[Data]
life = 950
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 = 15
ground.front = 15
air.back = 14
air.front = 14
height = 40
attack.dist = 80
proj.attack.dist = 80
proj.doscale = 2
head.pos = 8, -58
mid.pos = 6, -36
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 2.4
walk.back = -2.25
run.fwd  = 3.8,-3.45
run.back = -3.1,-3.1
jump.neu = 0,-6.65
jump.back = -2.2
jump.fwd = 2.3
runjump.back = 0,-3.1
runjump.fwd = 0,-3.1
airjump.neu = 0
airjump.back = 0
airjump.fwd = 0

[Movement]
airjump.num = 0
airjump.height = 0
yaccel = .35
stand.friction = .85
crouch.friction = .82

[Quotes]
victory1 = "What a horrible battle to fight..."
victory2 = "Undead or not, you have no chance."
victory3 = "Did you really think you could win against a Belmont?"
victory4 = "Seems like your day has finally come."
victory5 = "...I guess I needed that break."
victory6 = "I don't have much time to waste anyways!"
victory7 = "A commoner like you shouldn't be fighting!"
victory8 = "Your technology seems advanced but you're pathetic as a hunter."
victory9 = "You're as handsome as me... but you can't fight as I do!"
victory10 = "I'm supposed to believe you fought demons like that?!"
;---------------------------------------------------------------------------
;Var List

;***Universal***
;var(0) = Command variable
;var(1) = Famicom Fighters character detection
;var(2) = First hit counter
;var(3) = Helper select
;var(4) = Victory quote variable
;var(5) = Juggle Count
;var(6) = Helper health
;var(7) = Helper meter
;var(8) = Pause variable
;var(9) = Special move combo condition
;var(10) = Command Detection
;var(20) = Detection for first hit of multi-hit/multi-state moves
;var(21) = Test Var
;var(22) = Identification Variable
;var(23) = Counter for Training Mode Detection
;var(24) = Training Mode Var	  
;var(25) = Death State Check
;var(27) = Test Var
;var(28) = Super Finish
;var(30) = Hide helper bars and move names
;var(31) = Max helper health
;var(32) = Countdown for helper select
;var(33) = Back Charge
;var(34) = Back Charge Ready
;var(35) = Down Charge
;var(36) = Down Charge Ready
;var(37) = Projectile Ready
;var(38) = Helper Ready
;var(39) = Helper Projectile Ready
;var(40) = Air Guard Option
;var(41) = Air Recovery Option
;var(42) = Helpers Option
;var(43) = Pause Option 
;var(44) = Control Scheme
;var(45) = Standalone Helper Bar (X-Position)
;var(46) = Standalone Helper Bar (Y-Position)
;var(47) = Standalone Helper Bar (BG)
;var(48) = Alt Victory Music
;var(50) = Reaction var
;var(51) = Tag team var
;var(52) = Projectile animation var
;var(53) = Assist check
;var(54) = Hyper Tag-In check
;var(55) = AI switch check
;var(58) = Special move command time var
;var(59) = AI Var
;fvar(0) = Helper bars scaling
;fvar(20) = Damage scaling, current power
;fvar(21) = Damage scaling, future power
;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(11) = Projectile speed variable
;var(12) = Skeleton Rest (Deprecated) 
;var(13) = Medusa's Wrath time 
;var(14) = Current power var for Medusa's Wrath 
;var(15) = Death's Calling time 
;var(16) = Scythe Destroyed Count
;var(17) = Axe count for Axestorm, intended for velocities
;var(18) = Axe count for Axestorm, intended for SFX
;fvar(17) = Var used for ??? to not cause a mindfuck
;fvar(18) = Var used for ??? to not cause a mindfuck
;***Helpers***
;(Boomerang)
;-var(1) = Target check for damage dampener
;(Holy Flame)
;-var(1) = Hit check
;(Medusas)
;-var(2) = Hit check
;---------------------------------------------------------------------------
; Lose by Time Over
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

[State 170, 4]
type = PlaySnd
triggerall = !NumPartner
trigger1 = !Time
value = S11,1

[State 170, 5]
type = PlaySnd
triggerall = NumPartner
trigger1 = (ID = 56 || ID = 58) && !Time
trigger2 = (ID = 57 || ID = 59) && partner,Alive = 0 && !Time
value = S11,1
;---------------------------------------------------------------------------
; Win state decider
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = !MatchOver && Anim != 188 && !Time
value = 181+8*(enemy,Name = "Bonus" && enemy,Var(0) = 0 && enemy,Var(5) = 0)

[State 180, 2]
type = ChangeState
trigger1 = MatchOver && Anim != 188 && !Time
value = 182+7*(enemy,Name = "Bonus" && enemy,Var(0) = 0 && enemy,Var(5) = 0)

[State 180, 2]
type = ChangeState
trigger1 = Anim = 188 && !Time
value = 188

;---------------------------------------------------------------------------
;Round Win
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 181, 1]
type = Null
trigger1 = AnimElem = 6
value = S0,1

;---------------------------------------------------------------------------
;Round Win
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 182, 1]
type = AssertSpecial
trigger1 = 1
flag = nomusic

[State 182, 1]
type = Explod
trigger1 = !Time
anim = 184
ID = 180
pos = ceil(95*const(size.xscale)),ceil(-132*const(size.yscale))
postype = P1
facing = 1
vfacing = 1
bindtime = 1
accel = 0,.44*const(size.yscale)
removetime = 6
scale = const(size.xscale),const(size.yscale)
sprpriority = -1
shadow = -1
ownpal = 1

[State 182, 1]
type = Explod
trigger1 = Time = 6
anim = 183
ID = 180
pos = ceil(95*const(size.xscale)),ceil(-132*const(size.yscale))
postype = P1
facing = 1
vfacing = 1
bindtime = 1
accel = 0,.44*const(size.yscale)
removetime = 23
scale = const(size.xscale),const(size.yscale)
sprpriority = -1
shadow = -1
ownpal = 1

[State 182, 2]
type = Explod
trigger1 = AnimElem = 17
anim = 183
ID = 180
pos = ceil(95*const(size.xscale)),ceil(-28*const(size.xscale))
postype = P1
facing = 1
vfacing = 1
bindtime = 1
vel = -6.875*const(size.xscale), -4.168*const(size.yscale)
accel = 0,.44*const(size.yscale)
removetime = 8
scale = const(size.xscale),const(size.yscale)
sprpriority = -1
shadow = -1
ownpal = 1

[State 182, 3]
type = AssertSpecial
trigger1 = Time <= 250
flag = roundnotover

[State 182, 4]
type = PlaySnd
trigger1 = !NumPartner && !Time
value = S180,Cond(PalNo = 3 || PalNo = 5,2,0)

[State 182, 5]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1100,0

[State 182, 6]
type = PlaySnd
trigger1 = AnimElem = 17
value = S1000,0

[State 182, 7]
type = PlaySnd
trigger1 = AnimElem = 21
value = S182,0

[State 0, Turn]
type = Turn
trigger1 = !Time && FrontEdgeDist < 83

;---------------------------------------------------------------------------
;Match Win
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 181, 1]
type = AssertSpecial
trigger1 = Time <= 250
flag = roundnotover

[State 181, 3]
type = PlaySnd
trigger1 = !NumPartner && !Time
value = S180,Cond(PalNo = 3 || PalNo = 5,2,0)

[State 181, 4]
type = PlaySnd
triggerall = NumPartner
trigger1 = (ID = 56 || ID = 58) && !Time
trigger2 = (ID = 57 || ID = 59) && partner,Alive = 0 && !Time
value = S180,Cond(PalNo = 3 || PalNo = 5,2,0)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S190,1 

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S1000,0
;---------------------------------------------------------------------------
;Round Win
[Statedef 188]
type = S
ctrl = 0
velset = 0,0

[State 181, 3]
type = PlaySnd
trigger1 = MatchOver && !NumPartner && !Time
value = S180,Cond(PalNo = 3 || PalNo = 5,2,0)

[State 181, 4]
type = PlaySnd
triggerall = MatchOver && NumPartner
trigger1 = (ID = 56 || ID = 58) && !Time
trigger2 = (ID = 57 || ID = 59) && partner,Alive = 0 && !Time
value = S180,Cond(PalNo = 3 || PalNo = 5,2,0)

[State 181, 1]
type = AssertSpecial
trigger1 = MatchOver && Time <= 250
flag = roundnotover

;---------------------------------------------------------------------------
; Introduction
[Statedef 191]
type = S
anim = 20
ctrl = 0
velset = 0,0
sprpriority = 5

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

[State 191, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 191, 3]
type = Null
trigger1 = !Time
x = -169

[State 191, 4]
type = Null
trigger1 = !Time
x = 2.8

[State 191, 3]
type = Explod
trigger1 = !Time
anim = 20
ID = 191
pos = ceil(-169*const(size.xscale)),0
postype = p1
facing = 1
vfacing = 1
vel = 2.8*const(size.xscale),0
scale = const(size.xscale),const(size.yscale)
shadow = -1
removetime = 35
sprpriority = 2
ownpal = 1

[State 191, 5]
type = ChangeAnim
trigger1 = Time = 35
value = 1100

;++++++++++++++++++++++++++++++++++++++
[State 191, 3]
type = Explod
trigger1 = Time = 35
anim = 1100
ID = 191
pos = ceil(-71*const(size.xscale)),0
postype = p1
facing = 1
vfacing = 1
vel = 0,0
scale = const(size.xscale),const(size.yscale)
shadow = -1
removetime = 35
sprpriority = 2
ownpal = 1

[State 191, Whip]
type = Null
trigger1 = Time = 35
anim = 1101
ID = 191
pos = -71,0
postype = p1
facing = 1
vfacing = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1

[State 191, 6]
type = VelSet
trigger1 = Time = 35
x = 0
y = 0

[State 191, 7]
type = PlaySnd
trigger1 = Time = 35
value = 1100,0

[State 191, 8]
type = PlaySnd
trigger1 = Time = 51
value = 190,0

[State 191, 9]
type = ChangeAnim
trigger1 = Anim = 1100 && !AnimTime
value = 190
;++++++++++++++++++++++++++++++++++++++
[State 191, Whip]
type = Explod
trigger1 = Time = 70
anim = 190
ID = 191
pos = ceil(-71*const(size.xscale)),0
postype = p1
facing = 1
vfacing = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 15
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
shadow = -1
sprpriority = 3
ownpal = 1

[State 191, 10]
type = ChangeAnim
trigger1 = Time = 85 
value = 20
;++++++++++++++++++++++++++++++++++++++
[State 191, Whip]
type = Explod
trigger1 = Time = 85 
anim = 20
ID = 191
pos = ceil(-71*const(size.xscale)),0
postype = p1
facing = 1
vfacing = 1
vel = 2.8*const(size.xscale),0
accel = 0,0
random = 0,0
removetime = 28
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
shadow = -1
sprpriority = 3
ownpal = 1

[State 191, 11]
type = Null
trigger1 = Time = 87 
x = 2.8
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 106
value = 190,1
;++++++++++++++++++++++++++++++++++++++
[State 191, Torch]
type = Explod
trigger1 = !Time
anim = 900
ID = 191 
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 51
scale = const(size.xscale),const(size.yscale)
shadow = -1
sprpriority = -1
ownpal = 1

[State 191, Torch Hit]
type = Explod
trigger1 = Time = 51
anim = 901
ID = 192 
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = const(size.xscale),const(size.yscale)
shadow = -1
sprpriority = -1
ownpal = 1

[State 191, Torch Hit (Flame)]
type = Explod
trigger1 = Time = 51
anim = 902
ID = 193 
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = const(size.xscale),const(size.yscale)
shadow = -1
sprpriority = -1
ownpal = 1

[State 191, Heart]
type = Explod
trigger1 = Time = 79
anim = 903
ID = 194 
pos = 0,ceil(-24*const(size.yscale))
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,2
accel = 0,.4*const(size.yscale)
random = 0,0
removetime = 7
scale = const(size.xscale),const(size.yscale)
shadow = -1
sprpriority = -1
ownpal = 1

[State 191, Heart]
type = Explod
trigger1 = Time = 86
anim = 903
ID = 194 
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
scale = const(size.xscale),const(size.yscale)
shadow = -1
sprpriority = -1
ownpal = 1
;++++++++++++++++++++++++++++++++++++++
[State 0, VelMul]
type = Null
trigger1 = Time = 112
x = 0

[State 191, PosSet]
type = Null
trigger1 = Time = 112
x = -70*(-1 + 2*(TeamSide = 1))

[State 191, ChangeState]
type = ChangeState
trigger1 = Time = 112
value = 0
;---------------------------------------------------------------------------
; Taunt
[Statedef 195]
type = S
movetype = I
physics = S
ctrl = 0
anim = 195
velset = 0,0
sprpriority = 2

[State 195, 5]
type = PlaySnd
trigger1 = AnimElem = 3
value = F0,0

[State 195, 7]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;========================<EXPLODSIVE BUFFERING HELPER>=============================
[StateDef 90000005]
type = A
physics = N
moveType = I
anim = 1
velSet = 0,0
ctrl = 0
     
[State 90000005, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "by JustMorphPointman"
ignoreHitPause = 1
;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 0, CtrlSet]
type = CtrlSet
trigger1 = Anim = 188
value = 1

[State 0, 2]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5 && Anim != 188
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

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

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 6] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050
;---------------------------------------------------------------------------
; Stand to Crouch
[Statedef 10]
type    = C
physics = C
anim = 10

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

[State 10, 2]
type = ChangeState
triggerall = var(59) = 0
trigger1 = AnimTime = 0
value = 11

[State 10, 2]
type = ChangeState
triggerall = var(59) > 0
trigger1 = !Time
value = 13

[State 10, 3]
Type= ChangeState
Triggerall= !Time
Triggerall= var(59) > 0
;trigger1 = P2StateType = A && MoveType != H
trigger1 = random<var(50)*0.6
value= 0
ctrl= 1

;---------------------------------------------------------------------------
; Crouching
[Statedef 11]
type    = C
physics = C
anim = 11
sprpriority = 0

[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 11

[State 10, 2]
type = ChangeState
triggerall = var(59) > 0
trigger1 = !Time
value = 14
;---------------------------------------------------------------------------
; Crouch to Stand
[Statedef 12]
type    = S
physics = S
anim = 12

[State 12, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
; Stand to Crouch
[Statedef 13]
type    = C
physics = C
anim = 10
ctrl = 0

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

[State 10, 2]
type = ChangeState
triggerall = var(59) > 0
trigger1 = AnimTime = 0
value = 14
ctrl = 0

[State 0, CtrlSet]
type = Null
Triggerall= !Time
Triggerall= var(59) > 0
trigger1 = P2StateType = A
value = 1

[State 10, 3]
Type= Null
Triggerall= !Time
Triggerall= var(59) > 0
;trigger1 = P2StateType = A
trigger1 = random<var(50)*0.2
value= 0
ctrl= 1

[State 10, 2]
type = ChangeState
trigger1 = var(59) > 0
trigger1 = statetype != A && ctrl
trigger1 = abs(P2BodyDist X < 65.6) && abs(P2BodyDist X >= 42.6)
trigger1 = !InGuardDist
trigger1 = random<var(50)*1.1
value = 1100
ctrl = 0

[State 10, 4]
type = ChangeState
triggerall = var(59) > 0
trigger1 = P2MoveType = A && InGuardDist
Trigger1 = random<var(50)*1.2
value = 120

[State 10, 2]
type = ChangeState
trigger1 = RoundState = 3
value = 0
;---------------------------------------------------------------------------
; Crouching
[Statedef 14]
type    = C
physics = C
anim = 11
ctrl = 0
sprpriority = 0

[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 11

[State 10, 2]
type = Null
triggerall = var(59) > 0
trigger1 = (P2StateType = A && MoveType != H)
value = 15

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nowalk

[State 0, CtrlSet]
type = CtrlSet
trigger1 = random<var(50)*0.3
value = 1

[State -1, Fire Shot]
type = ChangeState
triggerall = !NumHelper(1000)
trigger1 = NumHelper(1000)
trigger1 = P2BodyDist X > 48.3
trigger1 = random<var(50)*0.1
trigger1 = !((abs(enemy,fvar(30) < 52.4) && !(enemy,fvar(30) = 0)) || (abs(enemy,fvar(32) < 52.4) && !(enemy,fvar(32) = 0)) || (abs(enemy,fvar(34) < 52.4) && !(enemy,fvar(34) = 0)))
trigger1 = !((abs(enemy,fvar(31) > -42.6) && !(enemy,fvar(31) = 0)) || (abs(enemy,fvar(33) > -42.6) && !(enemy,fvar(33) = 0)) || (abs(enemy,fvar(35) > -42.6) && !(enemy,fvar(35) = 0)))
value = 100

[State 10, 2]
type = ChangeState
triggerall = var(59) > 0
trigger1 = P2MoveType = A && InGuardDist
Trigger1 = random<var(50)*1.2
value = 120
;---------------------------------------------------------------------------
; Crouch to Stand
[Statedef 15]
type    = S
physics = S
anim = 12
ctrl = 1

[State 12, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40]
Type= ChangeState
Triggerall= !Time
Triggerall= var(59) > 0
trigger1 = random < var(50)*2.2
value= 0
ctrl= 1

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

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
trigger1 = var(59) = 0
trigger2 = var(59) > 0
trigger2 = abs(P2BodyDist X) > 34.3
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
trigger1 = var(59)=0
sysvar(1) = -1

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

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 40, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3

[State 5150, 1] ;Normal anim
type = ChangeAnim
triggerall = !Name = "Simon" && !PrevStateNo = 5601
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3] ;Hit up type anim
type = ChangeAnim
triggerall = !Name = "Simon" && !PrevStateNo = 5601
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4] ;Match over anim
type = ChangeAnim
persistent = 0
triggerall = !Name = "Simon" && !PrevStateNo = 5601
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
triggerall = !Name = "Simon"
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150, 6] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5150, 7] ;Friction
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5150, 9]
type = AssertSpecial
trigger1 = PrevStateNo = 5400
flag = noshadow

[State 5150, 10]
type = VelSet
trigger1 =  PrevStateNo = 5400
x = 0
y = 0

[State 5150, 11]
type = ChangeAnim
triggerall = Name = "Simon" && PrevStateNo = 5601
trigger1 = Time = 0
value = 5601
elem = 2
;---------------------------------------------------------------------------
;HIT_DEFEATED
[Statedef 5600]
type    = A
movetype= H
physics = N
sprpriority = -3
velset = -2,-3
anim = 5600
ctrl = 0

[State 5600, 1]
type = Gravity
trigger1 = 1

[State 5400, 2]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = noshadow 

[State 5600, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5601
;---------------------------------------------------------------------------
;HIT_DEFEATED
[Statedef 5601]
type    = L
movetype= H
physics = N
sprpriority = -3
velset = 0,0
anim = 5601
ctrl = 0

[State 5601, 1]
type = PosSet
trigger1 = !Time
y = 0

[State 5601, 2]
type = PlaySnd
trigger1 = !Time
value = S11,1

[State 5400, 3]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = noshadow

[State 5601, 4]
type = ChangeState
trigger1 = Time = 145
value = 5150
