;---------------------------------------------------------------------------
;The Amazon Stand Summon (Run)
[Statedef 7000]
type    = A
movetype= I
physics = N
velset = (ParentDist X)/15,-3.73*const(size.yscale)
ctrl = 0
anim = 7000
sprpriority = 3

[State 7000, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 7000, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 7000, 4]
type = Null
trigger1 = !Time && RoundState = 2
var(7) = -100-(50*(root,Var(0) > 0))

[State 7000, 5]
type = Gravity
trigger1 = 1

[State 7000, 6]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7030
time = -1

[State 7000, 7]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7000, 8]
type = ParentVarSet
trigger1 = !Time && RoundState = 2
var(38) = 1

[State 7000, 9]
type = PlaySnd
trigger1 = !Time
value = S40,0

[State 7000, 10]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7000, 11]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7200, 12]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 7001
;---------------------------------------------------------------------------
;The Amazon Stand Summon (Dash)
[Statedef 7001]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 7001
sprpriority = 3

[State 7001, 1]
type = VarSet
trigger1 = !Time
fvar(3) = root,FVar(21)

[State 7001, 2]
type = HitDef
trigger1 = root,var(5) < 10 && !Time
attr = S,ST
hitflag = M
guardflag = M
animtype = Medium
priority = 4,Hit
getpower = 0,0
damage = 0,0
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = -9,ceil(-43*const(size.yscale))
hitsound = F720,0
guardsound = F6,0
ground.type = Low
ground.slidetime = 25
guard.hittime = 30
ground.velocity = -9.4*const(size.xscale)
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0
p1sprpriority = -2
p2sprpriority = -3
id = 1050
chainID = -1
nochainID = -1
hitonce = 0
kill = 0
guard.kill = 1
fall.kill = 1
numhits = 1
p1stateno = 7002

[State 7001, 3]
type = VelSet
trigger1 = AnimElem = 3
x = 8.2*const(size.xscale)

[State 7001, 4]
type = VelMul
trigger1 = AnimElemTime (3) >= 0 && AnimElemTime(6) < 0
x = .9

[State 7001, 5]
type = VelSet
trigger1 = AnimElem = 7
x = 0

[State 7001, 6]
type = PlaySnd
trigger1 = AnimElem = 3
value = F0,4

[State 7001, 7]
type = ScreenBound
trigger1 = 1
value = 1

[State 7001, 8]
type = PlayerPush
trigger1 = 1
value = 0

[State 7001, 9]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7030
time = -1

[State 7001, 10]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7001, 11]
type = PosSet
trigger1 = !Time
y = 0

[State 7001, 12]
type = StateTypeSet
trigger1 = root,Var(5) = 10
movetype = I

[State 7001, 13]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7001, 14]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7001, 15]
type = ChangeState
trigger1 = !AnimTime
value = 7020 
;---------------------------------------------------------------------------
;The Amazon Stand Summon (Outlaw Choke)
[Statedef 7002]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7002
sprpriority = -2

[State 7002, 1]
type = Width
trigger1 = 1
edge = ceil(20*const(size.xscale)),ceil(20*const(size.yscale))

[State 7002, 2]
type = TargetState
trigger1 = NumTarget && !Time
value = 7005

[State 7002, 2]
type = ScreenBound
trigger1 = 1
value = 1

[State 7005, 2]
type = ScreenBound
trigger1 = AnimElemTime (12) >= 0
value = 0

[State 7002, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 7002, 4]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7030
time = -1

[State 7002, 5]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7002, 6]
type = TargetBind
triggerall = NumTarget
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(3) < 0
pos = 27*const(size.xscale),0

[State 7002, 7]
type = TargetBind
triggerall = NumTarget
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos = 23*const(size.xscale),0

[State 7002, 8]
type = TargetBind
triggerall = NumTarget
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
pos = 19*const(size.xscale),0

[State 7002, 9]
type = TargetBind
triggerall = NumTarget
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(10) < 0
pos = 0,-34*const(size.yscale)

[State 7002, 10]
type = TargetBind
triggerall = NumTarget
trigger1 = AnimElem = 10
pos = 0,0

[State 7002, 11]
type = SprPriority
trigger1 = AnimElem = 4
value = -3

[State 7002, 12]
type = SprPriority
trigger1 = AnimElem = 19
value = 3

[State 7002, 13]
type = Explod
triggerall = Cond(NumTarget,(target,Name != "Samus" && target,Name != "Mega Man"),0)
trigger1 = AnimElem = 6 || AnimElem = 8 || AnimElem = 10
anim = 7009
ID = 7000
pos = ceil(-8*const(size.xscale)),ceil(-34*const(size.yscale))
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = -2
ownpal = 1

[State 7002, 14]
type = TargetLifeAdd
triggerall = NumTarget
trigger1 = AnimElem = 6 || AnimElem = 8 || AnimElem = 10
value = ceil(-50*Fvar(3))

[State 7002, 15]
type = HitAdd
triggerall = NumTarget
trigger1 = AnimElem = 6 || AnimElem = 8 || AnimElem = 10
value = 1

[State 7002, 16]
type = Null
triggerall = AnimElem = 6
trigger1 = root,Cond(FVar(20) > .3, FVar(20) := FVar(20) - .2,0) || root,Cond(FVar(21) > .3, FVar(21) := FVar(21) - .2,0)

[State 7002, 17]
type = Explod
trigger1 = AnimElem = 5 
anim = 7003
ID = 7000
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = -1
ownpal = 1

[State 7002, 18]
type = Explod
triggerall = Cond(NumTarget,(target,Name = "Samus" || target,Name = "Mega Man"),0)
trigger1 = AnimElem = 6 || AnimElem = 8 || AnimElem = 10
anim = 6001
ID = 7000
pos = ceil(-8*const(size.xscale)),ceil(-34*const(size.yscale))
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = -2
ownpal = 1

[State 7002, 19]
type = TargetState
trigger1 = NumTarget && AnimElem = 10
value = 7006

[State 7002, 20]
type = PlaySnd
trigger1 = AnimElem = 6 || AnimElem = 8 || AnimElem = 10
value = S7002,0

[State 7002, 21]
type = ChangeState
trigger1 = !AnimTime
value = 7020

;---------------------------------------------------------------------------
;Caught by Outlaw Choke
[Statedef 7005]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -3

[State 7005, 1]
type = ChangeAnim2
trigger1 = !Time
value = 7005

[State 7005, 2]
type = Null
trigger1 = AnimElemTime (3) < 0
value = 1

[State 7005, 3]
type = ScreenBound
trigger1 = 1
value = 1

[State 7005, 3]
type = Null
trigger1 = AnimElem = 3
value = 1
;---------------------------------------------------------------------------
;Caught by Outlaw Choke
[Statedef 7006]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -3

[State 7005, 1]
type = ChangeAnim
trigger1 = !Time
value = 5030

[State 7005, 1]
type = ChangeAnim
trigger1 = Anim = 5030 && !AnimTime
value = 5050

[State 7006, 4]
type = VelSet
trigger1 = !Time
x = -1.5
y = -4.7

[State 7006, 5]
type = VelAdd
trigger1 = 1
y = .35

[State 7006, 6]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 10
value = 5810
;---------------------------------------------------------------------------
;Caught by Outlaw Choke
[Statedef 7007]
type    = L
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -3

[State 7007, 1]
type = ChangeAnim
trigger1 = !Time
value = 5080

[State 7007, 2]
type = PlaySnd
trigger1 = !Time
value = F7,1

[State 7007, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 7007, 4]
type = PosSet
trigger1 = !Time
y = 0

[State 7007, 5]
type = SelfState
trigger1 = Time = 120
value = 5120
;---------------------------------------------------------------------------
;The Amazon Crouch Summon (Entrance)
[Statedef 7010]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 1
sprpriority = 3

[State 0, PosSet]
type = PosSet
trigger1 = !Time
x = ((root,Pos X) + 50*root,Facing) + Cond(root,FrontEdgeDist < 40,(root,FrontEdgeDist)-50,0)

[State 7000, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7000, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7000, 3]
type = Null
trigger1 = !Time
var(7) = -100-(50*(root,Var(0) > 0))

[State 7000, 4]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7030
time = -1

[State 7000, 5]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7000, 6]
type = ParentVarSet
trigger1 = !Time && RoundState = 2
var(38) = 1

[State 7000, 7]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7000, 8]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7000, 9]
type = ChangeState
trigger1 = Time = 60 || root,Var(0)
value = 7011
;---------------------------------------------------------------------------
;The Aamzon (Crouch Summon, actual entrance)
[Statedef 7011]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 7011
sprpriority = 3

[State 7011, 1]
type = VarSet
trigger1 = !Time
fvar(3) = root,FVar(21)

[State 7011, 2]
type = PosSet
trigger1 = !Time
y = (root,Pos Y) - ScreenPos Y

[State 7011, 3]
type = ScreenBound
trigger1 = 1
value = 1

[State 7011, 4]
type = PlayerPush
trigger1 = 1
value = 0

[State 7011, 5]
type = VelSet
trigger1 = !Time
y = 8.5*const(size.yscale)

[State 7011, 6]
type = VelAdd
trigger1 = 1
y = .65*const(size.yscale)

[State 7011, 7]
type = PlayerPush
triggerall = NumTarget && HitCount
trigger1 = AnimElemTime(3) >= 0
value = 0

[State 7011, 8]
type = HitDef
trigger1 = root,Var(5) < 10 && !Time
attr = A,SA
hitflag = MAFD
guardflag = H
animtype = Hard
getpower = 0,0
givepower = 60, 30
priority = 4,Hit
damage = ceil(60*Fvar(3)),15
pausetime = 6,6
sparkno = S6001
guard.sparkno = -1
sparkxy = -3,ceil(-20*const(size.yscale))
hitsound = F5,3
guardsound = F6,0
ground.type = High
ground.slidetime = 11
ground.hittime = 21
guard.hittime = 14
ground.velocity = -1.5,abs(Vel Y)
ground.cornerpush.veloff = 0
air.type = High
air.hittime = 100
air.velocity = -1.3,abs(Vel Y)
yaccel = .65*const(size.yscale)
fall = 0
fall.recover = 0
forcenofall = 1
id = 1050
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 7011, 9]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7030
time = -1

[State 7011, 10]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7011, 11]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7011, 12]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7001, 13]
type = StateTypeSet
trigger1 = root,Var(5) = 10
movetype = I

[State 7011, 14]
type = TargetState
triggerall = NumTarget && HitCount
trigger1 = AnimElemTime(3) >= 0 && target,Pos Y >= 0 && target,StateNo != 1104
value = 7014
ignorehitpause = 1

[State 7011, 15]
type = Null
trigger1 = !Time
value = S40,0

[State 7011, 16]
type = PlaySnd
trigger1 = !Time
value = S1100,0
channel = 0
persistent = 0

[State 7011, 17]
type = ChangeState
triggerall = !NumTarget || !HitCount
trigger1 = Vel Y > 0 && Pos Y >= 14
value = 7012

[State 7011, 18]
type = ChangeState
triggerall = NumTarget && HitCount
trigger1 = Vel Y > 0 && Pos Y >= -20
value = 7013
ignorehitpause = 1
;---------------------------------------------------------------------------
;The Amazon Crouch Summon (Land)
[Statedef 7012]
type    = S
movetype= I
physics = N
velset = 0,0
anim = 7012
ctrl = 0
sprpriority = 3

[State 7012, 1]
type = ScreenBound
trigger1 = 1
value = 1

[State 7012, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7012, 3]
type = PlaySnd
trigger1 = !Time
value = S1020,0

[State 7012, 4]
type = PosSet
trigger1 = !Time
y = 0

[State 7012, 5]
type = ChangeState
trigger1 = !AnimTime
value = 7020
;---------------------------------------------------------------------------
;The Amazon Crouch Summon (Piranha Bite)
[Statedef 7013]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 7013
ctrl = 0
sprpriority = -2

[State 7013, 1]
type = ScreenBound
trigger1 = 1
value = 1

[State 7013, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7013, 3]
type = PosSet
trigger1 = 1
y = 0

[State 7013, 4]
type = Null
triggerall = !Time
trigger1 = root,Cond(FVar(20) > .3, FVar(20) := FVar(20) - .2,0) || root,Cond(FVar(21) > .3, FVar(21) := FVar(21) - .2,0)

[State 7013, 5]
type = TargetState
triggerall = NumTarget
trigger1 = !Time
value = 7015

[State 7013, 6]
type = BindToTarget
triggerall = NumTarget
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
time = 1
pos = 0,0,Foot

[State 7013, 7]
type = TargetBind
triggerall = NumTarget
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
time = 1
pos = 21*const(size.xscale),0

[State 7013, 8]
type = TargetBind
triggerall = NumTarget
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(15) < 0
time = 1
pos = 10*const(size.xscale),-62*const(size.yscale)

[State 7013, 9]
type = TargetBind
triggerall = NumTarget
trigger1 = AnimElem = 15
time = 1
pos = 0,0

[State 7013, 10]
type = TargetFacing
trigger1 = Facing = target,Facing
value = Facing * -1
ID = -1

[State 7013, 11]
type = Explod
triggerall = Cond(NumTarget,target,Name != "Samus" && target,Name != "Mega Man",0)
trigger1 = AnimElem = 5 || AnimElem = 7 || AnimElem = 9 || AnimElem = 11  || AnimElem = 13  || AnimElem = 15
anim = 7009
ID = 7000
pos = ceil(6*const(size.xscale)),ceil(-62*const(size.yscale))
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 5
ownpal = 1

[State 7013, 12]
type = Explod
triggerall = Cond(NumTarget,(target,Name = "Samus" || target,Name = "Mega Man"),0)
trigger1 = AnimElem = 5 || AnimElem = 7 || AnimElem = 9 || AnimElem = 11  || AnimElem = 13  || AnimElem = 15 
anim = 6001
ID = 7000
pos = ceil(6*const(size.xscale)),ceil(-62*const(size.yscale))
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 5
ownpal = 1

[State 7013, 13]
type = TargetLifeAdd
trigger1 = AnimElem = 5 || AnimElem = 7 || AnimElem = 9 || AnimElem = 11 || AnimElem = 13 || AnimElem = 15
value = floor(-10*root,fvar(2))

[State 7013, 14]
type = HitAdd
trigger1 = AnimElem = 5 || AnimElem = 7 || AnimElem = 9 || AnimElem = 11 || AnimElem = 13 || AnimElem = 15
value = 1

[State 7013, 15]
type = PlaySnd
trigger1 = AnimElem = 5 || AnimElem = 7 || AnimElem = 9 || AnimElem = 11 || AnimElem = 13 || AnimElem = 15
value = S7002,0

[State 7013, 16]
type = ChangeState
trigger1 = !AnimTime
value = 7020
;---------------------------------------------------------------------------
;Caught by Piranha Bite
[Statedef 7014]
type    = L
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -2

[State 1104, 1]
type = ChangeAnim
trigger1 = !Time
value = 5100 

[State 1104, 2]
type = ChangeAnim
trigger1 = Time > 3
value = 5110 

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

[State 1104, 4]
type = PosSet
trigger1 = 1
y = 0

[State 1104, 5]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1104, 6]
type = SelfState
trigger1 = Time = 30
value = 5120

;---------------------------------------------------------------------------
;The Amazon Crouch Summon (Piranha Bite)
[Statedef 7015]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -3

[State 7015, 1]
type = ChangeAnim2
trigger1 = !Time
value = 7015

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

[State 7015, 2]
type = ScreenBound
trigger1 = AnimElemTime(16) < 0
value = 0

[State 7015, 3]
type = VelSet
trigger1 = AnimElem = 16
x = -3.8
y = -3.2

[State 7015, 4]
type = VelAdd
trigger1 = AnimElemTime(16) >= 0
y = .35

[State 7015, 5]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 5810
;---------------------------------------------------------------------------
;Caught by Outlaw Choke
[Statedef 7016]
type    = L
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -2

[State 7016, 1]
type = PosSet
trigger1 = !Time
y = 0

[State 7016, 2]
type = ChangeAnim
trigger1 = !Time
value = 5080

[State 7016, 3]
type = PlaySnd
trigger1 = !Time
value = F7,1

[State 7016, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 7016, 5]
type = SelfState
trigger1 = !Alive
value = 5150

[State 7016, 5]
type = SelfState
trigger1 = Time = 20 && Alive
value = 5120
;---------------------------------------------------------------------------
;The Amazon Leave
[Statedef 7020]
type    = S
movetype= I
physics = N
velset = -5*const(size.xscale),0
ctrl = 0
anim = 7020
sprpriority = 3

[State 7020, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7020, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7020, 3]
type = Turn
trigger1 = !Time

[State 7020, 4]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1000,1

[State 7020, 5]
type = PlaySnd
trigger1 = AnimElem = 7
value = S1000,2

[State 7020,6]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 7020, 7]
type = ChangeState
trigger1 = FrontEdgeDist < -30
value = 7300
;---------------------------------------------------------------------------
; The Amazon Hit
[Statedef 7030]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
anim = 7030
sprpriority = 3

[State 7030, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7030, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7030, 3]
type = ParentVarAdd
trigger1 = !Time 
var(6) = -100
ignorehitpause = 1

[State 7030, 4]
type = VelAdd
trigger1 = Time >= 16
y = .44*const(size.yscale) 

[State 7030, 5]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 7031+(9*(root,Var(6) = 0))
;---------------------------------------------------------------------------
; The Amazon Fall
[Statedef 7031]
type    = L
movetype= H
physics = N
velset = 0,0
ctrl = 0
anim = 7031
sprpriority = 3

[State 7031, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7031, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7031, 3]
type = PosSet
trigger1 = !Time
y = 0

[State 7031, 4]
type = PlaySnd
trigger1 = !Time
value = F7,0

[State 7031, 5]
type = ChangeState
trigger1 = !AnimTime
value = 7020
;---------------------------------------------------------------------------
;The Amazon Defeated
[Statedef 7040]
type    = L
movetype= H
physics = N
sprpriority = 3
velset = 0,0
anim = 7040
ctrl = 0

[State 7040, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7040, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7040, 3]
type = PlaySnd
trigger1 = !Time
value = F7,0

[State 7040, 4]
type = PlaySnd
trigger1 = !Time
value = S11,1

[State 7040, 4]
type = ChangeState
trigger1 = Time = 90
value = 7300
;---------------------------------------------------------------------------
;Baseball Stand Summon (Entrance)
[Statedef 7100]
type    = A
movetype= A
physics = N
velset = ifelse(parent,FrontEdgeDist > 50,(ParentDist X+20)/15,(ParentDist X)/15),-3.33*const(size.yscale)
ctrl = 0
anim = 7100
sprpriority = 3

[State 7100, 1]
type = Gravity
trigger1 = 1

[State 7100, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 7100, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 7010, 4]
type = Null
trigger1 = !Time
var(7) = -50-(50*(root,Var(0) > 0))

[State 7100, 5]
type = PlaySnd
trigger1 = !Time
value = S7100,0

[State 7100, 6]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7130
time = -1

[State 7100, 7]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7100, 8]
type = ParentVarSet
trigger1 = !Time && RoundState = 2
var(38) = 1

[State 7100, 9]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7100, 10]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7100, 11]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 7101
;---------------------------------------------------------------------------
;Baseball Stand Summon (Pitch)
[Statedef 7101]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 7101
sprpriority = 3

[State 7101, 1]
type = PosSet
trigger1 = !Time
y = 0

[State 7101, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 7101, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 7101, 4]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7130
time = -1

[State 7101, 5]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7101, 6]
type = Helper
trigger1 = AnimElem = 13
name = "Ball"
ID = 7050
stateno = 7103
pos = ceil(44*const(size.xscale)),ceil(-36*const(size.yscale))
postype = p1
facing = 1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 7101, 7]
type = ParentVarSet
trigger1 = AnimElem = 13
var(39) = 1

[State 7101, 8]
type = VarAdd
trigger1 = AnimElem = 13
var(11) = 1

[State 7101, 9]
type = StateTypeSet
trigger1 = Time = 79
movetype = A

[State 7101, 10]
type = StateTypeSet
trigger1 = Time = 81
movetype = I

[State 7101, 11]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7101, 12]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y

[State 7101, 13]
type = PosAdd
trigger1 = AnimElem = 14
x = 20*const(size.xscale)

[State 7101, 14]
type = PlaySnd
trigger1 = AnimElem = 13
value = S7101,0

[State 7100, 15]
type = ChangeState
triggerall = AnimElemTime(15) >= 0 && (NumHelper(7050) && Cond(NumHelper(7050),helper(7050),StateNo != 7106,0))
trigger1 = helper(7050),Time = 35
value = 7120

[State 7100, 16]
type = ChangeState
trigger1 = AnimElemTime(15) >= 0 && (!NumHelper(7050) || Cond(NumHelper(7050),helper(7050),StateNo = 7106,0))
value = 7102
;---------------------------------------------------------------------------
;Baseball Stand Summon (BALL)
[Statedef 7102]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 7102
sprpriority = 3

[State 7102, 1]
type = PosSet
trigger1 = !Time
y = 0

[State 7102, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 7102, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 7102, 4]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7130
time = -1

[State 7102, 5]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7102, 6]
type = Explod
trigger1 = !Time
anim = 7105
ID = 7100
pos = 0,ceil(-70*const(size.yscale))
postype = p1
facing = 1*Facing
vfacing = 1
bindtime = 1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = -5
ownpal = 1
removeongethit = 1

[State 7102, 7]
type = PlaySnd
trigger1 = !Time
value = S7102,0

[State 7102, 8]
type = ChangeState
trigger1 = !AnimTime
value = 7120
;---------------------------------------------------------------------------
;Ball
[Statedef 7103]
type    = S
movetype= A
physics = N
velset = 12.5*const(size.xscale),0
ctrl = 0
anim = 7103
sprpriority = 3

[State 7103, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7103, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7103, 3]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7105
time = -1

[State 7103, 4]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7103, 5]
type = HitDef
trigger1 = root,Var(5) < 10 && !Time
attr = S, SP
damage = ceil(80*root,Fvar(21)),20
animtype = Hard
guardflag = MAF
hitflag = MAF
priority = 3, Hit
getpower = 0
pausetime = 1,1
sparkno = S6001
sparkxy = -11,0
hitsound = F5, 2
guardsound = F6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 24
ground.velocity = -4*const(size.xscale)
ground.cornerpush.veloff = 0
air.type = Low
air.velocity = -2.1*const(size.xscale),-2.3*const(size.yscale)
air.hittime = 15
yaccel = .35*const(size.yscale)
fall = 1
fall.recover = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
id = 7100
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 7103, 6]
type = Null
triggerall = NumTarget && MoveHit && HitPauseTime = 1 && HitCount = 1
trigger1 = root,Cond(FVar(20) > .3, FVar(20) := FVar(20) - .2,0) || root,Cond(FVar(21) > .3, FVar(21) := FVar(21) - .2,0)
ignorehitpause = 1
persistent = 0

[State 7103, 7]
type = StateTypeSet
trigger1 = root,Var(5) = 10
movetype = I

[State 7103, 8]
type = ChangeState
trigger1 = MoveContact
value = 7104

[State 7103, 9]
type = ChangeState
trigger1 = FrontEdgeDist < -30
value = 7106

;---------------------------------------------------------------------------
;Ball Hit
[Statedef 7104]
type    = A
movetype= I
physics = N
velset = -1.1*const(size.xscale),-7.5*const(size.yscale)
ctrl = 0
anim = 7104
sprpriority = 3

[State 7104, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7104, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7104, 3]
type = VelAdd
trigger1 = 1
y = .35*const(size.yscale)

[State 7104, 4]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7105
time = -1

[State 7104, 5]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7063, 3]
type = ParentVarAdd
trigger1 = !Time
var(10) = 1

[State 7063, 4]
type = ChangeAnim
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1

[State 7104, 5]
type = DestroySelf
trigger1 = !NumTarget && Anim = 1
trigger2 = NumTarget && Anim = 1
trigger2 = target,StateType = L
;---------------------------------------------------------------------------
;Ball Hit
[Statedef 7105]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
anim = 6001
sprpriority = 3

[State 7104, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7104, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7063, 3]
type = ParentVarAdd
trigger1 = !Time
var(10) = 1

[State 7063, 4]
type = ChangeAnim
trigger1 = !AnimTime
value = 1

[State 7063, 5]
type = DestroySelf
trigger1 = !NumTarget && Anim = 1
trigger2 = NumTarget && Anim = 1
trigger2 = target,StateType = L
;---------------------------------------------------------------------------
;Ball Disappear
[Statedef 7106]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
anim = 1
sprpriority = 3

[State 7106, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7106, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7106, 3]
type = ParentVarAdd
trigger1 = !Time
var(10) = 1

[State 7106, 5]
type = DestroySelf
triggerall = parent,Var(10)
trigger1 = !NumTarget && Anim = 1
trigger2 = NumTarget && Anim = 1
trigger2 = target,StateType = L
;---------------------------------------------------------------------------
;Baseball Crouch Summon (Entrance)
[Statedef 7110]
type    = S
movetype= I
physics = N
velset = ifelse(parent,FrontEdgeDist > 50,(ParentDist X+20)/15,(ParentDist X)/15),-3.33*const(size.yscale)
ctrl = 0
anim = 7100
sprpriority = 3

[State 7110, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7110, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7110, 3]
type = Gravity
trigger1 = 1

[State 7110, 4]
type = Null
trigger1 = !Time
var(7) = -100-(50*(root,Var(0) > 0))

[State 7110, 5]
type = PlaySnd
trigger1 = !Time
value = S7100,0

[State 7110, 6]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7130
time = -1

[State 7110, 7]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7110, 8]
type = ParentVarSet
trigger1 = !Time && RoundState = 2
var(38) = 1

[State 7110, 9]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7110, 10]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7110, 11]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 7111
;---------------------------------------------------------------------------
;Baseball Crouch Summon (Land)
[Statedef 7111]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 7111
sprpriority = 3

[State 7111, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7111, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7111, 3]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7130
time = -1

[State 7111, 4]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7111, 5]
type = PosSet
trigger1 = !Time
y = 0

[State 7111, 6]
type = Helper
trigger1 = AnimElem = 3
name = "Reflector"
ID = 7100
stateno = 7114
pos = ceil(49*const(size.xscale)),ceil(-19*const(size.yscale))
postype = p1
facing = 1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 7111, 7]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7111, 8]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7111, 9]
type = ChangeState
trigger1 = P2BodyDist X < 30 && Time >= 12
value = 7112

[State 7111, 10]
type = ChangeState
trigger1 = NumHelper(7100)
trigger1 = helper(7100),StateNo = 7115
value = 7113

;---------------------------------------------------------------------------
;Baseball Swing
[Statedef 7112]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 7112
sprpriority = 3

[State 7112, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7112, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7112, 3]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7130
time = -1

[State 7112, 4]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7112, 5]
type = HitDef
trigger1 = root,var(5) < 10 && !Time
attr = S, SA
damage = ceil(120*root,Fvar(21)), 30
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = S6001
sparkxy = -9,-35
hitsound = F5, 4
guardsound = F6, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = -8.9*const(size.xscale),-5.9*const(size.yscale)
air.type = High
air.velocity = -8.3*const(size.xscale),-4.8*const(size.yscale)
air.hittime = 12
yaccel = .35*const(size.yscale)
fall = 1
fall.recover = 0
air.fall = 1
numhits = 1

[State 7112, 6]
type = StateTypeSet
trigger1 = root,Var(5) = 10
movetype = I

[State 7112, 7]
type = PlaySnd
trigger1 = AnimElem = 2
value = F0,4
ignorehitpause = 1

[State 7112, 7]
type = PlaySnd
triggerall = MoveHit
trigger1 = HitPauseTime = 1
value = S7112,0
ignorehitpause = 1

[State 7112, 8]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7112, 9]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7112, 10]
type = Null
triggerall = Cond(NumTarget,!(target,Time),0) && MoveHit
trigger1 = root,Cond(FVar(20) > .3, FVar(20) := FVar(20) - .2,0) || root,Cond(FVar(21) > .3, FVar(21) := FVar(21) - .2,0)
ignorehitpause = 1
persistent = 0

[State 7112, 11]
type = ChangeState
trigger1 = !AnimTime
value = 7120 
;---------------------------------------------------------------------------
;Baseball Swing
[Statedef 7113]
type    = S
movetype= A
physics = N
anim = 7113
velset = 0,0
ctrl = 0
sprpriority = 3

[State 7113, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7113, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7113, 3]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7130
time = -1

[State 7113, 4]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7113, 5]
type = HitDef
trigger1 = root,var(5) < 10 && !Time
attr = S,SA,HP
damage = ceil(180*root,Fvar(21)), 45
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = S6001
sparkxy = -9,-35
hitsound = F5, 4
guardsound = F6, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = -8.9*const(size.xscale),-5.9*const(size.yscale)
air.type = High
air.velocity = -8.3*const(size.xscale),-4.8*const(size.yscale)
air.hittime = 12
yaccel = .35*const(size.yscale)
fall = 1
fall.recover = 0
air.fall = 1
numhits = 1

[State 7113, 6]
type = StateTypeSet
trigger1 = root,Var(5) = 10
movetype = I

[State 7113, 7]
type = PlaySnd
trigger1 = AnimElem = 2
value = F0,4
ignorehitpause = 1

[State 7113, 8]
type = PlaySnd
trigger1 = MoveHit && HitPauseTime = 1
value = S7112,0
ignorehitpause = 1

[State 7113, 9]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7113, 10]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7113, 11]
type = ChangeState
trigger1 = !AnimTime
value = 7120 
;---------------------------------------------------------------------------
;Reflector
[Statedef 7114]
type    = S
movetype= I
physics = N
anim = 7114
velset = 0,0
ctrl = 0
sprpriority = 3

[State 7113, 1]
type = Null
trigger1 = 1
time = 1
pos = 49,-19

[State 7113, 2]
type = NotHitBy
trigger1 = 1
value = ,AA,HP,AT
time = 1 

[State 7113, 3]
type = HitOverride
trigger1 = !Time
attr = SCA,NP,SP
stateno = 7115
time = -1

[State 7114, 4]
type = DestroySelf
trigger1 = parent,StateNo != 7111
;---------------------------------------------------------------------------
;Reflector
[Statedef 7115]
type    = S
movetype= H
physics = N
anim = 1
velset = 0,0
ctrl = 0
sprpriority = 3

[State 7113, 1]
type = VarAdd
trigger1 = !Time
var(2) = GetHitVar(damage)
ignorehitpause = 1

[State 7113, 2]
type = VarAdd
trigger1 = !Time
fvar(3) = GetHitVar(xvel)
ignorehitpause = 1

[State 7113, 3]
type = PlaySnd
triggerall = MoveHit
trigger1 = HitPauseTime = 1
value = S7112,0
ignorehitpause = 1

[State 7113, 4]
type = ChangeState
trigger1 = Time
value = 7116
;---------------------------------------------------------------------------
;Reflected Projectile
[Statedef 7116]
type    = S
movetype= A
physics = N
anim = 7116
velset = 7*const(size.xscale),0
ctrl = 0
sprpriority = 3

[State 7116, 1]
type = PosAdd
trigger1 = !Time
y = -20

[State 7116, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 7116, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 7116, 4]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7117
time = -1

[State 7116, 5]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7116, 6]
type = HitDef
trigger1 = root,Var(5) < 10 && !Time
attr = S, SP
damage = Var(2),Var(2)/4
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
getpower = 0
pausetime = 1,1
sparkno = S6001
sparkxy = -11,0
hitsound = F5, 2
guardsound = F6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 24
ground.velocity = Fvar(3)*Facing
ground.cornerpush.veloff = 0
air.type = Low
air.velocity = Fvar(3)*Facing,-2.3*const(size.yscale)
air.hittime = 15
fall = 1
fall.recover = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
id = 7111
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 7116, 7]
type = Null
triggerall = NumTarget && MoveHit && HitPauseTime = 1 && HitCount = 1
trigger1 = root,Cond(FVar(20) > .3, FVar(20) := FVar(20) - .2,0) || root,Cond(FVar(21) > .3, FVar(21) := FVar(21) - .2,0)
ignorehitpause = 1
persistent = 0

[State 7103, 8]
type = StateTypeSet
trigger1 = root,Var(5) = 10
movetype = I

[State 7103, 9]
type = ChangeState
trigger1 = MoveContact
value = 7117

[State 7103, 10]
type = DestroySelf
trigger1 = FrontEdgeDist < -30
;-------------------------------------------------------------------------
;Fireball Dead
[Statedef 7117]
type    = S
movetype= A
physics = N
anim = 7117
ctrl = 0
velset = 0,0
sprpriority = 3

[State 7117, 1]
type = ChangeAnim
trigger1 = !AnimTime
value = 1

[State 7117, 2]
type = DestroySelf
trigger1 = !NumTarget && Anim = 1
trigger2 = NumTarget && Anim = 1
trigger2 = target,StateType = L
;---------------------------------------------------------------------------
;Baseball Leave
[Statedef 7120]
type    = A
movetype= I
physics = N
velset = -10*const(size.xscale), -3.33*const(size.yscale)
ctrl = 0
anim = 7100
sprpriority = 3

[State 7120, 1]
type = Turn
trigger1 = !Time

[State 7120, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 7120, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 7120, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 7120, 5]
type = PlaySnd
trigger1 = !Time
value = S7100,0

[State 7120, 6]
type = ChangeState
trigger1 = FrontEdgeDist < -30
value = 7300
;---------------------------------------------------------------------------
;Baseball Hit
[Statedef 7130]
type    = A
movetype= H
physics = N
ctrl = 0
anim = 7130
velset = -2*const(size.xscale),-6.5*const(size.yscale)
sprpriority = 3

[State 7130, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7130, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7130, 3]
type = Gravity
trigger1 = StateType = A

[State 7130, 4]
type = ParentVarAdd
trigger1 = !Time 
var(6) =  -100
ignorehitpause = 1

[State 7130, 5]
type = Explod
trigger1 = !Time && root,Var(6) != 0
anim = 7132
ID = 7100
pos = 0,ceil(-70*const(size.yscale))
postype = p1
facing = 1*Facing
vfacing = 1
bindtime = 1
removetime = -1
scale = const(size.xscale),const(size.yscale)
sprpriority = -5
ownpal = 1
removeongethit = 0

[State 7130, 6]
type = PlaySnd
trigger1 = !Time && root,Var(6) != 0
value = S7130,0
ignorehitpause = 1

[State 7130, 7]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 7131

[State 7130, 8]
type = ChangeState
trigger1 = root,Var(6) = 0
value = 7140
;---------------------------------------------------------------------------
;Baseball Land
[Statedef 7131]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
anim = 7131
sprpriority = 3

[State 7131, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7131, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7131, 3]
type = PosSet
trigger1 = !Time
y = 0

[State 7131, 4]
type = RemoveExplod
trigger1 = !Time
ID = 7100

[State 7131, 5]
type = ChangeState
trigger1 = !AnimTime
value = 7120

;---------------------------------------------------------------------------
;Baseball Dead
[Statedef 7140]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
anim = 7140
sprpriority = 3

[State 7140, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7140, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7140, 3]
type = Explod
trigger1 = Time = 30
anim = 7141
ID = 7140
pos = 0,ceil(-70*const(size.yscale))
postype = p1
facing = 1*Facing
vfacing = 1
bindtime = 1
removetime = 90
scale = const(size.xscale),const(size.yscale)
sprpriority = -5
ownpal = 1
removeongethit = 0

[State 7140, 4]
type = PlaySnd
trigger1 = Time = 30
value = S7140,0
ignorehitpause = 1

[State 7140, 6]
type = ChangeState
trigger1 = Time = 120
value = 7300
;---------------------------------------------------------------------------
;Volleyball Stand Summon (Entrance)
[Statedef 7200]
type    = S
movetype= I
physics = N
velset = 4.5,0
ctrl = 0
anim = 7200
sprpriority = 3

[State 7200, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7200, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7200, 3]
type = Null
trigger1 = !Time
var(7) = -50-(50*(root,Var(0) > 0))

[State 7200, 4]
type = Explod
trigger1 = !Time
anim = 7205
ID = 7050
pos = ceil(30)*Facing,ceil(180)
postype = front
vel = -6*Facing,-9.5
accel = 0,.35
facing = 1
vfacing = 1
bindtime = 1
removetime = 150
scale = const(size.xscale),const(size.yscale)
sprpriority = 4
ownpal = 1

[State 7200, 5]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7230
time = -1

[State 7200, 6]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7200, 7]
type = ParentVarSet
trigger1 = !Time && RoundState = 2
var(38) = 1

[State 7200, 8]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7200, 9]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7200, 10]
type = ChangeState
trigger1 = Time = 30
value = 7201
;---------------------------------------------------------------------------
;Volleyball Stand Summon (Leap)
[Statedef 7201]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 7201
sprpriority = 3

[State 7201, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7201, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7201, 3]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7230
time = -1

[State 7201, 4]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7201, 5]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7201, 6]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7201, 7]
type = ChangeState
trigger1 = !AnimTime
value = 7202
;---------------------------------------------------------------------------
;Volleyball Stand Summon (Jump)
[Statedef 7202]
type    = A
movetype= I
physics = N
velset = 0,-7.3*const(size.yscale)
ctrl = 0
anim = 7202
sprpriority = 3

[State 7202, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7202, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7202, 3]
type = Gravity
trigger1 = 1

[State 7202, 4]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7230
time = -1

[State 7202, 5]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7202, 6]
type = RemoveExplod
trigger1 = AnimElem = 2
id = 7050
 
[State 7202, 7]
type = Helper
trigger1 = AnimElem = 2
name = "Volleyball"
ID = 7050
stateno = 7204
pos = 0,ceil(-64*const(size.yscale))
postype = p1
facing = 1
ownpal = 1

[State 7101, 8]
type = ParentVarSet
trigger1 = AnimElem = 2
var(39) = 1

[State 7101, 9]
type = VarAdd
trigger1 = AnimElem = 2
var(11) = 1

[State 7202, 10]
type = PlaySnd
trigger1 = AnimElem = 2
value = S7201,0

[State 7201, 11]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7201, 12]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7201, 13]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 7203
;---------------------------------------------------------------------------
;Volleyball Stand Summon (Land)
[Statedef 7203]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 7203
sprpriority = 3

[State 7203, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7203, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7203, 3]
type = PosSet
trigger1 = !Time
y = 0

[State 7203, 4]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7230
time = -1

[State 7203, 5]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7203, 6]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7203, 7]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7203, 8]
type = ChangeState
trigger1 = !AnimTime
value = 7220
;---------------------------------------------------------------------------
;Volleyball Spiked
[Statedef 7204]
type    = A
movetype= A
physics = N
velset = 9.5,9.5
ctrl = 0
anim = 7205
sprpriority = 4

[State 7204, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7204, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7204, 3]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7209
time = -1

[State 7204, 4]
type = NotHitBy
trigger1 = 1
value = ,AA,AT
time = -1

[State 7204, 5]
type = Gravity
trigger1 = 1

[State 7204, 6]
type = HitDef
trigger1 = root,Var(5) < 10 && !Time
attr = A, SP
damage = ceil(110*root,Fvar(21)),27
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 3, Hit
getpower = 0
pausetime = 1,1
sparkno = S6001
sparkxy = -11,0
hitsound = F5, 3
guardsound = F6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 24
ground.velocity = -4
ground.cornerpush.veloff = 0
air.type = Low
air.velocity = -2.1*const(size.yscale),-2.3*const(size.xscale)
air.hittime = 15
yaccel = .35*const(size.yscale)
fall = 1
fall.recover = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
id = 7100
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 7204, 7]
type = Null
triggerall = NumTarget && MoveHit && HitPauseTime = 1 && HitCount = 1
trigger1 = root,Cond(FVar(20) > .3, FVar(20) := FVar(20) - .2,0) || root,Cond(FVar(21) > .3, FVar(21) := FVar(21) - .2,0)
ignorehitpause = 1
persistent = 0

[State 7204, 8]
type = StateTypeSet
trigger1 = root,Var(5) = 10
movetype = I

[State 7204, 9]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7204, 10]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7204, 11]
type = ChangeState
trigger1 = NumTarget && MoveContact && HitPauseTime = 1
value = 7206
ignorehitpause = 1

[State 7204, 12]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 7205
;---------------------------------------------------------------------------
;Volleyball Spiked
[Statedef 7205]
type    = A
movetype= A
physics = N
velset = 9.5,-6.5
ctrl = 0
anim = 7205
sprpriority = 4

[State 7205, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7205, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7205, 3]
type = PosSet
trigger1 = !Time
y = 0

[State 7205, 4]
type = Gravity
trigger1 = 1

[State 7205, 5]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7209
time = -1

[State 7205, 6]
type = NotHitBy
trigger1 = 1
value = ,AA,AT
time = -1

[State 7205, 7]
type = HitDef
trigger1 = root,Var(5) < 10 && !Time
attr = A, SP
damage = ceil(80*root,Fvar(21)),20
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
getpower = 0
pausetime = 1,1
sparkno = S6001
sparkxy = -11,0
hitsound = F5, 3
guardsound = F6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 24
ground.velocity = -4*const(size.xscale)
ground.cornerpush.veloff = 0
air.type = Low
air.velocity = -2.1*const(size.xscale),-2.3*const(size.yscale)
air.hittime = 15
yaccel = .35*const(size.yscale)
fall = 1
fall.recover = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
id = 7100
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 7205, 8]
type = Null
triggerall = NumTarget && MoveHit && HitPauseTime = 1 && HitCount = 1
trigger1 = root,Cond(FVar(20) > .3, FVar(20) := FVar(20) - .2,0) || root,Cond(FVar(21) > .3, FVar(21) := FVar(21) - .2,0)
ignorehitpause = 1
persistent = 0

[State 7205, 9]
type = StateTypeSet
trigger1 = root,Var(5) = 10
movetype = I

[State 7205, 10]
type = PlaySnd
trigger1 = !Time
value = S7205,0

[State 7205, 11]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7205, 12]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7205, 13]
type = ChangeState
trigger1 = NumTarget && MoveContact && HitPauseTime = 1
value = 7206
ignorehitpause = 1

[State 7205, 14]
type = ChangeState
trigger1 = FrontEdgeDist < -30
value = 7106
;---------------------------------------------------------------------------
;Volleyball Spiked
[Statedef 7206]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 7205
sprpriority = 4

[State 7205, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7205, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7205, 3]
type = AssertSpecial
trigger1 = (GameTime % 2) = 1
flag = invisible

[State 7205, 4]
type = Gravity
trigger1 = 1

[State 7205, 5]
type = VelSet
triggerall = NumTarget
trigger1 = (PrevStateNo = 7204 || PrevStateNo = 7212) && !Time
x = -6.5
y = -2.5

[State 7205, 6]
type = VelSet
trigger1 = PrevStateNo = 7205 && !Time
x = -4.5
y = -4.5

[State 7205, 7]
type = PlaySnd
trigger1 = !Time
value = S7206,0

[State 7205, 8]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 7207
;---------------------------------------------------------------------------
;Volleyball Spiked
[Statedef 7207]
type    = A
movetype= I
physics = N
velset = -6.5,-6.5
ctrl = 0
anim = 7205
sprpriority = 4

[State 7205, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7205, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7205, 3]
type = PosSet
trigger1 = !Time
y = 0

[State 7205, 4]
type = Gravity
trigger1 = 1

[State 7205, 5]
type = AssertSpecial
trigger1 = (GameTime % 2) = 1
flag = invisible

[State 7205, 6]
type = PlaySnd
trigger1 = !Time
value = S7205,0

[State 7205, 7]
type = ChangeState
trigger1 = Time = 50
trigger2 = FrontEdgeDist < -30
value = 7106
;---------------------------------------------------------------------------
;Volleyball Spiked
[Statedef 7208]
type    = A
movetype= I
physics = N
velset = -6.5,-6.5
ctrl = 0
anim = 7205
sprpriority = 4

[State 7205, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7205, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7205, 3]
type = PosSet
trigger1 = !Time
y = 0

[State 7205, 4]
type = Gravity
trigger1 = 1

[State 7205, 5]
type = AssertSpecial
trigger1 = (GameTime % 2) = 1
flag = invisible

[State 7205, 6]
type = ChangeState
trigger1 = Time = 50
trigger2 = FrontEdgeDist < -30
value = 7106
;---------------------------------------------------------------------------
;Ball Hit
[Statedef 7209]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
anim = 6001
sprpriority = 4

[State 7104, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7104, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7104, 3]
type = ParentVarAdd
trigger1 = !Time
var(10) = 1

[State 7104, 4]
type = DestroySelf
triggerall = parent,Var(10)
trigger1 = !NumTarget && Anim = 1
trigger2 = NumTarget && Anim = 1
trigger2 = target,StateType = L

;---------------------------------------------------------------------------
;Volleyball Crouch Summon (Entrance)
[Statedef 7210]
type    = S
movetype= I
physics = N
velset = 5.2
ctrl = 0
anim = 7200
sprpriority = 3

[State 7210, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 7210, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 7210, 4]
type = Null
trigger1 = !Time
var(7) = -50-(50*(root,Var(0) > 0))

[State 7210, 5]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7230
time = -1

[State 7210, 6]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7210, 7]
type = ParentVarSet
trigger1 = !Time && RoundState = 2
var(38) = 1

[State 7210, 8]
type = Explod
trigger1 = !Time
anim = 7205
ID = 7050
pos = 30*Facing,120
postype = front
vel = -5.6*Facing,-5.3
accel = 0,.35
facing = 1
vfacing = 1
bindtime = 1
removetime = 150
scale = const(size.xscale),const(size.yscale)
sprpriority = 4
ownpal = 1

[State 7210, 9]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7210, 10]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7210, 11]
type = ChangeState
trigger1 = Time = 32
value = 7211
;---------------------------------------------------------------------------
;Volleyball Crouch Summon (Ball)
[Statedef 7211]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 7211
sprpriority = 3

[State 7211, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7211, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7211, 3]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7230
time = -1

[State 7211, 4]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1
 
[State 7211, 5]
type = RemoveExplod
trigger1 = AnimElem = 2
id = 7050
 
[State 7211, 6]
type = Helper
trigger1 = AnimElem = 2
name = "Volleyball"
ID = 7050
stateno = 7212
pos = ceil(18*const(size.xscale)),ceil(-20*const(size.yscale))
postype = p1
facing = 1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 7211, 7]
type = ParentVarSet
trigger1 = AnimElem = 2
var(39) = 1

[State 7211, 8]
type = VarAdd
trigger1 = AnimElem = 2
var(11) = 1

[State 7211, 9]
type = PlaySnd
trigger1 = AnimElem = 2
value = S7211,0

[State 7211, 10]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7000, 11]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7211, 12]
type = ChangeState
trigger1 = Time > 33
value = 7220
;---------------------------------------------------------------------------
;Volleyball Bumped
[Statedef 7212]
type    = A
movetype= A
physics = N
velset = 4.5*const(size.xscale),-10.3*const(size.yscale)
ctrl = 0
anim = 7205
sprpriority = 4

[State 7212, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7212, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7212, 3]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7209
time = -1

[State 7212, 4]
type = NotHitBy
trigger1 = 1
value = ,AA,AT
time = -1

[State 7212, 5]
type = Gravity
trigger1 = 1

[State 7212, 6]
type = HitDef
trigger1 = root,Var(5) < 10 && !Time
attr = A, SP
damage = ceil(90*root,Fvar(21)),22
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 3, Hit
getpower = 0
pausetime = 1,1
sparkno = S6001
sparkxy = -11,0
hitsound = F5, 3
guardsound = F6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 24
ground.velocity = -4*const(size.xscale)
ground.cornerpush.veloff = 0
air.type = Low
air.velocity = -2.1*const(size.xscale),-2.3*const(size.yscale)
air.hittime = 15
yaccel = .35*const(size.yscale)
fall = 1
fall.recover = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
id = 7100
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 7212, 7]
type = Null
triggerall = NumTarget && MoveHit && HitPauseTime = 1 && HitCount = 1
trigger1 = root,Cond(FVar(20) > .3, FVar(20) := FVar(20) - .2,0) || root,Cond(FVar(21) > .3, FVar(21) := FVar(21) - .2,0)
ignorehitpause = 1
persistent = 0

[State 7212, 8]
type = StateTypeSet
trigger1 = root,Var(5) = 10
movetype = I

[State 7212, 9]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7212, 10]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7212, 11]
type = ChangeState
trigger1 = NumTarget && MoveContact && HitPauseTime = 1
value = 7206
ignorehitpause = 1

[State 7212, 12]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 7213
;---------------------------------------------------------------------------
;Volleyball Spiked
[Statedef 7213]
type    = A
movetype= A
physics = N
velset = 4.5*const(size.xscale),-7.5*const(size.yscale)
ctrl = 0
anim = 7205
sprpriority = 4

[State 7213, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7213, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7213, 3]
type = PosSet
trigger1 = !Time
y = 0

[State 7213, 4]
type = Gravity
trigger1 = 1

[State 7213, 5]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7209
time = -1

[State 7213, 6]
type = NotHitBy
trigger1 = 1
value = ,AA,AT
time = -1

[State 7213, 7]
type = HitDef
trigger1 = root,Var(5) < 10 && !Time
attr = A, SP
damage = ceil(80*root,Fvar(21)),20
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 3, Hit
getpower = 0
pausetime = 1,1
sparkno = S6001
sparkxy = -11,0
hitsound = F5, 3
guardsound = F6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 24
ground.velocity = -4*const(size.xscale)
ground.cornerpush.veloff = 0
air.type = Low
air.velocity = -2.1*const(size.xscale),-2.3*const(size.yscale)
air.hittime = 15
yaccel = .35*const(size.yscale)
fall = 1
fall.recover = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
id = 7100
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 7213, 8]
type = Null
triggerall = NumTarget && MoveHit && HitPauseTime = 1 && HitCount = 1
trigger1 = root,Cond(FVar(20) > .3, FVar(20) := FVar(20) - .2,0) || root,Cond(FVar(21) > .3, FVar(21) := FVar(21) - .2,0)
ignorehitpause = 1
persistent = 0

[State 7213, 9]
type = StateTypeSet
trigger1 = root,Var(5) = 10
movetype = I

[State 7213, 10]
type = PlaySnd
trigger1 = !Time
value = S7205,0

[State 7213, 11]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7213, 12]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7213, 13]
type = ChangeState
trigger1 = NumTarget && MoveContact && HitPauseTime = 1
value = 7206
ignorehitpause = 1

[State 7213, 14]
type = ChangeState
trigger1 = FrontEdgeDist < -30
value = 7106
;---------------------------------------------------------------------------
;Volleyball Leave
[Statedef 7220]
type    = S
movetype= I
physics = N
velset = -4.5*const(size.xscale)
ctrl = 0
anim = 7200
sprpriority = 3

[State 7220, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7220, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7220, 3]
type = Turn
trigger1 = !Time

[State 7220, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 7220, 5]
type = ChangeState
trigger1 = FrontEdgeDist < -30
value = 7300
;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 7230]
type    = U
movetype= H
physics = N
ctrl = 0
anim = 7230
velset = -3.8*const(size.xscale)
sprpriority = 3

[State 7230, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7230, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7230, 3]
type = VelAdd
trigger1 = StateType = A
y = .35*const(size.yscale)

[State 7230, 4]
type = StateTypeSet
trigger1 = StateType = A && Vel Y > 0 && Pos Y >= 0
statetype = S

[State 7230, 5]
type = VelSet
trigger1 = Vel Y > 0 && Pos Y >= 0
y = 0

[State 7230, 6]
type = PosSet
trigger1 = Vel Y > 0 && Pos Y >= 0
y = 0

[State 7230, 7]
type = PlaySnd
trigger1 = !Time
value = S7230,0

[State 7230, 8]
type = ParentVarAdd
trigger1 = !Time 
var(6) =  -100
ignorehitpause = 1

[State 7230, 9]
type = VelSet
trigger1 = AnimElem = 3
x = 0

[State 7230, 10]
type = PlaySnd
trigger1 = !Time
value = S7230,0

[State 7230, 11]
type = ChangeState
trigger1 = root,Var(6) = 0
value = 7240

[State 7230, 12]
type = ChangeState
trigger1 = StateType = S && Time >= 64
value = 7231
;---------------------------------------------------------------------------
; HIT_LAND
[Statedef 7231]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
anim = 7231
sprpriority = 3

[State 7230, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7230, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7131, 3]
type = ChangeState
trigger1 = !AnimTime
value = 7220
;---------------------------------------------------------------------------
;Volleyball Dead
[Statedef 7240]
type    = U
movetype= H
physics = N
ctrl = 0
velset = 0,0
sprpriority = 3

[State 7240, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7240, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 7240, 3]
type = VelAdd
trigger1 = StateType = A
y = .35*const(size.yscale)

[State 7240, 4]
type = StateTypeSet
trigger1 = StateType = A && Vel Y > 0 && Pos Y >= 0
statetype = S

[State 7240, 5]
type = VelSet
trigger1 = Vel Y > 0 && Pos Y >= 0
y = 0

[State 7240, 6]
type = PosSet
trigger1 = Vel Y > 0 && Pos Y >= 0
y = 0

[State 7240, 7]
type = PlaySnd
trigger1 = !Time
value = S7230,0

[State 7240, 8]
type = VelSet
trigger1 = AnimElem = 3
x = 0

[State 7240, 9]
type = AssertSpecial
trigger1 = (GameTime % 2) = 0 && Time > 30
flag = invisible

[State 7230, 10]
type = PlaySnd
trigger1 = Time = 10
value = S7206,0

[State 7240, 11]
type = ChangeState
trigger1 = Time = 60
value = 7300
;---------------------------------------------------------------------------
;Helper Gone
[Statedef 7300]
type    = U
movetype= H
physics = N
ctrl = 0
anim = 1
velset = 0,0
sprpriority = 3

[State 7300, 1]
type = ParentVarSet
trigger1 = Var(11) = Var(10)
var(39) = 0
ignorehitpause = 1

[State 7300, 2]
type = ParentVarSet
trigger1 = !Time
var(38) = 0
ignorehitpause = 1

[State 7300, 3]
type = DestroySelf
triggerall = !(root,Var(38)) && !(root,Var(39))
trigger1 = !NumTarget && Anim = 1
trigger2 = NumTarget && Anim = 1
trigger2 = target,StateType = L
