3
ownpal = 1
bindtime = -1

[State 6300, Explod]
type = explod
triggerall = Var(14)
trigger1 = animelem = 4
anim = 10605
postype = p1
sprpriority = 3
ownpal = 1
bindtime = -1

[State 6300, Explod]
type = explod
trigger1 = animelem = 4
anim = 10103
postype = p2
pos = 0, -50
sprpriority = 4
facing = -1
ownpal = 1

[State 6300, Blood]
type = helper
trigger1 = animelem = 4
stateno = 20002
Postype = p2
pos = 0, -50
persistent = 0
ignorehitpause = 1
ownpal = 1
facing = -1

[State 6300, Blood]
type = helper
trigger1 = animelem = 4
stateno = 20004
Postype = p2
pos = 0, -50
persistent = 0
ignorehitpause = 1
ownpal = 1
facing = -1

[State 6300, Explod]
type = explod
triggerall = !Var(14)
trigger1 = animelem = 11
anim = 10503
postype = p1
sprpriority = 3
ownpal = 1
bindtime = -1

[State 6300, Explod]
type = explod
triggerall = Var(14)
trigger1 = animelem = 11
anim = 10603
postype = p1
sprpriority = 3
ownpal = 1
bindtime = -1

[State 6300, Explod]
type = explod
trigger1 = animelem = 12
anim = 10109
postype = p2
pos = 0, -75
sprpriority = 4
facing = -1
ownpal = 1

[State 6300, Blood]
type = helper
trigger1 = animelem = 12
stateno = 20002
Postype = p2
pos = 0, -75
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 6300, Blood]
type = helper
trigger1 = animelem = 12
stateno = 20004
Postype = p2
pos = 0, -75
persistent = 0
ignorehitpause = 1
ownpal = 1
facing = -1

[State 6300, Explod]
type = explod
triggerall = !Var(14)
trigger1 = animelem = 17
anim = 10504
postype = p1
sprpriority = 3
ownpal = 1
bindtime = -1

[State 6300, Explod]
type = explod
triggerall = Var(14)
trigger1 = animelem = 17
anim = 10604
postype = p1
sprpriority = 3
ownpal = 1
bindtime = -1

[State 6300, Explod]
type = explod
trigger1 = animelem = 17
anim = 10105
postype = p2
pos = 0, -65
sprpriority = 4
facing = -1
ownpal = 1

[State 6300, Blood]
type = helper
trigger1 = animelem = 17
stateno = 20001
Postype = p2
pos = 0, -65
persistent = 0
ignorehitpause = 1
ownpal = 1
facing = -1

[State 6300, Blood]
type = helper
trigger1 = animelem = 17
stateno = 20005
Postype = p2
pos = 0, -65
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 6300, Playsnd]
type =  playsnd
trigger1 = animelem = 4
trigger2 = animelem = 12
trigger3 = animelem = 17
value = s2,5

[State 6300, Hitadd]
type = hitadd
trigger1 = animelem = 4
trigger2 = animelem = 12
trigger3 = animelem = 17
trigger4 = animelem = 27
value = 1

[State 6300, Targetstate]
type = targetstate
triggerall = !var(14)
trigger1 = animelem = 4
trigger2 = animelem = 17
value = 6350

[State 6300, Targetstate]
type = targetstate
triggerall = !Var(14)
trigger1 = animelem = 12
value = 6351

[State 6300, Targetstate]
type = targetstate
triggerall = var(14)
trigger1 = animelem = 4
trigger2 = animelem = 17
value = 6355

[State 6300, Targetstate]
type = targetstate
triggerall = Var(14)
trigger1 = animelem = 12
value = 6356

[State 6300, Burning Sound]
type = PlaySnd
triggerall = var(14)
trigger1 = animelem = 4
trigger2 = animelem = 12
trigger3 = animelem = 17
value = S6,0

[State 6300, Burning Effect]
type = Helper
triggerall = var(14)
trigger1 = animelem = 4
trigger2 = animelem = 12
trigger3 = animelem = 17
stateno = 10204
id = 10204

[State 6300, Burning Effect]
type = Helper
triggerall = var(14)
trigger1 = animelem = 4
trigger2 = animelem = 12
trigger3 = animelem = 17
stateno = 10204
id = 10204

[State 6300, Burning Effect]
type = Helper
triggerall = var(14)
trigger1 = animelem = 4
trigger2 = animelem = 12
trigger3 = animelem = 17
stateno = 10204
id = 10204

[State 6300, Playsnd]
type =  playsnd
trigger1 = animelem = 27
value = s7,0

[State 6300, Blood]
type = helper
trigger1 = animelem = 26
stateno = 20006
Postype = p2
pos = 0, -70
persistent = 0
ignorehitpause = 1
ownpal = 1
facing = -1

[State 6300, Targetstate]
type = targetstate
trigger1 = animelem = 27
value = 2201

[State 6300, Targetstate]
type = playsnd
trigger1 = animelem = 27
value = s10,1
persistent = 0

[State 6300, Playsnd]
type =  playsnd
trigger1 = animelem = 27
value = s2,8

[State 6300, Gibs]
type = helper
trigger1 = animelem = 27
stateno = 22002
Postype = p2
pos = 0, 0
persistent = 0
ignorehitpause = 1
ownpal = 1
size.xscale = 0.85
size.yscale = 0.85

[State 6300, Gibs]
type = helper
trigger1 = animelem = 27
stateno = 22060
Postype = p2
pos = -15, -74
persistent = 0
ignorehitpause = 1
ownpal = 1
size.xscale = 0.85
size.yscale = 0.85

[State 6300, Gibs]
type = helper
trigger1 = animelem = 27
stateno = 22061
Postype = p2
pos = -12, -74
persistent = 0
ignorehitpause = 1
ownpal = 1
size.xscale = 0.85
size.yscale = 0.85

[State 6300, Endstate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Gorebreak 3 Custom State
[Statedef 6350]
type = S
movetype = H
physics = S

[State 6350, Changeanim2]
type = changeanim2
trigger1 = time = 0
value = 6350

[State 6350, Endstate]
type = selfstate
trigger1 = time = 50
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Gorebreak 3 Custom State
[Statedef 6351]
type = S
movetype = H
physics = S

[State 6351, Changeanim2]
type = changeanim2
trigger1 = time = 0
value = 6351

[State 6351, Endstate]
type = selfstate
trigger1 = time = 50
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Gorebreak 3 Custom State on Fire
[Statedef 6355]
type = S
movetype = H
physics = S

[State 6350, Changeanim2]
type = changeanim2
trigger1 = time = 0
value = 6350

[State 6350, PalFX]
type = PalFX
trigger1 = time = 0
time = 20
add = 224,64,0
mul = 256,240,32
sinadd = 48,16,0,4
color = 8

[State 6350, Endstate]
type = selfstate
trigger1 = time = 50
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Gorebreak 3 Custom State on Fire
[Statedef 6356]
type = S
movetype = H
physics = S

[State 6351, Changeanim2]
type = changeanim2
trigger1 = time = 0
value = 6351

[State 6351, PalFX]
type = PalFX
trigger1 = time = 0
time = 20
add = 224,64,0
mul = 256,240,32
sinadd = 48,16,0,4
color = 8

[State 6351, Endstate]
type = selfstate
trigger1 = time = 50
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;Gorebreak 4
[Statedef 6400]
type = S
movetype = A
physics = S
anim = 6400
ctrl = 0
sprpriority = 2
velset = 0,0

[State 6400, Assertspecial]
type = assertspecial
trigger1 = 1
flag = nobg
flag2 = nofg
flag3 = timerfreeze

[State 6400, Playsnd]
type = playsnd
trigger1 = animelem = 3
value = s8,0
persistent = 0

[State 6400, Targetstate]
type = Targetstate
trigger1 = time = 16
value = 6450

[State 6400, Targetstate]
type = Targetstate
trigger1 = time = 60
value = 6451

[State 6400, Targetstate]
type = Targetstate
trigger1 = time = 100
value = 6452

[State 6400, Targetstate]
type = Targetstate
trigger1 = time = 150
value = 2201

[State 6400, Playsnd]
type = playsnd
trigger1 = time = 16
trigger2 = time = 60
trigger3 = time = 100
value = s20000,3

[State 6400, Playsnd]
type = playsnd
trigger1 = time = 16
trigger2 = time = 60
trigger3 = time = 100
trigger4 = time = 150
value = s10,2
channel = 0

[State 6400, Hitadd]
type = hitadd
trigger1 = time = 16
trigger2 = time = 60
trigger3 = time = 100
trigger4 = time = 150
value = 1

[State 6400, Playsnd]
type = playsnd
trigger1 = time = 150
value = s20000,1
persistent = 0

[State 6400, Blood]
type = helper
trigger1 = time = 149
stateno = 20006
Postype = p2
pos = 0, -65
persistent = 0
ignorehitpause = 1
ownpal = 1
facing = -1

[State 6400, Gibs]
type = Helper
trigger1 = time = 150
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 6400, Gibs]
type = Helper
trigger1 = time = 150
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 6400, Gibs]
type = Helper
trigger1 = time = 150
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 6400, Gibs]
type = Helper
trigger1 = time = 150
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 6400, Gibs]
type = Helper
trigger1 = time = 150
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 6400, Gibs]
type = Helper
trigger1 = time = 150
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 6400, Gibs]
type = Helper
trigger1 = time = 150
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
facing = -1
size.xscale = 0.85
size.yscale = 0.85

[State 6400, Gibs]
type = Helper
trigger1 = time = 150
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
facing = -1
size.xscale = 0.85
size.yscale = 0.85

[State 6400, Gibs]
type = Helper
trigger1 = time = 150
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
facing = -1
size.xscale = 0.85
size.yscale = 0.85

[State 6400, Gibs]
type = Helper
trigger1 = time = 150
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
facing = -1
size.xscale = 0.85
size.yscale = 0.85

[State 6400, Gibs]
type = Helper
trigger1 = time = 150
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
facing = -1
size.xscale = 0.85
size.yscale = 0.85

[State 6400, Gibs]
type = Helper
trigger1 = time = 150
ID = 21000
stateno = 21000
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
facing = -1
size.xscale = 0.85
size.yscale = 0.85

[State 6400, Endstate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Gorebreak 4 Custom State
[Statedef 6450]
type = S
movetype = H
physics = S

[State 6450, Changeanim2]
type = changeanim2
trigger1 = time = 0
value = 6450

[State 6450, Angledraw]
type = angledraw
trigger1 = 1
scale = 0.8, 1.2

[State 6450, Endstate]
type = selfstate
trigger1 = time = 50
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Gorebreak 4 Custom State
[Statedef 6451]
type = S
movetype = H
physics = S

[State 6451, Changeanim2]
type = changeanim2
trigger1 = time = 0
value = 6451

[State 6451, Angledraw]
type = angledraw
trigger1 = 1
scale = 0.5, 1.5

[State 6451, Endstate]
type = selfstate
trigger1 = time = 50
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Gorebreak 4 Custom State
[Statedef 6452]
type = S
movetype = H
physics = S

[State 6452, Changeanim2]
type = changeanim2
trigger1 = time = 0
value = 6452

[State 6452, Angledraw]
type = angledraw
trigger1 = 1
scale = 0.3, 1.8

[State 6452, Endstate]
type = selfstate
trigger1 = time = 50
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;Gorebreak 5
[Statedef 6500]
type = S
movetype = A
physics = S
anim = 6500
ctrl = 0
sprpriority = 2
velset = 0,0

[State 6500, Assertspecial]
type = assertspecial
trigger1 = 1
flag = nobg
flag2 = nofg
flag3 = timerfreeze

[State 6500, Explod]
type = explod
trigger1 = animelem = 3
anim = 25000
ID = 25000
postype = p1
bindtime = -1
removetime = -1
removeongethit = 1
sprpriority = 3

[State 6500, Explod]
type = explod
trigger1 = animelem = 3
anim = 25050
ID = 25050
postype = p1
bindtime = -1
removeongethit = 1
sprpriority = 4

[State 6500, Playsnd]
type = playsnd
trigger1 = animelem = 3
value = s25000,0
persistent = 0

[State 6500, Targetstate]
type = targetstate
trigger1 = animelem = 3
value = 6550

[State 6500, Playsnd]
type = playsnd
trigger1 = animelem = 3
value = s25000,1
persistent = 0

[State 6500, Removeexplod]
type = removeexplod
trigger1 = animelem = 4
ID = 25000

[State 6500, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 9 && Random <= 500
value = s202, random%2
channel = 0

[State 6500, Playsnd]
type = playsnd
trigger1 = animelem = 10
value = s20000,1
persistent = 0

[State 6500, Targetstate]
type = targetstate
trigger1 = animelem = 10
value = 2200

[State 6500, Explod]
type = explod
trigger1 = animelem = 10
anim = 10102
postype = p1
pos = 65, -55
ownpal = 1
persistent = 0
Sprpriority = 6

[State 6500, Rocks]
type = Helper
trigger1 = animelem = 10
ID = 21050
stateno = 21050
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 6500, Rocks]
type = Helper
trigger1 = animelem = 10
ID = 21050
stateno = 21050
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 6500, Rocks]
type = Helper
trigger1 = animelem = 10
ID = 21050
stateno = 21050
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 6500, Rocks]
type = Helper
trigger1 = animelem = 10
ID = 21050
stateno = 21050
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 6500, Rocks]
type = Helper
trigger1 = animelem = 10
ID = 21050
stateno = 21050
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 6500, Rocks]
type = Helper
trigger1 = animelem = 10
ID = 21050
stateno = 21050
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85

[State 6500, Rocks]
type = Helper
trigger1 = animelem = 10
ID = 21050
stateno = 21050
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85
facing = -1

[State 6500, Rocks]
type = Helper
trigger1 = animelem = 10
ID = 21050
stateno = 21050
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85
facing = -1

[State 6500, Rocks]
type = Helper
trigger1 = animelem = 10
ID = 21050
stateno = 21050
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85
facing = -1

[State 6500, Rocks]
type = Helper
trigger1 = animelem = 10
ID = 21050
stateno = 21050
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85
facing = -1

[State 6500, Rocks]
type = Helper
trigger1 = animelem = 10
ID = 21050
stateno = 21050
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85
facing = -1

[State 6500, Rocks]
type = Helper
trigger1 = animelem = 10
ID = 21050
stateno = 21050
pos = -15+random%30,-40-random%25
postype = p2
ownpal = 1
persistent = 0
Ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.85
facing = -1

[State 6500, Hitadd]
type = hitadd
trigger1 = animelem = 10
value = 1

[State 6500, Endstate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Gorebreak 5 Custom State
[Statedef 6550]
type = S
movetype = H
physics = S

[State 6550, Changeanim2]
type = changeanim2
trigger1 = time = 0
value = 6550

[State 6550, PalFX]
type = PalFX
trigger1 = 1
time = 2
mul = 250,250,250
color = 0

[State 6550, Endstate]
type = selfstate
trigger1 = time = 150
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;Gorebreak 6
[Statedef 6600]
type = S
movetype = A
physics = S
anim = 6600
ctrl = 0
sprpriority = 2
velset = 0,0

[State 6600, Assertspecial]
type = assertspecial
trigger1 = 1
flag = nobg
flag2 = nofg
flag3 = timerfreeze

[State 6600, Playsnd]
type = playsnd
trigger1 = animelem = 4
value = s8,2
persistent = 0

[State 6600, Hitadd]
type = hitadd
trigger1 = animelem = 5
value = 1

[State 6600, Targetstate]
type = targetstate
trigger1 = animelem = 5
value = 6650
persistent = 0

[State 6600, Body]
type = Helper
trigger1 = animelem = 5
stateno = 22000
postype = p2
ownpal = 1
size.xscale = 0.85
size.yscale = 0.85

[State 6600, Playsnd]
type = playsnd
trigger1 = animelem = 5
value = s23000,0
persistent = 0

[State 6600, Playsnd]
type = playsnd
trigger1 = animelem = 5
value = s10,1
persistent = 0

[State 6600, Changestate]
type = changestate
trigger1 = (AnimElemTime (14) >= 0)  && command = "x"
trigger2 = (AnimElemTime (14) >= 0) && command = "y"
trigger3 = (AnimElemTime (14) >= 0) && command = "z"
value = 6601

[State 6600, Changestate]
type = changestate
trigger1 = (AnimElemTime (14) >= 0)  && command = "a"
trigger2 = (AnimElemTime (14) >= 0) && command = "b"
trigger3 = (AnimElemTime (14) >= 0) && command = "c"
value = 6602

[State 6600, Changestate]
type = changestate
trigger1 = (AnimElemTime (14) >= 0)  && command = "start"
value = 6603

[State 6600, Endstate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;Gorebreak 6 Fuck You Buddy
[Statedef 6601]
type = S
movetype = A
physics = S
anim = 6601
ctrl = 0
sprpriority = 2
velset = 0,0

[State 6601, Assertspecial]
type = assertspecial
trigger1 = 1
flag = nobg
flag2 = nofg
flag3 = timerfreeze
flag4 = roundnotover

[State 6601, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 2 && Random <= 500
value = s202, random%2
channel = 0

[State 6601, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 2
value = s1,5
channel = 1

[State 6601, Explod]
type = explod
triggerall = !var(14)
trigger1 = animelem = 3
anim = 10502
bindtime = -1
ownpal = 1
sprpriority = 3

[State 6601, Explod]
type = explod
triggerall = var(14)
trigger1 = animelem = 3
anim = 10602
bindtime = -1
ownpal = 1
sprpriority = 3

[State 6601, varset]
type = varadd
trigger1 = animelem = 3
v = 2
value = 1

[State 6601, Playsnd]
type = playsnd
trigger1 = animelem = 3
value = s2,5
persistent = 0

[State 6601, Playsnd]
type = playsnd
trigger1 = animelem = 8
value = s7,0

[State 6601, varset]
type = varset
trigger1 = animtime = 0
v = 2
value = 0

[State 6601, Endstate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;Gorebreak 6 Fuck You Buddy
[Statedef 6602]
type = S
movetype = A
physics = S
anim = 6602
ctrl = 0
sprpriority = 2
velset = 0,0

[State 6602, Assertspecial]
type = assertspecial
trigger1 = 1
flag = nobg
flag2 = nofg
flag3 = timerfreeze

[State 6602, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2 && Random <= 500
trigger2 = animelem = 12 && Random <= 500
value = s202, random%2
channel = 0

[State 6602, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 2
trigger2 = animelem = 12
value = s1,5
channel = 1

[State 6602, varset]
type = varset
trigger1 = animelem = 3
v = 2
value = 1

[State 6602, varset]
type = varset
trigger1 = animelem = 13
v = 2
value = 2

[State 6602, Explod]
type = explod
triggerall = !var(14)
trigger1 = animelem = 3
trigger2 = animelem = 13
anim = 10502
bindtime = -1
ownpal = 1
sprpriority = 3

[State 6602, Explod]
type = explod
triggerall = var(14)
trigger1 = animelem = 3
trigger2 = animelem = 13
anim = 10602
bindtime = -1
ownpal = 1
sprpriority = 3

[State 6602, Playsnd]
type = playsnd
trigger1 = animelem = 3
trigger2 = animelem = 13
value = s2,5

[State 6602, Playsnd]
type = playsnd
trigger1 = animelem = 8
trigger2 = animelem = 18
value = s7,0

[State 6602, varset]
type = varset
trigger1 = animtime = 0
v = 2
value = 0

[State 6602, Endstate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;Gorebreak 6 Fuck You Buddy
[Statedef 6603]
type = S
movetype = A
physics = S
anim = 6603
ctrl = 0
sprpriority = 2
velset = 0,0

[State 6603, Assertspecial]
type = assertspecial
trigger1 = 1
flag = nobg
flag2 = nofg
flag3 = timerfreeze

[State 6603, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2 && Random <= 500
trigger2 = animelem = 12 && Random <= 500
trigger3 = animelem = 22 && Random <= 500
value = s202, random%2
channel = 0

[State 6603, PlaySnd]
type = PlaySnd
trigger1 =  animelem = 2
trigger2 = animelem = 12
trigger3 = animelem = 22
value = s1,5
channel = 1

[State 6603, varset]
type = varset
trigger1 = animelem = 3
v = 2
value = 1

[State 6603, varset]
type = varset
trigger1 = animelem = 13
v = 2
value = 2

[State 6603, varset]
type = varset
trigger1 = animelem = 23
v = 2
value = 3

[State 6603, Explod]
type = explod
triggerall = !var(14)
trigger1 = animelem = 3
trigger2 = animelem = 13
trigger3 = animelem = 23
anim = 10502
bindtime = -1
ownpal = 1
sprpriority = 3

[State 6603, Explod]
type = explod
triggerall = var(14)
trigger1 = animelem = 3
trigger2 = animelem = 13
trigger3 = animelem = 23
anim = 10602
bindtime = -1
ownpal = 1
sprpriority = 3

[State 6603, Playsnd]
type = playsnd
trigger1 = animelem = 3
trigger2 = animelem = 13
trigger3 = animelem = 23
value = s2,5

[State 6603, Playsnd]
type = playsnd
trigger1 = animelem = 8
trigger2 = animelem = 18
trigger3 = animelem = 28
value = s7,0

[State 6603, varset]
type = varset
trigger1 = animtime = 0
v = 2
value = 0

[State 6603, Endstate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Gorebreak 6 Custom State
[Statedef 6650]
type = S
movetype = H
physics = S

[State 6650, Assertspecial]
type = assertspecial
trigger1 = 1
flag = nokosnd

[State 6650, Changeanim2]
type = changeanim2
trigger1 = time = 0
value = 6650

[State 6650, AngleDraw]
type = AngleDraw
trigger1 = time < 3
scale = 1.01, 0.85

[State 6650, AngleDraw]
type = AngleDraw
trigger1 = time >= 3 && time < 6
scale = 1.03, 0.7

[State 6650, AngleDraw]
type = AngleDraw
trigger1 = time >= 6 && time < 9
scale = 1.06, 0.65

[State 6650, AngleDraw]
type = AngleDraw
trigger1 = time >= 9 && time < 12
scale = 1.09, 0.5

[State 6650, Lifeset]
type = lifeset
trigger1 = time = 12
value = 0

[State 6650, Endstate]
type = changestate
trigger1 = time = 12
value = 5150

;-----------------------------------------------------------------------------
;Gorebreak 7
[Statedef 6700]
type = S
movetype = A
physics = N
anim = 6700
ctrl = 0
sprpriority = 2
velset = 0,0

[State 6700, Assertspecial]
type = assertspecial
trigger1 = 1
flag = nobg
flag2 = nofg
flag3 = timerfreeze

[State 6700, Explod]
type = explod
trigger1 = time = 0
anim = 26000
postype = P1
ownpal = 1
persistent = 0
sprpriority = 3
scale = 0.85, 0.85

[State 6700, Playsnd]
type = Playsnd
trigger1 = time = 0
value = s26000,0
persistent = 0

[State 6700, Targetstate]
type = targetstate
trigger1 = time = 42
value = 6750

[State 6700, Playsnd]
type = playsnd
trigger1 = time = 42
value = s10,2
channel = 1

[State 6700, Velset]
type = velset
trigger1 = animelem = 4
x = 5

[State 6700, Hitdef]
type = hitdef
trigger1 = target,stateno = 6750
postype = p1
priority = 4, Hit
attr = S,HT
damage = 0,0
animtype = medium
hitflag = M+
pausetime = 0,0
sparkno = -1
hitsound = -1
ground.type = Low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = 0

[State 6700, Blood]
type = helper
trigger1 = movehit
stateno = 20006
Postype = p2
pos = 0, -55
persistent = 0
ignorehitpause = 1
ownpal = 1
facing = -1

[State 6700, Playsnd]
type = playsnd
trigger1 = movehit
value = s20000,3
channel = 1
ignorehitpause = 1
persistent = 0

[State 6701, Targetstate]
type = targetstate
trigger1 = movehit
value = 6751
persistent = 0
ignorehitpause = 1

[State 6700, Changestate]
type = changestate
trigger1 = movehit
value = 6701
persistent = 0

[State 6700, Failsafe]
type = changestate
trigger1 = time = 120
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;Gorebreak 7
[Statedef 6701]
type = S
movetype = A
physics = N
anim = 6701
ctrl = 0
sprpriority = 2

[State 6701, Assertspecial]
type = assertspecial
trigger1 = 1
flag = nobg
flag2 = nofg
flag3 = timerfreeze

[State 6701, Velset]
type = velset
trigger1 = animelem = 2
x = 0

[State 6701, Targetstate]
type = targetstate
trigger1 = time = 3
value = 2201
persistent = 0
ignorehitpause = 1

[State 6701, Explod]
type = explod
trigger1 = time = 58
anim = 26000
postype = P1
ownpal = 1
persistent = 0
sprpriority = 3
scale = 0.85, 0.85

[State 6701, Playsnd]
type = playsnd
trigger1 = time = 58
value = s26000,0
persistent = 0

[State 6701, Endstate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Gorebreak 7 Custom State
[Statedef 6750]
type = S
movetype = H
physics = S

[State 6750, changeanim2]
type = changeanim2
trigger1 = time = 0
value = 6750

[State 6750, Selfstate]
type = selfstate
trigger1 = time = 100
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Gorebreak 7 Custom State
[Statedef 6751]
type = S
movetype = H
physics = S

[State 6751, Selfstate]
type = selfstate
trigger1 = time = 30
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;Super Jump
[Statedef 7000]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 7000, VarSet]
type = VarSet
trigger1 = Time = 0
v = 13
value = 0

[State 7000, VarSet]
type = VarSet
trigger1 = command = "holdfwd" || Var(30) && P2BodyDist X > 64
v = 13
value = 1

[State 7000, VarSet]
type = VarSet
trigger1 = command = "holdback" && !Var(30)
v = 13
value = -1

[State 7000, Super Jump FX]
type = Explod
trigger1 = time = 1
ID = 474
anim = 10002
postype = p1
pos = 0,0
removetime = -2
ownpal = 1
sprpriority = 2

[State 7000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 7001
ctrl = 1

;-----------------------------------------------------------------------------
;Super Jump

[Statedef 7001]
type = A
physics = A
ctrl = 1
anim = 41
velset = 0,-18

[State 7000, Turn]
type = turn
trigger1 = p2dist x < 0

[State 7001, VelAdd]
type = VelAdd
triggerall = Vel X >= -2
trigger1 = command = "holdback" && !Var(30)
trigger1 = Anim != 43
x = -0.1

[State 7001, VelAdd]
type = VelAdd
triggerall = Vel X <= 2.5
trigger1 = command = "holdfwd" || Var(30) && P2BodyDist X > 8
trigger1 = Anim != 42
x = 0.25

[State 7001, VelSet]
type = VelSet
trigger1 = Anim = 42
trigger1 = Time = [0,5]
x = 4

[State 7001, VelSet]
type = VelSet
trigger1 = Anim = 43
trigger1 = Time = [0,5]
x = -3.5

[State 7001, ChangeAnim]
type = ChangeAnim
trigger1 = Var(13) = 0
trigger1 = Time = [0,4]
value = 41

[State 7001, ChangeAnim]
type = ChangeAnim
trigger1 = Var(13) = 1
trigger1 = Time = [0,4]
value = 42

[State 7001, ChangeAnim]
type = ChangeAnim
trigger1 = Var(13) = -1
trigger1 = Time = [0,4]
value = 43

[State 7001, ChangeAnim]
type = ChangeAnim
trigger1 = time = 20
value = 44

[State 7001, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s0,2

[State 7001, Var]
type = VarSet
trigger1 = Time = 0
v = 12
value = 1

;-----------------------------------------------------------------------------
;Super Jump

[Statedef 7002]
type    = A
physics = A
ctrl = 1

[State 7002, Vel]
type = VelAdd
triggerall = Vel X >= -2
trigger1 = command = "holdback"
trigger1 = Anim != 43
x = -0.1

[State 7002, Vel]
type = VelAdd
triggerall = Vel X <= 2.5
trigger1 = command = "holdfwd"
trigger1 = Anim != 42
x = 0.25

;-----------------------------------------------------------------------------
; Floor Bounce

[Statedef 10003]
type = S
movetype = I
physics = N
anim = 9999
sprpriority = 3

[State 10003, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 10003, Explod]
type = explod
trigger1 = time = 0
anim = 10003
ownpal = 1
pos = Floor(P2Dist X),0
persistent = 0
ignorehitpause = 1
sprpriority = 3

[State 10003, playsnd]
type = playsnd
trigger1 = time = 0
value = s0,4
persistent = 0

[State 10003, Destroyself]
type = destroyself
triggerall = time > 0
trigger1 = root,var(15) = 1
trigger2 = p2movetype != H

;-----------------------------------------------------------------------------
; Wall Bounce

[Statedef 10004]
type = S
movetype = I
physics = N
anim = 9999
sprpriority = 3

[State 10004, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 10004, Explod]
type = explod
trigger1 = time = 0
anim = 10004
ownpal = 1
persistent = 0
ignorehitpause = 1
sprpriority = 3

[State 10004, playsnd]
type = playsnd
trigger1 = time = 0
value = s0,4
persistent = 0

[State 10004, Destroyself]
type = destroyself
triggerall = time > 0
trigger1 = root,var(15) = 1
trigger2 = p2movetype != H

;-----------------------------------------------------------------------------
; The Burning Effect adapted from Mouser's MVC2 creations

[Statedef 10204]
type = S
movetype = I
physics = N
anim = 9999

[State 10204, Assert Special]
type = Assertspecial
trigger1 = 1
flag = noshadow

[State 10204, Varset]
type = varset
trigger1 = time = 0
trigger1 = parent,numtarget
var(0) = parent,var(6)

[State 10204, Randomize Flames]
type = VarSet
trigger1 = time = 0
var(1) = random%2

[State 10204, Move around the opponent at random]
type = PosAdd
trigger1 = playeridexist(var(0))
x = -(pos x-playerid(var(0)),pos x)*facing
y = -(pos y-playerid(var(0)),pos y)

[State 10204, Explod]
type = Explod
trigger1 = time = 0
trigger1 = playeridexist(var(0))
anim = 10204+var(1)
pos = 20,playerid(var(0)),const(size.mid.pos.y)
random = 50,ceil(abs(playerid(var(0)),const(size.mid.pos.y)*2))
sprpriority = 4
ownpal = 1
scale = 1.5,1.5

[State 10204, Explod]
type = Explod
trigger1 = time = 0
trigger1 = playeridexist(var(0))
anim = 10204+var(1)
pos = 20,playerid(var(0)),const(size.mid.pos.y)
random = 50,ceil(abs(playerid(var(0)),const(size.mid.pos.y)*1.5))
sprpriority = 4
ownpal = 1
scale = 1.5,1.5

[State 10204, Explod]
type = Explod
trigger1 = time = 0
trigger1 = playeridexist(var(0))
anim = 10204+var(1)
pos = 20,playerid(var(0)),const(size.mid.pos.y)
random = 50,ceil(abs(playerid(var(0)),const(size.mid.pos.y)*1.5))
sprpriority = 4
ownpal = 1
scale = 1.5,1.5

[State 10204, Explod]
type = Explod
trigger1 = time = 0
trigger1 = playeridexist(var(0))
anim = 10204+var(1)
pos = 20,playerid(var(0)),const(size.mid.pos.y)
random = 50,ceil(abs(playerid(var(0)),const(size.mid.pos.y)*1.5))
sprpriority = 4
ownpal = 1
scale = 1.5,1.5

[State 10204, DestroySelf]
type = DestroySelf
trigger1 = !parent,numtarget
trigger2 = !playeridexist(var(0))
trigger3 = time = 8

;-----------------------------------------------------------------------------
;Hyper Combo Finish
[Statedef 10304]
type = S
movetype = I
physics = N
sprpriority = -10
anim = 9999

[State 10304, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow
flag2 = nofg
Ignorehitpause = 1

[State 10304, BindtoRoot]
type = BindtoRoot
trigger1 = 1
ignorehitpause = 1

[State 10304, Playsnd]
type = Playsnd
trigger1 = time = 0
value = s4,2
persistent = 0
ignorehitpause = 1
channel = 5

[State 10304, Playsnd]
type = Playsnd
trigger1 = time = 0
value = s5,11
persistent = 0
ignorehitpause = 1

[State 10304, Envcolor]
type = envcolor
trigger1 = 1
value = 255,255,255
time = 2
under = 1
Ignorehitpause = 1

[State 10304, Explod]
type = explod
trigger1 = time = 0
anim = 10304
ID = 10304
postype = left
sprpriority = -10
ownpal = 1
ignorehitpause = 1
bindtime = 999999
supermovetime = 999999
pausemovetime = 999999

[State 10304, Destroyself]
type = Destroyself
trigger1 = time = 130
Ignorehitpause = 1

;-----------------------------------------------------------------------------
;Slashes
[Statedef 10500]
type = S
movetype = I
physics = N
sprpriority = 3

[State 10500, Assert Special]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 10500, BindToParent]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 10500, ChangeAnim]
type = ChangeAnim
trigger1 = parent,hitpausetime
value = anim
elem = AnimElemNo(0) - 1

[State 10500, Medium Slash Far]
type = ChangeAnim
triggerall = Time = 0 && !root,var(14)
trigger1 = parent,StateNo = 210
value = 10500

[State 10500, Medium Slash Far (Fire)]
type = ChangeAnim
triggerall = Time = 0 && root,var(14)
trigger1 = parent,StateNo = 210
value = 10600

[State 10500, Medium Slash Close]
type = ChangeAnim
triggerall = Time = 0 && !root,var(14)
trigger1 = parent,StateNo = 211
value = 10501

[State 10500, Medium Slash Far (Fire)]
type = ChangeAnim
triggerall = Time = 0 && root,var(14)
trigger1 = parent,StateNo = 211
value = 10601

[State 10500, Fierce Slash Far]
type = ChangeAnim
triggerall = Time = 0 && !root,var(14)
trigger1 = parent,StateNo = 220
value = 10502

[State 10500, Fierce Slash Far (Fire)]
type = ChangeAnim
triggerall = Time = 0 && root,var(14)
trigger1 = parent,StateNo = 220
value = 10602

[State 10500, Fierce Slash Close]
type = ChangeAnim
triggerall = Time = 0 && !root,var(14)
trigger1 = parent,StateNo = 221
trigger2 = parent,Stateno = [1210,1212]
trigger3 = parent,Stateno = 3002
trigger4 = parent,stateno = 6100
value = 10503

[State 10500, Fierce Slash Close (Fire)]
type = ChangeAnim
triggerall = Time = 0 && root,var(14)
trigger1 = parent,StateNo = 221
trigger2 = parent,Stateno = 1210
trigger3 = parent,Stateno = 3002
trigger4 = parent,Stateno = 6100
value = 10603

[State 10500, Fierce Slash 2 Close]
type = ChangeAnim
triggerall = Time = 0 && !root,var(14)
trigger1 = parent,StateNo = 222
value = 10504

[State 10500, Fierce Slash 2 Far (Fire)]
type = ChangeAnim
triggerall = Time = 0 && root,var(14)
trigger1 = parent,StateNo = 222
value = 10604

[State 10500, Standing Roundhouse Far]
type = ChangeAnim
triggerall = time = 0 && !root,var(14)
trigger1 = parent, stateno = 250
value = 10505

[State 10500, Standing Roundhouse Far (Fire)]
type = ChangeAnim
triggerall = time = 0 && root,var(14)
trigger1 = parent, stateno = 250
value = 10605

[State 10500, Crouching Weak Far]
type = ChangeAnim
triggerall = time = 0 && !root,var(14)
trigger1 = parent, stateno = 400
value = 10506

[State 10500, Crouching Weak (Fire)]
type = ChangeAnim
triggerall = time = 0 && root,var(14)
trigger1 = parent, stateno = 400
value = 10606

[State 10500, Crouching Weak Far]
type = ChangeAnim
triggerall = time = 0 && !root,var(14)
trigger1 = parent, stateno = 410
value = 10507

[State 10500, Crouching Weak (Fire)]
type = ChangeAnim
triggerall = time = 0 && root,var(14)
trigger1 = parent, stateno = 410
value = 10607

[State 10500, Launcher]
type = ChangeAnim
triggerall = time = 0 && !root,var(14)
trigger1 = parent, stateno = 420
value = 10508

[State 10500, Launcher (Fire)]
type = ChangeAnim
triggerall = time = 0 && root,var(14)
trigger1 = parent, stateno = 420
value = 10608

[State 10500, Sweep]
type = ChangeAnim
triggerall = time = 0 && !root,var(14)
trigger1 = parent, stateno = 450
value = 10509

[State 10500, Sweep (Fire)]
type = ChangeAnim
triggerall = time = 0 && root,var(14)
trigger1 = parent, stateno = 450
value = 10609

[State 10500, Sweep]
type = ChangeAnim
triggerall = time = 0 && !root,var(14)
trigger1 = parent, stateno = 600
value = 10510

[State 10500, Sweep (Fire)]
type = ChangeAnim
triggerall = time = 0 && root,var(14)
trigger1 = parent, stateno = 600
value = 10610

[State 10500, Sweep]
type = ChangeAnim
triggerall = time = 0 && !root,var(14)
trigger1 = parent, stateno = 610
value = 10511

[State 10500, Sweep (Fire)]
type = ChangeAnim
triggerall = time = 0 && root,var(14)
trigger1 = parent, stateno = 610
value = 10611

[State 10500, Sweep]
type = ChangeAnim
triggerall = time = 0 && !root,var(14)
trigger1 = parent, stateno = 620
value = 10512

[State 10500, Sweep (Fire)]
type = ChangeAnim
triggerall = time = 0 && root,var(14)
trigger1 = parent, stateno = 620
value = 10612

[State 10500, Sweep]
type = ChangeAnim
triggerall = time = 0 && !root,var(14)
trigger1 = parent, stateno = 650
value = 10513

[State 10500, Sweep (Fire)]
type = ChangeAnim
triggerall = time = 0 && root,var(14)
trigger1 = parent, stateno = 650
value = 10613

[State 10500, Methods of Mayhem 2]
type = ChangeAnim
triggerall = Time = 0 && !root,var(14)
trigger1 = parent, stateNo = 1100
trigger2 = parent, stateNo = 1101
trigger3 = parent, stateNo = 1102
trigger4 = parent, stateno = 1150
trigger5 = parent, stateno = 1151
trigger6 = parent, stateno = 1152
value = 10530

[State 10500, Methods of Mayhem 2 (fire)]
type = ChangeAnim
triggerall = Time = 0 && root,var(14)
trigger1 = parent, stateNo = 1100
trigger2 = parent, stateNo = 1101
trigger3 = parent, stateNo = 1102
trigger4 = parent, stateno = 1150
trigger5 = parent, stateno = 1151
trigger6 = parent, stateno = 1152
value = 10630

[State 10500, Methods of Mayhem 4]
type = ChangeAnim
triggerall = time = 0 && !root,var(14)
trigger1 = parent, stateno = 1305
value = 10531

[State 10500, Methods of Mayhem 4]
type = ChangeAnim
triggerall = time = 0 && root,var(14)
trigger1 = parent, stateno = 1305
value = 10631

[State 10500, Destroyself]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent,time = 1

;-----------------------------------------------------------------------------
;Fireball
[Statedef 10520]
type = S
movetype = A
physics = S
anim = 10520
sprpriority = 3
juggle = 4

;=======================================;
;PROJECTILE REFLECTION COMPATIBILITY    ;
;Cuz why the fuck not                   ;
;by Vans                                ;
;GUIDE:                                 ;
;FOR PROJECTILE / ?????              	;
;sysvar(0) = 131072                     ;
;sysvar(1) = REFLECTED_BEHAVIOR_STATE   ;
;=======================================;
[State 1005, COMPATIBILITY]
type = VarSet
trigger1 = !time
sysvar(0) = 131072

[State 1005, REFLECTED STATE]
type = VarSet
trigger1 = !time
sysvar(1) = 10011

[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 0
value = parent,statetype =A
;=======================================;

[State 10520, parentvarset]
type = parentvarset
trigger1 = time = 0
v = 18
value = 1

[State 10520, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 10520, Velocity]
type = velset
trigger1 = 1
x = 3+root,var(3)

[State 10520, parentvarset]
type = parentvarset
trigger1 = (frontedgedist <= -60 || backedgedist <= -60) && time > 5
v = 18
value = 0

[State 10520, Out of Bounds]
type = Destroyself
trigger1 = (frontedgedist <= -60 || backedgedist <= -60) && time > 5

[State 10520, HitDef]
type = HitDef
trigger1 = Animelem = 1
attr = S,SP
damage = ceil(root,fvar(10)*84),7
animtype = Hard
Air.Animtype = Back
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 0,8
sparkno = s10103
guard.sparkno = s10202
sparkxy = 0, -10
hitsound = s2,5
guardsound = s3,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.ctrltime = 15
ground.velocity = -8.5
air.type = Low
air.hittime = 20
air.velocity = -4.5,-5.5
down.velocity = -5.5, -3.5
P2facing = 1
yaccel = 0.56
envshake.time = 1
envshake.ampl = 1
forcenofall = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0

[State 10520, As there's more than one way to code a fireball]
type = Projectile
trigger1 = time = 0
ProjID = 10520
projanim = anim
projhitanim = -1
projremanim = -1
projscale = 0,0
offset=0,0
projpriority = 1
projremovetime = -1
postype = p1
velocity = 3+root,var(3),0
projedgebound = 60
projstagebound = 60

[State 10520, Damage Scale add]
type = parentvaradd
trigger1 = numtarget && movehit
v = 23
value = 1
ignorehitpause = 1

[State 10520, Blood]
type = helper
triggerall = root,var(52) >= 1
trigger1 = numtarget && movehit
stateno = 20002
Postype = p1
pos = Floor(P2Dist X), -10
persistent = 0
ownpal = 1
ignorehitpause = 1

[State 10520, Blood]
type = helper
triggerall = root,var(52) >= 1
trigger1 = numtarget && movehit
stateno = 20004
Postype = p1
pos = Floor(P2Dist X), -10
persistent = 0
ownpal = 1
ignorehitpause = 1

[State 10520, Since it doesn't actually have mass...]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
persistent = 1

[State 10520, hitoverride]
type= hitoverride
trigger1 = 1
time = -1
attr= SCA,AA,AP,AT
stateno = 10521

[State 10520, Hitby]
type = hitby
trigger1 = enemy,numproj = 0
value = SCA,AP
time = 1

[State 10520, nothitby]
type = nothitby
trigger1 = enemy,numproj > 0
value = SCA
time = 1

[State 10520, Contact]
type = changestate
trigger1 = movecontact
trigger2 = root,numprojid(10520)=0
value = 10521

;-----------------------------------------------------------------------------
;Fireball Destroyed
[Statedef 10521]
type = S
movetype = A
physics = N
anim = 10521
sprpriority = 3
juggle = 4

[State 10520, parentvarset]
type = parentvarset
trigger1 = time = 0
v = 18
value = 0

[state 10521, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 10521, velset]
type = velset
trigger1 = 1
x = 0

[State 10521, Destroyself]
type = Destroyself
trigger1 = animtime = 0

;-----------------------------------------------------------------------------
;Red Fireball
[Statedef 10620]
type = S
movetype = A
physics = N
anim = 10620
sprpriority = 3
juggle = 4

;=======================================;
;PROJECTILE REFLECTION COMPATIBILITY    ;
;Cuz why the fuck not                   ;
;by Vans                                ;
;GUIDE:                                 ;
;FOR PROJECTILE / ?????              	;
;sysvar(0) = 131072                     ;
;sysvar(1) = REFLECTED_BEHAVIOR_STATE   ;
;=======================================;
[State 1005, COMPATIBILITY]
type = VarSet
trigger1 = !time
sysvar(0) = 131072

[State 1005, REFLECTED STATE]
type = VarSet
trigger1 = !time
sysvar(1) = 10011

[State 0, VarSet]
type = VarSet
trigger1 = time=0
v = 0
value = parent,statetype =A
;=======================================;

[State 10620, Reset Target]
type = VarSet
trigger1 = 1
var(6) = 0
ignorehitpause = 1

[State 10620, Target Found]
type = VarSet
trigger1 = numtarget
var(6) = target,id
ignorehitpause = 1

[State 10620, parentvarset]
type = parentvarset
trigger1 = time = 0
v = 18
value = 1

[State 10620, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 10620, Velocity]
type = velset
trigger1 = time >= 0
x = 3+root,var(3)

[State 10620, parentvarset]
type = parentvarset
trigger1 = (frontedgedist <= -60 || backedgedist <= -60) && time > 5
v = 18
value = 0

[State 10620, Out of Bounds]
type = Destroyself
trigger1 = (frontedgedist <= -60 || backedgedist <= -60) && time > 5

[State 10620, HitDef]
type = HitDef
trigger1 = Animelem = 1
attr = S,SP
damage = ceil(root,fvar(10)*101),9
animtype = Hard
Air.Animtype = Back
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 0,8
sparkno = s10103
guard.sparkno = s10202
sparkxy = 0, -10
hitsound = s2,5
guardsound = s3,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.ctrltime = 15
ground.velocity = -7
air.type = Low
air.hittime = 20
air.velocity = -4.5,-5.5
down.velocity = -5.5, -3.5
yaccel = 0.56
P2facing = 1
envshake.time = 1
envshake.ampl = 1
forcenofall = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
palfx.time = 30
palfx.add = 224,64,0
palfx.mul = 256,240,32
palfx.sinadd = 48,16,0,4
palfx.color = 8
ID = 2

[State 10620, Damage Scale Add]
type = parentvaradd
trigger1 = numtarget && movehit
v = 23
value = 1
ignorehitpause = 1

[State 10620, Playnd]
type = playsnd
trigger1 = numtarget && Movehit
value = s6,0
persistent = 0

[State 10620, As there's more than one way to code a fireball]
type = Projectile
trigger1 = time = 0
ProjID = 10620
projanim = anim
projhitanim = -1
projremanim = -1
projscale = 0,0
offset=0,0
projpriority = 1
projremovetime = -1
postype = p1
velocity = 3+root,var(3),0
projedgebound =60
projstagebound = 60

[State 3011, Burning Effect]
type = Helper
triggerall = parent,var(14) && numhelper(10204) = 0
trigger1 = numtarget && movehit
stateno = 10204
id = 10204
ignorehitpause = 1

[State 10620, Blood]
type = helper
triggerall = root,var(52) >= 1
trigger1 = numtarget && movehit
stateno = 20002
Postype = p1
pos = Floor(P2Dist X), -10
persistent = 0
ownpal = 1
ignorehitpause = 1

[State 10620, Blood]
type = helper
triggerall = root,var(52) >= 1
trigger1 = numtarget && movehit
stateno = 20004
Postype = p1
pos = Floor(P2Dist X), -10
persistent = 0
ownpal = 1
ignorehitpause = 1

[State 10620, Varset]
type = varset
trigger1 = numtarget && movehit
v = 1
value = 1

[State 10620, Since it doesn't actually have mass...]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
persistent = 1

[State 10620, hitoverride]
type= hitoverride
trigger1 = 1
time = -1
attr= SCA,AA,AP,AT
stateno = 10621

[State 10620, Hitby]
type = hitby
trigger1 = enemy,numproj = 0
value = SCA,NP,SP,HP
time = 1

[State 10620, nothitby]
type = nothitby
trigger1 = enemy,numproj > 0
value = SCA
time = 1

[State 10620, Contact]
type = changestate
trigger1 = movecontact
trigger2 = root,numprojid(10620)=0
value = 10621
ignorehitpause = 1

;-----------------------------------------------------------------------------
;Fireball Destroyed
[Statedef 10621]
type = S
movetype = A
physics = S
anim = 10621
sprpriority = 3
juggle = 4

[State 10620, parentvarset]
type = parentvarset
trigger1 = time = 0
v = 18
value = 0

[State 3011, Burning Effect]
type = Helper
triggerall = numhelper(10204) = 0
trigger1 = var(1) >= 1  && target,movetype = H
stateno = 10204
id = 10204
ignorehitpause = 1

[state 10621, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 10621, velset]
type = velset
trigger1 = 1
x = 0

[State 10621, Destroyself]
type = Destroyself
trigger1 = animtime = 0

;-----------------------------------------------------------------------------
;Psystrike
[Statedef 10700]
type = S
movetype = A
physics = N
anim = 10700
juggle = 4

[State 10700, PalFX]
type = Palfx
trigger1 = 1
time = 999
add = 8,8,8
mul = 256,256,256

[State 10700, Sprpriority]
type = sprpriority
trigger1 = 1
value = 3
ignorehitpause = 1

[State 10700, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 10700, Playsnd]
type = playsnd
trigger1 = time = 0
value = s9,3
persistent = 0

[State 10700, Velocity]
type = velset
trigger1 = 1
x = 3.3

[State 10700, Hitdef]
type = hitdef
trigger1 = animelem = 1
attr = S,HT
damage = 0,0
animtype = Hard
air.animtype = Back
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
sparkno = -1
guard.sparkno = s10202
sparkxy = 0,-55
hitsound = -1
guardsound = s3,0
getpower = 0
numhits = 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
guard.ctrltime = 10
ground.velocity = 0
air.type = High
air.hittime = 10
air.velocity = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0

[State 10700, targetstate]
type = targetstate
trigger1 = numtarget && movehit
value = 10720
ignorehitpause = 1
persistent = 0

[State 10700, Signal]
type = parentvarset
trigger1 = numtarget && movehit
v = 5
value = 1

[State 10700, Out of Bounds]
type = Destroyself
trigger1 = (frontedgedist <= -60 || backedgedist <= -60) && time > 5

;-----------------------------------------------------------------------------
;Psystrike Custom State
[Statedef 10720]
type = S
movetype = H
physics = S
ctrl = 0
sprpriority = 1

[State 10720, Velset]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 10720, Changeanim2]
type = changeanim2
trigger1 = time = 0
value = 10720

[State 10720, HitBy]
type = HitBy
trigger1 = 1
value = SCA,HT
time = 1

[State 10720, endstate]
type = selfstate
trigger1 = time = 300
value = 5050

;-----------------------------------------------------------------------------
; Please Don't Add Gore Sprites To A Character I Admire But Never Played Her Fucking Games. I'm Sorry You Had To Read That Asshole's Posts, Moomaster
[Statedef 10800]
type = S
movetype = I
physics = N
sprpriority = 1
ctrl = 0
anim = 10800

[State 10800, Explod]
type = explod
trigger1 = time = 0
anim = 10805
sprpriority = 6
persistent = 0
ownpal = 1

[State 10800, Playsnd]
type = Playsnd
trigger1 = time = 32
value = s2,8
persistent = 0

[State 10800, Playsnd]
type = Playsnd
trigger1 = time = 32
value = s10,1
persistent = 0

[State 10800, Blood]
type = helper
triggerall = root,var(52) >= 1
trigger1 = time = 32
stateno = 20002
Postype = p1
pos = -20, -65
persistent = 0
ownpal = 1
ignorehitpause = 1

[State 10800, Blood]
type = helper
triggerall = root,var(52) >= 1
trigger1 = time = 32
stateno = 20005
Postype = p1
pos = -20, -55
persistent = 0
ownpal = 1
facing = -1
ignorehitpause = 1

[State 10800, EnvShake]
type = EnvShake
trigger1 = animelem = 2
trigger2 = animelem = 6
time = 30
ampl = -4

[State 10800, Blood]
type = helper
triggerall = root,var(52) >= 1
trigger1 = animelem = 2
stateno = 20002
Postype = p1
pos = 5, -25
persistent = 0
ownpal = 1
ignorehitpause = 1

[State 10800, Blood]
type = helper
triggerall = root,var(52) >= 1
trigger1 = animelem = 5
stateno = 20004
Postype = p1
pos = 5, -10
persistent = 0
ownpal = 1
ignorehitpause = 1
facing = -1

[State 10800, Playsnd]
type = playsnd
trigger1 = animelem = 2
trigger2 = animelem = 6
value = s0,3
channel = 1

[State 10800, Explod]
type = explod
trigger1 = animelem = 2
trigger2 = animelem = 6
anim = 10003
ownpal = 1
pos = 0,0
sprpriority = 5

[State 10800, Destroyself]
type = destroyself
trigger1 = animtime = 0
trigger2 = roundstate = 2

;-----------------------------------------------------------------------------
; Light Blood
[Statedef 20000]
type = S
movetype = I
physics = N
sprpriority = 4
ctrl = 0
anim = 20000

[state 20000, Angledraw]
type = AngleDraw
trigger1 = 1
scale = 0.6, 0.6
ignorehitpause = 1

[State 20000, Velset]
type = velset
trigger1 = time = 1
x = -1
y = -1

[State 20000, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 20000, Semen]
triggerall = root,var(51) = 1
type = palfx
trigger1 = time = 0
time = 99999
add = 256,256,256
ignorehitpause = 1

[State 20000, I am not into piss]
type = palfx
triggerall = root,var(51) = 2
trigger1 = time = 0
time = 99999
add = 0,256,0
ignorehitpause = 1

[State 20000, Your opponent is a fucking D2 monster]
type = palfx
triggerall = root,var(51) = 3
trigger1 = time = 0
time = 99999
add = -256,256,0
ignorehitpause = 1

[State 20000, The correct setting for N64 Resident Evil 2]
type = palfx
triggerall = root,var(51) = 4
trigger1 = time = 0
time = 99999
add = -256,0,256
ignorehitpause = 1

[State 20000, Where have all the raspberry women gone]
type = palfx
triggerall = root,var(51) = 5
trigger1 = time = 0
time = 99999
add = -100,0,256
ignorehitpause = 1

[State 20000, Wolf O' Donnel is my favorite member of the Sunset Riders]
type = palfx
triggerall = root,var(51) = 6
trigger1 = time = 0
time = 99999
add = 0,0,256
ignorehitpause = 1

[State 20000, I'm made of orange juice]
type = palfx
triggerall = root,var(51) = 7
trigger1 = time = 0
time = 99999
add = 0,120,0
ignorehitpause = 1

[State 20000, Shit]
type = palfx
triggerall = root,var(51) = 8
trigger1 = time = 0
time = 99999
add = -120,60,0
ignorehitpause = 1

[State 20000, I robot]
type = palfx
triggerall = root,var(51) = 9
trigger1 = time = 0
time = 99999
add = -256,-256,-256
ignorehitpause = 1

[State 20000, I hope you like having a seizure]
type = palfx
triggerall = root,var(51) = 10
trigger1 = timemod = 2,1
time = 1
add = -120,0,0
ignorehitpause = 1

[State 20000, What SNES Mortal Kombat thinks is sweat]
type = palfx
triggerall = root,var(51) = 11
trigger1 = time = 0
time = 99999
add = -120,120,120
ignorehitpause = 1

[State 20000, Why not all of them]
type = palfx
triggerall = root,var(51) >= 12
trigger1 = time = 0
time = 99999
add = -256+random%512,-256+random%512,-256+random%512
mul = 0+random%256, 0+random%256, 0+random%256
ignorehitpause = 1

[State 20000, Destroyself]
type = destroyself
trigger1 = animtime = 0

;-----------------------------------------------------------------------------
; Medium Blood
[Statedef 20001]
type = S
movetype = I
physics = N
sprpriority = 4
ctrl = 0
anim = 20000

[State 20001, Velset]
type = velset
trigger1 = time = 1
x = -1
y = -1

[State 20001, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 20001, Semen]
triggerall = root,var(51) = 1
type = palfx
trigger1 = time = 0
time = 99999
add = 256,256,256
ignorehitpause = 1

[State 20001, I am not into piss]
type = palfx
triggerall = root,var(51) = 2
trigger1 = time = 0
time = 99999
add = 0,256,0
ignorehitpause = 1

[State 20001, Your opponent is a fucking D2 monster]
type = palfx
triggerall = root,var(51) = 3
trigger1 = time = 0
time = 99999
add = -256,256,0
ignorehitpause = 1

[State 20001, The correct setting for N64 Resident Evil 2]
type = palfx
triggerall = root,var(51) = 4
trigger1 = time = 0
time = 99999
add = -256,0,256
ignorehitpause = 1

[State 20001, Where have all the raspberry women gone]
type = palfx
triggerall = root,var(51) = 5
trigger1 = time = 0
time = 99999
add = -100,0,256
ignorehitpause = 1

[State 20001, Wolf O' Donnel is my favorite member of the Sunset Riders]
type = palfx
triggerall = root,var(51) = 6
trigger1 = time = 0
time = 99999
add = 0,0,256
ignorehitpause = 1

[State 20001, I'm made of orange juice]
type = palfx
triggerall = root,var(51) = 7
trigger1 = time = 0
time = 99999
add = 0,120,0
ignorehitpause = 1

[State 20001, Shit]
type = palfx
triggerall = root,var(51) = 8
trigger1 = time = 0
time = 99999
add = -120,60,0
ignorehitpause = 1

[State 20001, I robot]
type = palfx
triggerall = root,var(51) = 9
trigger1 = time = 0
time = 99999
add = -256,-256,-256
ignorehitpause = 1

[State 20001, I hope you like having a seizure]
type = palfx
triggerall = root,var(51) = 10
trigger1 = timemod = 2,1
time = 1
add = -120,0,0
ignorehitpause = 1

[State 20001, What SNES Mortal Kombat thinks is sweat]
type = palfx
triggerall = root,var(51) = 11
trigger1 = time = 0
time = 99999
add = -120,120,120
ignorehitpause = 1

[State 20001, Why not all of them]
type = palfx
triggerall = root,var(51) >= 12
trigger1 = time = 0
time = 99999
add = -256+random%512,-256+random%512,-256+random%512
mul = 0+random%256, 0+random%256, 0+random%256
ignorehitpause = 1

[State 20001, Destroyself]
type = destroyself
trigger1 = animtime = 0

;-----------------------------------------------------------------------------
; Fierce Blood
[Statedef 20002]
type = S
movetype = I
physics = N
sprpriority = 4
ctrl = 0
anim = 20001

[State 20002, Velset]
type = velset
trigger1 = time = 1
x = -1
y = -1

[State 20002, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 20002, Semen]
triggerall = root,var(51) = 1
type = palfx
trigger1 = time = 0
time = 99999
add = 256,256,256
ignorehitpause = 1

[State 20002, I am not into piss]
type = palfx
triggerall = root,var(51) = 2
trigger1 = time = 0
time = 99999
add = 0,256,0
ignorehitpause = 1

[State 20002, Your opponent is a fucking D2 monster]
type = palfx
triggerall = root,var(51) = 3
trigger1 = time = 0
time = 99999
add = -256,256,0
ignorehitpause = 1

[State 20002, The correct setting for N64 Resident Evil 2]
type = palfx
triggerall = root,var(51) = 4
trigger1 = time = 0
time = 99999
add = -256,0,256
ignorehitpause = 1

[State 20002, Where have all the raspberry women gone]
type = palfx
triggerall = root,var(51) = 5
trigger1 = time = 0
time = 99999
add = -100,0,256
ignorehitpause = 1

[State 20002, Wolf O' Donnel is my favorite member of the Sunset Riders]
type = palfx
triggerall = root,var(51) = 6
trigger1 = time = 0
time = 99999
add = 0,0,256
ignorehitpause = 1

[State 20002, I'm made of orange juice]
type = palfx
triggerall = root,var(51) = 7
trigger1 = time = 0
time = 99999
add = 0,120,0
ignorehitpause = 1

[State 20002, Shit]
type = palfx
triggerall = root,var(51) = 8
trigger1 = time = 0
time = 99999
add = -120,60,0
ignorehitpause = 1

[State 20002, I robot]
type = palfx
triggerall = root,var(51) = 9
trigger1 = time = 0
time = 99999
add = -256,-256,-256
ignorehitpause = 1

[State 20002, I hope you like having a seizure]
type = palfx
triggerall = root,var(51) = 10
trigger1 = timemod = 2,1
time = 1
add = -120,0,0
ignorehitpause = 1

[State 20002, What SNES Mortal Kombat thinks is sweat]
type = palfx
triggerall = root,var(51) = 11
trigger1 = time = 0
time = 99999
add = -120,120,120
ignorehitpause = 1

[State 20002, Why not all of them]
type = palfx
triggerall = root,var(51) >= 12
trigger1 = time = 0
time = 99999
add = -256+random%512,-256+random%512,-256+random%512
mul = 0+random%256, 0+random%256, 0+random%256
ignorehitpause = 1

[State 20002, Destroyself]
type = destroyself
trigger1 = animtime = 0

;-----------------------------------------------------------------------------
; Extra Blood 1
[Statedef 20003]
type = S
movetype = I
physics = N
sprpriority = 4
ctrl = 0
anim = 20002

[State 20003, Velset]
type = velset
trigger1 = time = 1
x = -1
y = 1

[State 20003, Angledraw]
type = Angledraw
trigger1 = 1
scale = 0.6, 0.6
ignorehitpause = 1

[State 20003, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 20002, Semen]
triggerall = root,var(51) = 1
type = palfx
trigger1 = time = 0
time = 99999
add = 256,256,256
ignorehitpause = 1

[State 20002, I am not into piss]
type = palfx
triggerall = root,var(51) = 2
trigger1 = time = 0
time = 99999
add = 0,256,0
ignorehitpause = 1

[State 20003, Your opponent is a fucking D2 monster]
type = palfx
triggerall = root,var(51) = 3
trigger1 = time = 0
time = 99999
add = -256,256,0
ignorehitpause = 1

[State 20003, The correct setting for N64 Resident Evil 2]
type = palfx
triggerall = root,var(51) = 4
trigger1 = time = 0
time = 99999
add = -256,0,256
ignorehitpause = 1

[State 20003, Where have all the raspberry women gone]
type = palfx
triggerall = root,var(51) = 5
trigger1 = time = 0
time = 99999
add = -100,0,256
ignorehitpause = 1

[State 20003, Wolf O' Donnel is my favorite member of the Sunset Riders]
type = palfx
triggerall = root,var(51) = 6
trigger1 = time = 0
time = 99999
add = 0,0,256
ignorehitpause = 1

[State 20003, I'm made of orange juice]
type = palfx
triggerall = root,var(51) = 7
trigger1 = time = 0
time = 99999
add = 0,120,0
ignorehitpause = 1

[State 20003, Shit]
type = palfx
triggerall = root,var(51) = 8
trigger1 = time = 0
time = 99999
add = -120,60,0
ignorehitpause = 1

[State 20003, I robot]
type = palfx
triggerall = root,var(51) = 9
trigger1 = time = 0
time = 99999
add = -256,-256,-256
ignorehitpause = 1

[State 20003, I hope you like having a seizure]
type = palfx
triggerall = root,var(51) = 10
trigger1 = timemod = 2,1
time = 1
add = -120,0,0
ignorehitpause = 1

[State 20003, What SNES Mortal Kombat thinks is sweat]
type = palfx
triggerall = root,var(51) = 11
trigger1 = time = 0
time = 99999
add = -120,120,120
ignorehitpause = 1

[State 20003, Why not all of them]
type = palfx
triggerall = root,var(51) >= 12
trigger1 = time = 0
time = 99999
add = -256+random%512,-256+random%512,-256+random%512
mul = 0+random%256, 0+random%256, 0+random%256
ignorehitpause = 1

[State 20003, Destroyself]
type = destroyself
trigger1 = animtime = 0

;-----------------------------------------------------------------------------
; Extra Blood 2
[Statedef 20004]
type = S
movetype = I
physics = N
sprpriority = 4
ctrl = 0
anim = 20002

[State 20004, Velset]
type = velset
trigger1 = time = 1
x = -1
y = 1

[State 20004, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 20004, Semen]
triggerall = root,var(51) = 1
type = palfx
trigger1 = time = 0
time = 99999
add = 256,256,256
ignorehitpause = 1

[State 20004, I am not into piss]
type = palfx
triggerall = root,var(51) = 2
trigger1 = time = 0
time = 99999
add = 0,256,0
ignorehitpause = 1

[State 20004, Your opponent is a fucking D2 monster]
type = palfx
triggerall = root,var(51) = 3
trigger1 = time = 0
time = 99999
add = -256,256,0
ignorehitpause = 1

[State 20004, The correct setting for N64 Resident Evil 2]
type = palfx
triggerall = root,var(51) = 4
trigger1 = time = 0
time = 99999
add = -256,0,256
ignorehitpause = 1

[State 20004, Where have all the raspberry women gone]
type = palfx
triggerall = root,var(51) = 5
trigger1 = time = 0
time = 99999
add = -100,0,256
ignorehitpause = 1

[State 20004, Wolf O' Donnel is my favorite member of the Sunset Riders]
type = palfx
triggerall = root,var(51) = 6
trigger1 = time = 0
time = 99999
add = 0,0,256
ignorehitpause = 1

[State 20004, I'm made of orange juice]
type = palfx
triggerall = root,var(51) = 7
trigger1 = time = 0
time = 99999
add = 0,120,0
ignorehitpause = 1

[State 20004, Shit]
type = palfx
triggerall = root,var(51) = 8
trigger1 = time = 0
time = 99999
add = -120,60,0
ignorehitpause = 1

[State 20004, I robot]
type = palfx
triggerall = root,var(51) = 9
trigger1 = time = 0
time = 99999
add = -256,-256,-256
ignorehitpause = 1

[State 20004, I hope you like having a seizure]
type = palfx
triggerall = root,var(51) = 10
trigger1 = timemod = 2,1
time = 1
add = -120,0,0
ignorehitpause = 1

[State 20004, What SNES Mortal Kombat thinks is sweat]
type = palfx
triggerall = root,var(51) = 11
trigger1 = time = 0
time = 99999
add = -120,120,120
ignorehitpause = 1

[State 20004, Why not all of them]
type = palfx
triggerall = root,var(51) >= 12
trigger1 = time = 0
time = 99999
add = -256+random%512,-256+random%512,-256+random%512
mul = 0+random%256, 0+random%256, 0+random%256
ignorehitpause = 1

[State 20004, Destroyself]
type = destroyself
trigger1 = animtime = 0

;-----------------------------------------------------------------------------
; Extra Blood 3
[Statedef 20005]
type = S
movetype = I
physics = N
sprpriority = 4
ctrl = 0
anim = 20003

[State 20005, Velset]
type = velset
trigger1 = time = 1
x = -1
y = 1

[State 20005, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 20005, Semen]
triggerall = root,var(51) = 1
type = palfx
trigger1 = 1
time = 1
add = 256,256,256
ignorehitpause = 1

[State 20005, I am not into piss]
type = palfx
triggerall = root,var(51) = 2
trigger1 = time = 0
time = 99999
add = 0,256,0
ignorehitpause = 1

[State 20005, Your opponent is a fucking D2 monster]
type = palfx
triggerall = root,var(51) = 3
trigger1 = time = 0
time = 99999
add = -256,256,0
ignorehitpause = 1

[State 20005, The correct setting for N64 Resident Evil 2]
type = palfx
triggerall = root,var(51) = 4
trigger1 = time = 0
time = 99999
add = -256,0,256
ignorehitpause = 1

[State 20005, Where have all the raspberry women gone]
type = palfx
triggerall = root,var(51) = 5
trigger1 = time = 0
time = 99999
add = -100,0,256
ignorehitpause = 1

[State 20005, Wolf O' Donnel is my favorite member of the Sunset Riders]
type = palfx
triggerall = root,var(51) = 6
trigger1 = time = 0
time = 99999
add = 0,0,256
ignorehitpause = 1

[State 20005, I'm made of orange juice]
type = palfx
triggerall = root,var(51) = 7
trigger1 = time = 0
time = 99999
add = 0,120,0
ignorehitpause = 1

[State 20005, Shit]
type = palfx
triggerall = root,var(51) = 8
trigger1 = time = 0
time = 99999
add = -120,60,0
ignorehitpause = 1

[State 20005, I robot]
type = palfx
triggerall = root,var(51) = 9
trigger1 = time = 0
time = 99999
add = -256,-256,-256
ignorehitpause = 1

[State 20005, I hope you like having a seizure]
type = palfx
triggerall = root,var(51) = 10
trigger1 = timemod = 2,1
time = 1
add = -120,0,0
ignorehitpause = 1

[State 20005, What SNES Mortal Kombat thinks is sweat]
type = palfx
triggerall = root,var(51) = 11
trigger1 = time = 0
time = 99999
add = -120,120,120
ignorehitpause = 1

[State 20005, Why not all of them]
type = palfx
triggerall = root,var(51) >= 12
trigger1 = time = 0
time = 99999
add = -256+random%512,-256+random%512,-256+random%512
mul = 0+random%256, 0+random%256, 0+random%256
ignorehitpause = 1

[State 20005, Destroyself]
type = destroyself
trigger1 = animtime = 0

;-----------------------------------------------------------------------------
; Wow that's a lot of Blood
[Statedef 20006]
type = S
movetype = I
physics = N
sprpriority = 8
ctrl = 0
anim = 20004

[State 20006, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 20006, Semen]
triggerall = root,var(51) = 1
type = palfx
trigger1 = time = 0
time = 99999
add = 256,256,256
ignorehitpause = 1

[State 20006, I am not into piss]
type = palfx
triggerall = root,var(51) = 2
trigger1 = time = 0
time = 99999
add = 0,256,0
ignorehitpause = 1

[State 20006, Your opponent is a fucking D2 monster]
type = palfx
triggerall = root,var(51) = 3
trigger1 = time = 0
time = 99999
add = -256,256,0
ignorehitpause = 1

[State 20006, The correct setting for N64 Resident Evil 2]
type = palfx
triggerall = root,var(51) = 4
trigger1 = time = 0
time = 99999
add = -256,0,256
ignorehitpause = 1

[State 20006, Where have all the raspberry women gone]
type = palfx
triggerall = root,var(51) = 5
trigger1 = time = 0
time = 99999
add = -100,0,256
ignorehitpause = 1

[State 20006, Wolf O' Donnel is my favorite member of the Sunset Riders]
type = palfx
triggerall = root,var(51) = 6
trigger1 = time = 0
time = 99999
add = 0,0,256
ignorehitpause = 1

[State 20006, I'm made of orange juice]
type = palfx
triggerall = root,var(51) = 7
trigger1 = time = 0
time = 99999
add = 0,120,0
ignorehitpause = 1

[State 20006, Shit]
type = palfx
triggerall = root,var(51) = 8
trigger1 = time = 0
time = 99999
add = -120,60,0
ignorehitpause = 1

[State 20006, I robot]
type = palfx
triggerall = root,var(51) = 9
trigger1 = time = 0
time = 99999
add = -256,-256,-256
ignorehitpause = 1

[State 20006, I hope you like having a seizure]
type = palfx
triggerall = root,var(51) = 10
trigger1 = timemod = 2,1
time = 1
add = -120,0,0
ignorehitpause = 1

[State 20006, What SNES Mortal Kombat thinks is sweat]
type = palfx
triggerall = root,var(51) = 11
trigger1 = time = 0
time = 99999
add = -120,120,120
ignorehitpause = 1

[State 20006, Why not all of them]
type = palfx
triggerall = root,var(51) >= 12
trigger1 = time = 0
time = 99999
add = -256+random%512,-256+random%512,-256+random%512
mul = 0+random%256, 0+random%256, 0+random%256
ignorehitpause = 1

[State 20006, Destroyself]
type = destroyself
trigger1 = animtime = 0

;-----------------------------------------------------------------------------
; Pool of Blood
[Statedef 20007]
type = S
movetype = I
physics = N
sprpriority = -5
ctrl = 0
anim = 20005

[State 20007, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 20007, Semen]
triggerall = root,var(51) = 1
type = palfx
trigger1 = time = 0
time = 99999
add = 256,256,256
ignorehitpause = 1

[State 20007, I am not into piss]
type = palfx
triggerall = root,var(51) = 2
trigger1 = time = 0
time = 99999
add = 0,256,0
ignorehitpause = 1

[State 20007, Your opponent is a fucking D2 monster]
type = palfx
triggerall = root,var(51) = 3
trigger1 = time = 0
time = 99999
add = -256,256,0
ignorehitpause = 1

[State 20007, The correct setting for N64 Resident Evil 2]
type = palfx
triggerall = root,var(51) = 4
trigger1 = time = 0
time = 99999
add = -256,0,256
ignorehitpause = 1

[State 20007, Where have all the raspberry women gone]
type = palfx
triggerall = root,var(51) = 5
trigger1 = time = 0
time = 99999
add = -100,0,256
ignorehitpause = 1

[State 20007, Wolf O' Donnel is my favorite member of the Sunset Riders]
type = palfx
triggerall = root,var(51) = 6
trigger1 = time = 0
time = 99999
add = 0,0,256
ignorehitpause = 1

[State 20007, I'm made of orange juice]
type = palfx
triggerall = root,var(51) = 7
trigger1 = time = 0
time = 99999
add = 0,120,0
ignorehitpause = 1

[State 20007, Shit]
type = palfx
triggerall = root,var(51) = 8
trigger1 = time = 0
time = 99999
add = -120,60,0
ignorehitpause = 1

[State 20007, I robot]
type = palfx
triggerall = root,var(51) = 9
trigger1 = time = 0
time = 99999
add = -256,-256,-256
ignorehitpause = 1

[State 20007, I hope you like having a seizure]
type = palfx
triggerall = root,var(51) = 10
trigger1 = timemod = 2,1
time = 1
add = -120,0,0
ignorehitpause = 1

[State 20007, What SNES Mortal Kombat thinks is sweat]
type = palfx
triggerall = root,var(51) = 11
trigger1 = time = 0
time = 99999
add = -120,120,120
ignorehitpause = 1

[State 20007, Why not all of them]
type = palfx
triggerall = root,var(51) >= 12
trigger1 = time = 0
time = 99999
add = -256+random%512,-256+random%512,-256+random%512
mul = 0+random%256, 0+random%256, 0+random%256
ignorehitpause = 1

[State 20007, Destroyself]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
; Gibs
[Statedef 21000]
type = A
movetype = I
Physics = N
ctrl = 0
velset = 0+random%4,-7-random%8
anim = 21000+random%7
sprpriority = 5

[State 21000, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 21000, Veladd]
type = Veladd
trigger1 = 1
y = 0.42

[State 21000, endstate]
type = changestate
trigger1 = pos y >= 0
value = 21001

;---------------------------------------------------------------------------
;Gibs
[Statedef 21001]
type = A
movetype = I
Physics = N
ctrl = 0
velset = 0+random%3,-3-random%9
sprpriority = 5

[State 21001, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 21001, Posset]
type = posset
trigger1 = time = 0
y = 0

[State 21001, Playsnd]
type = playsnd
trigger1 = time = 0
value = s21000,0+random%3
channel = 3

[State 21001, Veladd]
type = Veladd
trigger1 = 1
y = 0.42

[State 21001, endstate]
type = changestate
triggerall = time >= 5
trigger1 = pos y >= 0
value = 21005

;---------------------------------------------------------------------------
;Gibs
[Statedef 21005]
type = S
movetype = I
Physics = N
ctrl = 0
velset = 0,0
sprpriority = 5

[State 21005, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 21005, Playsnd]
type = playsnd
trigger1 = time = 0
value = s21000,0+random%3
channel = 3

[State 21005, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = anim
elem = AnimElemNo(0)

[State 21005, Posset]
type = posset
trigger1 = time = 0
y = 0

;---------------------------------------------------------------------------
; Rocks
[Statedef 21050]
type = A
movetype = I
Physics = N
ctrl = 0
velset = 0+random%3,-7-random%8
anim = 21050
sprpriority = 5

[State 21050, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 21050, Veladd]
type = Veladd
trigger1 = 1
y = 0.42

[State 21050, endstate]
type = changestate
trigger1 = pos y >= 0
value = 21051

;---------------------------------------------------------------------------
;Rocks
[Statedef 21051]
type = A
movetype = I
Physics = N
ctrl = 0
velset = 0+random%2,-3-random%9
sprpriority = 5

[State 21051, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 21051, Posset]
type = posset
trigger1 = time = 0
y = 0

[State 21051, Playsnd]
type = playsnd
trigger1 = time = 0
value = s21050,0+random%5
channel = 3

[State 21051, Veladd]
type = Veladd
trigger1 = 1
y = 0.42

[State 21051, endstate]
type = changestate
triggerall = time >= 5
trigger1 = pos y >= 0
value = 21055

;---------------------------------------------------------------------------
;Gibs
[Statedef 21055]
type = S
movetype = I
Physics = N
ctrl = 0
velset = 0,0
sprpriority = 5

[State 21055, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 21055, Playsnd]
type = playsnd
trigger1 = time = 0
value = s21050,0+random%5
channel = 3

[State 21055, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = anim
elem = AnimElemNo(0)

[State 21055, Keep on floor]
type = posset
trigger1 = time = 0
y = 0

;---------------------------------------------------------------------------
;Flayed Body
[Statedef 22000]
type = S
movetype = I
Physics = N
ctrl = 0
Anim = 22000
velset = 0,0
sprpriority = -3

[State 22000, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 22000, Blood]
type = helper
trigger1 = time = 0
stateno = 20007
pos = 0,0
ownpal = 1

[State 22000, Changestate]
type = changestate
trigger1 = parent,var(2) = 1
value = 22001

;---------------------------------------------------------------------------
;Flayed Body Decap'd
[Statedef 22001]
type = S
movetype = I
Physics = N
ctrl = 0
Anim = 22001
velset = 0,0
sprpriority = -3

[State 22001, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 22001, Head]
type = helper
trigger1 = time = 0
stateno = 22005
pos = -20, -103
ownpal = 1
persistent = 0
size.xscale = 0.85
size.yscale = 0.85

[State 22001, Playsnd]
type = Playsnd
trigger1 = time = 2
value = s20000,2
persistent = 0

[State 22001, Blood]
type = helper
trigger1 = time = 2
trigger2 = time = 6
trigger3 = time = 10
trigger4 = time = 14
trigger5 = time = 18
trigger6 = time = 22
stateno = 20002
pos = -13,-82
ownpal = 1
size.xscale = 1.0
size.yscale = 1.0

[State 22001, Blood]
type = helper
trigger1 = time = 26
trigger2 = time = 30
trigger3 = time = 34
trigger4 = time = 38
stateno = 20001
pos = -13,-82
ownpal = 1
size.xscale = 1.0
size.yscale = 1.0

[State 22001, Blood]
type = helper
trigger1 = time = 42
trigger2 = time = 46
trigger3 = time = 50
stateno = 20000
pos = -13,-82
ownpal = 1
size.xscale = 1.0
size.yscale = 1.0

[State 22001, Head]
type = helper
trigger1 = parent,var(2) = 2
stateno = 22005
pos = -15, -85
ownpal = 1
persistent = 0
size.xscale = 0.85
size.yscale = 0.85

[State 22001, Head]
type = helper
trigger1 = parent,var(2) = 3
stateno = 22005
pos = -20, -103
ownpal = 1
persistent = 0
size.xscale = 0.85
size.yscale = 0.85

[State 22001, Explod]
type = explod
trigger1 = time = 0
anim = 10110
pos = -15, -85
ownpal = 1
persistent = 0
facing = -1

[State 22001, Explod]
type = explod
trigger1 = parent,var(2) = 2
anim = 10110
pos = -15, -85
ownpal = 1
persistent = 0
facing = -1

[State 22001, Explod]
type = explod
trigger1 = parent,var(2) = 3
anim = 10110
pos = -15, -85
ownpal = 1
persistent = 0
facing = -1

[State 22001, Blood]
type = helper
trigger1 = time = 0
stateno = 20002
pos = -15,-85
ownpal = 1
persistent = 0
facing = -1
size.xscale = 1
size.yscale = 1

[State 22001, Blood]
type = helper
trigger1 = parent,var(2) = 2
stateno = 20002
pos = -15,-85
ownpal = 1
persistent = 0
facing = -1
size.xscale = 1
size.yscale = 1

[State 22001, Blood]
type = helper
trigger1 = parent,var(2) = 3
stateno = 20002
pos = -15,-85
ownpal = 1
persistent = 0
facing = -1
size.xscale = 1
size.yscale = 1

[State 22001, Blood]
type = helper
trigger1 = time = 0
stateno = 20004
pos = -15,-85
ownpal = 1
persistent = 0
facing = -1
size.xscale = 1
size.yscale = 1

[State 22001, Blood]
type = helper
trigger1 = parent,var(2) = 2
stateno = 20004
pos = -15,-85
ownpal = 1
persistent = 0
facing = -1
size.xscale = 1
size.yscale = 1

[State 22001, Blood]
type = helper
trigger1 = parent,var(2) = 3
stateno = 20004
pos = -15,-85
ownpal = 1
persistent = 0
facing = -1
size.xscale = 1
size.yscale = 1

;---------------------------------------------------------------------------
;Half Body
[Statedef 22002]
type = S
movetype = I
Physics = N
ctrl = 0
Anim = 22002
velset = 0,0
sprpriority = 3

[State 22002, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 22002, Playsnd]
type = Playsnd
trigger1 = time = 0
value = s20000,2
persistent = 0

[State 22002, Blood]
type = helper
trigger1 = time = 0
trigger2 = time = 4
trigger3 = time = 8
trigger4 = time = 12
trigger5 = time = 16
trigger6 = time = 20
stateno = 20002
facing = -1
pos = -10,-58
ownpal = 1

[State 22002, Blood]
type = helper
trigger1 = time = 24
trigger2 = time = 28
trigger3 = time = 32
trigger4 = time = 36
stateno = 20001
facing = -1
pos = -10,-58
ownpal = 1

[State 22002, Blood]
type = helper
trigger1 = time = 40
trigger2 = time = 44
trigger3 = time = 48
stateno = 20000
facing = -1
pos = -10,-58
ownpal = 1

[State 22002, Blood]
type = helper
trigger1 = time = 0
trigger2 = time = 4
trigger3 = time = 8
trigger4 = time = 12
trigger5 = time = 16
trigger6 = time = 20
stateno = 20002
pos = 0,-58
ownpal = 1

[State 22002, Blood]
type = helper
trigger1 = time = 24
trigger2 = time = 28
trigger3 = time = 32
trigger4 = time = 36
stateno = 20001
pos = 0,-58
ownpal = 1

[State 22002, Blood]
type = helper
trigger1 = time = 40
trigger2 = time = 44
trigger3 = time = 48
stateno = 20000
pos = 0,-58
ownpal = 1

;---------------------------------------------------------------------------
;Head
[Statedef 22005]
type = A
movetype = I
Physics = N
anim = 22005
ctrl = 0
velset = 3-random%6,-4-random%6
sprpriority = 4

[State 22005, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 22005, Screenbound]
type = screenbound
trigger1 = 1
value = 1

[State 22005, Gravity]
type = veladd
trigger1 = 1
y = 0.48

[State 22005, endstate]
type = changestate
trigger1 = pos y >= 0
value = 22006

;---------------------------------------------------------------------------
;Head
[Statedef 22006]
type = S
movetype = I
Physics = N
ctrl = 0
velset = 0,0
sprpriority = 4

[State 22006, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 22006, Posset]
type = posset
trigger1 = time = 0
y = 0

[State 2206, Playsnd]
type = playsnd
trigger1 = time = 0
value = s21000,0+random%3
persistent = 0

[State 22051, Blood]
type = helper
trigger1 = time = 0
stateno = 20007
pos = 0,0
ownpal = 1
size.xscale = 0.3
size.yscale = 0.3

;---------------------------------------------------------------------------
;Decapitated Body
[Statedef 22050]
type = A
movetype = I
Physics = N
anim = 22001
ctrl = 0
velset = -5,-9
sprpriority = 4

[State 22050, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 22050, Angledraw]
type = Angledraw
trigger1 = time >= 3
value = 30

[State 22050, Angledraw]
type = Angledraw
trigger1 = time >= 6
value = 60

[State 22050, Angledraw]
type = Angledraw
trigger1 = time >= 9
value = 90

[State 22050, Screenbound]
type = screenbound
trigger1 = 1
value = 1

[State 22050, Gravity]
type = veladd
trigger1 = 1
y = 0.48

[State 22050, endstate]
type = changestate
trigger1 = pos y >= 0
value = 22051

;---------------------------------------------------------------------------
;Decapitated Body
[Statedef 22051]
type = S
movetype = I
Physics = N
ctrl = 0
velset = 0,0
sprpriority = 4

[State 22051, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 22051, Angledraw]
type = Angledraw
trigger1 = 1
value = 90

[State 22051, posset]
type = posset
trigger1 = time = 0
y = 0

[State 22051, Screenbound]
type = screenbound
trigger1 = 1
value = 1

[State 22051, playsnd]
type = playsnd
trigger1 = time = 0
value = s0,3
persistent = 0

[State 22051, explod]
type = explod
trigger1 = time = 0
anim = 10003
ownpal = 1
persistent = 0
pos = -55,10
sprpriority = 5

[State 22051, Blood]
type = helper
trigger1 = time = 0
stateno = 20007
pos = -55,15
ownpal = 1

;---------------------------------------------------------------------------
;Upper Half 1
[Statedef 22060]
type = A
movetype = I
Physics = N
anim = 22003
ctrl = 0
velset = -2,-5.5
sprpriority = 4

[State 22060, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 22060, Screenbound]
type = screenbound
trigger1 = 1
value = 1

[State 22060, Gravity]
type = veladd
trigger1 = 1
y = 0.52

[State 22060, endstate]
type = changestate
trigger1 = pos y >= 0
value = 22065

;---------------------------------------------------------------------------
;Upper Half 2
[Statedef 22061]
type = A
movetype = I
Physics = N
anim = 22004
ctrl = 0
velset = 2,-5.5
sprpriority = 4

[State 22061, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 22061, Screenbound]
type = screenbound
trigger1 = 1
value = 1

[State 22061, Gravity]
type = veladd
trigger1 = 1
y = 0.52

[State 22061, endstate]
type = changestate
trigger1 = pos y >= 0
value = 22065

;---------------------------------------------------------------------------
;Upper Halves Land
[Statedef 22065]
type = S
movetype = I
Physics = N
ctrl = 0
velset = 0,0
sprpriority = 4

[State 22065, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 22065, posset]
type = posset
trigger1 = time = 0
y = 0

[State 22065, playsnd]
type = playsnd
trigger1 = time = 0
value = s0,3
persistent = 0

[State 22065, Explod]
type = explod
trigger1 = time = 0
anim = 10003
ownpal = 1
persistent = 0
pos = 0,0
sprpriority = 5

[State 22065, Blood]
type = helper
trigger1 = time = 0
stateno = 20007
pos = 0,0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5

;---------------------------------------------------------------------------
;I love how tattoo assassins has all these dumb joke fatalities but then...that.
[Statedef 23000]
type = S
movetype = I
physics = S
anim = 23000
ctrl = 0
velset = 0,0
sprpriority = -1

[State 23000, Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 23000, Playsnd]
type = Playsnd
trigger1 = time = 0
value = s20000,2
persistent = 0

[State 23000, Playsnd]
type = Playsnd
trigger1 = animelem = 2
value = s23000,0
persistent = 0

[State 23000, Blood]
type = helper
trigger1 = time = 0
trigger2 = time = 4
trigger3 = time = 8
trigger4 = time = 12
trigger5 = time = 16
trigger6 = time = 20
stateno = 20002
facing = -1
pos = -5,-5
ownpal = 1
size.xscale = 1.0
size.yscale = 1.0

[State 23000, Blood]
type = helper
trigger1 = time = 24
trigger2 = time = 28
trigger3 = time = 32
trigger4 = time = 36
stateno = 20001
facing = -1
pos = -5,-5
ownpal = 1
size.xscale = 1.0
size.yscale = 1.0

[State 23000, Blood]
type = helper
trigger1 = time = 40
trigger2 = time = 44
trigger3 = time = 48
stateno = 20000
facing = -1
pos = -5,-5
ownpal = 1
size.xscale = 1.0
size.yscale = 1.0

;===========================================================================
;Statedef -2, States that are always executed
;===========================================================================
[Statedef -2]

[State -2, Reset Air Dash Var]
type = varset
trigger1 = statetype != A
v = 17
value = 1

[State -2, P2 Facing]
type= targetfacing
trigger1= movecontact=1 && numtarget=1
trigger1= !(target,hitshakeover) && !(target,hitfall) && (target,time<=1)
value= ifelse(p2dist x>=0, -1, 1)
ignorehitpause= 1

[State -2, Throws Disallowed]
type=varset
trigger1 = 1
var(7) = 0

[State -2, Throws Disallowed]
type=varset
trigger1= (enemynear,stateno=[150,155])
trigger2= (enemynear,movetype=H && enemynear,statetype!=A)
trigger3= (enemynear,stateno=[5020,5040]) && !(enemynear,hitfall)
trigger4= ((enemynear,stateno=0) || (enemynear,stateno=52)) && (enemynear,prevstateno=[5000,5040]) && ((enemynear,time<=0) || !(enemynear,ctrl))
trigger5= (enemynear,stateno=0) && (enemynear,prevstateno=52) && ((enemynear,time<=0) || !(enemynear,ctrl))
trigger6= (enemynear,stateno=40) && (enemynear,time>=1 || enemynear,prevstateno=0 || enemynear,prevstateno=52)
var(7)= 1

[State -2, Config]
type = helper
trigger1 = numhelper(30000) = 0
trigger1 = roundstate != 2
name = "config"
stateno = 30000
ID = 30000
postype = p1
ownpal = 1
supermovetime = 9999
pausemovetime = 99999
ignorehitpause = 1

[State -2, Reset Target]
type = VarSet
trigger1 = 1
var(6) = 0
ignorehitpause = 1

[State -2, Target Found]
type = VarSet
trigger1 = numtarget
var(6) = target,id
ignorehitpause = 1

;Wall and Floor bounce shit ==================================================

[State -2, Wall Bounce]
type = Helper
triggerall = NumTarget && numhelper(10004) = 0
trigger1 = target,stateno != [120,159]
trigger1 = target,movetype = H
trigger1 = target,backedgedist <= 15
trigger1 = target,statetype = a
trigger1 = target,vel x < 0
Stateno = 10004
id = 10004
ownpal = 1
postype = front
pos = 0,ceil(target, pos y)

[State -2, Camera Shit]
type = screenbound
triggerall = numtarget && stateno != 0
trigger1 = target,movetype = H && target,stateno = 2050
trigger2 = target,movetype = H && target,stateno = 2150
value = ifelse(pos x*facing > 0,1,0)
movecamera = 0,0
ignorehitpause = 1

[State -2, Playsnd]
type = playsnd
triggerall = numtarget && var(15)
trigger1 = target,movetype = H && target,stateno = 2050
value = s0,5
persistent = 0

[State -2, Floor Bounce]
type = TargetState
trigger1 = movehit && p2statetype = A && enemynear,stateno !=[2000,2050]
value = ifelse((var(8)<3),2000,2050)
ID = 600

[State -2, Floor Bounce]
type = TargetState
trigger1 = movehit && p2statetype = A && enemynear,stateno != [2000,2050]
value = ifelse((var(8)<3),2000,2050)
ID = 602

[State -2, Floor Bounce 2]
type = TargetState
trigger1 =movehit && p2statetype = A && enemynear,stateno != 2100
value =2100
ID = 650

[State -2, Floor Bounce 2]
type = TargetState
trigger1 = movehit && p2statetype = A && enemynear,stateno!=2100
value = 2100
ID = 652

[State -2, Floor Bounce 3]
type = Targetstate
trigger1 = movehit && p2statetype = A && enemynear,stateno !=2150
value = 2150
ID = 3000

[State -2, Floor Bounce 3]
type = Targetstate
trigger1 = movehit && p2statetype = A && enemynear,stateno !=2150
value = 2150
ID = 3002

[State -2, targetstate shockwave]
type = Helper
triggerall = numtarget && numhelper(10003) = 0
trigger1 = target,stateno = 2000 && target,movetype = H
trigger1 = target,pos y >= 0 && target,time > 3
trigger1 = target,anim = 2000
trigger2 = target,stateno = 2050 && target,movetype = H
trigger2 = target,pos y >= 0 && target,time > 3
trigger2 = target,anim = 2000
trigger3 = target,stateno = 2100 && target,movetype = H
trigger3 = target,pos y >= 0 && target,time > 3
trigger3 = target,anim = 2100
trigger4 = target,stateno = 2150 && target,movetype = H
trigger4 = target,pos y >= 0 && target,time > 3
trigger4 = target,anim = 2000
trigger5 = target,stateno = 3125 && target,movetype = H
trigger5 = target, pos y >= 0 && target,time > 3
trigger5 = target, anim = 2000
trigger6 = target,stateno = 3129 && target,movetype = H
trigger6 = target, pos y >= 0 && target,time > 3
trigger6 = target, anim = 2000
trigger7 = target,stateno = 3221 && target,movetype = H
trigger7 = target, anim = 5160
stateno = 10003
ID = 10003
postype = front
pos = 0,0
facing = -1
ownpal = 1
bindtime = 1
persistent = 0
ignorehitpause = 1

;The_None's best gift to me ================================================

[State -2, Movehitoner]
type = VarSet
trigger1 = numenemy
var(15) = ifelse(movehit=1&&(enemynear,movereversed!=[1,2]),var(15)+1,0)
ignorehitpause = 1

[State -2, Movehitoner]
type = VarSet
trigger1 = !numenemy
var(15) = ifelse(movehit=1,var(15)+1,0)
ignorehitpause = 1

[State -2, Moveguardoner]
type = VarSet
trigger1 = time >= 0
var(16) = ifelse(moveguarded=1,var(16)+1,0)
ignorehitpause = 1

;Burning Sprites adapted from Mouser ====================================

[State -2, Burning Effect]
type = Helper
triggerall = numtarget && numhelper(10204) <= 1
triggerall = enemynear,stateno != 2200
trigger1 = movehit = 1
trigger1 = target,gethitvar(chainid)&2
trigger2 = projhit = 1 && numtarget
trigger2 = target,gethitvar(chainid)&2
stateno = 10204
id = 10204
ignorehitpause = 1

[State -2, Burning Sound]
type = PlaySnd
triggerall = numtarget && var(15) = 1
triggerall = enemynear,stateno != 2200
trigger1 = movehit = 1
trigger1 = target,gethitvar(chainid)&2
trigger2 = projhit = 1 && numtarget
trigger2 = target,gethitvar(chainid)&2
value = S6,0
persistent = 0
ignorehitpause = 1

;Flames Mode ===========================================================

[State -2, Desperation mode shit]
type = changestate
triggerall = Alive && stateno != [890,895]
triggerall = roundstate = 2
triggerall = life < lifemax / 3 && var(14) = 0 && movetype != H
trigger1 = statetype = S
trigger2 = statetype = C
value = 4000
ctrl = 0

[State -2, PalFX]
type = PalFX
triggerall = var(14) = 1 && var(20) = 0
triggerall = Alive
trigger1 = timemod = 70,10
time = 99999999
add = -60,-60,-60
sinadd   = 100,15,0,70
invertall = 0
persistent = 0
ignorehitpause = 1

[State -2, PalFX override reset]
type = varset
trigger1 = stateno != 1200 || stateno != 3210
v = 20
value = 0

;Remove Super BG =======================================================

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != [3000,4999]
trigger2 = winko
id = 10303
ignorehitpause = 1
persistent = 1

;Pain Voices ===========================================================
[State -2, Get Hit Sound]
type = PlaySnd
triggerall = Time = 1
triggerall = Life
triggerall = random % 10 > 5
trigger1 = stateno = 5000 || stateno = 5020
trigger1 = anim != 5000 && anim != 5010
trigger2 = stateno = 5010
trigger2 = anim != 5020
value = s11,1 +random%4
channel = 0
ignorehitpause = 1
volume = 255

; Combo Messages and Score control =====================================
;>3 Yes
;>4 Good
;>5 Great
;>7 Very Good
;>9 Wonderful
;>11 Fantastic
;>14 Monster
;>20 Marvelous

[State -2, VS_Combo]
type = VarSet
trigger1 = var(8) >= 3
trigger2 = var(8)=-1 && (movehit || enemynear,stateno = 6300 || enemynear,stateno = [5000,5899])
var(9) = 1+(var(8)>3)+(var(8)>4)+(var(8)>6)+(var(8)>8)+(var(8)>10)+(var(8)>13)+(var(8)>19)-(var(8)=-1)
ignorehitpause = 1

[State -2, Danger]
type = VarSet
trigger1 = var(10) !=1 && roundstate=2 && life = [1,250]
var(9) = 9
ignorehitpause = 1

[State -2, First Attack]
type = PlaySnd
triggerall = var(8)=-1 && numtarget
triggerall = NumExplod(8701) = 0
trigger1 = var(8)=-1 && (movehit || enemynear,stateno = 6300 || enemynear,stateno = [5000,5899])
persistent = 0
value = s5,0
volume=255
ignorehitpause = 1

[State -2, Combo Sound]
type = PlaySnd
trigger1 = NumExplod(8701) = 0
trigger1 = var(8)=0 && var(9)!=0
persistent = 0;1
value = s5,var(9)
volume=255
ignorehitpause = 1

[State -2, Left]
type = explod
trigger1 = var(8)=0 && var(9)!=0
trigger2 = var(8)=-1 && (movehit || enemynear,stateno = 6300 || enemynear,stateno = [5000,5899]) && numtarget
triggerall = TeamSide = 1 && NumExplod(8701) = 0
anim = (10400 + var(9))
ID = 8701
postype = left
pos = 0,80
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5,0.5
persistent = 0
ignorehitpause = 1
ownpal = 1

[State -2, Right]
type = explod
trigger1 = var(8)=0 && var(9)!=0
trigger2 = var(8)=-1 && (movehit || enemynear,stateno = 6300 || enemynear,stateno = [5000,5899]) && numtarget
triggerall = TeamSide = 2 && NumExplod(8701) = 0
anim = (10410+ var(9))
ID = 8701
postype = right
pos = 0,80
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5,0.5
persistent = 0;1
ignorehitpause = 1
ownpal = 1

[State -2, VS_Combo]
type = VarAdd
trigger1 = enemynear, time = 0
trigger1 = enemynear, Hitshakeover = 0
trigger1 = enemynear,stateno = 6300 || enemynear,stateno = [5000,5899]
trigger2 = var(8)=-1 && (movehit || enemynear,stateno = 6300 || enemynear,stateno = [5000,5899])
var(8) = 1 + (var(8)=-1)
ignorehitpause = 1

[State -2, VS_Combo]
type = VarSet
trigger1 = var(8)!=-1 && (p2movetype!=H || enemynear, ctrl)
trigger2 = var(8)=-1 && stateno = [5000,5899]
var(8) = 0 - (roundstate<2)
ignorehitpause = 1

[State -2, VS_Combo]
type = VarSet
triggerall = numexplod(8701)!=0
trigger1 = var(8)=0
var(9) = 0
ignorehitpause = 1

[State -2, Score]
type = Varadd
trigger1 = enemynear, time=0
trigger1 = enemynear, Hitshakeover=0
trigger1 = moveguarded || enemynear,stateno = 6300 || enemynear,stateno = [5000,5899]
trigger2 = var(8)=-1 && (movehit || enemynear,stateno = 6300 || enemynear,stateno = [5000,5899])
trigger3 = roundstate=4 && time=0 && stateno = [180,189]
var(11) = ceil(stateno/50)*var(8) + (life)*(roundstate=4) + (moveguarded)
ignorehitpause = 1

[State -2, Normalize Score]
type = Varset
triggerall = numpartner=1
trigger1 = var(11)< partner, var(11)
var(11) = partner, var(11)

[State -2, Is Danger]
type = VarSet
trigger2 = var(10) = 0 && life <= 250
trigger1 = var(10) = 1 && roundstate!=2
var(10) = (roundstate>1)
ignorehitpause = 1

[State -2, Is First Attack p3]
type = VarSet
triggerall = numpartner=1
trigger1 = partner, movehit
trigger1 = partner, var(8) != -1
var(8) = 0
ignorehitpause = 1

;Damage Scaling ==================================================
;So yeah, using gethitvar(hitcount) doesn't work as well as you'd want. There's a small window in which
;your opponent is recovering which means a reset wouldn't actually be a reset. Thankfully, the_none's
;moveonehitter variable and my quick thinking got me to formulate an artificial hitcount variable that
;should prove more effective.

[State -2, Varadd]
type = varadd
trigger1 = var(15) = 1
v = 23
value = 1
ignorehitpause = 1

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "var(8) = %d || var(9) = %d"
params = var(8),var(9)
ignorehitpause = 1

[State -2, Varset]
type= varset
trigger1 = var(23) > 0
fv = 10
value = ifelse(var(23) = 0, 1, ifelse(var(23) = 1, 0.9, 0.8**var(23)))
ignorehitpause= 1

[State -2, Varset]
type= varset
trigger1 = var(23) = 0
fv = 10
value = 1.0
ignorehitpause= 1

[State -2, varset]
type= varset
trigger1= numenemy
trigger1= enemynear,movetype!=H || (enemynear,stateno = [120,155])
trigger2 = enemynear, movetype = H && enemynear,statetype = L && (enemynear, stateno = [2000,2150])
trigger3 = enemynear, movetype = H && enemynear,stateno = 2100
var(23) = 0
ignorehitpause= 1

;===========================================================================
;Statedef -3
;===========================================================================

[State -3, fix IMT's pre round walk code] 
type = ChangeState
trigger1 = prevstateno = 191
trigger2 = RoundNo != 1 && RoundState = 1 
trigger2 = stateno = 0           
value = 193

[State -3, Stop Sound]
type = stopsnd
trigger1 = var(15)
channel = 4

;Corner Push ==================================================

[State -3, Corner Push]
type= varset
trigger1= fvar(5)
trigger1= numtarget
trigger1= (target, hitover) || (target, gethitvar(hitshaketime) > 0 && target, time <= 0)
fvar(5)= 0

[State -3, Corner Push]
type= varset
trigger1= movecontact=1 && numtarget
fvar(5)= (target, gethitvar(xvel))
ignorehitpause= 1

[State -3, Corner Push]
type= posadd
triggerall = stateno != [1100,1103]
triggerall = stateno != 1305
triggerall= fvar(5)
triggerall= (statetype = S || statetype = C) && numtarget
triggerall= !hitpausetime && (target, gethitvar(hitshaketime) <= 0)
triggerall= (target, statetype != L)
trigger1= target, frontedgebodydist <= abs(target, vel x)
trigger1= (target, gethitvar(xvel) * target, facing) > 0
trigger2= target, backedgebodydist <= abs(target, vel x)
trigger2= (target, gethitvar(xvel) * target, facing) < 0
x= ifelse(target, frontedgebodydist <= 0, -1, 1) * (target, facing) * fvar(5)

[State -3, Corner Push]
type= varset
trigger1= numtarget
trigger1= target, gethitvar(hitshaketime) <= 0
fvar(5)= fvar(5) * 0.85

;Sonic Underground was kinda lame ====================================

[State -3, Underground Juggle Prevention]
type = targetbind
trigger1 = movecontact = 1
trigger1 = numtarget && numenemy
trigger1 = (target, time = 0) && (target, ID = enemynear, ID)
trigger1 = !(target, hitshakeover) && (target, pos y > 0)
pos = ceil(p2dist x), ceil(-pos y)
ignorehitpause = 1

;I can't believe it's not push boxes ===================================

[State -3, Variable Height]
type= playerpush
triggerall= statetype=A && movetype!=H && numenemy
triggerall= p2bodydist x = [-(enemynear,const(size.ground.back) + enemynear,const(size.ground.front)), 0]
trigger1= p2statetype=S
trigger1= p2dist y >= (enemynear,const(size.height) - 22)
trigger2= p2statetype=C
trigger2= p2dist y >= (enemynear,const(size.height) - 48)
trigger3= p2statetype=L
trigger3= p2dist y >= 11
value= 0
ignorehitpause= 1

;========================================================
; FIGHT! FIGHT! OH!
;========================================================

[State 0, VarSet]
type = VarSet
trigger1 = Var(30) = 0
trigger1 = AILevel != 0
v = 30
value = ifelse(Var(31) = 0,AILevel,Var(31))
[State 0, VarSet]
type = VarSet
trigger1 = Var(30) != 0
trigger1 = AILevel = 0
v = 30
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = IsHomeTeam
trigger1 = Var(30) != 0 && Var(30) < 8
v = 30
value = 8
