[Data]
life = 900
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 25
sparkno = S6001
guard.sparkno = -1
KO.echo = 0
volume = 0
IntPersistIndex = 0
FloatPersistIndex = 0

[Size]
xscale = 1
yscale = 1
ground.back = 13
ground.front = 13
air.back = 10
air.front = 10
height = 28
attack.dist = 80
proj.attack.dist = 80
proj.doscale = 2
head.pos = 2, -42
mid.pos = 2, -16
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 2.2
walk.back = -2.0
run.fwd  = 4.1,-2.9
run.back = -4.1,-2.9
jump.neu = 0,-8.02
jump.back = -2.55
jump.fwd = 2.5
runjump.back = -2.25,-3.1
runjump.fwd = 2.25,-3.1
airjump.neu = 0
airjump.back = 0
airjump.fwd = 0

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

[Quotes]
victory1 = "It's no surprise I won, I was made for fighting!"
victory2 = "Hey, Dr. Light! How well did I do?"
victory3 = "You must defeat my Mega Buster to stand a chance!"
victory4 = "We really showed them! Didn't we, Rush?"
victory5 = "Wow, I feel charged up now!"
victory6 = "I have no time to fool around right now!"
victory7 = "Hard Man could throw better punches than you!"
victory8 = "I can throw bigger Shadow Blades than that!"
victory9 = "A robot that throws bombs? You remind me of someone..."
victory10 = "Your powers don't seem to be worth getting!"
;---------------------------------------------------------------------------
;Var List

;***Universal***
;var(0) = Command variable
;var(1) = Famicom Fighters character detection
;var(2) = First hit counter
;var(3) = Helper select
;var(4) = Victory quote variable
;var(5) = Juggle Count
;var(6) = Helper health
;var(7) = Helper meter
;var(8) = Pause variable
;var(9) = Special move combo condition
;var(10) = Command Detection
;var(20) = Detection for first hit of multi-hit/multi-state moves
;var(21) = Test Var
;var(22) = Identification Variable
;var(23) = Counter for Training Mode Detection
;var(24) = Training Mode Var	  
;var(25) = Death State Check
;var(27) = Test Var
;var(28) = Super Finish
;var(30) = Hide helper bars and move names
;var(31) = Max helper health
;var(32) = Countdown for helper select
;var(33) = Back Charge
;var(34) = Back Charge Ready
;var(35) = Down Charge
;var(36) = Down Charge Ready
;var(37) = Projectile Ready
;var(38) = Helper Ready
;var(39) = Helper Projectile Ready
;var(40) = Air Guard Option
;var(41) = Air Recovery Option
;var(42) = Helpers Option
;var(43) = Pause Option 
;var(44) = Control Scheme
;var(45) = Standalone Helper Bar (X-Position)
;var(46) = Standalone Helper Bar (Y-Position)
;var(47) = Standalone Helper Bar (BG)
;var(48) = Alt Victory Music
;var(50) = Reaction var
;var(51) = Tag team var
;var(52) = Projectile animation var
;var(53) = Assist check
;var(54) = Hyper Tag-In check
;var(55) = AI switch check
;var(58) = Special move command time var
;var(59) = AI Var
;fvar(0) = Helper bars scaling
;fvar(20) = Damage scaling, current power
;fvar(21) = Damage scaling, future power
;fvar(24) = Test Var
;fvar(30) = Special projectile Vel X
;fvar(31) = Special projectile Vel Y
;fvar(32) = Super projectile Vel X
;fvar(33) = Super projectile Vel Y
;fvar(34) = Helper projectile Vel X
;fvar(35) = Helper projectile Vel Y
;fvar(36) = Helper Vel X
;fvar(37) = Helper Vel Y

;***Specific***
;var(11) = Projectile speed variable
;var(12) = Perfect win var
;var(13) = Elec Beam var
;var(14) = Gemini Laser Beam amount
;var(15) = Gemini Laser Beam contact
;var(16) = Power Shto contact
;fvar(10) = Damage var for Gemini Beam

;***Helpers***
;(EX-fireball, Podoboo)
;-var(1) = Hit detection
;---------------------------------------------------------------------------
; Lose by Time Over
[Statedef 170]
type = S
ctrl = 0
anim = 5030
velset = 0,0

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

[State 170, 2]
type = PlaySnd
trigger1 = Time = 5
value = S11,1
channel = 10

[State 170, 3]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
flag2 = noshadow

[State 170, 4]
type = AssertSpecial
trigger1 = Time >= 5
flag = invisible

[State 170, 5]
type = Explod
trigger1 = Time = 5 
anim = 5601
ID = 5601
pos = 0,-35
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-1.3
removetime = -1
scale = 1,1
sprpriority = 3
ownpal = 1

[State 170, 6]
type = Explod
trigger1 = Time = 5 
anim = 5601
ID = 5601
pos = 2,-33
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = .9,-.9
removetime = -1
scale = 1,1
sprpriority = 3
ownpal = 1

[State 170, 7]
type = Explod
trigger1 = Time = 5 
anim = 5601
ID = 5601
pos = 0,-31
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = 1.3,0
removetime = -1
scale = 1,1
sprpriority = 3
ownpal = 1

[State 170, 8]
type = Explod
trigger1 = Time = 5 
anim = 5601
ID = 5601
pos = 2,-29
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = .9,.9
removetime = -1
scale = 1,1
sprpriority = 3
ownpal = 1

[State 170, 9]
type = Explod
trigger1 = Time = 5 
anim = 5601
ID = 5601
pos = 0,-27
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = 0,1.3
removetime = -1
scale = 1,1
sprpriority = 3
ownpal = 1

[State 170, 10]
type = Explod
trigger1 = Time = 5 
anim = 5601
ID = 5601
pos = -2,-29
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = -.9,.9
removetime = -1
scale = 1,1
sprpriority = 3
ownpal = 1

[State 170, 11]
type = Explod
trigger1 = Time = 5 
anim = 5601
ID = 5601
pos = 0,-31
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = -1.3,0
removetime = -1
scale = 1,1
sprpriority = 3
ownpal = 1

[State 170, 12]
type = Explod
trigger1 = Time = 5 
anim = 5601
ID = 5601
pos = -2,-33
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = -.9,-.9
removetime = -1
scale = 1,1
sprpriority = 3
ownpal = 1

;************************************
[State 170, 13]
type = Explod
trigger1 = Time = 5 
anim = 5602
ID = 5601
pos = 0,-35
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-2.26
removetime = -1
scale = 1,1
sprpriority = 3
ownpal = 1

[State 170, 14]
type = Explod
trigger1 = Time = 5 
anim = 5602
ID = 5601
pos = 2,-33
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = 1.56,-1.56
removetime = -1
scale = 1,1
sprpriority = 3
ownpal = 1

[State 170, 15]
type = Explod
trigger1 = Time = 5 
anim = 5602
ID = 5601
pos = 0,-31
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = 2.26,0
removetime = -1
scale = 1,1
sprpriority = 3
ownpal = 1

[State 170, 16]
type = Explod
trigger1 = Time = 5 
anim = 5602
ID = 5601
pos = 2,-29
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = 1.56,1.56
removetime = -1
scale = 1,1
sprpriority = 3
ownpal = 1

[State 170, 17]
type = Explod
trigger1 = Time = 5 
anim = 5602
ID = 5601
pos = 0,-27
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = 0,2.26
removetime = -1
scale = 1,1
sprpriority = 3
ownpal = 1

[State 170, 18]
type = Explod
trigger1 = Time = 5 
anim = 5602
ID = 5601
pos = -2,-29
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = -1.56,1.56
removetime = -1
scale = 1,1
sprpriority = 3
ownpal = 1

[State 170, 19]
type = Explod
trigger1 = Time = 5 
anim = 5602
ID = 5601
pos = 0,-31
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = -2.26,0
removetime = -1
scale = 1,1
sprpriority = 3
ownpal = 1

[State 170, 20]
type = Explod
trigger1 = Time = 5 
anim = 5602
ID = 5601
pos = -2,-33
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = -1.56,-1.56
removetime = -1
scale = 1,1
sprpriority = 3
ownpal = 1
;---------------------------------------------------------------------------
; Win state decider
[Statedef 180]
type = S

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

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

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

[State 181, 1]
type = AssertSpecial
trigger1 = Time < 330
flag = roundnotover

[State 181, 4]
type = PlaySnd
trigger1 = AnimElem = 9
value = S215,0

[State 181, 5]
type = PlaySnd
trigger1 = AnimElem = 13
value = S181,0
channel = 1

[State 181, 6]
type = Null
trigger1 = Life >= 900 
channel = 1

[State 181, 7]
type = Null
trigger1 = Life < 900 && Time > 94 && Time < 134 && (GameTime % 4) = 0
value = 128

[State 181, 8]
type = Null
trigger1 = Life >= 900 && !Time
var(12) = 1

;---------------------------------------------------------------------------
;Round Win
[Statedef 182]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 182, 1]
type = AssertSpecial
trigger1 = (Life < 900 || !Var(12)) && Time <= 400 
flag = roundnotover

[State 181, 2]
type = AssertSpecial
trigger1 = Life >= 900 && Var(12) && Time <= 130
flag = roundnotover

[State 182, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 182, 4]
type = VelSet
trigger1 = Anim = 180 && AnimElem = 4
x = 0
y = -8.02

[State 182, 5]
type = Helper
trigger1 = !Time
name = "Weapon Ball"
ID = 180
stateno = 183
pos = 0,floor(-ScreenPos Y)
postype = p1
facing = 1
ownpal = 1

[State 182, 6]
type = VelAdd
trigger1 =  Anim = 180 && Time >= 13
y = .44

[State 182, 7]
type = ChangeAnim
trigger1 = Anim = 180 &&  Vel Y > 0 && Pos Y >= 0
value = 184+1*(Life >= 900 && Var(12))
 
[State 182, 8]
type = VelSet
trigger1 = (Anim = 184 || Anim = 185) && AnimElem = 1
y = 0

[State 182, 9]
type = PosSet
trigger1 = (Anim = 184 || Anim = 185) && Pos Y >= 0
y = 0

[State 181, 2]
type = Null
triggerall = !NumPartner
trigger1 = Time = 0
value = S180,0

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

[State 182, 3]
type = Null
trigger1 = AnimElem = 4
value = S215,0
;---------------------------------------------------------------------------
;Weapon Ball
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 183, 1]
type = VelAdd
trigger1 = 1
y = .44

[State 0, ChangeState]
type = ChangeState
trigger1 = ParentDist Y <= 70 
value = 184
;---------------------------------------------------------------------------
;Weapon Ball
[Statedef 184]
type = S
ctrl = 0
velset = 0,0

[State 184, 1]
type = BindToRoot
trigger1 = root,Anim = 180
time = 1
pos = 0,-58

[State 184, 2]
type = BindToRoot
trigger1 = (root,Anim = 184 || root,Anim = 185) && root,AnimElem = 1
time = 5
pos = 6,-40

[State 184, 3]
type = BindToRoot
trigger1 = (root,Anim = 184 || root,Anim = 185) && root,AnimElem = 2
pos = 10,-44

[State 184, 4]
type = PlaySnd
trigger1 = !Time
value = S181,1

[State 184, 5]
type = PlaySnd
trigger1 = root, NumPartner = 0 && !Time
value = S180,Cond(PalNo = 6,1,PalNo-1-1*(PalNo = 3))
channel = 5

[State 184, 5]
type = PlaySnd
triggerall = root,NumPartner
trigger1 = (root,ID = 56 || root,ID = 58) && !Time
trigger2 = (root,ID = 57 ||root,ID = 59) && partner,Alive = 0 && !Time
value = S180,Cond(PalNo = 6,1,PalNo-1-1*(PalNo = 3))
channel = 5

[State 184, 6]
type = VelSet
trigger1 = root,Anim = 185 && root,AnimElem = 5
x = 5.2
y = -3.6

[State 184, 7]
type = VarAdd
trigger1 = root,Anim = 185 && root,AnimElem = 5
var(1) = 1

[State 184, 8]
type = PosSet
trigger1 = root,Anim = 185 && Pos Y >= 0
y = 0

[State 184, 9]
type = VelSet
trigger1 = root,Anim = 185 && Vel Y > 0 && Pos Y >= 0
x = 0
y = 0

[State 184, 10]
type = Explod
trigger1 = root,Anim = 185 && Pos Y >= 0
anim = 1013
ID = 814
pos = 0,-16
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 5
ownpal = 1

[State 184, 11]
type = VelAdd
trigger1 = root,Anim = 185 && Var(1)
y = .44

[State 184, 12]
type = PlaySnd
trigger1 = root,Anim = 185 && Vel Y > 0 && Pos Y >= 0
value = S410,0

[State 184, 13]
type = StopSnd
trigger1 = root,Anim = 185 && Vel Y > 0 && Pos Y >= 0
channel = 5

[State 184, 14]
type = DestroySelf
trigger1 = root,Anim = 185 && Vel Y > 0 && Pos Y >= 0
 
;---------------------------------------------------------------------------
; PREINTRO
[Statedef 190]
type = S
ctrl = 0
velset = 0,0
sprpriority = 5

[State -2, Intro Countdown]
type = VarSet
trigger1 = !Time && !NumPartner
var(32) = 181

[State 190, 1] ;Go straight to intro.
type = ChangeState
trigger1 = !NumPartner && !Time && P2Name != "Bomberman"
value = 191

[State 190, 2] ;Go straight to intro.
type = ChangeState
trigger1 = !NumPartner && !Time && P2Name = "Bomberman"
value = 192

[State 190, 2] ;Go straight to intro.
type = ChangeState
triggerall = NumPartner && (P2Name != "Bomberman") && (ID = 56 || ID = 58)
trigger1 = !Time
value = 191

[State 190, 2] ;Go straight to intro.
type = ChangeState
triggerall = NumPartner && (P2Name = "Bomberman") && (ID = 56 || ID = 58)
trigger1 = !Time
value = 192

[State 190, 2] ;Go straight to intro.
type = ChangeState
triggerall = NumPartner && (ID = 57 || ID = 59)
trigger1 = !Time
value = 195
;---------------------------------------------------------------------------
; Introduction
[Statedef 191]
type = S
ctrl = 0
anim = 1
velset = 0,0
sprpriority = 5

[State 191, 1]
type = AssertSpecial
trigger1 = 1 
flag = intro

[State 191, 2]
type = AssertSpecial
trigger1 = Anim = 1 && Time < 30
flag = invisible

[State 191, 3]
type = Explod
trigger1 = Anim = 1 && !Time
anim = 190 
ID = 191
pos = 0,-268
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,8.93
removetime = 30
scale = 1,1
sprpriority = 2
ontop = 0
ownpal = 1

[State 191, 4]
type = ChangeAnim
trigger1 = Anim = 1 && Time = 30
value = 191

[State 191, 5]
type = PlaySnd
trigger1 = Time = 30
value = S190,0

[State 191, 6]
type = PlaySnd
trigger1 = Anim = 191 && (Time = 67 || Time = 82)
value = S40,1

[State 191, 7]
type = ChangeState
trigger1 = Anim = 191 && !AnimTime
value = 0
;---------------------------------------------------------------------------
; Introduction
[Statedef 192]
type = A
ctrl = 0
anim = 192
velset = 0,0
sprpriority = 5

[State 192, 1]
type = ScreenBound
trigger1 = 1
value = 1

[State 192, 2]
type = Gravity
trigger1 = Anim = 192 && Pos Y < 0

[State 191, 3]
type = PosSet
trigger1 = Anim = 192 && !Time
y = -500

[State 191, 4]
type = PosSet
trigger1 = Anim = 192 && Pos Y >= 0
y = 0

[State 191, 5]
type = VelSet
trigger1 = Anim = 192 && Pos Y >= 0
y = 0 

[State 191, 6]
type = ChangeAnim
trigger1 = Anim = 192 && Pos Y >= 0
value = 193

[State 191, 7]
type = PlaySnd
trigger1 = Anim = 193 && AnimElem = 1
value = S40,1

[State 191, 8]
type = AssertSpecial
trigger1 = P2StateNo != 0
flag = intro

[State 191, 9]
type = ChangeState
trigger1 =  Anim = 193 && P2StateNo = 0
value = 0
;---------------------------------------------------------------------------
; Taunt
[Statedef 195]
type = S
movetype = I
physics = S
ctrl = 0
anim = 195+1*(PalNo = 6)
velset = 0,0
sprpriority = 2

[State 195, 5]
type = PlaySnd
trigger1 = AnimElem = 3
value = S215,0

[State 195, 7]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;========================<EXPLODSIVE BUFFERING HELPER>=============================
[StateDef 90000005]
type = A
physics = N
moveType = I
anim = 1
velSet = 0,0
ctrl = 0
     
[State 90000005, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "by JustMorphPointman"
ignoreHitPause = 1
;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------
;HIT_DEFEATED
[Statedef 5600]
type    = L
movetype= H
physics = N
sprpriority = -3
velset = 0,0
anim = 5600
ctrl = 0

[State 5600, 1]
type = PlaySnd
trigger1 = !Time
value = S11,1
channel = 10

[State 5600, 2]
type = ChangeState
trigger1 = Time = 65
value = 5150

[State 5600, 3]
type = PosSet
trigger1 = Time = 60
y = 100

[State 5600, 4]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = noshadow

[State 5600, 5]
type = AssertSpecial
trigger1 = 1
flag = roundnotover
flag2 = invisible

[State 5600, 6]
type = Explod
trigger1 = !Time
anim = 5601
ID = 5601
pos = 0,-35
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-1.3
removetime = -1
scale = 1,1
sprpriority = 3
ownpal = 1

[State 5600, 7]
type = Explod
trigger1 = !Time
anim = 5601
ID = 5601
pos = 2,-33
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = .9,-.9
removetime = -1
scale = 1,1
sprpriority = 3
ownpal = 1

[State 5600, 8]
type = Explod
trigger1 = !Time
anim = 5601
ID = 5601
pos = 0,-31
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = 1.3,0
removetime = -1
scale = 1,1
sprpriority = 3
ownpal = 1

[State 5600, 9]
type = Explod
trigger1 = !Time
anim = 5601
ID = 5601
pos = 2,-29
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = .9,.9
removetime = -1
scale = 1,1
sprpriority = 3
ownpal = 1

[State 5600, 10]
type = Explod
trigger1 = !Time
anim = 5601
ID = 5601
pos = 0,-27
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = 0,1.3
removetime = -1
scale = 1,1
sprpriority = 3
ownpal = 1

[State 5600, 11]
type = Explod
trigger1 = !Time
anim = 5601
ID = 5601
pos = -2,-29
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = -.9,.9
removetime = -1
scale = 1,1
sprpriority = 3
ownpal = 1

[State 5600, 12]
type = Explod
trigger1 = !Time
anim = 5601
ID = 5601
pos = 0,-31
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = -1.3,0
removetime = -1
scale = 1,1
sprpriority = 3
ownpal = 1

[State 5600, 13]
type = Explod
trigger1 = !Time
anim = 5601
ID = 5601
pos = -2,-33
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = -.9,-.9
removetime = -1
scale = 1,1
sprpriority = 3
ownpal = 1

;************************************
[State 5600, 14]
type = Explod
trigger1 = !Time 
anim = 5602
ID = 5601
pos = 0,-35
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-2.26
removetime = -1
scale = 1,1
sprpriority = 3
ownpal = 1

[State 5600, 15]
type = Explod
trigger1 = !Time
anim = 5602
ID = 5601
pos = 2,-33
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = 1.56,-1.56
removetime = -1
scale = 1,1
sprpriority = 3
ownpal = 1

[State 5600, 16]
type = Explod
trigger1 = !Time
anim = 5602
ID = 5601
pos = 0,-31
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = 2.26,0
removetime = -1
scale = 1,1
sprpriority = 3
ownpal = 1

[State 5600, 17]
type = Explod
trigger1 = !Time
anim = 5602
ID = 5601
pos = 2,-29
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = 1.56,1.56
removetime = -1
scale = 1,1
sprpriority = 3
ownpal = 1

[State 5600, 18]
type = Explod
trigger1 = !Time
anim = 5602
ID = 5601
pos = 0,-27
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = 0,2.26
removetime = -1
scale = 1,1
sprpriority = 3
ownpal = 1

[State 5600, 19]
type = Explod
trigger1 = !Time
anim = 5602
ID = 5601
pos = -2,-29
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = -1.56,1.56
removetime = -1
scale = 1,1
sprpriority = 3
ownpal = 1

[State 5600, 20]
type = Explod
trigger1 = !Time
anim = 5602
ID = 5601
pos = 0,-31
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = -2.26,0
removetime = -1
scale = 1,1
sprpriority = 3
ownpal = 1

[State 5600, 21]
type = Explod
trigger1 = !Time 
anim = 5602
ID = 5601
pos = -2,-33
postype = p1  
facing = 1
vfacing = 1
bindtime = 1
vel = -1.56,-1.56
removetime = -1
scale = 1,1
sprpriority = 3
ownpal = 1

[State 5600, 22]
type = DestroySelf
trigger1 = IsHelper && Time = 1