;---------------------------------------------------------------------------
;Chin Smasher
[Statedef 3000]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 3000
ctrl = 0
sprpriority = 2
facep2 = 1

[State 3000, 1]
type = SuperPause
trigger1 = !Time
anim = -1
time = 32
sound = S8020, 0
darken = 0
poweradd = -1000
movetime = 5

[State 3000, 2]
type = Helper
trigger1 = !Time
name = "Super Helper"
ID = 6002
stateno = 6002
pos = ceil(2*const(size.xscale)),ceil(-31*const(size.yscale))
postype = p1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 3000, 3]
type = Explod
trigger1 = !Time
anim = F6003
ID = 6002
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 32
supermovetime = 999
pausemovetime = 999
scale = 1,1
sprpriority = -990
ownpal = 1
removeongethit = 1

[State 3000, 4]
type = HitDef
;triggerall = (!HitCount && var(5) < 10) || HitCount
trigger1 = Var(5) < 10 && AnimElem = 5
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Light
priority = 4,Hit
getpower = 0,0
givepower = 25,13
damage = ceil(40*Fvar(20)),10
pausetime = 12,13
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-49*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 16
ground.hittime = 21
guard.hittime = 21
ground.velocity = -1*const(size.xscale)
air.type = High
air.hittime = 35
air.velocity = -1.5*const(size.xscale), -4.4*const(size.yscale)
yaccel = .35*const(size.yscale)
fall = 0
air.fall = 1
fall.recover = 0
fall.recovertime = 1					
id = 3000
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 3000, 5]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.2
ignorehitpause = 1
persistent = 0

[State 3000, 6]
type = VelSet
trigger1 = AnimElem = 4
x = 6.65*const(size.xscale)

[State 3000, 7]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 6 && 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 3000, 8]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 6 && 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 3000, 9]
type = NotHitBy
trigger1 = !Time
value = SCA
time = 12

[State 3000, 10]
type = AssertSpecial
trigger1 = (Time >= 6 && Time <= 12) && (GameTime % 2) = 0 
flag = invisible
ignorehitpause = 1

[State 3000, 11]
type = Null
triggerall = NumTarget && MoveHit
trigger1 = HitPauseTime = 1
var(5) = 10
ignorehitpause = 1

[State 3000, 12]
type = ChangeState
trigger1 = !AnimTime
value = 3001
;---------------------------------------------------------------------------
;Chin Smasher (Jump)
[Statedef 3001]
type    = S
movetype= A
physics = N
velset = Vel X,-4.25*const(size.yscale)
anim = 3001
ctrl = 0
sprpriority = 2
hitcountpersist = 1

[State 3001, 1]
type = VelAdd
trigger1 = 1
x = -.05*const(size.xscale)
y = .44*const(size.yscale)

[State 3001, 2]
type = VelSet
trigger1 = Vel X <= 0
x = 0

[State 3001, 3]
type = HitDef
;triggerall = (!HitCount && var(5) < 10) || HitCount
trigger1 = !Time
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = Hard
priority = 4,Hit
damage = ceil(40*Fvar(20)),10
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-49*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 16
ground.hittime = 21
guard.hittime = 21
ground.velocity = -2.7*const(size.xscale)
air.type = High
air.hittime = 35
air.velocity =  -1.5*const(size.xscale), -4.4*const(size.yscale)
yaccel = .35*const(size.yscale)
fall = 0
air.fall = 1
fall.recover = 0
fall.recovertime = 1					
id = 3001
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 0,0
givepower = 25,13

[State 3001, 4]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3 && HitCount = 1
fvar(21) = -0.2
ignorehitpause = 1
persistent = 0

[State 3001, 5]
type = PosAdd
trigger1 = AnimElemTime(1) <= 1
x = 10*const(size.xscale)

[State 3001, 6]
type = ChangeState
trigger1 = PrevStateNo = 3000 && (Vel Y > 0 && Pos Y > -Vel Y)
value = 3002

[State 3001, 7]
type = PlaySnd
trigger1 = !Time
value = S40,0

[State 3001, 8]
type = PlaySnd
trigger1 = !Time
value = S0,2

[State 3001, 9]
type = Null
triggerall = NumTarget && MoveHit
trigger1 = HitPauseTime = 1
var(5) = 10
ignorehitpause = 1

[State 3001, 10]
type = ChangeState
trigger1 = PrevStateNo = 3002 && (Vel Y > 0 && Pos Y > -Vel Y)
value = 3003
ctrl = 1
;---------------------------------------------------------------------------
;Chin Smasher (Second Upper)
[Statedef 3002]
type    = S
movetype= A
physics = S
velset = 4.35*const(size.xscale),0
anim = 1050
ctrl = 0
sprpriority = 2
hitcountpersist = 1

[State 3002, 1]
type = HitDef
;triggerall = (!HitCount && var(5) < 10) || HitCount
trigger1 = AnimElem = 2
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Light
priority = 4,Hit
getpower = 0,0
damage = ceil(40*Fvar(20)),10
pausetime = 12,13
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-49*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 16
ground.hittime = 21
guard.hittime = 21
ground.velocity = -2.7*const(size.xscale)
air.type = High
air.hittime = 35
air.velocity = -1.5*const(size.xscale), -4.4*const(size.yscale)
yaccel = .35*const(size.yscale)
fall = 0
air.fall = 1
fall.recover = 0					
id = 3002
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
givepower = 25,13

[State 3002, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3 && HitCount = 1
fvar(21) = -0.2
ignorehitpause = 1
persistent = 0

[State 3002, 3]
type = PosSet
trigger1 = !Time
y = 0

[State 3002, 4]
type = Null
triggerall = NumTarget && MoveHit
trigger1 = HitPauseTime = 1
var(5) = 10
ignorehitpause = 1

[State 3002, 5]
type = ChangeState
trigger1 = !AnimTime
value = 3001
;---------------------------------------------------------------------------
;Chin Smasher (Third Upper)
[Statedef 3003]
type    = S
movetype= A
physics = N
velset = Vel X,0
anim = 1050
ctrl = 0
sprpriority = 2
hitcountpersist = 1

[State 3003, 1]
type = HitDef
;triggerall = (!HitCount && var(5) < 10) || HitCount
trigger1 = AnimElem = 2
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Up
priority = 4,Hit
getpower = 0,0
damage = ceil(40*Fvar(20)),10
pausetime = 12,13
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-49*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 16
ground.hittime = 21
guard.hittime = 21
ground.velocity = -2.7*const(size.xscale),-8.2
air.type = High
air.hittime = 35
air.velocity = -1.5*const(size.xscale), -4.4*const(size.yscale)
yaccel = .35*const(size.yscale)
fall = 1
fall.recover = 0
fall.recovertime = 1					
id = 3003
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
givepower = 25,13

[State 3002, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3 && HitCount = 1
fvar(21) = -0.2
ignorehitpause = 1
persistent = 0

[State 3002, 3]
type = PosSet
trigger1 = !Time
y = 0

[State 3003, 4]
type = Null
triggerall = NumTarget && MoveHit
trigger1 = HitPauseTime = 1
var(5) = 10
ignorehitpause = 1

[State 3003, 5]
type = ChangeState
trigger1 = !AnimTime
value = 3004
;---------------------------------------------------------------------------
;Chin Smasher (Third Jump)
[Statedef 3004]
type    = S
movetype= A
physics = N
velset = 2.1*const(size.xscale),-8.1*const(size.yscale)
anim = 3004
ctrl = 0
sprpriority = 2
hitcountpersist = 1

[State 3004, 1]
type = HitDef
;triggerall = (!HitCount && var(5) < 10) || HitCount
trigger1 = AnimElem = 1 || AnimElem = 2 || AnimElem = 3
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = Up
priority = 4,Hit
getpower = 0
damage = ceil(40*Fvar(20)),10
pausetime = 11,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-49*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 14
guard.hittime = 14
ground.velocity = -2.2*const(size.xscale), -8.2*const(size.yscale)
guard.velocity = -6.2*const(size.xscale)
air.type = High
air.hittime = 35
air.velocity = -2.2*const(size.xscale), -6.2*const(size.yscale)
yaccel = .44*const(size.yscale)
fall = 1
fall.recover = 0
fall.recovertime = 1					
id = 3004
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
givepower = 25,13

[State 3004, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3 && HitCount = 1
fvar(21) = -0.2
ignorehitpause = 1
persistent = 0

[State 3004, 3]
type = VelAdd
trigger1 = 1
y = .44*const(size.yscale)

[State 3004, 4]
type = PosAdd
trigger1 = AnimElemTime(1) <= 1
x = 10*const(size.xscale)

[State 3004, 5]
type = VelMul
trigger1 = AnimElemTime(1) > 1
x = .82

[State 3004, 6]
type = PlaySnd
trigger1 = !Time
value = S1050,0

[State 3004, 7]
type = PlaySnd
trigger1 = !Time
value = S0,2

[State 3004, 8]
type = RemoveExplod
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
id =  8030

[State 3004, 9]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 3004, 8]
type = Null
triggerall = NumTarget && MoveHit
trigger1 = HitPauseTime = 1
var(5) = 10
ignorehitpause = 1

[State 3004, 9]
type = PosSet
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
y = 0

[State 3004,  10]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 3005
;---------------------------------------------------------------------------
;Chin Smasher (Land)
[Statedef 3005]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 3005
sprpriority = 2

[State 3005, 1]
type = PosSet
trigger1 = !Time
y = 0

[State 3005, 2]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Flower Pot Throw
[Statedef 3050]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 3050
ctrl = 0
sprpriority = 2
facep2 = 1

[State 3050, 1]
type = SuperPause
trigger1 = !Time
anim = -1
time = 50
sound = S8020, 0
darken = 0
poweradd = -1000
movetime = 50

[State 3050, 2]
type = Helper
trigger1 = !Time
name = "Super Helper"
ID = 6002
stateno = 6002
pos = ceil(2*const(size.xscale)),ceil(-31*const(size.yscale))
postype = p1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 3050, 3]
type = Explod
trigger1 = !Time
anim = F6003
ID = 6002
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 50
supermovetime = 999
pausemovetime = 999
scale = 1,1
sprpriority = -990
ownpal = 1
removeongethit = 1

[State 3050, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 903
ID = 3050
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = 45
scale = 1*const(size.xscale),1*const(size.yscale)
sprpriority = 3
ownpal = 1
removeongethit = 1
supermovetime = 45

[State 3050, 5]
type = PlaySnd
trigger1 = AnimElemTime(3) = 1
value = S0,1

[State 3050, 6]
type = ChangeState
trigger1 = Time = 50
value = 3051
;---------------------------------------------------------------------------
;Flower Pot Throw
[Statedef 3051]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 3051
ctrl = 0
sprpriority = 2

[State 3051, 1]
type = Helper
trigger1 = AnimElem = 2
name = "Flower Pot"
ID = 3050
stateno = 3052
pos = ceil(39*const(size.xscale)),ceil(-64*const(size.xscale))
postype = p1
facing = 1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 3051, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0,2

[State 3051, 3]
type = VarAdd
trigger1 = AnimElem = 2
var(37) = 1

[State 3051, 4]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 1 && TeamSide = 1
anim = 8037
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 3051, 5]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 1 && TeamSide = 2
anim = 8037
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 3051, 6]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 3051, 7]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Flower Pot Throw
[Statedef 3052]
type    = A
movetype= A
physics = N
velset = (P2Dist X/(enemynear(0),Const(size.head.pos.y)*.58)*-1),(enemynear(0),Const(size.height))*-.2;-7*const(size.yscale)
anim = 3052
ctrl = 0
sprpriority = 2

[State 3052, 1]
type = HitDef
triggerall =  P2MoveType != H ;root,Var(5) < 10 &&
trigger1 = !Time
attr = S,HP
hitflag = MAF
guardflag = HA
priority = 4,Hit
getpower = 0
givepower = 2
damage = ceil(50*root,Fvar(20)),13
pausetime = 1,12
sparkno = -1
guard.sparkno = -1
hitsound = -1
ground.type = High
ground.slidetime = 15
ground.hittime = 24
ground.velocity = -7.2*const(size.xscale)
air.type = High
air.hittime = 18
air.velocity = -3.2*const(size.xscale),0
fall = root,Var(17)
air.fall = 1
fall.recover = 1
id = 3052
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
;p2stateno = 3054
guard.dist = 0

[State 3052, 2]
type = HitDef
triggerall = P2MoveType = H ;root,Var(5) < 10 && 
trigger1 = !Time
attr = S,HP
hitflag = MAF
guardflag = HA
priority = 4,Hit
getpower = 0
givepower = 2
damage = ceil(50*root,Fvar(20)),13
pausetime = 1,12
sparkno = -1
guard.sparkno = -1
hitsound = -1
ground.type = High
ground.slidetime = 15
ground.hittime = 24
ground.velocity = -3.2*const(size.xscale)
guard.velocity = -7.2*const(size.xscale)
air.type = High
air.hittime = 18
air.velocity = -3.2*const(size.xscale),0
fall = (root,Var(17) || root,Var(2))
air.fall = 1
fall.recover = 1
id = 3052
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
;p2stateno = 3054
guard.dist = 0

[State 3052, 3]
type = ParentVarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.2
ignorehitpause = 1
persistent = 0

[State 3052, 4]
type = VelAdd
trigger1 = 1
y = .44*const(size.yscale)

[State 3052, 5]
type = HitBy
trigger1 = 1
value = SCA,HP
time = 1

[State 3052, 6]
type = HitOverride
trigger1 = 1
attr = SCA,HP
stateno = 3053
time = 1

[State 3001, 7]
type = ParentVarAdd
triggerall = NumTarget && HitCount < 2 && P2StateType = A
trigger1 = !var(20) && target,Time = 0
var(5) = 1
ignorehitpause = 1

[State 3052, 8]
type = PlaySnd
trigger1 = Vel Y >= 0
value = S193,0
persistent = 0

[State 3052, 9]
type = VarSet
trigger1 = NumTarget && MoveContact
var(0) = 1
ignorehitpause = 1

[State 3052, 10]
type = ChangeState
trigger1 = MoveContact || (Vel Y > 0 && Pos Y > -Vel Y)
value = 3053+(1*(!NumTarget || MoveGuarded))
;---------------------------------------------------------------------------
;Flower Pot Break
[Statedef 3053]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 1
ctrl = 0
sprpriority = 2

[State 3053, 1]
type = Explod
trigger1 = !Time
anim = 6001
ID = 3053
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1*const(size.xscale),1*const(size.yscale)
sprpriority = 3
ownpal = 1

[State 3053, 2]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 3053, 3]
type = PlaySnd
trigger1 = !Time
value = S193,1

[State 3053, 4]
type = TargetState
trigger1 = NumTarget && !Time
value = Cond((root,Var(17) || root,Var(2) || (target,PrevStateNo = [5000,5999])),3058,3055)
ignorehitpause = 1

[State 3053, 6]
type = ParentVarAdd
trigger1 = !Time
var(37) = -1
ignorehitpause = 1

[State 3053, 5]
type = ParentVarSet
trigger1 = NumTarget && !Time && MoveHit
var(17) = 1-(1*(root,Var(17)))
ignorehitpause = 1

[State 3001, 13]
type = ParentVarSet
triggerall = NumTarget && RoundState = 3 && parent,Var(28) = 0
trigger1 = WinKO
var(28) = 305
ignorehitpause = 1

[State 3053, 7]
type = DestroySelf
trigger1 = !NumTarget
trigger2 = NumTarget
trigger2 = target,StateType = L
;---------------------------------------------------------------------------
;Flower Pot Break
[Statedef 3054]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 1
ctrl = 0
sprpriority = 2

[State 3053, 1]
type = Explod
trigger1 = !Time
anim = 6001
ID = 3053
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1*const(size.xscale),1*const(size.yscale)
sprpriority = 3
ownpal = 1

[State 3053, 2]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 3053, 3]
type = PlaySnd
trigger1 = !Time
value = S193,1

[State 3053, 4]
type = ParentVarAdd
trigger1 = !Time
var(37) = -1
ignorehitpause = 1

[State 3053, 5]
type = DestroySelf
trigger1 = 1
;---------------------------------------------------------------------------
;Flower Pot (Hit, State Decider)
[Statedef 3055]
type    = U
movetype= H
physics = U
ctrl = 0
sprpriority = -1

[State 3054, 1]
type = ChangeState
triggerall = Life
trigger1 = !Time && StateType != A
value = 3056

[State 3054, 2]
type = ChangeState
triggerall = Life
trigger1 = !Time && StateType = A
value = 25030

[State 3054, 3]
type = Null
triggerall = StateType != A && Time = 1
trigger1 = Anim = [5000,5999]
trigger2 = !Life
value = 5000

[State 3054, 4]
type = Null
triggerall = StateType = A && Time = 1
trigger1= Anim = [5000,5999]
trigger2 = !Life
value = 5030

[State 3054, 5]
type = ChangeState
triggerall = StateType != A && !Time
trigger1= Anim = [5000,5999]
trigger2 = !Life
value = 5020

[State 3054, 6]
type = ChangeState
triggerall = StateType = A && !Time
trigger1= Anim = [5000,5999]
trigger2 = !Life
value = 5030
;---------------------------------------------------------------------------
;Flower Pot (Hit, fall and getting up)
[Statedef 3056]
type    = S
movetype= H
physics = S
velset = 0,0
sprpriority = -1

[State 3055, 1]
type = HitFallSet
trigger1 = !Time
value = 0

[State 3055, 2]
type = ChangeAnim2
trigger1 = !Time
value = 5012

[State 3055, 3]
type = ChangeAnim
trigger1 = Time = 6
value = 5300

[State 3055, 4]
type = PosSet
trigger1 = !Time
y = 0

[State 3055, 5]
type = SelfState
trigger1 = Time = 135
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Flower Pot (Dizzy)
[Statedef 3057]
type    = S
movetype= H
physics = S
sprpriority = -1

[State 3056, 1]
type = HitFallSet
trigger1 = !Time
value = 0

[State 3056, 2]
type = ChangeAnim
trigger1 = !Time
value = 5300

[State 3056, 3]
type = PosSet
trigger1 = !Time
y = 0

[State 3056, 3]
type = SelfState
trigger1 = Time = 135
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Flower Pot (Self State))
[Statedef 3058]
type    = U
movetype= H
physics = U
ctrl = 0
sprpriority = -1

[State 3054, 1]
type = SelfState
trigger1 = !Time
value = 5030
;---------------------------------------------------------------------------
;Scapegoat
[Statedef 3100]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 3100
ctrl = 0
sprpriority = 2
facep2 = 1

[State 3100, 1]
type = SuperPause
trigger1 = !Time
anim = -1
time = 36
sound = S8020, 0
darken = 0
poweradd = -1000
movetime = 36

[State 3100, 2]
type = Helper
trigger1 = !Time
name = "Super Helper"
ID = 6002
stateno = 6002
pos = ceil(2*const(size.xscale)),ceil(-31*const(size.yscale))
postype = p1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 3050, 3]
type = Explod
trigger1 = !Time
anim = F6003
ID = 6002
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 36
supermovetime = 999
pausemovetime = 999
scale = 1,1
sprpriority = -990
ownpal = 1
removeongethit = 1

[State 3100, 4]
type = ReversalDef
trigger1 = AnimElem = 4
reversal.attr = SCA,NA,SA,HA
sparkno = -1
hitsound = S3100,0
p1stateno = 3101

[State 3100, 5]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 37 && TeamSide = 1
anim = 8038
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 3100, 6]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 37 && TeamSide = 2
anim = 8038
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 3100, 7]
type = RemoveExplod
trigger1 = !AnimTime 
id = 8030

[State 3100, 8]
type = NotHitBy
trigger1 = !Time
value = ,AA
time = 36

[State 3054, 2]
type = ChangeState
trigger1 = StateType != A && !AnimTime
value = 0
ctrl = 1

[State 3054, 3]
type = Null
trigger1 = StateType = A && !AnimTime
value = 50
;---------------------------------------------------------------------------
;Scapegoat (Hit)
[Statedef 3101]
type    = A
movetype= H
physics = N
velset = -1.92,-.64
anim = 3101
ctrl = 0
sprpriority = 2

[State 3101, 1]
type = Helper
trigger1 = !Time
name = "Police Car"
ID = 3100
stateno = 3103
pos = -140,0
postype = back
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 3101, 2]
type = VelSet
trigger1 = Time = 25
y = .64*const(size.xscale)

[State 3101, 3]
type = PosSet
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
y = 0

[State 3101, 4]
type = VelSet
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
y = .64*const(size.yscale)
	   

[State 3101, 5]
type = PlaySnd
trigger1 = Time = 44
value = S7,2

[State 3100, 6]
type = RemoveExplod
trigger1 = !AnimTime 
id = 8030

[State 3101, 7]
type = ChangeState
trigger1 = !AnimTime
value = 3102
;---------------------------------------------------------------------------
;Scapegoat (Get Up)
[Statedef 3102]
type    = A
movetype= H
physics = N
velset = 0,0
anim = 3102
ctrl = 0
sprpriority = 2

[State 3102, 1]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Scapegoat (Police Car)
[Statedef 3103]
type    = S
movetype= A
physics = N
velset = 11*const(size.xscale)
anim = 3103
ctrl = 0
sprpriority = 4

[State 3103, 1]
type = HitDef
trigger1 = !Time
attr = S,HA
hitflag = MAF
animtype = Hard
priority = 4,Hit
getpower = 0
givepower = 200,100
damage = ceil(380*root,Fvar(20))
pausetime = 1,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-39*const(size.yscale))
hitsound = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 26
ground.hittime = 26
guard.hittime = 3
ground.velocity = -11*const(size.xscale), -4.3*const(size.yscale)
air.type = High
air.hittime = 35
air.velocity = -11*const(size.xscale), -4.3*const(size.yscale)
yaccel = .35*const(size.yscale)
fall = 1
fall.recover = 0
fall.recovertime = 1					
id = 3100
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 3103, 2]
type = ParentVarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.2
ignorehitpause = 1
persistent = 0

[State 3001, 3]
type = ParentVarSet
triggerall = NumTarget && RoundState = 3 && parent,Var(28) = 0
trigger1 = WinKO
var(28) = 310
ignorehitpause = 1

[State 3103, 4]
type = TargetState
triggerall = NumTarget && MoveHit
trigger1 = target,Alive && target,HitShakeOver && target,StateNo != [5730,5799]
value = 5730
ignorehitpause = 1

[State 3103, 5]
type = PlaySnd
trigger1 = !Time
value = S3100,1

[State 3103, 6]
type = PlayerPush
trigger1 = 1
value = 0

[State 3103, 7]
type = ParentVarSet
triggerall = NumTarget && MoveHit
trigger1 = HitPauseTime = 1
var(5) = 10
ignorehitpause = 1

[State 3103, 8]
type = ChangeState
triggerall = NumTarget
trigger1 = target,Alive = 0 && target,StateNo != 3105
value = 3104  

[State 3103, 9]
type = DestroySelf
trigger1 = FrontEdgeDist < -90
;---------------------------------------------------------------------------
;Scapegoat (Police Car)
[Statedef 3104]
type    = S
movetype= A
physics = N
velset = 11*const(size.xscale)
ctrl = 0
sprpriority = 4

[State 3103, 5]
type = TargetState
triggerall = NumTarget
trigger1 = !Time
value = 3105
ID = -1
ignorehitpause = 1

[State 3104, 2]
type = VelSet
triggerall = NumTarget
trigger1 = abs(Pos X - target, Pos X) > 0 && abs(Pos X - target, Pos X) < 10
x = 0
persistent = 0

[State 3104, 3]
type = Explod
trigger1 = Vel X = 0 && !NumExplod(3104) && Time < 15
anim = 3104
ID = 3104
pos = ceil(-8*const(size.xscale)),ceil(-32*const(size.yscale))
postype = p1
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -2
ownpal = 0
removeongethit = 0

[State 3104, 4]
type = TargetState
triggerall = NumTarget;()
trigger1 = Vel X = 0 && target,StateNo != 3106
value = 3106
ID = -1

[State 3104, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 3104, 4]
type = VelSet
trigger1 = Time = 128
x = 11*const(size.xscale)

[State 3104, 5]
type = DestroySelf
trigger1 = FrontEdgeDist < -90
;---------------------------------------------------------------------------
;Scapegoat (Police Car)
[Statedef 3105]
type    = S
movetype= H
physics = N
velset = 0, -11
ctrl = 0
sprpriority = 2

[State 3105, 1]
type = ChangeAnim
trigger1 = !Time
value = 5051

[State 3105, 2]
type = VelAdd
trigger1 = 1
y = .44

[State 3105, 3]
type = ChangeAnim
trigger1 = Vel Y >= 0 && Anim != 5061
value = 5061
;---------------------------------------------------------------------------
;Scapegoat (Police Car)
[Statedef 3106]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3105, 1]
type = ChangeAnim
trigger1 = !Time
value = 5030

[State 3105, 2]
type = VelSet
trigger1 = Time = 97
y = 1.66

[State 3105, 3]
type = PosSet
trigger1 = Time = 120
y = 9999

[State 3105, 4]
type = SelfState
trigger1 = Time = 121
value = 5150
;---------------------------------------------------------------------------
;Fist Fury
[Statedef 3150]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 3150
ctrl = 0
sprpriority = 2

[State 3150, 1]
type = SuperPause
trigger1 = !Time
anim = -1
time = 32
sound = S8020, 0
darken = 0
poweradd = -1000

[State 3150, 2]
type = Helper
trigger1 = !Time
name = "Super Helper"
ID = 6002
stateno = 6002
pos = ceil(2*const(size.xscale)),ceil(-31*const(size.yscale))
postype = p1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 3150, 3]
type = Explod
trigger1 = !Time
anim = F6003
ID = 6002
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 32
supermovetime = 999
pausemovetime = 999
scale = 1,1
sprpriority = -990
ownpal = 1
removeongethit = 1

[State 3150, 4]
type = HitDef
;triggerall = (!HitCount && var(5) < 10) || HitCount
trigger1 = AnimElem = 4
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Hard
priority = 4,Hit
getpower = 0
givepower = 60,30
damage = ceil(80*Fvar(20)),20
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-22*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 22
ground.hittime = 28
guard.hittime = 28
ground.velocity = -8.6*const(size.xscale)
air.type = High
air.hittime = 30
air.velocity = -3.2*const(size.xscale), -2.4*const(size.yscale)
yaccel = .35*const(size.yscale)
id = 3150
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 3150, 5]
type = HitDef
;triggerall = (!HitCount && var(5) < 10) || HitCount
trigger1 = AnimElem = 9 || (AnimElem = 10 && !MoveHit)
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Hard
priority = 4,Hit
getpower = 0
givepower = 60,30
damage = ceil(80*Fvar(20)),20
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-49*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 22
ground.hittime = 28
guard.hittime = 28
ground.velocity = -8.6*const(size.xscale)
air.type = High
air.hittime = 30
air.velocity = -3.2*const(size.xscale), -2.4*const(size.yscale)
yaccel = .35*const(size.yscale)
id = 3150
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 3150, 6]
type = HitDef
;triggerall = (!HitCount && var(5) < 10) || HitCount
trigger1 = AnimElem = 15
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Hard
priority = 4,Hit
getpower = 0
givepower = 60,30
damage = ceil(80*Fvar(20)),20
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-31*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 22
ground.hittime = 28
guard.hittime = 28
ground.velocity = -8.6*const(size.xscale)
air.type = High
air.hittime = 30
air.velocity = -3.2*const(size.xscale), -2.4*const(size.yscale)
yaccel = .35*const(size.yscale)
id = 3150
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 3150, 7]
type = HitDef
;triggerall = (!HitCount && var(5) < 10) || HitCount
trigger1 = AnimElem = 20
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Hard
priority = 4,Hit
getpower = 0
givepower = 60,30
damage = ceil(80*Fvar(20)),20
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-39*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 22
ground.hittime = 28
guard.hittime = 28
ground.velocity = -2.6*const(size.xscale), -5.1*const(size.yscale)
guard.velocity = -5.6*const(size.xscale)
air.type = High
air.hittime = 35
air.velocity = -4.2*const(size.xscale), -4.6*const(size.yscale)
fall = 1
fall.recover = 0
yaccel = .35*const(size.yscale)
id = 3150
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 3150, 8]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3 && HitCount = 1
fvar(21) = -0.2
ignorehitpause = 1
persistent = 0

[State 3150, 9]
type = TargetState
triggerall = NumTarget && MoveHit && AnimElem = 20
trigger1 = target,StateType = A && target,HitShakeOver && target,StateNo != [5730,5799]
value = 5730
ignorehitpause = 1

[State 3150, 10]
type = VelSet
trigger1 = AnimElem = 2 || AnimElem = 8 || AnimElem = 14 || AnimElem = 19
x = 12.65*const(size.xscale)

[State 3150, 11]
type = NotHitBy
trigger1 = !Time
value = SCA
time = 1

[State 3150, 12]
type = AssertSpecial
trigger1 = (Time >= 1 && Time <= 14) && (GameTime % 2) = 0 
flag = invisible
ignorehitpause = 1

[State 3150, 13]
type = VarSet
triggerall = NumTarget && MoveHit
trigger1 = HitPauseTime = 1
var(5) = 10
ignorehitpause = 1

[State 3150, 14]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0,4

[State 3150, 15]
type = PlaySnd
trigger1 = AnimElem = 8 || AnimElem = 20
value = S0,3

[State 3150, 16]
type = PlaySnd
trigger1 = AnimElem = 15
value = S0,2

[State 3150, 17]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Super Uppercut
[Statedef 3200]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 3200
sprpriority = 2

[State 3200, 1]
type = SuperPause
trigger1 = !Time
anim = -1
time = 32
sound = S8020, 0
darken = 0
poweradd = -1000
movetime = 8

[State 3200, 2]
type = Helper
trigger1 = !Time
name = "Super Helper"
ID = 6002
stateno = 6002
pos = ceil(0*const(size.xscale)),ceil(-31*const(size.yscale))
postype = p1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 3200, 3]
type = Explod
trigger1 = !Time
anim = F6003
ID = 6002
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 32
supermovetime = 999
pausemovetime = 999
scale = 1,1
sprpriority = -990
ownpal = 1
removeongethit = 1

[State 3200, 4]
type = PosAdd
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
x = (((55-35*(P2BodyDist X < 30)))/2)*const(size.xscale)

[State 3200, 5]
type = PosAdd
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
x = 6*const(size.xscale)

[State 3200, 6]
type = VelSet
trigger1 = AnimElem = 6
x = 10.5*const(size.xscale)

[State 3200, 7]
type = PlaySnd
trigger1 = Time = 9
value = S1000,0

[State 3200, 8]
type = Width
trigger1 = Time = 9
player = 30,30

[State 3200, 9]
type = NotHitBy
trigger1 = !Time
value = SCA
time = 10

[State 3200, 10]
type = NotHitBy
trigger1 = Time >= 10
value = ,AP
time = 1

[State 3200, 11]
type = AssertSpecial
trigger1 = (GameTime % 2) = 0
flag = invisible

[State 3200, 12]
type = TargetState
triggerall = NumTarget && MoveHit
trigger1 = target,StateType = A && target,HitShakeOver && target,StateNo != [5730,5799]
value = 5730
ignorehitpause = 1

[State 3200, 13]
type = ChangeState
trigger1 = !AnimTime || (P2BodyDist x < 30 && Time > 14) || FrontEdgeBodyDist < 15
value = 3201
ignorehitpause = 1
;---------------------------------------------------------------------------
;Super Uppercut
[Statedef 3201]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 3201
sprpriority = 2
hitcountpersist = 1

[State 3201, 1]
type = PosAdd
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
x = (((55-35*(P2BodyDist X < 30)))/2)*const(size.xscale)

[State 3201, 2]
type = PosAdd
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
x = 6*const(size.xscale)

[State 3201, 3]
type = VelSet
trigger1 = AnimElem = 6
x = 10.5*const(size.xscale)

[State 3201, 4]
type = HitDef
;triggerall = (!HitCount && var(5) < 10) || HitCount
trigger1 = Var(5) < 10 && !Time
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Light
priority = 4,Hit
getpower = 0,0
givepower = 25,13
damage = ceil(150*Fvar(20)),38
pausetime = 12,13
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-49*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 16
ground.hittime = 21
guard.hittime = 21
ground.velocity = -1*const(size.xscale)
air.type = High
air.hittime = 35
air.velocity = -1.5*const(size.xscale), -4.4*const(size.yscale)
yaccel = .35*const(size.yscale)
fall = 0
air.fall = 1
fall.recover = 0
id = 3200
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 3201, 5]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3 && HitCount = 1
fvar(21) = -0.2
ignorehitpause = 1
persistent = 0

[State 3201, 6]
type = TargetState
triggerall = NumTarget && MoveHit
trigger1 = target,StateType = A && target,HitShakeOver && target,StateNo != [5730,5799]
value = 5730
ignorehitpause = 1

[State 3201, 7]
type = PosAdd
trigger1 = AnimElemTime(1) <= 1
x = 10*const(size.xscale)

[State 3201, 8]
type = ChangeState
trigger1 = !AnimTime
value = 3004
;---------------------------------------------------------------------------
;Super Uppercut
[Statedef 3250]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 3250
sprpriority = 2

[State 3250, 1]
type = SuperPause
trigger1 = !Time
anim = -1
time = 32
sound = S8020, 0
darken = 0
poweradd = -1000
movetime = 32

[State 3250, 2]
type = Helper
trigger1 = !Time
name = "Super Helper"
ID = 6002
stateno = 6002
pos = ceil(0*const(size.xscale)),ceil(-31*const(size.yscale))
postype = p1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 3250, 3]
type = Explod
trigger1 = !Time
anim = F6003
ID = 6002
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 32
supermovetime = 999
pausemovetime = 999
scale = 1,1
sprpriority = -990
ownpal = 1
removeongethit = 1

[State 3250, 4]
type = Helper
trigger1 = Time >= 40 && Time % 20 = 0
name = "Flower Pot"
ID = 1000
stateno = 1251
pos = ceil(30+(60*((Time-40)/20))*const(size.xscale)),ceil(-350*const(size.yscale))
postype = p1
facing = 1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 3250, 5]
type = PlaySnd
trigger1 = AnimElem = 11
value = S0,0

[State 3250, 6]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Sewer Brawl
[Statedef 4000]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 4000
ctrl = 0
sprpriority = 2
facep2 = 1

[State 4000, 1]
type = SuperPause
trigger1 = !Time
anim = -1
time = 32
sound = S8020, 1
darken = 0
poweradd = -3000
movetime = 13

[State 4000, 2]
type = Helper
trigger1 = !Time
name = "Super Helper"
ID = 6002
stateno = 6002
pos = ceil(2*const(size.xscale)),ceil(-27*const(size.yscale))
postype = p1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 4000, 3]
type = Explod
trigger1 = !Time
anim = F6003
ID = 6002
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 32
supermovetime = 999
pausemovetime = 999
scale = 1,1
sprpriority = -990
ownpal = 1
removeongethit = 1

[State 4000, 4]
type = HitDef
;triggerall = (!HitCount && var(5) < 10) || HitCount
trigger1 = AnimElem = 6
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Hard
priority = 4,Hit
getpower = 0
givepower = 60,30
damage = ceil(50*Fvar(20)),13
pausetime = 8,8
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-49*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 22
ground.hittime = 28
guard.hittime = 28
ground.velocity = -8.6*const(size.xscale)
air.type = High
air.hittime = 30
air.velocity = -3.2*const(size.xscale), -.4*const(size.yscale)
yaccel = .35*const(size.yscale)
id = 3150
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 4000, 5]
type = HitDef
;triggerall = (!HitCount && var(5) < 10) || HitCount
trigger1 = AnimElem = 10
attr = S,HA
hitflag = MAF
guardflag = LA
animtype = Hard
priority = 4,Hit
getpower = 0
givepower = 60,30
damage = ceil(50*Fvar(20)),13
pausetime = 8,8
sparkno = S6001
guard.sparkno = -1
sparkxy = -9, ceil(-10*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 22
ground.hittime = 28
guard.hittime = 28
ground.velocity = -8.6*const(size.xscale)
air.type = Low
air.hittime = 30
air.velocity = -2.5*const(size.xscale), -2.7*const(size.yscale)
yaccel = .35*const(size.yscale)
id = 1100
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 4000, 6]
type = HitDef
;triggerall = (!HitCount && var(5) < 10) || HitCount
trigger1 = AnimElem = 15
attr = S,HA
hitflag = MAF
guardflag = HA
animtype = Hard
priority = 4,Hit
getpower = 0
givepower = 60,30
damage = ceil(50*Fvar(20)),13
pausetime = 8,8
sparkno = S6001
guard.sparkno = -1
sparkxy = -9, ceil(-22*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 22
ground.hittime = 28
guard.hittime = 28
ground.velocity = -8.6*const(size.xscale)
air.type = High
air.hittime = 30
air.velocity = -2.87*const(size.xscale), -2.5*const(size.yscale)
yaccel = .35*const(size.yscale)
id = 3150
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 4000, 7]
type = HitDef
;triggerall = (!HitCount && var(5) < 10) || HitCount
trigger1 = AnimElem = 20
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Hard
priority = 4,Hit
getpower = 0
givepower = 60,30
damage = ceil(50*Fvar(20)),13
pausetime = 8,8
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-31*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 22
ground.hittime = 28
guard.hittime = 28
ground.velocity = -8.6*const(size.xscale)
air.type = Low
air.hittime = 30
air.velocity = -2.2*const(size.xscale), -2.7*const(size.yscale)
yaccel = .35*const(size.yscale)
id = 3150
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 4000, 8]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3 && HitCount = 1
fvar(21) = -0.2
ignorehitpause = 1
persistent = 0

[State 4000, 9]
type = VarRandom
trigger1 = !Time
v = 12
range = 0,999

[State 4000, 10]
type = VarSet
trigger1 = AnimElem = 25
var(16) = (P2Life <= (315 - (63 *(Var(2) = [2,3])) - (126 *(Var(2) = [4,5])) - (189 *(Var(2) > 5)))) && Var(12) <= 499

[State 4000, 11]
type = HitDef
;triggerall = (!HitCount && var(5) < 10) || HitCount
trigger1 = AnimElem = 26
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Up
priority = 4,Hit
getpower = 0
givepower = 60,30
damage = ceil(50*Fvar(20)),13
pausetime = 8,8
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-39*const(size.yscale))
hitsound = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 16
ground.hittime = 28
guard.hittime = 28
ground.velocity = -1.4*const(size.xscale), -12.78*const(size.yscale)
guard.velocity = -8.6
air.type = High
air.hittime = 35
air.velocity = -1.2*const(size.xscale), -11*const(size.yscale)
yaccel = .44*const(size.yscale)
fall = 1
fall.recover = 0
id = 3150
chainID = -1
nochainID = -1
hitonce = 0
kill = 0
numhits = 1
p1stateno = ifelse(RoundState != 2,-1,4001)

[State 4000, 12]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3 && HitCount = 1
fvar(21) = -0.2
ignorehitpause = 1
persistent = 0

[State 4000, 13]
type = VelSet
trigger1 = AnimElem = 6 || AnimElem = 10 || AnimElem = 15 || AnimElem = 20 || AnimElem = 26
x = 8.8*const(size.xscale)

[State 4000, 14]
type = NotHitBy
trigger1 = Time > 22
value = ,AP
time = 1

[State 3000, 15]
type = NotHitBy
trigger1 = !Time
trigger2 = AnimElemTime(26) >= 0 && MoveHit
value = SCA
time = 22

[State 3000, 16]
type = AssertSpecial
trigger1 = (Time > 13 && Time <= 22) && (GameTime % 2) = 0
trigger2 = MoveHit && (GameTime % 2) = 0
flag = invisible
ignorehitpause = 1

[State 4000, 17]
type = VarSet
trigger1 = MoveContact && WinKO
var(4) = 1

[State 4000, 18]
type = StateTypeSet
trigger1 = AnimElem = 27
movetype = I

[State 4000, 19]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 14 && TeamSide = 1
anim = 8039
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 4000, 20]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 14 && TeamSide = 2
anim = 8039
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 4000, 21]
type = VarSet
triggerall = NumTarget && MoveHit
trigger1 = HitPauseTime = 1
var(5) = 10
ignorehitpause = 1

[State 4000, 22]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Sewer Brawl
[Statedef 4001]
type    = S
movetype= I
physics = S
anim = 4001
ctrl = 0
sprpriority = 2

[State 4001, 1]
type = Helper
trigger1 = Time = 12
name = "Manhole"
ID = 4000
stateno = 4005
pos = ceil(72*const(size.xscale)),ceil(3*const(size.yscale))
facing = 1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 4001, 2]
type = Null
trigger1 = !Time
v = 12
range = 0,999

[State 0, VarSet]
type = Null
trigger1 = 1
var(16) = (P2Life <= (315 - (63 *(Var(2) = [2,3])) - (126 *(Var(2) = [4,5])) - (189 *(Var(2) > 5)))) && Var(12) <= 499

[State 4001, 3]
type = TargetState
triggerall = NumTarget
trigger1 = !Time
value = 4010+(4*(Var(16) && !Var(24)))
ignorehitpause = 1

[State 4001, 3]
type = PlaySnd
trigger1 = AnimElem = 12
value = S0,2
channel = 2

[State 4001, 4]
type = PlaySnd
triggerall = NumTarget
trigger1 = (target,StateNo = 4010 || target,StateNo = 4014) && target,Vel Y > 0 
value = S11,0
persistent = 0

[State 4001, 5]
type = Explod
trigger1 = AnimElem = 13
anim = 4008
ID = 4008
pos = -32,-83
postype = p1
vel = -4.7*const(size.xscale),-7.3*const(size.yscale)
accel = 0,.44*const(size.yscale)
facing = 1
vfacing = 1
bindtime = 1
removetime = 100
scale = 1*const(size.xscale),1*const(size.yscale)
sprpriority = -4

[State 4001, 6]
type = PlaySnd
trigger1 = AnimElem = 13
value = S0,3

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 60
id = 8030

[State 4001, 8]
type = ChangeState
trigger1 = FrontEdgeDist < (30*Ceil(const(size.xscale))) && Time = 11 
value = 4020

[State 4001, 9]
type = ChangeState
trigger1 = NumTarget && (target,StateNo = 4011)
value = 4002

[State 4001, 10]
type = ChangeState
trigger1 = NumTarget && Time = 44 && !Var(24)
trigger1 = Var(16)
value = 4030

[State 4001, 11]
type = ChangeState
triggerall = Time >= 60
trigger1 = !NumTarget 
trigger2 = Cond(NumTarget,(target,StateNo != [4010,4019]),0)
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Sewer Brawl
[Statedef 4002]
type    = S
movetype= I
physics = N
anim = 4002
ctrl = 0
sprpriority = 2

[State 4002, 1]
type = VelSet
trigger1 = AnimElem = 4
x = 2.03*const(size.xscale)
y = -7.1*const(size.yscale)

[State 4002, 2]
type = VelAdd
trigger1 = AnimElemTime(4) >= 0 && Pos Y < 0
y = .44*const(size.yscale)

[State 4002, 3]
type = PosSet
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
y = 9999

[State 4002, 3]
type = VelSet
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
x = 0
y = 0

[State 4002, 4]
type = TargetBind
trigger1 = Time = 330
pos = 11*const(size.xscale),0

[State 4002, 5]
type = TargetState
trigger1 = Time = 370
value = 4012

[State 4000, 6]
type = TargetVelSet
trigger1 = Time = 370
y = -10

[State 4002, 7]
type = TargetLifeAdd
trigger1 =  Time = 75
trigger2 = (Time >= 140 && Time < 240) && (GameTime % 20 = 0)
trigger3 = (Time >= 240 && Time < 340) && (GameTime % 10 = 0)
value = ceil(-10*Fvar(20))
kill = 0

[State 4002, 8]
type = TargetLifeAdd
trigger1 =  Time = 115
trigger2 = Time = 350
value = ceil(-30*Fvar(20))
kill = 0

[State 4002, 9]
type = EnvShake
trigger1 = Time = 75
time = 10
freq = 90
ampl = -8

[State 4002, 10]
type = EnvShake
trigger1 = Time = 115
time = 10
freq = 90
ampl = -24

[State 4002, 11]
type = EnvShake
trigger1 = (Time >= 140 && Time < 240) && (GameTime % 20 = 0)
time = 5
freq = 90
ampl = -3

[State 4002, 12]
type = EnvShake
trigger1 = (Time >= 240 && Time < 340) && (GameTime % 10 = 0)
time = 2
freq = 90
ampl = -8

[State 4002, 13]
type = EnvShake
trigger1 = Time = 350
time = 15
freq = 120
ampl = -11

[State 4002, 14]
type = HitAdd
trigger1 =  Time = 75
trigger2 =  Time = 115
trigger3 = (Time >= 140 && Time < 240) && (GameTime % 20 = 0)
trigger4 = (Time >= 240 && Time < 340) && (GameTime % 10 = 0)
trigger5 = Time = 350
value = 1

[State 4002, 15]
type = PlaySnd
trigger1 = AnimElem = 3
value = S40,0

[State 4002, 16]
type = PlaySnd
triggerall = Pos Y < 0
trigger1 = AnimElem = 5
value = S0,0

[State 4002, 17]
type = PlaySnd
trigger1 = Time = 75
value = S7,1

[State 4002, 18]
type = PlaySnd
trigger1 = Time = 115
value = S5,3

[State 4002, 19]
type = PlaySnd
trigger1 = (Time >= 140 && Time < 240) && (GameTime % 20 = 0)
value = S5,2

[State 4002, 20]
type = PlaySnd
trigger1 = (Time >= 240 && Time < 340) && (GameTime % 10 = 0)
value = S5,2

[State 4002, 21]
type = VarAdd
trigger1 =  Time = 75
trigger2 =  Time = 115
trigger3 = (Time >= 140 && Time < 240) && (GameTime % 20 = 0)
trigger4 = (Time >= 240 && Time < 340) && (GameTime % 10 = 0)
trigger5 = Time = 350
var(5) = 1
ignorehitpause = 1

[State 4002, 22]
type = PlaySnd
trigger1 = Time = 350
value = S5,4

[State 4002, 23]
type = PlaySnd
trigger1 = Time = 390
value = S1050,0

[State 4002, 24]
type = ChangeState
trigger1 = Time = 405
value = 4003
;---------------------------------------------------------------------------
;Sewer Brawl
[Statedef 4003]
type    = A
movetype= A
physics = A
anim = 4003
ctrl = 0
velset = 0,-13*const(size.yscale)
sprpriority = 2

[State 4003, 1]
type = PosSet
trigger1 = !Time
y = 2

[State 4003, 2]
type = HitDef
trigger1 = !Time
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = Up
priority = 4,Hit
getpower = 0
damage = ceil(95*Fvar(20)),24
pausetime = 18,18
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-49*const(size.yscale))
hitsound = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 16
ground.hittime = 21
guard.hittime = 3
ground.velocity = -1.5*const(size.xscale), -11*const(size.yscale)
air.type = High
air.hittime = 35
air.velocity = -1.5*const(size.xscale), -11*const(size.yscale)
yaccel = .35*const(size.yscale)
fall = 1
fall.recover = 0
fall.recovertime = 1
id = 4003
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
numhits = 1

[State 4003, 3]
type = TargetState
triggerall = NumTarget && MoveHit
trigger1 = target,StateType = A && target,HitShakeOver && target,StateNo != [5730,5799]
value = 5730
ignorehitpause = 1

[State 4003, 4]
type = VarSet
trigger1 = MoveHit && WinKO
var(4) = 1

[State 4000, 13]
type = Null
trigger1 = Time = 50
id = 8030
;---------------------------------------------------------------------------
;Manhole
[Statedef 4005]
type    = S
movetype= I
physics = S
anim = 4005
ctrl = 0
sprpriority = -5

[State 4005, 1]
type = ChangeAnim
trigger1 = Time = 20
value = 4006

[State 4005, 2]
type = Helper
trigger1 = root,StateNo = 4030 && root,Time = 1
name = "OH GOD THE FISH"
ID = 4030
stateno = 4031
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 4005, 3]
type = ChangeState
trigger1 = root,StateNo = 4003 && root,Time = 20
trigger2 = root,StateNo != [4000,4999]
value = 4006
;---------------------------------------------------------------------------
;Manhole
[Statedef 4006]
type    = S
movetype= I
physics = S
anim = 4007
ctrl = 0
sprpriority = -5

[State 4006, 1]
type = DestroySelf
trigger1 = Time = 25
;---------------------------------------------------------------------------
;P2 Fall
[Statedef 4010]
type    = A
movetype= H
physics = N
velset = -1,-12
ctrl = 0
sprpriority = -2

[State 4010, 1]
type = ChangeAnim
trigger1 = !Time
value = 5051

[State 4010, 2]
type = VelAdd
trigger1 = 1
y = .44

[State 4010, 3]
type = NotHitBy
trigger1 = 1
value = SCA,AT
time = 1

[State 4010, 4]
type = ChangeAnim2
trigger1 = Vel Y > 0 && Anim != 5061
value = 5061

[State 4010, 4]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 4011
;---------------------------------------------------------------------------
;P2 Trapped
[Statedef 4011]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = -2

[State 4010, 2]
type = PosSet
trigger1 = !Time
y = 9999

[State 4010, 3]
type = VelSet
trigger1 = !Time
x = 0
y = 0

[State 4011, 1]
type = ChangeAnim2
trigger1 = !Time
value = 5051
;---------------------------------------------------------------------------
;P2 Trapped
[Statedef 4012]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = -2

[State 4012, 1]
type = PosSet
trigger1 = !Time
y = 0

[State 4012, 2]
type = VelAdd
trigger1 = 1
y = .35

[State 4012, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y <= -10			   
value = 4013
;---------------------------------------------------------------------------
;P2 Trapped
[Statedef 4013]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = -2

[State 4013, 1]
type = ChangeAnim2
trigger1 = !Time
value = 5061

[State 4013, 2]
type = Gravity
trigger1 = 1
;---------------------------------------------------------------------------
;P2 Fall
[Statedef 4014]
type    = A
movetype= H
physics = N
velset = -1,-12
ctrl = 0
sprpriority = -2

[State 4010, 1]
type = ChangeAnim
trigger1 = !Time
value = 5051

[State 4010, 2]
type = VelAdd
trigger1 = 1
y = .44

[State 4010, 3]
type = NotHitBy
trigger1 = Time < 57
value = SCA
time = 1

[State 4010, 4]
type = ChangeAnim2
trigger1 = Vel Y > 0 && Anim != 5061
value = 5061
;---------------------------------------------------------------------------
;P2 Trapped
[Statedef 4015]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -2

[State 4015, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
;P2 Trapped
[Statedef 4016]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -2

[State 4015, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 4015, 3]
type = PosSet
trigger1 = Time = 0
y = 9999

[State 4015, 5]
type = SelfState
trigger1 = !Alive && Time = 33
value = 5699

[State 4015, 6]
type = SelfState
trigger1 = Alive && Time = 33
value = 5030
;---------------------------------------------------------------------------
;Sewer Brawl
[Statedef 4020]
type    = A
movetype= I
physics = N
anim = 105
ctrl = 0
sprpriority = 2

[State 4020, 1]
type = VelSet
trigger1 = !Time
x = const(velocity.run.back.x)*1.2*const(size.xscale)
y = const(velocity.run.back.y)*const(size.yscale)

[State 4020, 2]
type = PlaySnd
trigger1 = !Time
value = S40,0

[State 4020, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 4021

[State 4020, 4]
type = NotHitBy
trigger1 = 1
value = SCA,AT
time = 1

[State 4020, 5]
type = VelAdd
trigger1 = 1
y = .44*const(size.yscale)

[State 4020, 6]
type = PlaySnd
triggerall = NumTarget
trigger1 = target,StateNo = 4010 && target,Time = 20
value = S11,0

[State 4020, 7]
type = PosSet
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
y = 0
;---------------------------------------------------------------------------
;Sewer Brawl
[Statedef 4021]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 4021
ctrl = 0
sprpriority = 2

[State 4021, 1]
type = Helper
trigger1 = RoundState = 2 && Time = 0
name = "Manhole"
ID = 4000
stateno = 4025
pos = ceil(72*const(size.xscale)),ceil(3*const(size.yscale))
postype = p1
facing = 1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 4021, 2]
type = PlaySnd
trigger1 = AnimElem = 6
value = S0,2
channel = 2

[State 4021, 3]
type = Null
trigger1 = !Time
v = 12
range = 0,1000

[State 0, VarSet]
type = Null
trigger1 = (P2Life <= (315 - (63 *(Var(2) = [2,3])) - (126 *(Var(2) = [4,5])) - (189 *(Var(2) > 5)))) && Var(12) <= 499
var(16) = 1

[State 4001, 3]
type = TargetState
triggerall = NumTarget
trigger1 = !Time && target,StateNo != [4010,4019]
value = 4010+(4*(Var(16) && !Var(24)))
ignorehitpause = 1

[State 4021, 5]
type = Explod
trigger1 = AnimElem = 8
anim = 4008
ID = 4008
pos = -32,-83
postype = p1
vel = -4.7*const(size.xscale),-7.3*const(size.yscale)
accel = 0,.44*const(size.yscale)
facing = 1
vfacing = 1
bindtime = 1
removetime = 100
scale = 1,1
sprpriority = -4

[State 4021, 6]
type = PlaySnd
trigger1 = AnimElem = 8
value = S0,3

[State 4021, 7]
type = PlaySnd
triggerall = NumTarget
trigger1 = (target,StateNo = 4010 || target,StateNo = 4014) && target,Time = 20
value = S11,0

[State 4021, 8]
type = ChangeState
trigger1 = NumTarget && (target,StateNo = 4011)
value = 4002

[State 4021, 9]
type = ChangeState
trigger1 = NumTarget && Time = 21 && !Var(24)
trigger1 = Var(16)
value = 4030

[State 4021, 10]
type = ChangeState
triggerall = Time >= 60
trigger1 = !NumTarget 
trigger2 = Cond(NumTarget,(target,StateNo != [4010,4019]),0)
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Manhole
[Statedef 4025]
type    = S
movetype= I
physics = S
anim = 4005
ctrl = 0
sprpriority = -5

[State 4025, 1]
type = ChangeAnim
trigger1 = Time = 9
value = 4006

[State 4005, 2]
type = Helper
trigger1 = root,StateNo = 4030 && root,Time = 1
name = "OH GOD THE FISH"
ID = 4030
stateno = 4031
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State -2, VarSet]
type = ParentVarSet
trigger1 = RoundState = 3 && parent,Var(28) = 0
var(28) = Var(28)
ignorehitpause = 1

[State 4005, 3]
type = ChangeState
trigger1 = root,StateNo = 4003 && root,Time = 20
trigger2 = root,StateNo != [4000,4999]
value = 4006
;---------------------------------------------------------------------------
;Sewer Brawl
[Statedef 4030]
type    = S
movetype= I
physics = S
anim = 4030
ctrl = 0
sprpriority = 2

[State 4030, 1]
type = VelSet
trigger1 = !Time
x = -5.4*const(size.xscale)

[State 4030, 2]
type = Null
trigger1 = NumTarget && Time = 17
value = 4015

[State 4030, 3]
type = PlaySnd
trigger1 = !Time
value = S4030,0

[State 4030, 4]
type = AssertSpecial
trigger1 = 1
flag = nomusic

[State 4030, 5]
type = VarSet
trigger1 = !Time
var(4) = 2

[State 4030, 6]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;FISH
[Statedef 4031]
type    = S
movetype= A
physics = S
anim = 4031
ctrl = 0
sprpriority = 2

[State 4031, 1]
type = HitDef
Trigger1 = !Time
attr = S, NT
hitflag = MAF
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p2stateno = 4015
fall = 1

[State 4031, 2]
type = TargetBind
trigger1 = NumTarget && Time > 12 && Time < 43
pos = -17*const(size.xscale),-18*const(size.yscale)

[State 4031, 2]
type = TargetState
trigger1 = Time = 44
value = 4016

[State 4015, 4]
type = TargetLifeAdd
trigger1 = NumTarget && !AnimTime
value = -(target,LifeMax)

[State -2, VarSet]
type = ParentVarSet
trigger1 = !AnimTime
var(28) = 410
ignorehitpause = 1

[State 4031, 3]
type = DestroySelf
trigger1 = !AnimTime