;---------------------------------------------------------------------------
;Fire Shot (Ground)
[Statedef 1000]
type    = S
movetype= I
physics = S
poweradd = 40-40*var(53)
velset = 0,0
anim = 1000+(4*(Cond(Var(44),NumExplod(90000210) != 0,NumExplod(90000240)) != 0 && !Var(53)))
ctrl = 0
sprpriority = 2
facep2 = 1

[State 1000, 1]
type = VarSet
trigger1 = Anim = 1000 && !Time
var(11) = 0

[State 1000, 2]
type = VarSet
trigger1 = !var(59) && Anim = 1000 && Time
var(11) = Cond(Cond(Facing = 1, NumExplod(90000006) != 0, NumExplod(90000004) != 0),1,Cond(Cond(Facing = 1, NumExplod(90000004) != 0, NumExplod(90000006) != 0),2,0))

[State 1000, 3]
type = VarRandom
triggerall = var(59)
trigger1 = Time
v = 11
range = 0,2

[State 1000, 4]
type = Helper
trigger1 = Anim = 1000 && AnimElem = 5
name = "Fire Ball"
ID = 1000
stateno = 1001
pos = ceil(29*const(size.xscale)),ceil(-30*const(size.yscale))
postype = p1
facing = 1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1000, 5]
type = VarAdd
trigger1 = Anim = 1000 && AnimElem = 5
var(37) = 1

[State 1000, 6]
type = PlaySnd
trigger1 = Anim = 1000 && AnimElem = 5
value = S1000,0
channel = 0

[State 1000, 7]
type = PlaySnd
trigger1 = Anim = 1004 && AnimElem = 5
value = S1110,0
channel = 0

[State 1000, 8]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 1
anim = 8030
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 31
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1000, 9]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 2
anim = 8030
ID = 8030
pos = 231,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 31
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1000, 10]
type = StateTypeSet
trigger1 = Time = 10
movetype = A

[State 1000, 11]
type = StateTypeSet
trigger1 = Time = 13
movetype = I

[State 1000, 12]
type = RemoveExplod
trigger1 = Anim = 1004 && !AnimTime
id = 8030

[State 1000, 13]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;-------------------------------------------------------------------------
;Fireball
[Statedef 1001]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 5+(IfElse(parent,Var(11) = 1,2,IfElse(parent,Var(11) = 2,-1,0)))*const(size.xscale)
anim = 1001+2*(random < 20)
sprpriority = 2

[State 1001, 1]
type = VelAdd
trigger1 = 1
y = .45*const(size.yscale)

[State 1001, 2]
type = VelSet
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
y = -4*const(size.yscale)

[State 1001, 3]
type = PosSet
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
y = 0

[State 1001, 4]
type = HitBy
trigger1 = 1
value = SCA,AP
time = -1
ignorehitpause = 1

[State 1001, 5]
type = HitOverride
trigger1 = 1
attr = SCA,AP
slot = 0
stateno = 1002
time = -1
ignorehitpause = 1

[State 1001, 6]
type = HitDef
trigger1 = root,var(5) < 6 && !Time
attr = S, SP
damage = ceil(90*root,Fvar(20)),23
animtype = Hard
getpower = 50,25
givepower = 25, 13
guardflag = MAF
hitflag = MAF
priority = 5, Hit
pausetime = 1,2
sparkno = -1
hitsound = S1000, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 24
ground.velocity = -4.2*const(size.xscale)
ground.cornerpush.veloff = 0
air.type = Low
air.velocity = -2.4*const(size.xscale),-3*const(size.yscale)
air.hittime = 100
yaccel = .35*const(size.yscale)
;fall = 1
;fall.recover = 0
id = 1001
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 1001, 7]
type = ParentVarAdd
triggerall = NumTarget && MoveHit
trigger1 = HitPauseTime = 1
var(2) = 1
ignorehitpause = 1

[State 1001, 8]
type = ParentVarAdd
triggerall = NumTarget && MoveHit && P2StateType = A
trigger1 = HitPauseTime = 1
var(5) = 1
ignorehitpause = 1

[State 1001, 9]
type = ParentVarAdd
trigger1 = NumTarget && MoveHit && root,Fvar(21) > .3
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1001, 10]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 1001, 11]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 1001, 12]
type = ParentVarAdd
triggerall = NumTarget && MoveHit && Var(7) < 150 && !NumHelper(7000) && !NumHelper(7050)
trigger1 = HitPauseTime = 1
var(7) = 5
ignorehitpause = 1

[State 1001, 13]
type = ChangeState
trigger1 = MoveContact
value = 1002

[State 1001, 13]
type = ChangeState
trigger1 = FrontEdgeDist < -40
value = 1003
;-------------------------------------------------------------------------
;Fireball Explod
[Statedef 1002]
type    = S
movetype= A
physics = N
anim = 1002
ctrl = 0
velset = 0,0

[State 1002, 1]
type = PlaySnd
trigger1 = !Time
value = S1000,1

[State 1002, 2]
type = ChangeAnim
trigger1 = !AnimTime
value = 1

[State 1002, 3]
type = Null
trigger1 = !Time && PrevStateNo = 1001 && root,Var(53) = 0
value = 50-25*(NumTarget && MoveGuarded)
ignorehitpause = 1

[State 1002, 4]
type = ParentVarAdd
trigger1 = !Time
var(37) = -1

[State 1002, 5]
type = VarAdd
trigger1 = !Time
var(0) = 1

[State 1002, 6]
type = DestroySelf
triggerall = root,Var(37) = 0 && Anim = 1
trigger1 = !NumTarget
trigger2 = NumTarget
trigger2 = target,StateType = L
;-------------------------------------------------------------------------
;Fireball Explod
[Statedef 1003]
type    = S
movetype= A
physics = N
anim = 1
ctrl = 0
velset = 0,0

[State 1003, 1]
type = ParentVarAdd
trigger1 = !Time
var(37) = -1

[State 1003, 2]
type = DestroySelf
triggerall = root,Var(37) = 0
trigger1 = !NumTarget
trigger2 = NumTarget
trigger2 = target,StateType = L
;---------------------------------------------------------------------------
;Fire Shot (Air)
[Statedef 1005]
type    = A
movetype= I
physics = N
poweradd = 40
anim = 1005+(1*(Cond(Var(44),NumExplod(90000210) != 0,NumExplod(90000240) != 0) && !Var(53)))
ctrl = 0
sprpriority = 2

[State 1005, 1]
type = VarSet
trigger1 = Anim = 1006 && !Time
var(16) = 1

[State 1005, 2]
type = VarSet
trigger1 = Anim = 1005 && Time
var(11) = Cond(Cond(Facing = 1, NumExplod(90000006) != 0, NumExplod(90000004) != 0),1,Cond(Cond(Facing = 1, NumExplod(90000004) != 0, NumExplod(90000006) != 0),2,0))

[State 1005, 3]
type = VarSet
trigger1 = !Time
fvar(10) = Vel X

[State 1005, 4]
type = VarSet
trigger1 = !Time
fvar(11) = Vel Y

[State 1005, 5]
type = Helper
trigger1 = Anim = 1005 && AnimElem = 5
name = "Fire Ball"
ID = 1000
stateno = 1001
pos = ceil(29*const(size.xscale)),ceil(-27*const(size.yscale))
postype = p1
facing = 1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1005, 6]
type = VarAdd
trigger1 = Anim = 1005 && AnimElem = 5
var(37) = 1

[State 1005, 7]
type = PlaySnd
trigger1 = Anim = 1005 && AnimElem = 5
value = S1000,0
channel = 0

[State 1005, 8]
type = PlaySnd
trigger1 = Anim = 1006 && AnimElem = 5
value = S1110,0
channel = 0

[State 1005, 9]
type = VelSet
trigger1 = !Time
x = (-.2*(-1*(fvar(10) > 0) + 1*(fvar(10) < 0)))*const(size.xscale)
y = (-.2*(-1*(fvar(11) > 0) + 1*(fvar(11) < 0)))*const(size.yscale)

[State 1005, 10]
type = VelSet
trigger1 = Pos Y >= 0 && Vel Y != 0 && AnimElemTime(6) <= 0
x = 0
y = 0

[State 1005, 11]
type = VelAdd
trigger1 = Time > 29
y = .44

[State 1005, 12]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 1
anim = 8030
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 31
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1005, 13]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 2
anim = 8030
ID = 8030
pos = 231,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 31
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1005, 14]
type = StateTypeSet
trigger1 = Time = 10
movetype = A

[State 1005, 15]
type = StateTypeSet
trigger1 = Time = 13
movetype = I

[State 1005, 16]
type = VelSet
triggerall = var(59) && !Vel X && PrevStateNo != [41,44]
trigger1 = !Time
x = (-.2*(-1*(fvar(10) > 2.1)))*const(size.xscale)

[State 1005, 17]
type = RemoveExplod
trigger1 = Anim = 1006 && Time = 25
id = 8030

[State 1005, 18]
type = VarSet
trigger1 = Anim = 1006 && !Time
var(16) = 1

[State 1005, 19]
type = Null
trigger1 = Anim = 1006 && AnimElem = 7
value = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Anim = 1006 && !AnimTime
physics = A

[State 1005, 20]
type = ChangeState
trigger1 = Anim = 1006 && !AnimTime
value = 50
ctrl = 1

[State 1005, 20]
type = ChangeState
trigger1 = Anim = 1005 && Pos Y > -Vel Y && Time > (29-(5*Anim+1006))
value = 1103
;---------------------------------------------------------------------------
;EX Fire Shot (Ground)
[Statedef 1010]
type    = S
movetype= I
physics = S
poweradd = -500
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2
facep2 = 1

[State 1010, 1]
type = Helper
trigger1 = AnimElem = 5
name = "Fire Ball"
ID = 1000
stateno = 1011
pos = ceil(29*const(size.xscale)),ceil(-27*const(size.yscale))
postype = p1
facing = 1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1010, 2]
type = VarAdd
trigger1 = AnimElem = 5
var(37) = 1

[State 1010, 3]
type = PalFX
trigger1 = !(GameTime%2)
time = 1
add = 256, 256, 256
mul = 256,256,256
invertall = 0
color = 256

[State 1010, 4]
type = PlaySnd
trigger1 = !Time
value = S799,0
channel = 10

[State 1010, 5]
type = PlaySnd
trigger1 = AnimElem = 5
value = S1000,0
channel = 0

[State 1010, 6]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 1
anim = 8034
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 31
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1010, 7]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 2
anim = 8034
ID = 8030
pos = 223,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 31
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1010, 8]
type = StateTypeSet
trigger1 = Time = 10
movetype = A

[State 1010, 9]
type = StateTypeSet
trigger1 = Time = 13
movetype = I

[State 1010, 10]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;-------------------------------------------------------------------------
;EX Fireball
[Statedef 1011]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 1001
sprpriority = 2
hitcountpersist = 1

[State 1011, 1]
type = VelAdd
trigger1 = 1
y = .45*const(size.yscale)

[State 1011, 2]
type = VelSet
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
y = -4*const(size.yscale)

[State 1011, 3]
type = PosSet
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
y = 0

[State 1011, 4]
type = HitOverride
trigger1 = 1
attr = SCA,AP
slot = 0
stateno = IfElse(var(0) < 3, 1011,1012)
time = -1

[State 1011, 5]
type = HitBy
trigger1 = 1
value = SCA,AP
time = -1

[State 1011, 6]
type = VarAdd
trigger1 = !Time
var(0) = 1

[State 1011, 7]
type = HitDef
trigger1 = (!HitCount && root,var(5) < 6) || HitCount
attr = S, SA
damage = ceil(45*root,Fvar(20)),5
animtype = Hard
getpower = 0
givepower = 9, 4
guardflag = MAF
hitflag = MAF
priority = 5, Hit
pausetime = 1,2
sparkno = -1
hitsound = S5,3
guardsound = S6, 0
ground.type = Low
ground.slidetime = 11
guard.slidetime = 16
ground.hittime  = 22
guard.hittime = 18
ground.velocity = -4*const(size.xscale)
ground.cornerpush.veloff = 0
air.type = Low
air.velocity = -2.4*const(size.xscale),-3*const(size.yscale)
air.hittime = 100
yaccel = .35*const(size.yscale)
id = 1011
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 1011, 9]
type = Helper
trigger1 = !NumHelper(1011) && Time = 3
name = "Fire Ball Tail"
ID = 1011
stateno = 1013
pos = ceil(-11*const(size.xscale)),ceil(-4*const(size.yscale))
postype = p1
facing = 1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1011, 10]
type = Helper
trigger1 = !NumHelper(1011) && Time = 6
name = "Fire Ball Tail"
ID = 1011
stateno = 1013
pos = ceil(-27*const(size.xscale)),ceil(-8*const(size.yscale))
postype = p1
facing = 1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1011, 11]
type = VelSet
trigger1 = 1 
x = IfElse(MoveContact = 1 && Time < 4,1,7*const(size.xscale))
ignorehitpause = 1

[State 1011, 12]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 1011, 13]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 1011, 14]
type = ParentVarAdd
triggerall = !var(2)
trigger1 = NumTarget && MoveHit && HitPauseTime = 1
var(2) = 1
ignorehitpause = 1

[State 1011, 15]
type = ParentVarAdd
triggerall = !var(2)
trigger1 = NumTarget && MoveHit && HitPauseTime = 1 && StateType = A
var(5) = 1
ignorehitpause = 1

[State 1011, 16]
type = ParentVarAdd
trigger1 = NumTarget && MoveHit && root,Fvar(21) > .3
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1011, 17]
type = VarAdd
triggerall = NumTarget && MoveHit
trigger1 = HitPauseTime = 1
var(2) = 1
ignorehitpause = 1

[State 1011, 18]
type = Null
triggerall = NumTarget && MoveHit && Var(7) < 150 && !NumHelper(7000) && !NumHelper(7050)
trigger1 = HitPauseTime = 1
var(7) = 5
ignorehitpause = 1

[State 1011, 19]
type = ChangeState
trigger1 = MoveContact
value = IfElse(var(0) < 2, 1011,1012)

[State 1011, 20]
type = ChangeState
trigger1 = FrontEdgeDist < -40
value = 1003
;-------------------------------------------------------------------------
;EX Fireball Explod
[Statedef 1012]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 1002
hitcountpersist = 1

[State 1012, 1]
type = HitDef
triggerall = (!HitCount && root,var(5) < 6) || HitCount
trigger1 = !Time
attr = S, SP
damage = ceil(45*root,Fvar(20)),5;floor(35*(1-.1*(parent,Var(2)*(parent,Var(2) > 2)))), 3
givepower = 9, 4
animtype = Hard
getpower = 0
guardflag = MAF
hitflag = MAF
priority = 3, Hit
pausetime = 1,1
sparkno = -1
hitsound = S5,3
guardsound = S6, 0
ground.type = High
ground.slidetime = 11
guard.slidetime = 19
ground.hittime  = 22
guard.hittime = 20
ground.velocity = -5*const(size.xscale), -4.75*const(size.yscale)
ground.cornerpush.veloff = 0
air.type = High
air.velocity = -3.4*const(size.xscale),-3.3*const(size.yscale)
air.hittime = 100
yaccel = .35*const(size.yscale)
fall = 1
fall.recover = 0
id = 1012
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 1012, 2]
type = ParentVarAdd
triggerall = !Var(2) && NumTarget && MoveHit
trigger1 = HitPauseTime = 1
var(2) = 1
ignorehitpause = 1

[State 1012, 3]
type = ParentVarAdd
triggerall = !Var(2) && NumTarget && MoveHit
trigger1 = HitPauseTime = 1
var(5) = 1
ignorehitpause = 1

[State 1012, 4]
type = ParentVarAdd
trigger1 = NumTarget && MoveHit && !HitCount && root,Fvar(21) > .3
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1012, 5]
type = TargetState
triggerall = NumTarget && MoveHit
trigger1 = !(target,Time)
value = 5400
ignorehitpause = 1

[State 1012, 6]
type = PlaySnd
trigger1 = !Time
value = S1000,1

[State 1012, 7]
type = ParentVarAdd
trigger1 = !Time
var(37) = -1

[State 1012, 8]
type = Null
triggerall = NumTarget && MoveHit && Var(7) < 150 && !NumHelper(7000) && !NumHelper(7050)
trigger1 = HitPauseTime = 1
var(7) = 5
ignorehitpause = 1

[State 1012, 9]
type = ChangeAnim
trigger1 = !AnimTime
value = 1

[State 1012, 10]
type = DestroySelf
triggerall = root,Var(37) = 0
trigger1 = !NumTarget && Anim = 1
trigger2 = NumTarget && Anim = 1
trigger2 = target,StateType = L
;-------------------------------------------------------------------------
;EX Fireball (Tail)
[Statedef 1013]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 1013
sprpriority = -1

[State 1013, 1]
type = VelAdd
trigger1 = 1
y = .45*const(size.yscale)

[State 1013, 2]
type = VelSet
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
y = -4*const(size.yscale)

[State 1013, 3]
type = PosSet
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
y = 0

[State 1013, 4]
type = VelSet
trigger1 = 1
x = parent,Vel X

[State 1013, 5]
type = DestroySelf
trigger1 = BackEdgeBodyDist > 500
trigger2 = parent,StateNo = 1012 || parent,StateNo = 1003
trigger3 = parent, MoveContact
;---------------------------------------------------------------------------
;EX Fire Shot (Air)
[Statedef 1015]
type    = A
movetype= I
physics = N
poweradd = -500
anim = 1005
ctrl = 0
sprpriority = 2

[State 1015, 1]
type = VarSet
trigger1 = !Time
fvar(10) = Vel X

[State 1015, 2]
type = VarSet
trigger1 = !Time
fvar(11) = Vel Y

[State 1015, 3]
type = Helper
trigger1 = AnimElem = 5
name = "Fire Ball EX"
ID = 1000
stateno = 1011
pos = ceil(29*const(size.xscale)),ceil(-27*const(size.yscale))
postype = p1
facing = 1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1015, 4]
type = VarAdd
trigger1 = AnimElem = 5
var(37) = 1

[State 1015, 5]
type = PlaySnd
trigger1 = AnimElem = 5
value = S1000,0
channel = 0

[State 1015, 6]
type = VelSet
trigger1 = Time = 1
x = (-.2*(-1*(fvar(10) > 0) + 1*(fvar(10) < 0)))*const(size.xscale)
y = (-.2*(-1*(fvar(11) > 0) + 1*(fvar(11) < 0)))*const(size.yscale)

[State 1015, 7]
type = StateTypeSet
trigger1 = AnimElem = 7
physics = A

[State 1015, 8]
type = PalFX
trigger1 = !(GameTime%2)
time = 1
add = 256, 256, 256
mul = 256,256,256
invertall = 0
color = 256

[State 1015, 9]
type = PlaySnd
trigger1 = !Time
value = S799,0
channel = 10

[State 1015, 10]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 1
anim = 8034
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 31
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1015, 11]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 2
anim = 8034
ID = 8030
pos = 223,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 31
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1015, 12]
type = StateTypeSet
trigger1 = Time = 10
movetype = A

[State 1015, 13]
type = StateTypeSet
trigger1 = Time = 13
movetype = I

[State 1015, 14]
type = VelSet
trigger1 = var(59) && !Vel X && (PrevStateNo != [41,44]) && !Time
x = (-.2*(-1*(fvar(10) > 2.1)))*const(size.xscale)

[State 1015, 15]
type = VelSet
trigger1 = Pos Y >= 0 && Vel Y != 0 && AnimElemTime(6) <= 0
x = 0
y = 0

[State 1015, 16]
type = VelAdd
trigger1 = Time > 30
y = .44

[State 1015, 17]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y && Time > 30
value = 1103
;---------------------------------------------------------------------------
;Raccoon Tail (Start)
[Statedef 1050]
type    = S
movetype= A
physics = N
poweradd = 60
velset = (3.4-(0.6*(NumExplod(90000230) != 0)))*const(size.xscale),0
anim = 1050+(3*(NumExplod(90000230) != 0))
ctrl = 0
sprpriority = 2
facep2 = 1

[State 1050, 2]
type = VarSet
trigger1 = !Var(59) && !Time
var(10) = NumExplod(90000230) != 0

[State 1050, 1]
type = PlaySnd
trigger1 = !Var(10) && AnimElem = 2 || Var(10) && AnimElem = 1
value = S1050,0

[State 1050, 3]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 1
anim = 8031
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 53
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1050, 4]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 2
anim = 8031
ID = 8030
pos = 232,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 53
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1050, 5]
type = ChangeState
trigger1 = !AnimTime
value = 1051+(3*Var(10))
;---------------------------------------------------------------------------
;Raccoon Tail (Tail Spin)
[Statedef 1051]
type    = S
movetype= A
physics = N
velset = 3.4*const(size.xscale),0
anim = 1051
ctrl = 0
sprpriority = 2

[State 1051, 1]
type = HitDef
triggerall = (!HitCount && Var(5) < 6) || HitCount
trigger1 = !AnimElemTime(1) || !AnimElemTime(3)
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Medium
priority = 4,Hit
damage = ceil(45*Fvar(20)),11
pausetime = 10,10
sparkno = S6001
guard.sparkno = -1
sparkxy = -9, ceil(-13*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 17
ground.hittime = 20
guard.hittime = 14
guard.slidetime = 11
ground.velocity = -4.2*const(size.xscale)
air.type = Low
air.hittime = 100
air.velocity = -2.3*const(size.xscale), -2.2*const(size.yscale)
yaccel = .35*const(size.xscale)
id = 1050
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 40,25
givepower = 20,10

[State 1051, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1051, 3]
type = PlaySnd
trigger1 = AnimElem = 1 || !AnimTime
value = S1050,1

[State 1051, 34]
type = PosAdd
trigger1 = !Time
x = 8.7*const(size.xscale)

[State 1051, 5]
type = StopSnd
trigger1 = !Time
channel = 3

[State 1051, 5]
type = ChangeState
trigger1 = Time = 33
value = 1052
ctrl = 0
;---------------------------------------------------------------------------
;Raccoon Tail (End)
[Statedef 1052]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 1052
ctrl = 0
sprpriority = 2

[State 1052, 1]
type = PosSet
trigger1 = !Time
y = 0

[State 1052, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1050,0

[State 1052, 3]
type = PlayerPush
trigger1 = P2MoveType = H
value = 0
ignorehitpause = 1

[State 1052, 4]
type = RemoveExplod
trigger1 = PrevStateNo = 1056 && !AnimTime
id = 8030

[State 1052, 5]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Raccoon Tail (Tail Spin)
[Statedef 1054]
type    = S
movetype= A
physics = N
velset = 2.8*const(size.xscale),0
anim = 1054
ctrl = 0
sprpriority = 2

[State 1054, 1]
type = HitDef
triggerall = (!HitCount && Var(5) < 6) || HitCount
trigger1 = !AnimElemTime(1) || !AnimElemTime(3)
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Medium
priority = 4,Hit
damage = ceil(45*Fvar(20)),11
pausetime = 10,10
sparkno = S6001
guard.sparkno = -1
sparkxy = -9, ceil(-13*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 22
ground.hittime = 25
guard.hittime = 21
guard.slidetime = 18
ground.velocity = -4.2*const(size.xscale)
air.type = Low
air.hittime = 100
air.velocity = -2.3*const(size.xscale), -2.2*const(size.yscale)
yaccel = .35*const(size.xscale)
id = 1050
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 100,50
givepower = 50,25

[State 1054, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1054, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1050,1

[State 1054, 4]
type = PosAdd
trigger1 = !Time
x = 8.7*const(size.xscale)

[State 1054, 5]
type = StopSnd
trigger1 = !Time
channel = 3

[State 1054, 6]
type = ChangeState
trigger1 = !AnimTime
value = 1052
ctrl = 0
;---------------------------------------------------------------------------
;Air Raccoon Tail Air (Start)
[Statedef 1055]
type    = A
movetype= A
physics = N
poweradd = 80
velset = Vel X
anim = 1050
ctrl = 0
sprpriority = 2

[State 1055, 1]
type = VarSet
trigger1 = !Var(59) && !Time
var(10) = NumExplod(90000240) != 0

[State 1055, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1050,0

[State 1055, 3]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 1
anim = 8031
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 53
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1055, 4]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 2
anim = 8031
ID = 8030
pos = 232,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 53
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1055, 5]
type = VelSet
triggerall = var(59) && !Vel X && PrevStateNo != [41,44]
trigger1 = !Time
x = (const(velocity.runjump.back.x))*const(size.xscale)

[State 1055, 6]
type = ChangeState
trigger1 = !AnimTime
value = 1056

[State 1056, 7]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -Vel Y
value = 1052
;---------------------------------------------------------------------------
;Air Raccoon Tail (Tail Spin)
[Statedef 1056]
type    = A
movetype= A
physics = N
velset = IfElse(!Vel X, 1.5*const(size.xscale), Vel X);, 0
anim = 1056
ctrl = 0
sprpriority = 2

[State 1056, 1]
type = HitDef
triggerall = (!HitCount && Var(5) < 6) || HitCount
trigger1 = !AnimElemTime(1) || !AnimElemTime(3)
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Medium
priority = 4,Hit
damage = ceil(45*Fvar(20)),11
pausetime = 10,10
sparkno = S6001
guard.sparkno = -1
sparkxy = -9, ceil(-13*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 11
guard.hittime = 11
ground.hittime = 33
ground.velocity = -3.2*const(size.xscale)
air.type = Low
air.hittime = 100
air.velocity = -2.3*const(size.xscale), -1.6*const(size.yscale)
yaccel = .35*const(size.yscale)
id = 1050
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 40,25
givepower = 20,10

[State 1056, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && !HitCount && Fvar(21) > .3
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1056, 3]
type = VelAdd
trigger1 = 1
y = .44*const(size.yscale)

[State 1056, 4]
type = PlaySnd
trigger1 = AnimElem = 1 || !AnimTime
value = S1050,1

[State 1056, 5]
type = VelSet
trigger1 = Var(10) && !Time
x = ifelse(Vel X < 0,Vel X - (1.5*const(size.xscale)),Vel X + (1.5*const(size.xscale)))

[State 1056, 6]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -5
value = 1052
ctrl = 0
;---------------------------------------------------------------------------
;EX Raccoon Tail (Start)
[Statedef 1060]
type    = S
movetype= A
physics = S
poweradd = -500
velset = 0,0
anim = 1050
ctrl = 0
sprpriority = 2
facep2 = 1

[State 1060, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1050, 2]
type = PosAdd
trigger1 = !Time
x = 10*const(size.xscale)

[State 1060, 3]
type = PalFX
trigger1 = !(GameTime%2)
time = 1
add = 256, 256, 256
mul = 256,256,256
invertall = 0
color = 256

[State 1060, 4]
type = PlaySnd
trigger1 = AnimElem = 1
value = S799,0

[State 1060, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1050,0

[State 1060, 5]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 1
anim = 8035
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 48
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1060, 6]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 2
anim = 8035
ID = 8030
pos = 231,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 48
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1060, 7]
type = AssertSpecial
trigger1 = !(GameTime % 2)
flag = invisible
ignorehitpause = 1

[State 1060, 8]
type = ChangeState
trigger1 = !AnimTime
value =  1061
;---------------------------------------------------------------------------
;EX Raccoon Tail (Tail Spin)
[Statedef 1061]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1061
ctrl = 0
sprpriority = 2

[State 1061, 1]
type = HitDef
triggerall = (!HitCount && Var(5) < 6) || HitCount
trigger1 = !AnimElemTime(1) || !AnimElemTime(5) || !AnimElemTime(9)
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
priority = 5,Hit
getpower = 0
givepower = 25,13
damage = ceil(20*Fvar(20)),5
pausetime = 8,8
sparkno = S6001
guard.sparkno = -1
sparkxy = -9, ceil(-13*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 21
ground.velocity = IfElse(P2BodyDist X > 30,IfElse(P2Dist X  > 34,25,20.3),14)*const(size.xscale)
air.type = Low
air.hittime = 100
air.velocity = IfElse(P2BodyDist X > 30,IfElse(P2Dist X  > 34,25,20.3),14)*const(size.xscale), -.5*const(size.yscale)
ground.cornerpush.veloff = 0
yaccel = .35*const(size.yscale)
id = 1060
chainID = -1
nochainID = -1
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
p2facing = -1

[State 1061, 2]
type = HitDef
triggerall = (!HitCount && Var(5) < 6) || HitCount
trigger1 = !AnimElemTime(3) || !AnimElemTime(7)
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
priority = 5,Hit
getpower = 0
givepower = 25,13
damage = ceil(20*Fvar(20)),5
pausetime = 8,8
sparkno = S6001
guard.sparkno = -1
sparkxy = -9, ceil(-13*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 21
ground.velocity = IfElse(P2Dist X > 30,IfElse(P2Dist X > 34,-22,-20.3),-14)*const(size.xscale)
air.type = Low
air.hittime = 100
air.velocity = IfElse(P2Dist X > 30,IfElse(P2Dist X > 34,-22,-20.3),-14)*const(size.xscale), -.5*const(size.yscale)
ground.cornerpush.veloff = 0
yaccel = .35*const(size.yscale)
id = 1061
chainID = -1
nochainID = -1
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
p2facing = 1

[State 1061, 3]
type = HitDef
triggerall = (!HitCount && Var(5) < 6) || HitCount
trigger1 = AnimElem = 11
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
priority = 5,Hit
damage = ceil(50*Fvar(20)),13
getpower = 0
givepower = 25,13
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9, ceil(-13*const(size.yscale))
hitsound = S5,4
guardsound = S6,0
ground.type = Low
ground.slidetime = 24
guard.slidetime = 24
ground.hittime = 24
guard.hittime = 24
ground.velocity = -9*const(size.xscale), -4.6*const(size.yscale)
air.type = Low
air.hittime = 100
air.velocity = -9*const(size.xscale), -1.6*const(size.yscale)
ground.cornerpush.veloff = 0
yaccel = .35*const(size.yscale)
fall = 1
fall.recover = 0
id = 1060
chainID = -1
nochainID = -1
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
p2facing = -1

[State 1061, 4]
type = VarAdd
trigger1 = NumTarget && MoveHit && !HitCount && Fvar(21) > .3
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1061,5]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1061, 6]
type = PalFX
trigger1 = Time < 35 && !(GameTime%2)
time = 1
add = 256, 256, 256
mul = 256,256,256
invertall = 0
color = 256
ignorehitpause = 1

[State 1061, 7]
type = Width
trigger1 = 1
edge = 25,25

[State 1061, 8]
type = PlaySnd
trigger1 = !(GameTime % 12)
value = S1050,1
channel = 3

[State 1061, 9]
type = ChangeState
trigger1 = !AnimTime
value = 1052
ctrl = 0
;---------------------------------------------------------------------------
;EX Air Raccoon Tail Air (Start)
[Statedef 1065]
type    = A
movetype= A
physics = N
poweradd = -500
velset = 0
anim = 1050
ctrl = 0
sprpriority = 2

[State 1065, 1]
type = VarSet
trigger1 = !Time
fvar(11) = Vel Y

[State 1065, 2]
type = VelSet
trigger1 = Time = 1
y = 0

[State 1065, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1065, 3]
type = PalFX
trigger1 = !(GameTime%2)
time = 1
add = 256, 256, 256
mul = 256,256,256
invertall = 0
color = 256

[State 1065, 4]
type = PlaySnd
trigger1 = AnimElem = 5
value = S799,0
channel = 10

[State 1065, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1050,0

[State 1065, 6]
type = Explod
triggerall = !NumPartner
triggerall = !NumExplod(8030)
trigger1 = !Time && TeamSide = 1
anim = 8035
ID = 8030
pos = 88,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 48
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1065, 7]
type = Explod
triggerall = !NumPartner
triggerall = !NumExplod(8030)
trigger1 = !Time && TeamSide = 2
anim = 8035
ID = 8030
pos = 231,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 48
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1065, 8]
type = AssertSpecial
trigger1 = !(GameTime % 2)
flag = invisible
ignorehitpause = 1

[State 1065, 9]
type = ChangeState
trigger1 = !AnimTime
value = 1066
;---------------------------------------------------------------------------
;EX Air Raccoon Tail (Tail Spin)
[Statedef 1066]
type    = A
movetype= A
physics = N
velset = 0, 0
anim = 1061
ctrl = 0
sprpriority = 2

[State 1061, 1]
type = HitDef
triggerall = (!HitCount && Var(5) < 6) || HitCount
trigger1 = !AnimElemTime(1) || !AnimElemTime(5) || !AnimElemTime(9)
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = Hard
priority = 5,Hit
getpower = 0
givepower = 41,21
damage = ceil(20*Fvar(20)),5
pausetime = 8,8
sparkno = S6001
guard.sparkno = -1
sparkxy = -9, ceil(-13*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 21
ground.velocity = IfElse(P2BodyDist X > 30,IfElse(P2Dist X  > 34,22,20.3),14)*const(size.xscale)
air.type = Low
air.hittime = 100
air.velocity = IfElse(P2BodyDist X > 30,IfElse(P2Dist X  > 34,22,20.3),14)*const(size.xscale), -.5*const(size.yscale)
ground.cornerpush.veloff = 0
yaccel = .35*const(size.yscale)
id = 1060
chainID = -1
nochainID = -1
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
p2facing = -1

[State 1061, 2]
type = HitDef
triggerall = (!HitCount && Var(5) < 6) || HitCount
trigger1 = !AnimElemTime(3) || !AnimElemTime(7)
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = Hard
priority = 5,Hit
getpower = 0
givepower = 41,21
damage = ceil(20*Fvar(20)),5
pausetime = 8,8
sparkno = S6001
guard.sparkno = -1
sparkxy = -9, ceil(-13*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 21
ground.velocity = IfElse(P2Dist X > 30,IfElse(P2Dist X > 34,-22,-20.3),-14)*const(size.xscale)
air.type = Low
air.hittime = 100
air.velocity = IfElse(P2Dist X > 30,IfElse(P2Dist X > 34,-22,-20.3),-14)*const(size.xscale), -.5*const(size.yscale)
ground.cornerpush.veloff = 0
yaccel = .35*const(size.yscale)
id = 1061
chainID = -1
nochainID = -1
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
p2facing = 1

[State 1061, 3]
type = HitDef
triggerall = (!HitCount && Var(5) < 6) || HitCount
trigger1 = AnimElem = 11
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = Hard
priority = 5,Hit
damage = ceil(50*Fvar(20)),13
getpower = 0
givepower = 41,21
pausetime = 11,11
sparkno = S6001
guard.sparkno = -1
sparkxy = -9, ceil(-13*const(size.yscale))
hitsound = S5,4
guardsound = S6,0
ground.type = Low
ground.slidetime = 24
guard.slidetime = 24
ground.hittime = 24
guard.hittime = 24
ground.velocity = IfElse(P2Dist X > 30,IfElse(P2Dist X > 34,-22,-20.3),-14)*const(size.xscale)
air.type = Low
air.hittime = 100
air.velocity = IfElse(P2Dist X > 30,IfElse(P2Dist X > 34,-22,-20.3),-14)*const(size.xscale), -.5*const(size.yscale)
ground.cornerpush.veloff = 0
yaccel = .35*const(size.yscale)
fall = 1
fall.recover = 0
id = 1060
chainID = -1
nochainID = -1
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
p2facing = -1

[State 1061, 4]
type = VarAdd
trigger1 = NumTarget && MoveHit && !HitCount && Fvar(21) > .3
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1066, 5]
type = VelSet
trigger1 = !Time
y = (-.2*(-1*(fvar(11) > 0) + 1*(fvar(11) < 0)))*const(size.xscale)

[State 1066, 6]
type = VelAdd
trigger1 = Time >= 35
y = .44*const(size.yscale)

[State 1066, 7]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1066, 8]
type = Width
trigger1 = 1
edge = 25,25

[State 1066, 9]
type = PalFX
trigger1 = Time < 35 && !(GameTime%2)
time = 1
add = 256, 256, 256
mul = 256,256,256
invertall = 0
color = 256
ignorehitpause = 1

[State 1066, 10]
type = PlaySnd
trigger1 = !(GameTime % 12)
value = S1050,1
channel = 3

[State 1066, 11]
type = ChangeState
trigger1 = !AnimTime
value = 1067
;---------------------------------------------------------------------------
;EX Air Raccoon Tail (End)
[Statedef 1067]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1052
ctrl = 0
sprpriority = 2

[State 1067, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1050,0

[State 1067, 2]
type = ChangeState
trigger1 = AnimElem = 4
value = 50
;-------------------------------------------------------------------------
;Stomp
[Statedef 1100]
type    = S
movetype= I
physics = S
ctrl = 0
poweradd = 80-80*var(53)
anim = 1100
facep2 = 1

[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = S40,0

[State 1100, 2]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 1
anim = 8032
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1100, 3]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 2
anim = 8032
ID = 8030
pos = 239,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1100, 4]
type = ChangeState
trigger1 = !AnimTime
value = 1101
;-------------------------------------------------------------------------
;Stomp
[Statedef 1101]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,-8.64*const(size.yscale)
anim = 1101

[State 1101, 1]
type = VelSet
trigger1 = !MoveContact
x = P2Dist X/((enemynear(0),Const(size.head.pos.y))*.1)*-1

[State 1101, 2]
type = VelSet
trigger1 = Vel X > 8*const(size.xscale) && !MoveContact
x = 8*const(size.xscale)

[State 1101, 3]
type = VelSet
trigger1 = Vel X < 0 && !MoveContact
x = 0

[State 1101, 4]
type = VelAdd
trigger1 = 1
y = .44*const(size.yscale)

[State 1101, 5]
type = HitDef
trigger1 = var(5) < 6 && !Time
attr = S, SA
damage = ceil(115*Fvar(20)), 29
animtype = Hard
getpower = 120*(1-var(53)), 60*(1-var(53))
givepower = 60, 30
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 12,12
sparkno = S6000
sparkxy = -10,ceil(-10*const(size.yscale))
hitsound = S1100, 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 0
ground.hittime  = 33
ground.velocity = 0
guard.hittime = 15
air.type = Low
air.velocity = 0, 10*const(size.yscale)
air.hittime = 100
yaccel = .85*const(size.yscale)
fall = 0
air.fall = 1
fall.recover = 0
id = 1100
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 1101, 6]
type = Explod
trigger1 = MoveHit
anim = 904
ID = 1100
pos = 0,ceil(-20*const(size.yscale))
postype = p1
facing = IfElse(Facing = 1,1,-1)
vfacing = 1
bindtime = 1
scale = const(size.xscale),const(size.yscale)
vel = 0,-3*const(size.yscale)
ownpal = 1
sprpriority = 99

[State 1101, 7]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1101, 8]
type = TargetState
triggerall = NumTarget && MoveHit
trigger1 = HitPauseTime = 12
value = 1104
ignorehitpause = 1

[State 1101, 9]
type = StateTypeSet
triggerall = NumTarget && MoveContact
trigger1 = HitPauseTime = 12
movetype = I
ignorehitpause = 1

[State 1101, 10]
type = VarSet
trigger1 = !Time
var(14) = 0

[State 1101, 11]
type = VarSet
trigger1 = MoveGuarded
var(14) = 1

[State 1101, 12]
type = ChangeState
trigger1 = MoveContact
value = 1102

[State 1101, 13]
type = ChangeState
trigger1 = (Time > 10) && (Pos Y >= -3)
value = 1103

[State 1101, 14]
type = ChangeState
triggerall = !var(59) && !var(53)
trigger1 = (Time >= 3 && Time <= 24) && Cond(Facing = 1,NumExplod(90001064),NumExplod(90001016))
value = 1105

[State 1101, 15]
type = ChangeState
triggerall = var(59) && !var(53)
trigger1 = (Time >= 10 && Time <= 18) && (random < var(50) * 0.5)
value = 1105
;---------------------------------------------------------------------------
;Stomp (After Contact)
[Statedef 1102]
type    = A
movetype = A
physics = N

[State 1102, 1]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1102, 2]
type = VelSet
trigger1 = !Time
x = 1.4*const(size.xscale)
y = -5*const(size.yscale)

[State 1102, 3]
type = VelAdd
trigger1 = 1
y = .44*const(size.yscale)

[State 1102, 4]
type = RemoveExplod
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
id = 8030

[State 1102, 5]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = Cond(Var(14),1103,52)
;---------------------------------------------------------------------------
;Stomp (After Contact)
[Statedef 1103]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 1103

[State 1103, 1]
type = PosSet
trigger1 = !Time
y = 0

[State 1103, 2]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 1103, 3]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Stomped
[Statedef 1104]
type    = U
movetype = H
physics = U

[State 1104, 1]
type = SelfState
trigger1 = (StateType != A) && Cond(AuthorName = "FAMFIGHT" && Var(22),(gethitvar(damage) < Life),1)
value = 5000+(10*StateType = C)
ignorehitpause = 1

[State 1104, 2]
type = SelfState
trigger1 = (StateType = A) && Cond(AuthorName = "FAMFIGHT" && Var(22),(gethitvar(damage) < Life),1)
value = 5030
ignorehitpause = 1

[State 1104, 2]
type = SelfState
trigger1 = (gethitvar(damage) >= Life) && AuthorName = "FAMFIGHT" && Var(22) && !Alive
value = 5610
ignorehitpause = 1
;-------------------------------------------------------------------------
;Jugem Cloud
[Statedef 1105]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1105

[State 1105, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1105, 2]
type = VelSet
trigger1 = AnimElem = 4
x = -3.12*const(size.xscale)

[State 1105, 3]
type = VelAdd
trigger1 = Time >= 25
y = .44*const(size.yscale)

[State 1105, 4]
type = PlaySnd
trigger1 = !Time
value = S1050,0

[State 1105, 6]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 1 && TeamSide = 1
anim = 8033
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 53
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1105, 7]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 1 && TeamSide = 2
anim = 8033
ID = 8030
pos = 248,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 53
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1105, 5]
type = RemoveExplod
trigger1 = !Time
id = 8030

[State 1105, 6]
type = AssertSpecial
trigger1 = !(GameTime % 2)
flag = invisible
ignorehitpause = 1

[State 1105, 10]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -7
value = 1106
;-------------------------------------------------------------------------
;Jugem Cloud (Land)
[Statedef 1106]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 1107

[State 1106, 1]
type = RemoveExplod
trigger1 = !Time
id = 1105

[State 1106, 2]
type = PosSet
trigger1 = !Time
y = 0

[State 1106, 3]
type = PlaySnd
trigger1 = !Time
value = S1050,0

[State 1106, 4]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 1106, 5]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;-------------------------------------------------------------------------
;Stomp EX
[Statedef 1110]
type    = S
movetype= I
physics = S
ctrl = 0
poweradd = -500
anim = 1110
facep2 = 1

[State 1110, 1]
type = PalFX
trigger1 = !(GameTime%2)
time = 1
add = 256, 256, 256
mul = 256,256,256
invertall = 0
color = 256

[State 1110, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S799,0
channel = 10

[State 1110, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1050,0

[State 1110, 4]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 1
anim = 8036
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1110, 5]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 2
anim = 8036
ID = 8030
pos = 231,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1110, 6]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1110, 7]
type = AssertSpecial
triggerall = Time <= 14
trigger1 = !(GameTime % 2)
flag = invisible
ignorehitpause = 1

[State 1110, 8]
type = ChangeState
trigger1 = !AnimTime
value = 1111
;-------------------------------------------------------------------------
;Stomp
[Statedef 1111]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,-13.8*const(size.yscale)
anim = 1111

[State 1101, 1]
type = VelSet
trigger1 = !MoveContact
x = P2Dist X/((enemynear(0),Const(size.head.pos.y))*.1)*-1

[State 1101, 2]
type = VelSet
trigger1 = Vel X > (12*const(size.xscale)) && !MoveContact
x = (12*const(size.xscale))

[State 1101, 3]
type = VelSet
trigger1 = Vel X < 0 && !MoveContact
x = 0

[State 1111, 1]
type = NotHitBy
trigger1 = !Time
value = SCA
time = 5

[State 1111, 2]
type = VelAdd
trigger1 = Time < 18
y = .90*const(size.yscale)

[State 1111, 3]
type = VelSet
trigger1 = Time = 18
y = 0

[State 1111, 4]
type = VelAdd
trigger1 = Time >= 18
y = 1.5*const(size.yscale)

[State 1111, 5]
type = PlayerPush
trigger1 = P2Dist Y >= (enemy,const(size.head.pos.y) + 20)
value = 0
ignorehitpause = 1

[State 1111, 6]
type = HitDef
trigger1 = var(5) < 6 && !Time
attr = S, SA
damage =  ceil(130*Fvar(20)), 33
animtype = Hard
getpower = 0
givepower = 60, 30
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = 12,12
sparkno = S6000
sparkxy = -10,ceil(-10*const(size.yscale))
hitsound = S1100, 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 0
ground.hittime  = 31
ground.velocity = 0,-2.5*const(size.yscale)
guard.hittime = 15
air.type = Low
air.velocity = 0, 10*const(size.yscale)
air.hittime = 100
yaccel = .35*const(size.yscale)
fall = 1
air.fall = 1
fall.recover = 0
id = 1100
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 1111, 7]
type = Explod
trigger1 = MoveHit
anim = 904
ID =  1100
pos = 0,ceil(-20*const(size.yscale))
postype = p1
facing = IfElse(Facing = 1,1,-1)
vfacing = 1
bindtime = 1
scale = const(size.xscale),const(size.yscale)
vel = 0,-3*const(size.yscale)
ownpal = 1
sprpriority = 99

[State 1111, 8]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1111, 8]
type = Null
trigger1 = !Time
anim = 1114
ID = 1110
pos = 0,0
postype = p1 
bindtime = -1
removetime = -1
scale = const(size.xscale),const(size.yscale)
sprpriority = 5
shadow = -1
ontop = 0
ownpal = 0
removeongethit = 1

[State 1111, 9]
type = TargetState
triggerall = NumTarget && MoveHit
trigger1 = !(target,Time)
value = 1115
ignorehitpause = 1

[State 1111, 10]
type = StateTypeSet
triggerall = NumTarget && MoveContact
trigger1 = HitPauseTime = 12
movetype = I
ignorehitpause = 1

[State 1111, 11]
type = PalFX
trigger1 = !(GameTime%2)
time = 1
add = 256, 256, 256
mul = 256,256,256
invertall = 0
color = 256

[State 1111, 12]
type = AssertSpecial
triggerall = Time <= 14
trigger1 = !(GameTime % 2)
flag = invisible
ignorehitpause = 1

[State 1111, 13]
type = ChangeState
trigger1 = MoveContact
value = 1112

[State 1111, 14]
type = ChangeState
trigger1 = Time > 10 && Pos Y >= -3
value = 1113
;---------------------------------------------------------------------------
;Stomp (After Contact)
[Statedef 1112]
type    = A
movetype = A
physics = N

[State 1102, 1]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1102, 2]
type = VelSet
trigger1 = !Time
x = 1.4*const(size.xscale)
y = -5*const(size.yscale)

[State 1102, 3]
type = VelAdd
trigger1 = 1
y = .44*const(size.yscale)

[State 1102, 4]
type = RemoveExplod
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
id = 8030

[State 1102, 5]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 1113
;---------------------------------------------------------------------------
;Stomp (After Contact)
[Statedef 1113]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 1113

[State 1103, 1]
type = PosSet
trigger1 = !Time
y = 0

[State 1103, 2]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 1103, 3]
type = PlaySnd
trigger1 = !Time
value = S1050,0

[State 1103, 4]
type = RemoveExplod
triggerall = NumExplod(1110)
trigger1 = !Time
id = 1110

[State 1103, 5]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;EX Stomped
[Statedef 1115]
type    = U
movetype = H
physics = U

[State 1115, 1]
type = SelfState
trigger1 = (StateType != A) && Cond(AuthorName = "KingPepe" && Var(22),(gethitvar(damage) < Life),1)
value = 5000
ignorehitpause = 1

[State 1115, 2]
type = SelfState
trigger1 = (StateType = A) && Cond(AuthorName = "KingPepe" && Var(22),(gethitvar(damage) < Life),1)
value = 5030
ignorehitpause = 1

[State 1115, 3]
type = SelfState
trigger1 = (gethitvar(damage) >= Life) && AuthorName = "KingPepe" && Var(22) && !Alive
value = 5610
ignorehitpause = 1
;--------------------------------------------------------
;Flame Launch
[Statedef 1150]
type    = S
movetype= I
physics = S
poweradd = 80
velset = 0,0
anim = 1150
ctrl = 0
sprpriority = 2
facep2 = 1

[State 1150, 1]
type = Helper
trigger1 = AnimElem = 11
name = "Big Fire Ball"
ID = 1000
stateno = 1151
pos = ceil(33*const(size.xscale)),ceil(-11*const(size.yscale))
postype = p1
facing = 1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1150, 2]
type = VarSet
trigger1 = !Time
var(10) = Cond(Var(44),NumExplod(90000210) != 0,NumExplod(90000240) != 0)

[State 1150, 3]
type = VarAdd
trigger1 = AnimElem = 11
var(37) = 1

[State 1150, 4]
type = PlaySnd
trigger1 = !Time
value = S7000,0
channel = 0

[State 1150, 5]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 1
anim = 8041
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 39
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1150, 6]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 2
anim = 8041
ID = 8030
pos = 231,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 39
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1150, 7]
type = StateTypeSet
trigger1 = Time = 22
movetype = A

[State 1150, 8]
type = StateTypeSet
trigger1 = Time = 25
movetype = I

[State 1150, 9]
type = PlaySnd
trigger1 = AnimElem = 11
value = S1000,0
channel = 0

[State 1150, 10]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;-------------------------------------------------------------------------
;BFFB
[Statedef 1151]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 1151
hitcountpersist = 1

[State 3001, 1]
type = VarAdd
trigger1 = !Time
var(0) = 1

[State 3001, 3]
type = HitBy
trigger1 = 1
value = SCA,SP,HP
time = 1

[State 3001, 2]
type = HitOverride
trigger1 = 1
attr = SCA,SP,HP
stateno = IfElse(var(0) < 2, 1151,1152)
time = -1
ignorehitpause = 1

[State 3001, 6]
type = VelSet
trigger1 = 1 
x = IfElse(Var(1) > 1 && Time < 2,-.5+(-.5*(root,Var(10))), 2+(1*(root,Var(10)))*const(size.xscale))
y = IfElse(Var(1) > 1 && Time < 2,-1-(-.5*(root,Var(10))), -2+(1*(root,Var(10)))*const(size.xscale))

[State 1151, 3]
type = HitDef
trigger1 = root,var(5) < 6 && !Time
attr = S, SP
damage = ceil(65*root,Fvar(20)),16
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 4,12
sparkno = S6001
sparkxy = -9,0
hitsound = S5, 3
guardsound = S6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 24
ground.velocity = -3.4*const(size.xscale), -3*const(size.yscale)
ground.cornerpush.veloff = 0
air.type = Low
air.velocity = -3.4*const(size.xscale),-3*const(size.yscale)
air.hittime = 100
fall = 1
fall.recover = 0
yaccel = .35*const(size.yscale)
id = 1150
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 60, 30
givepower = 30, 15

[State 1151, 4]
type = ParentVarAdd
trigger1 = NumTarget && MoveHit && HitCount = 1 && root,Fvar(21) > .3
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1151, 5]
type = ParentVarAdd
triggerall = NumTarget && MoveHit && HitCount = 1
trigger1 = HitPauseTime = 1
var(2) = 1
ignorehitpause = 1

[State 1151, 6]
type = ParentVarAdd
triggerall = NumTarget && MoveHit && P2StateType = A && HitCount = 1
trigger1 = HitPauseTime = 1
var(5) = 1
ignorehitpause = 1

[State 1151, 7]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 1151, 8]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 1151, 9]
type = TargetState
triggerall = NumTarget && MoveHit
trigger1 = !(target,Time)
value = 5400
ignorehitpause = 1

[State 1151, 10]
type = AssertSpecial
trigger1 = Time >= 45 && (GameTime % 2) = 0
flag = invisible

[State 1151, 11]
type = ParentVarAdd
triggerall = NumTarget && MoveHit && Var(7) < 150 && !NumHelper(7000) && !NumHelper(7050)
trigger1 = HitPauseTime = 1
var(7) = 5
ignorehitpause = 1

[State 1151, 12]
type = ChangeState
trigger1 = MoveContact
value = IfElse(var(0) < 2, 1151,1152)

[State 1151, 13]
type = ChangeState
trigger1 = Time = 60
value = 1003
;-------------------------------------------------------------------------
;BFFB ded
[Statedef 1152]
type    = S
movetype= A
physics = N
anim = 1002
ctrl = 0
velset = 0,0

[State 1152, 1]
type = PowerAdd
trigger1 = !Time
value = 50-25*(NumTarget && MoveGuarded)
ignorehitpause = 1

[State 1152, 2]
type = ParentVarAdd
trigger1 = !Time
var(37) = -1

[State 1152, 3]
type = ChangeAnim
trigger1 = !AnimTime
value = 1

[State 1152, 4]
type = DestroySelf
triggerall = root,Var(37) = 0
trigger1 = !NumTarget && Anim = 1
trigger2 = NumTarget && Anim = 1
trigger2 = target,StateType = L
;---------------------------------------------------------------------------
;Hammer Toss
[Statedef 1160]
type    = S
movetype= I
physics = S
poweradd = -500
velset = 0,0
anim = 1160
ctrl = 0
sprpriority = 2
facep2 = 1

[State 1160, 1]
type = Helper
trigger1 = AnimElem = 8
name = "Hammer"
ID = 1000
stateno = 1161
pos = ceil(31*const(size.xscale)),ceil(-59*const(size.yscale))
postype = p1
facing = 1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1160, 2]
type = VarAdd
trigger1 = AnimElem = 8
var(37) = 1

[State 1160, 3]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 1
anim = 8042
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 44
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1160, 4]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 2
anim = 8042
ID = 8030
pos = 231,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 44
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1160, 5]
type = StateTypeSet
trigger1 = Time = 19
movetype = A

[State 1160, 6]
type = StateTypeSet
trigger1 = Time = 21
movetype = I

[State 1160, 7]
type = PlaySnd
trigger1 = AnimElem = 8
value = S1000,0
channel = 0

[State 1160, 8]
type = PalFX
trigger1 = !(GameTime%2)
time = 1
add = 256, 256, 256
mul = 256,256,256
invertall = 0
color = 256

[State 1160, 9]
type = PlaySnd
trigger1 = !Time
value = S799,0
channel = 10

[State 1160, 10]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;-------------------------------------------------------------------------
;Hammer
[Statedef 1161]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 2*const(size.xscale),-8.5*const(size.yscale)
anim = 1161
sprpriority = 2

[State 1161, 1]
type = HitBy
trigger1 = 1
value = SCA,HP
time = -1

[State 1161, 2]
type = HitOverride
trigger1 = 1
attr = SCA,HP
slot = 0
stateno = 1162
time = -1

[State 1161, 3]
type = HitDef
trigger1 = root,var(5) < 6 && !Time
attr = S, SP
damage = ceil(150*root,Fvar(20)),37
animtype = Hard
getpower = 0
givepower = 60, 30
guardflag = MAF
hitflag = MAF
priority = 5, Hit
pausetime = 1,1
sparkno = S6001
hitsound = S5, 4
guardsound = S6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 24
ground.velocity = -4.1*const(size.xscale), -5.5*const(size.yscale)
ground.cornerpush.veloff = 0
air.type = Low
air.velocity = -3.4*const(size.xscale),-4.4*const(size.yscale)
air.hittime = 100
fall = 1
fall.recover = 0
yaccel = .35*const(size.yscale)
id = 1160
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 1161, 4]
type = ParentVarAdd
trigger1 = NumTarget && MoveHit && root,Fvar(21) > .3
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1161, 5]
type = ParentVarAdd
triggerall = NumTarget && MoveHit
trigger1 = HitPauseTime = 1
var(2) = 1
ignorehitpause = 1

[State 1161, 6]
type = ParentVarAdd
triggerall = NumTarget && MoveHit && P2StateType = A
trigger1 = HitPauseTime = 1
var(5) = 1
ignorehitpause = 1

[State 1161, 7]
type = VarSet
trigger1 = MoveContact
var(0) = 1
ignorehitpause = 1

[State 1161, 8]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 1161, 9]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 1161, 10]
type = VelAdd
trigger1 = 1
y = .44*const(size.yscale)

[State 1161, 11]
type = Null
triggerall = NumTarget && MoveHit && Var(7) < 150 && !NumHelper(7000) && !NumHelper(7050)
trigger1 = HitPauseTime = 1
var(7) = 5
ignorehitpause = 1

[State 1161, 12]
type = ChangeState
trigger1 = ScreenPos Y > 280
value = 1003
;-------------------------------------------------------------------------
;BFFB ded
[Statedef 1162]
type    = A
movetype= A
physics = N
anim = 6001
ctrl = 0
velset = 0,0

[State 1162, 1]
type = ParentVarAdd
trigger1 = !Time
var(37) = -1

[State 1162, 2]
type = ChangeAnim
trigger1 = !AnimTime
value = 1

[State 1162, 3]
type = DestroySelf
triggerall = root,Var(37) = 0
trigger1 = !NumTarget && (Anim != 1 && !AnimTime || Anim = 1)