[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 25
sparkno = S6001
guard.sparkno = -1
KO.echo = 0
volume = 0
IntPersistIndex = 0
FloatPersistIndex = 0

[Size]
xscale = 1
yscale = 1
ground.back = 8
ground.front = 8
air.back = 0
air.front = 0
height = 0
attack.dist = 0
proj.attack.dist = 0
proj.doscale = 2
head.pos = -1, -48
mid.pos = -1, -30
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 0
walk.back = 0
run.fwd  = 0,0
run.back = 0,0
jump.neu = 0,0
jump.back = 0
jump.fwd = 0
runjump.back = 0,0
runjump.fwd = 0,0
airjump.neu = 0
airjump.back = 0
airjump.fwd = 0

[Movement]
airjump.num = 0
airjump.height = 0
yaccel = .44
stand.friction = .85
crouch.friction = .82

[Quotes]
victory1 = "wait DON'T LOOK AT ME I'M NAKED"
;---------------------------------------------------------------------------
;Var List

;***Universal***
;var(0) = Command variable
;var(1) = Famicom Fighters character detection
;var(2) = First hit counter

;var(24) = Test Var
;var(25) = Death State Check
;var(27) = Test Var
;var(32) = Intro Countdown
;fvar(20) = Vel X
;fvar(21) = Vel Y
;fvar(22) = Pos X
;fvar(23) = Pos Y
;fvar(24) = Test Var
;fvar(30) = Special projectile Vel X
;fvar(31) = Special projectile Vel Y
;fvar(32) = Super projectile Vel X
;fvar(33) = Super projectile Vel Y
;fvar(34) = Helper projectile Vel X
;fvar(35) = Helper projectile Vel Y
;fvar(36) = Helper Vel X
;fvar(37) = Helper Vel Y

;***Specific***
;var(3) = Score (Unused)
;var(4) = Grunts Left
;var(5) = Simul/No AI Detection

;***Helpers***
;Spawner
;var(0) = Pos X track
;var(1) = Score
;var(2) = Grunts Left
;Grunts
;var(0) = Health
;var(1) = ID
;var(6) = Spawn invinicibility
;;Bred
;;var(2) = Counter for punches
;;var(3) = Retreat var
;;Two-P, El Gado, Poison
;;var(4) = Action Decider
;Andore
;;var(5) = Charge sound
;---------------------------------------------------------------------------
; INTRO 
[Statedef 191]
type = S
ctrl = 0
anim = 1
sprpriority = 5

[State 191, 1]
type = AssertSpecial
trigger1 = Time < 180
flag = Intro

[State 0, 2]
type = Helper
trigger1 = !NumHelper(1) && !Var(5)
name = "Spawner"
ID = 1
stateno = 2
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 191, 3]
type = AssertSpecial
trigger1 = Var(5) 
flag = invisible

[State 191, 4]
type = Explod
trigger1 = !Time && !Var(5)
anim = 0
ID = 190
pos = -35,0
postype = p1
removetime = 300
scale = 1,1
sprpriority = 3
ownpal = 1

[State 191, 5]
type = PlaySnd
trigger1 = Time = 38 && !Var(5)
value = S190,0

[State 191, 6]
type = ModifyExplod
trigger1 = Time = 96 && !Var(5)
anim = 0
ID = 190
pos = -35,0
postype = p1
vel = -2.8,0

[State 191, 7]
type = ChangeState
trigger1 = Time = 180
value = 0
;---------------------------------------------------------------------------
;Initialize
[Statedef 0]
type = S
movetype = I
physics = N
anim = 1
sprpriority = 0
ctrl = 0

[State 0, 1]
type = ScreenBound
trigger1 = !Var(5)
value = 0

[State 0, 2]
type = Null
trigger1 = !Time && !NumHelper(70) && !Var(5)
name = "Grunt"
ID = 70
stateno = 5
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 0, 2]
type = Helper
trigger1 = !NumHelper(1) && !Var(5)
name = "Spawner"
ID = 1
stateno = 2
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 0, 7]
type = ChangeState
trigger1 = RoundState = 2 && enemy,Ctrl = 1
value = 1

[State 0, 8]
type = ChangeState
trigger1 = RoundState = 2 && Var(5)
value = 5150
;---------------------------------------------------------------------------
;Initialize
[Statedef 1]
type = S
movetype = I
physics = N
anim = 1
sprpriority = 0
ctrl = 0

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

[State 1, 2]
type = PosSet
trigger1 = !Time
x = 200

[State 1, 3]
type = Turn
trigger1 = (Pos X <= 0 && Facing = -1) || (Pos X > 0 && Facing = 1)

[State 1, 4]
type = PosSet
trigger1 = enemynear(0),Facing != Facing && enemynear(0),Vel X < 0 && enemynear(0),Ctrl ;&& enemynear(0),Time >= 4
x = Cond(Pos X <= 0, 200,-200)

[State 1, 5]
type = PosSet
trigger1 = 1
x = Cond(pos x <= 0, -200, 200)

[State 0, LifeSet]
type = ChangeState
triggerall = NumHelper(1) && helper(1),Time
trigger1 = Var(4) = 0 && helper(1),Var(3) = 0 && !NumHelper(10)
value = 5150

;---------------------------------------------------------------------------
;Spawn (Initialize)
[Statedef 2]
type = A
physics = N
velset = 0,0
anim = 1
sprpriority = 0
ctrl = 0

[State 2, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = !Time
var(2) = 0+(15*(RoundNo = 1))+(20*(RoundNo = 2))+(25*(RoundNo >= 3))

[State 0, VarSet]
type = VarSet
trigger1 = !Time
var(3) = 0+(15*(RoundNo = 1))+(20*(RoundNo = 2))+(25*(RoundNo >= 3))

[State 0, 2]
type = Helper
trigger1 = !Time && !NumHelper(70) && (root,StateNo = [190,191]) && !Var(5)
name = "Bred"
ID = 70
stateno = 6
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 0, 2]
type = Helper
trigger1 = !Time && !NumHelper(70) && (root,StateNo = [0,1]) && !Var(5)
name = "Bred"
ID = 70
stateno = 7
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 2, 5] 
type = ChangeState
trigger1 = RoundState = 2 && Time
value = 3
;---------------------------------------------------------------------------
;Spawn
[Statedef 3]
type = A
physics = N
velset = 0,0
anim = 1
sprpriority = 0
ctrl = 0

[State -2, Debug]
type = DisplaytoClipboard
trigger1 = 1
text = "Vel: x = %d y = %d"
params = NumHelper(10) < 2,parent,ID
ignorehitpause = 1

[State 2, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 2, 2]
type = VarSet
trigger1 = !Var(0)
var(0) = 180

[State 2, 3]
type = PosSet
trigger1 = 1
x = Var(0)

[State 2, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 2, 5] 
type = ChangeState
trigger1 = NumHelper(10) < 2 && root,NumHelper(70) = 0 && Var(3)
value = 4

[State 0, DestroySelf]
type = Null
trigger1 = root,Var(5) = 0

;---------------------------------------------------------------------------
;Spawn (actually spawning holy shit)
[Statedef 4]
type = A
physics = N
anim = 1
velset = 0,0
sprpriority = 0
ctrl = 0

[State 2, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 3, 1]
type = VarSet
trigger1 = !Time
var(0) = 180*Cond(Random < 499,1,-1)

[State 3, 2]
type = PosSet
trigger1 = 1
x = Var(0)

[State 3, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3, 4]
type = Helper
triggerall = root,Var(5) = 0 && Var(3)
trigger1 = RoundNo < 3 && Time = (60-(30*RoundNo >= 2))
trigger2 = RoundNo >= 3 && NumHelper(10) < 2
name = "Grunt"
ID = 10
stateno = 5
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0

[State 3, 6]
type = ChangeState
trigger1 = Time = (60-(30*RoundNo >= 2))
value = 3

;---------------------------------------------------------------------------
;Grunt Initialize
[Statedef 5]
type = S
movetype = I
physics = N
anim = Cond(PrevStateNo = 6,10,1)
velset = 0,0
sprpriority = 0
ctrl = 0

[State 2, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 5, 1]
type = VarSet
trigger1 = !Time && RoundNo = 1
var(1) = Cond(PrevStateNo = 6,1,Cond(parent,Var(2) <= 7,1+random%4,1+random%2))

[State 5, 1]
type = VarSet
trigger1 = !Time && RoundNo >= 2
var(1) = Cond(PrevStateNo = 6,1,1+random%6)

[State 5, 1]
type = VarSet
trigger1 = !Time
var(6) = 1

[State 5, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 5, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 6, 6]
type = ParentVarAdd
trigger1 = !Time
var(3) = -1

[State 10, 6]
type = ChangeState
trigger1 = !Time
value = 10
;---------------------------------------------------------------------------
;Grunt Intro
[Statedef 6]
type = S
movetype = I
physics = N
anim = 6
velset = 0,0
sprpriority = 0
ctrl = 0

[State 6, 1]
type = VarSet
trigger1 = !Time
var(1) = 1

[State 6, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 6, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 6, 4]
type = Explod
trigger1 = AnimElem = 6
anim = 7
ID = 6
pos = 8,-52
postype = p1
vel = -4.5, -5.6
accel = 0,.42
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
scale = 1,1
sprpriority = -3
ownpal = 1

[State 6, 5]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,0

[State 6, 6]
type = ParentVarAdd
trigger1 = !AnimTime
var(3) = -1

[State 6, 7]
type = ChangeState
trigger1 = !AnimTime
value = 10

;---------------------------------------------------------------------------
;Grunt Initialize (Intro Skipped)
[Statedef 7]
type = S
movetype = I
physics = N
anim = 10
velset = 0,0
sprpriority = 3
ctrl = 0

[State 2, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 5, 1]
type = VarSet
trigger1 = !Time && RoundNo = 1
var(1) = 1

[State 5, 1]
type = VarSet
trigger1 = !Time && RoundNo >= 2
var(1) = 1

[State 5, 1]
type = VarSet
trigger1 = !Time
var(6) = 1

[State 5, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 5, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 6, 6]
type = ParentVarAdd
trigger1 = !Time
var(3) = -1

[State 10, 6]
type = ChangeState
trigger1 = !Time
value = 10
;---------------------------------------------------------------------------
;"Lose" (Poison Walk)
[Statedef 8]
type = S
movetype = I
physics = N
anim = 180
velset = -2.8,0
sprpriority = 3
ctrl = 0

[State 8, 1]
type = Turn
trigger1 = !Time

[State 8, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Time = 40
value = 9
;---------------------------------------------------------------------------
;"Lose" (Poison Walk)
[Statedef 9]
type = S
movetype = I
physics = N
anim = Cond(root,Var(4) = 0, 182,181)
velset = 0,0
sprpriority = 0
ctrl = 0

[State 9, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Anim = 181 && AnimElem = 9
value = S180,0

;---------------------------------------------------------------------------
;Grunt Stand
[Statedef 10]
type = S
movetype = I
physics = N
anim = var(1)*10
velset = 0,0
sprpriority = 0
ctrl = 0

[State -2, Debug]
type = DisplaytoClipboard
trigger1 = 1
text = "ID = %d"
params = ID

[State 0, VarSet]
type = VarSet
trigger1 = !Time && !Var(0)
var(0) = 60+(40*(Var(1) = 3 || Var(1) = 4))+(90*(Var(1) = 5 || Var(1) = 6))

[State 11, 1]
type = VarSet
trigger1 = !Time
var(2) = 0

[State 11, 1]
type = VarSet
trigger1 = !Time
var(3) = 0

[State 11, 1]
type = VarSet
trigger1 = !Time
var(5) = 0

[State 10, 1]
type = Turn
trigger1 = P2Dist X < 0

[State 10, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 10, 3]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 10, 4]
type = HitOverride
trigger1 = Var(1) != 5
attr = SCA,AA,AP
time = -1
stateno = 13
slot = 0

[State 10, 4]
type = HitOverride
trigger1 = Var(1) = 5
attr = SCA,AP
time = -1
stateno = 130
slot = 0

[State 10, 5]
type = HitOverride
trigger1 = Var(1) = 5
attr = SCA,AA
time = -1
stateno = Cond(Random < 300, 130, 13)
slot = 1

[State 10, 6]
type = VarSet
trigger1 = FrontEdgeDist > 24 && BackEdgeDist > 24
var(6) = 0

[State 10, 7]
type = AssertSpecial
trigger1 = Var(6) && (GameTime % 3) = 0
flag = Invisible

[State 10, 8]
type = NotHitBy
trigger1 = Var(6)
value = SCA
time = 1

[State 10, 9]
type = ChangeState
triggerall = RoundState = 2 && enemynear(0),ctrl
trigger1 = (P2Dist X >= 42 || P2Dist X <= 20) && ((P2StateType = S || P2StateType = C) && P2MoveType != H)
value = 11

[State 10, 10]
type = ChangeState
triggerall = RoundState = 2 && enemynear(0),ctrl && !Var(6)
trigger1 = (P2Dist X < 42 && P2Dist X > 20) && ((P2StateType = S || P2StateType = C) && P2MoveType != H)
value = 12
;---------------------------------------------------------------------------
;Grunt Walk
[Statedef 11]
type = S
movetype = I
physics = N
anim = (var(1)*10)+1
velset = (1.6*(Var(1) = 1)+2.7*(Var(1) = 2)+2.8*(Var(1) = 3)+2.46*(Var(1) = 4)+1.87*(Var(1) = 5)+1.8*(Var(1) = 6)),0
sprpriority = 0
ctrl = 0

[State -2, Debug]
type = DisplaytoClipboard
trigger1 = 1
text = "Vel: x = %f y = %d"
params = P2Dist X, Var(4)

[State 11, 1]
type = VarSet
trigger1 = !Time
var(2) = 0

[State 11, 1]
type = VarSet
trigger1 = !Time
var(3) = 0

[State 11, 1]
type = VarSet
trigger1 = !Time
var(4) = 0

[State 10, 6]
type = VarSet
trigger1 = FrontEdgeDist > 24 && BackEdgeDist > 24
var(6) = 0

[State 10, 7]
type = AssertSpecial
trigger1 = Var(6) && (GameTime % 3) = 0
flag = Invisible

[State 10, 8]
type = NotHitBy
trigger1 = Var(6)
value = SCA
time = 1

[State 11, 2]
type = Turn
trigger1 = P2Dist X < 0
trigger2 = Vel X > 0 && FrontEdgeDist  < -200

[State 11, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 11, 4]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 11, 5]
type = HitOverride
trigger1 = Var(1) != 5
attr = SCA,AA,AP
time = -1
stateno = 13
slot = 0

[State 10, 4]
type = HitOverride
trigger1 = Var(1) = 5
attr = SCA,AP
time = -1
stateno = 130
slot = 0

[State 10, 4]
type = HitOverride
trigger1 = Var(1) = 5
attr = SCA,AA
time = -1
stateno = Cond(Random < 300, 130, 13)
slot = 1

[State 11, 7]
type = VelSet
trigger1 = Var(1) = 1 && ((P2Dist X <= 20 && Vel X >= 0) || (var(3) && Vel X > 0))
trigger2 = ((Var(1) = 2) || (Var(1) = 3) || (Var(1) = 5)) && PrevStateNo = 12 && Time < 16 && Vel X > 0
trigger3 = ((Var(1) = 2) || (Var(1) = 3) || (Var(1) = 5)) && PrevStateNo = 12 && Time >= 16 && Vel X <= 0
trigger4 = (Var(1) = 4 || Var(1) = 6) && (var(3) && Vel X > 0)
trigger5 = Vel X < 0 && BackEdgeDist  < -120
x = Vel X *-1

[State 11, 9]
type = ChangeState
trigger1 = RoundState = 3
value = 10
;*************
;Bred
[State 11, 8]
type = ChangeState
triggerall = Var(1) = 1 && !Var(6) && (FrontEdgeDist > 10 && BackEdgeDist > 10) && !Var(3)
trigger1 = P2Dist X > 20 && P2Dist X < 42 && (P2StateType = S || P2StateType = C)
value = 12

[State 11, 9]
type = ChangeState
triggerall = Var(1) = 1 && !Var(6) && (FrontEdgeDist > 10 && BackEdgeDist > 10)
trigger1 = P2Dist X > 20 && P2Dist X < 42 && !var(3)
;trigger2 = (P2StateType = A || P2StateType = L) && !var(3)
trigger2= var(3) = 1 && (Time = 32 || (Time = 16 && Random >= 400))
value = 10
;*************
;Two-P
[State 0, VarSet]
type = VarSet
trigger1 = Var(1) = 2 && !Var(6) && P2Dist X < 42 && Vel X > 0 && (FrontEdgeDist > 10 && BackEdgeDist > 10)
var(4) = 1+random%3

[State 11, 9]
type = ChangeState
triggerall = Var(1) = 2 && !Var(6)
trigger1 = Var(4) = 1
value = 12

[State 11, 9]
type = ChangeState
triggerall = Var(1) = 2 && !Var(6)
trigger1 = Var(4) = 2
value = 18

[State 11, 9]
type = ChangeState
triggerall = Var(1) = 2 && !Var(6)
trigger1 = Var(4) = 3
value = 19

[State 11, 9]
type = ChangeState
triggerall = Var(1) = 2 && !Var(6)
trigger1 = (P2StateType = L)
value = 10
;*************
;El Gado
[State 0, VarSet]
type = VarSet
trigger1 = Var(1) = 3 && !Var(6) && (FrontEdgeDist > 20 && BackEdgeDist > 20)
var(4) = 1+random%4

[State 11, 8]
type = ChangeState
triggerall = Var(1) = 3 && !Var(6)
trigger1 = P2Dist X > 20 && P2Dist X < 42 && (P2StateType != L) && (PrevStateNo = 12 || (PrevStateNo = [100,199])) && Time >= 16 
value = Cond(Var(4) <= 2, 12, Cond(Var(4) = 3, 110, 18))

[State 11, 8]
type = ChangeState
triggerall = Var(1) = 3 && !Var(6)
trigger1 = P2Dist X >= 80 && P2Dist X <= 96 && (P2StateType != L) && Time >= 8
value = Cond(Var(4) <= 2, 100, 110)

[State 11, 9]
type = ChangeState
triggerall = Var(1) = 3 && !Var(6)
trigger1 = PrevStateNo = 12 && Time >= 16 && (P2StateType != L)
value = 10
;*************
;Poison
[State 0, VarSet]
type = VarSet
trigger1 = Var(1) = 4 && !Var(6) && (FrontEdgeDist > 20 && BackEdgeDist > 20) && !Var(4)
var(4) = 1+random%3

[State 11, 8]
type = ChangeState
triggerall = Var(1) = 4 && !Var(6) && (FrontEdgeDist > 10 && BackEdgeDist > 10) && !Var(3) && (Var(4) = 1 || PrevStateNo = 18)
trigger1 = P2Dist X > 20 && P2Dist X < 42 && P2StateType != A
value = 12

[State 11, 8]
type = ChangeState
triggerall = Var(1) = 4 && !Var(6) && (FrontEdgeDist > 10 && BackEdgeDist > 10) && !Var(3) && P2Dist X < 20 ;&& P2Dist X >= 0
trigger1 = Var(4) = 2
trigger2 = P2StateType = A
value = 120

[State 11, 8]
type = ChangeState
triggerall = Var(1) = 4 && !Var(6) && (FrontEdgeDist > 10 && BackEdgeDist > 10) && !Var(3) && Var(4) = 3
trigger1 = P2Dist X > 20 && P2Dist X < 42 && P2StateType != A
value = 18

[State 11, 9]
type = ChangeState
triggerall = Var(1) = 4 && !Var(6) && (FrontEdgeDist > 10 && BackEdgeDist > 10)
trigger1 = P2StateType = L && !var(3)
trigger2 = var(3) = 1 && (Time = 32 || (Time = 16 && Random >= 400))
value = 10
;*************
;Axl
[State 11, 8]
type = ChangeState
triggerall = Var(1) = 5 && !Var(6) && (FrontEdgeDist > 10 && BackEdgeDist > 10) && !Var(3)
trigger1 = P2Dist X > 20 && P2Dist X < 42 && ((PrevStateNo = 12 && Time >= 16) || PrevStateNo != 12)
value = 12

[State 11, 9]
type = ChangeState
triggerall = Var(1) = 5 && !Var(6) && (FrontEdgeDist > 10 && BackEdgeDist > 10)
;trigger1 = P2Dist X > 20 && P2Dist X < 42
trigger1 = PrevStateNo = 12 && Time >= 16 && (P2StateType = L || NumTarget)
value = 10
;*************
;Andore
[State 11, 8]
type = ChangeState
triggerall = Var(1) = 6 && !Var(6) && (FrontEdgeDist > 10 && BackEdgeDist > 10) && !Var(3)
trigger1 = P2Dist X > 20 && P2Dist X < 42 && P2StateType != L
value = Cond(Random > 777, 140,12)

[State 11, 9]
type = ChangeState
triggerall = Var(1) = 6 && !Var(6)
;trigger1 = P2Dist X > 20 && P2Dist X < 42 && P2StateType != L
trigger1 = (P2StateType = L) && !var(3)
trigger2 = var(3) && (Time >= 8)
value = 10
;---------------------------------------------------------------------------
;Grunt Attack
[Statedef 12]
type = S
movetype = A
physics = N
anim = (var(1)*10)+2
velset = 0,0
sprpriority = 0
ctrl = 0

[State -2, Debug]
type = DisplaytoClipboard
trigger1 = 1
text = "Vel: x = %d y = %d"
params = Var(2), Var(3)

[State 12, 1]
type = VarAdd
trigger1 = ((Var(1) = 1) || (Var(1) = 4) || (Var(1) = 6)) && !Time
var(2) = 1

[State 12, 1]
type = VarSet
trigger1 = ((Var(1) = 2) || (Var(1) = 3)) && !Time
var(4) = 0

[State 10, 1]
type = Turn
trigger1 = P2Dist X < 0 && !Time

[State 12, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 12, 4]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 12, 5]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
time = -1
stateno = 13
slot = 0

[State 12, 1]
type = HitDef
trigger1 = var(2) < 3 && (Var(1) != 4 && !Time ||  Var(1) = 4 && AnimElem = 4)
attr = S,NA
hitflag = MA-
guardflag = MA
animtype = Hard
priority = 3,Hit
damage = 15+(15*(Var(1) = 3 || Var(1) = 6))+(5*(Var(1) = 4)),0
pausetime = 8,8
sparkno = S6000
guard.sparkno = -1
sparkxy = -9, -32+(2*(Var(1) = 2 || Var(1) = 3))
hitsound = F5,1
guardsound = F6,0
ground.type = High
ground.slidetime = 32
guard.slidetime = 16
ground.hittime = 32
guard.hittime = 16
ground.velocity = Cond(enemynear(0),Life <= (16+(15*(Var(1) = 3 || Var(1) = 6))+(5*(Var(1) = 4))),-2.7,0)
air.type = High
air.hittime = 100
air.velocity = -1.7, -4.5
fall = (enemynear(0),Life <= (16+(15*(Var(1) = 3 || Var(1) = 6))+(5*(Var(1) = 4))))
air.fall = 1
kill = (RoundNo >= 5)
guard.kill = (RoundNo >= 5)
fall.kill = (RoundNo >= 5)

[State 12, 1]
type = HitDef
trigger1 = var(2) = 3 && (Var(1) != 4 && !Time ||  Var(1) = 4 && AnimElem = 4)
trigger2 = Var(1) = 5 && AnimElem = 3
attr = S,NA
hitflag = MA-
guardflag = MA
animtype = Hard
priority = 3,Hit
damage = 30+(10*(Var(1) = 4))+(50*(Var(1) = 5))+(40*(Var(1) = 6)),0
pausetime = 8,8
sparkno = S6000
guard.sparkno = -1
sparkxy = -9, -28*floor(const(size.yscale))
hitsound = F5,2
guardsound = F6,0
ground.type = High
ground.slidetime = 32
guard.slidetime = 16
ground.hittime = 32
guard.hittime = 16
ground.velocity = -1.7, -4.5
air.type = High
air.hittime = 100
air.velocity = -1.7, -4.5
fall = 1
kill = (RoundNo >= 5)
guard.kill = (RoundNo >= 5)
fall.kill = (RoundNo >= 5)

[State 0, VarSet]
type = VarSet
trigger1 = ((Var(1) = 1) || (Var(1) = 4) || (Var(1) = 6)) && Var(2) = 3
var(3) = 1
ignorehitpause = 1

[State 12, 9]
type = ChangeState
trigger1 = RoundState != 2 && !AnimTime
value = 10

;*************
;Bred, Poison
[State 12, 7]
type = ChangeState
triggerall = Var(1) = 1 || Var(1) = 4
trigger1 = P2Dist X < 42 && var(2) < 3 && !AnimTime
value = 12

[State 12, 8]
type = ChangeState
triggerall = Var(1) = 1 || Var(1) = 4
trigger1 = P2Dist X < 42 && !AnimTime && (var(2) >= 3 || (NumTarget && P2StateType = A))
trigger2 = P2Dist X >= 42 && !AnimTime
value = 11
;*************
;Two-P, El Gado, Axl
[State 12, 8]
type = ChangeState
triggerall = Var(1) = 2 || Var(1) = 3 || Var(1) = 5
trigger1 = !AnimTime
value = 11

;*************
;Andore
[State 12, 7]
type = ChangeState
triggerall =  Var(1) = 6
trigger1 = P2Dist X < 56 && var(2) < 3 && !AnimTime
value = 12

[State 12, 8]
type = ChangeState
triggerall = Var(1) = 6
trigger1 = !AnimTime && (var(2) >= 3 || (NumTarget && P2StateType = A))
value = 11

[State 12, 8]
type = ChangeState
triggerall = Var(1) = 6
trigger1 = P2Dist X >= 56 && !AnimTime && !Var(3)
value = 140
;---------------------------------------------------------------------------
;Grunt Hit
[Statedef 13]
type = U
movetype = H
physics = S
velset = 0,0
sprpriority = 0
ctrl = 0

[State -2, Debug]
type = DisplaytoClipboard
trigger1 = 1
text = "Vel: x = %d y = %d"
params = Var(4), Var(5)

[State 0, VarSet]
type = VarAdd
trigger1 = !Time
var(0) = -GetHitVar(damage)

[State 11, 1]
type = VarSet
trigger1 = !Time
var(2) = 0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = !Time
trigger1 = (GetHitVar(animtype) != [3,5]) || GetHitVar(groundtype) != 3 || GetHitVar(damage) < 50
value = Cond(Var(1) = 1,Cond(GetHitVar(groundtype) = 1,17,13),(var(1)*10)+3)
ignorehitpause = 1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = !Time
trigger1 = (GetHitVar(animtype) = [3,5]) || GetHitVar(groundtype) = 3 || GetHitVar(damage) >= 50 || Var(0) <= 0 || StateType = A
value = (var(1)*10)+4
ignorehitpause = 1

[State 10, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1
ignorehitpause = 1

[State 10, 3]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 10, 4]
type = HitOverride
trigger1 = Var(1) != 5
attr = SCA,AA,AP
time = -1
stateno = 13
slot = 0

[State 0, VelSet]
type = Null
trigger1 = HitShakeOver && Vel X = 0 && GetHitVar(slidetime)
x = (GetHitVar(xvel))*Facing

[State 0, VelSet]
type = Null
trigger1 = HitShakeOver && !GetHitVar(slidetime)
x =  0

[State 10, 5]
type = Null
trigger1 = HitOver && (((var(1)*10)+3) || Anim = 17)
value = 10

[State 11, 2]
type = ChangeState
trigger1 = HitShakeOver && (Anim = ((var(1)*10)+3) || Anim = 17)
value = 17

[State 11, 2]
type = ChangeState
trigger1 = HitShakeOver && Anim = ((var(1)*10)+4)
value = 14
;---------------------------------------------------------------------------
;Grunt Flying
[Statedef 14]
type = A
movetype = H
physics = N
anim = (var(1)*10)+4
velset = (GetHitVar(xvel))*Facing,GetHitVar(yvel)-(1.5*(GetHitVar(yvel) < 1))
sprpriority = 0
ctrl = 0

[State -2, Debug]
type = DisplaytoClipboard
trigger1 = 1
text = "Vel: x = %d y = %d"
params = Var(4), Var(5)

[State 14, 1]
type = VarSet
trigger1 = !Time
var(2) = 0

[State 14, 2]
type = VelAdd
trigger1 = HitShakeOver && GetHitVar(yaccel) != 0
y = GetHitVar(yaccel)

[State 14, 3]
type = VelAdd
trigger1 = GetHitVar(yaccel) = 0
y = .35

[State 14, 4]
type = ScreenBound
trigger1 = 1
value = 0

[State 14, 5]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 14, 6]
type = HitOverride
trigger1 = Var(1) != 5
attr = SCA,AA,AP
time = -1
stateno = 13
slot = 0

[State 14, 7]
type = NotHitBy
trigger1 = Var(0) <= 0
value = SCA
time = 1

[State 14, 8]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 15
;---------------------------------------------------------------------------
;Grunt Bounce
[Statedef 15]
type = A
movetype = H
physics = N
anim = (var(1)*10)+5
velset = Vel X,-4.5
sprpriority = 0
ctrl = 0

[State 16, 1]
type = ChangeAnim
trigger1 = Var(0) <= 0
value = (var(1)*10)+4

[State 16, 2]
type = VarSet
trigger1 = !Time
var(2) = 0

[State 16, 3]
type = PosSet
trigger1 = !Time
y = 0

[State 16, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 16, 5]
type = ScreenBound
trigger1 = 1
value = 0

[State 16, 6]
type = VelAdd
trigger1 = 1
y = .4

[State 16, 7]
type = PlaySnd
trigger1 = !Time
value = S7,0

[State 16, 8]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 16
;---------------------------------------------------------------------------
;Grunt Liedown/Getup
[Statedef 16]
type = L
movetype = H
physics = N
anim = (var(1)*10)+6
velset = 0,0
sprpriority = 0
ctrl = 0

[State 16, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 16, 2]
type = PosSet
trigger1 = !Time
y = 0

[State 16, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 16, 4]
type = PlaySnd
trigger1 = !Time
value = S7,0

[State 16, 5]
type = ChangeAnim
trigger1 = Var(0) <= 0
value = (var(1)*10)+5

[State 16, 6]
type = AssertSpecial
trigger1 = (Time % 2) = 0 && Var(0) <= 0
flag = invisible

[State 16, 7]
type = ParentVarAdd
trigger1 = Var(0) <= 0 && Time = 16
var(1) = 1

[State 16, 7]
type = ParentVarAdd
trigger1 = Var(0) <= 0 && Time = 16
var(2) = -1

[State 16, 8]
type = ChangeState
trigger1 = ((var(1)*10)+6) && !AnimTime
value = 10

[State 16, 9]
type = DestroySelf
trigger1 = Var(0) <= 0 && Time = 16
;---------------------------------------------------------------------------
;Grunt Hit (Stand)
[Statedef 17]
type = S
movetype = H
physics = S
velset = 0,0
sprpriority = 0
ctrl = 0

[State -2, Debug]
type = DisplaytoClipboard
trigger1 = 1
text = "Vel: x = %d y = %d"
params = Var(4), Var(5)

[State 10, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1
ignorehitpause = 1

[State 10, 3]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 10, 4]
type = HitOverride
trigger1 = Var(1) != 5
attr = SCA,AA,AP
time = -1
stateno = 13
slot = 0

[State 0, VelSet]
type = VelSet
trigger1 = !Time
x = (GetHitVar(xvel))*Facing

[State 0, VelSet]
type = VelSet
trigger1 = HitShakeOver && !GetHitVar(slidetime)
x =  0

[State 10, 5]
type = ChangeState
trigger1 = HitOver && (((var(1)*10)+3) || Anim = 17)
value = 10
;---------------------------------------------------------------------------
;Grunt Fake-Out
[Statedef 18]
type = S
movetype = I
physics = N
anim = (var(1)*10)+1
velset = (1.46*(Var(1) = 1)+2.7*(Var(1) = 2)+2.8*(Var(1) = 3)+2.46*(Var(1) = 4)) * -1,0
sprpriority = 0
ctrl = 0

[State 0, VarSet]
type = VarSet
trigger1 = !Time
var(4) = 0

[State 0, Turn]
type = Turn
trigger1 = P2Dist X < 0 && !Time

[State 18, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 18, 2]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 18, 3]
type = HitOverride
trigger1 = Var(1) != 5
attr = SCA,AA,AP
time = -1
stateno = 13
slot = 0

[State 10, 4]
type = HitOverride
trigger1 = Var(1) = 5
attr = SCA,AP
time = -1
stateno = 130
slot = 0

[State 10, 4]
type = HitOverride
trigger1 = Var(1) = 5
attr = SCA,AA
time = -1
stateno = Cond(Random < 300, 130, 13)
slot = 1

[State 18, 4]
type = ChangeState
trigger1 = Time = 16
value = 11 - (Var(1) = 3 && P2MoveType = H)
;---------------------------------------------------------------------------
;Grunt Side Switch (Walking Past)
[Statedef 19]
type = S
movetype = I
physics = N
anim = (var(1)*10)+1
velset = 2.7
sprpriority = 0
ctrl = 0

[State 0, VarSet]
type = VarSet
trigger1 = !Time
var(4) = 0

[State -2, Debug]
type = DisplaytoClipboard
trigger1 = 1
text = "Vel: x = %d y = %d"
params = Var(4), Var(5)

[State 11, 7]
type = VelSet
trigger1 = P2Dist X < 0
x = Vel X *-1

[State 11, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 11, 4]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 11, 5]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
time = -1
stateno = 13
slot = 0

[State 11, 9]
type = ChangeState
trigger1 = P2Dist X < 0
value = 20
;---------------------------------------------------------------------------
;Grunt Side Switch (Switch)
[Statedef 20]
type = S
movetype = I
physics = N
anim = (var(1)*10)+1
velset = 2.7
sprpriority = 0
ctrl = 0

[State 0, VarSet]
type = Turn
trigger1 = !Time

[State -2, Debug]
type = DisplaytoClipboard
trigger1 = 1
text = "Vel: x = %d y = %d"
params = Var(4), Var(5)

[State 11, 2]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 11, 3]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
time = -1
stateno = 13
slot = 0

[State 11, 4]
type = ChangeState
trigger1 = Time = 16
value = 12
;---------------------------------------------------------------------------
;Gado Knife Toss
[Statedef 100]
type = S
movetype = I
physics = N
anim = 100
velset = 0,0
sprpriority = 0
ctrl = 0

[State 0, VarSet]
type = VarSet
trigger1 = !Time
var(4) = 0

[State 100, 1]
type = Helper
trigger1 = Time = 24
name = "Knife"
ID = 100
stateno = 101
pos = 54,-26
postype = p1
facing = 1
ownpal = 1

[State 100, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 100, 3]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 100, 4]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
time = -1
stateno = 13
slot = 0

[State 100, 5]
type = PlaySnd
trigger1 = Time = 24
value = S100,0

[State 100, 6]
type = ChangeState
triggerall = RoundState = 2
trigger1 = AnimElemTime(5) > 1 && !NumHelper(100)
value = 10
;-------------------------------------------------------------------------
;Knife
[Statedef 101]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 6.46,0
anim = 101
sprpriority = 2

[State 101, 1]
type = HitBy
trigger1 = 1
value = SCA,AA,AP
time = -1
ignorehitpause = 1

[State 101, 2]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
slot = 0
stateno = 102
time = -1
ignorehitpause = 1

[State 101, 3]
type = HitDef
trigger1 = !Time
attr = S, SP
hitflag = MA-
guardflag = MA
animtype = Hard
priority = 1,Hit
damage = 30,0
pausetime = 8,8
sparkno = S6000
guard.sparkno = -1
sparkxy = -7, -2*floor(const(size.yscale))
hitsound = F5,2
guardsound = F6,0
ground.type = High
ground.slidetime = 32
guard.slidetime = 16
ground.hittime = 32
guard.hittime = 16
ground.velocity = -1.7, -4.5
air.type = High
air.hittime = 100
air.velocity = -1.7, -4.5
fall = 1
fall.recover = 0
kill = (RoundNo >= 5)
guard.kill = (RoundNo >= 5)
fall.kill = (RoundNo >= 5)

[State 101, 4]
type = DestroySelf
trigger1 = FrontEdgeDist < -40
;-------------------------------------------------------------------------
;Knife
[Statedef 102]
type    = S
movetype= I
physics = N
ctrl = 0
velset = -1.19,-6.75
anim = 102
sprpriority = 2

[State 102, 1]
type = VelAdd
trigger1 = 1
y = .42

[State 102, 2]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -16
value = 103
;-------------------------------------------------------------------------
;Knife
[Statedef 103]
type    = S
movetype= I
physics = N
ctrl = 0
velset = -1.19,-4.2
anim = 102
sprpriority = 2

[State 103, 1]
type = VelAdd
trigger1 = 1
y = .42

[State 103, 2]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -16
value = 104
;-------------------------------------------------------------------------
;Knife
[Statedef 104]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 104
sprpriority = 2

[State 104, 1]
type = AssertSpecial
trigger1 = (Time % 2) = 0
flag = Invisible

[State 104, 2]
type = DestroySelf
trigger1 = Time = 16
;---------------------------------------------------------------------------
;Gado Attack
[Statedef 110]
type = S
movetype = I
physics = N
anim = 110
velset = 0,0
sprpriority = 0
ctrl = 0

[State 0, VarSet]
type = VarSet
trigger1 = !Time
var(4) = 0

[State 110, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 110, 2]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 110, 3]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
time = -1
stateno = 13
slot = 0

[State 110, 4]
type = ChangeState
trigger1 = !AnimTime
value = 111+random%2
;---------------------------------------------------------------------------
;Gado Knife Swing
[Statedef 111]
type = A
movetype = A
physics = N
anim = 111
velset = 5.8, -4.15
sprpriority = 0
ctrl = 0

[State 111, 1]
type = HitDef
trigger1 = !Time
attr = S, SP
hitflag = MA-
guardflag = MA
animtype = Hard
priority = 1,Hit
damage = 60,0
pausetime = 8,8
sparkno = S6000
guard.sparkno = -1
sparkxy = -9, -14*floor(const(size.yscale))
hitsound = F5,2
guardsound = F6,0
ground.type = High
ground.slidetime = 32
guard.slidetime = 16
ground.hittime = 32
guard.hittime = 16
ground.velocity = -1.7, -4.5
air.type = High
air.hittime = 100
air.velocity = -1.7, -4.5
fall = 1
fall.recover = 0
kill = (RoundNo >= 5)
guard.kill = (RoundNo >= 5)
fall.kill = (RoundNo >= 5)

[State 111, 2]
type = VelAdd
trigger1 = 1
y = .32

[State 111, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 111, 4]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 111, 5]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
time = -1
stateno = 13
slot = 0

[State 111, 6]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 113
;---------------------------------------------------------------------------
;Gado Slide
[Statedef 112]
type = S
movetype = A
physics = N
anim = 112
velset = 3.47, 0
sprpriority = 0
ctrl = 0

[State 112, 2]
type = HitDef
trigger1 = !Time
attr = S, SP
hitflag = MA-
guardflag = LA
animtype = Hard
priority = 1,Hit
damage = 50,0
pausetime = 8,8
sparkno = S6000
guard.sparkno = -1
sparkxy = -9, 0
hitsound = F5,2
guardsound = F6,0
ground.type = Trip
ground.slidetime = 32
guard.slidetime = 16
ground.hittime = 32
guard.hittime = 16
ground.velocity = -1.7, -4.5
air.type = Trip
air.hittime = 100
air.velocity = -1.7, -4.5
fall = 1
fall.recover = 0
kill = (RoundNo >= 5)
guard.kill = (RoundNo >= 5)
fall.kill = (RoundNo >= 5)

[State 112, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 112, 4]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 112, 5]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
time = -1
stateno = 13
slot = 0

[State 112, 6]
type = ChangeState
trigger1 = !AnimTime
value = 113
;---------------------------------------------------------------------------
;Gado Recover
[Statedef 113]
type = S
movetype = I
physics = N
anim = 113
velset = 0, 0
sprpriority = 0
ctrl = 0

[State 113, 1]
type = PosSet
trigger1 = !Time
y = 0

[State 111, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 111, 4]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 111, 5]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
time = -1
stateno = 13
slot = 0

[State 111, 6]
type = ChangeState
trigger1 = !AnimTime
value = 18
;---------------------------------------------------------------------------
;Poison Flip Kick
[Statedef 120]
type = S
movetype = I
physics = N
anim = 120
velset = 0,0
sprpriority = 0
ctrl = 0

[State 120, 1]
type = VarSet
trigger1 = !Time
var(4) = 0

[State 120, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 120, 3]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 120, 4]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
time = -1
stateno = 13
slot = 0

[State 120, 5]
type = ChangeState
trigger1 = !AnimTime
value = 121
;---------------------------------------------------------------------------
;Poison Flip Kick (Flip)
[Statedef 121]
type = A
movetype = A
physics = N
anim = 121
velset = -2.6, -9.33
sprpriority = 0
ctrl = 0

[State 121, 1]
type = HitDef
trigger1 = !Time
attr = S, SP
hitflag = MA-
guardflag = MA
animtype = Up
priority = 1,Hit
damage = 60,0
pausetime = 8,8
sparkno = S6000
guard.sparkno = -1
sparkxy = -9, -14*floor(const(size.yscale))
hitsound = F5,2
guardsound = F6,0
ground.type = High
ground.slidetime = 32
guard.slidetime = 16
ground.hittime = 32
guard.hittime = 16
ground.velocity = -1.7, -4.5
air.type = High
air.hittime = 100
air.velocity = -1.7, -4.5
fall = 1
fall.recover = 0
kill = (RoundNo >= 5)
guard.kill = (RoundNo >= 5)
fall.kill = (RoundNo >= 5)

[State 121, 2]
type = VelAdd
trigger1 = 1
y = .51

[State 121, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 121, 4]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 121, 5]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
time = -1
stateno = 13
slot = 0

[State 121, 6]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 122
;---------------------------------------------------------------------------
;Poison Flip Kick (Land)
[Statedef 122]
type = S
movetype = I
physics = N
anim = 122
velset = 0, 0
sprpriority = 0
ctrl = 0

[State 122, 1]
type = PosSet
trigger1 = !Time
y = 0

[State 122, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 122, 3]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 122, 4]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
time = -1
stateno = 13
slot = 0

[State 122, 5]
type = ChangeState
trigger1 = !AnimTime
value = 11
;---------------------------------------------------------------------------
;Axl Guard
[Statedef 130]
type = S
movetype = I
physics = S
anim = 130
velset = 0,0
sprpriority = 0
ctrl = 0

[State 130, 1]
type = DisplaytoClipboard
trigger1 = 1
text = "Vel: x = %d y = %d"
params = Var(4), Var(5)

[State 130, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 130, 3]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 130, 4]
type = HitOverride
trigger1 = Var(1) != 5
attr = SCA,AA,AP
time = -1
stateno = 130
slot = 0

[State 130, 5]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 130, 6]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 10, 5]
type = ChangeState
trigger1 = HitOver
value = 10
;---------------------------------------------------------------------------
;Andore Charge (Walk Back)
[Statedef 140]
type = S
movetype = I
physics = N
velset = -1.8,0
sprpriority = 0
ctrl = 0

[State 140, 1]
type = VarSet
trigger1 = !Time
var(2) = 0

[State 140, 2]
type = VarSet
trigger1 = !Time
var(3) = 0

[State 140, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 140, 4]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 140, 5]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
time = -1
stateno = 13
slot = 0

[State 140, 6]
type = ChangeAnim
trigger1 = Anim != 61
value = 61

[State 140, 7]
type = ChangeState
trigger1 = Time = 32
value = 141
;---------------------------------------------------------------------------
;Andore Charge (Run Forward)
[Statedef 141]
type = S
movetype = A
physics = N
anim = 141
velset = 4.4,0
sprpriority = 0
ctrl = 0

[State 141, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 141, 2]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 141, 3]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
time = -1
stateno = 13
slot = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = 1
var(5) = 1
ignorehitpause = 1

[State 141, 4]
type = PlaySnd
trigger1 = (Var(5) % 14) = 0
value = S140,0
ignorehitpause = 1

[State 141, 6]
type = ChangeState
trigger1 = P2Dist X < 80
value = 142
;---------------------------------------------------------------------------
;Andore Charge (Shoulder Charge)
[Statedef 142]
type = S
movetype = A
physics = N
anim = 142
velset = 4.4,0
sprpriority = 0
ctrl = 0

[State 142, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 142, 2]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 142, 3]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
time = -1
stateno = 13
slot = 0

[State 142, 4]
type = HitDef
trigger1 = !Time
attr = S, SP
hitflag = MA-
guardflag = MA
animtype = Hard
priority = 1,Hit
damage = 80,0
pausetime = 8,8
sparkno = S6000
guard.sparkno = -1
sparkxy = -9, -34*floor(const(size.yscale))
hitsound = F5,3
guardsound = F6,0
ground.type = High
ground.slidetime = 32
guard.slidetime = 16
ground.hittime = 32
guard.hittime = 16
ground.velocity = -1.7, -4.5
air.type = High
air.hittime = 100
air.velocity = -1.7, -4.5
fall = 1
fall.recover = 0
kill = (RoundNo >= 5)
guard.kill = (RoundNo >= 5)
fall.kill = (RoundNo >= 5)

[State 142, 5]
type = ChangeAnim
trigger1 = NumTarget && MoveHit && HitPauseTime = 1
value = 142

[State 142, 6]
type = VarAdd
trigger1 = 1
var(5) = 1
ignorehitpause = 1

[State 141, 8]
type = PlaySnd
trigger1 = (Var(5) % 14) = 0
value = S140,0
ignorehitpause = 1

[State 142, 9]
type = ChangeState
trigger1 = !AnimTime
value = 10
