;---------------------------------------------------------------------------
;UC2P Stand Summon (Entrance)
[Statedef 7000]
type    = A
movetype= I
physics = N
velset = ifelse(parent,P2BodyDist X < 15,(ParentDist X)/15,(ParentDist X)/15),-3.33*const(size.yscale)
ctrl = 0
anim = 7000
sprpriority = 3

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

[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) = -50-(50*(root,Var(0) > 0))

[State 7000, 5]
type = PlaySnd
trigger1 = !Time
value = S40,0

[State 7111, 6]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7100, 7]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7030
time = -1

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

[State 7000, 9]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7000, 10]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7000, 11]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 7001
;---------------------------------------------------------------------------
;UC2P Stand Summon (Turning Knuckle)
[Statedef 7001]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 7001
sprpriority = 3

[State 7001, 1]
type = PosSet
trigger1 = !Time
y = 0

[State 7001, 2]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7030
time = -1

[State 7001, 3]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7001, 4]
type = PosAdd
trigger1 = AnimElem = 8 || AnimElem = 10
x = -4+(8*(AnimElem = 10))

[State 7001, 5]
type = VelSet
trigger1 = AnimElem = 10 
x = 8*const(size.xscale)

[State 7001, 6]
type = HitDef
trigger1 = AnimElem = 11 ;root,var(5) < 10 && 
attr = S,NA
hitflag = MAF
guardflag = MA
animtype = Light
priority = 6,Hit
getpower = 0
damage = ceil(100*root,Fvar(21)),25
pausetime = 16,16
sparkno = S6001
guard.sparkno = -1
sparkxy = -7,ceil(-37*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 22
ground.hittime = 18
guard.hittime = 13
ground.velocity = -15.3*const(size.xscale), -3.5*(const(size.yscale))
guard.velocity = -6.3*const(size.xscale)
air.type = High
air.hittime = 30
air.velocity = -15.3*(const(size.xscale)), -3.5*(const(size.yscale))
fall = 1
fall.recover = 0
p1sprpriority = 3
p2sprpriority = -2
id = 245
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
p1stateno = 7002

[State 7001, 7]
type = TargetState
trigger1 = NumTarget && !Var(11) && MoveHit && HitPauseTime = 1
value = 1115
ignorehitpause = 1

[State 7001, 8]
type = PlaySnd
trigger1 = AnimElem = 5
value = S0,2

[State 7001, 9]
type = PlaySnd
trigger1 = AnimElem = 10
value = S0,4

[State 7001, 10]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7001, 11]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7001, 12]
type = ChangeState
trigger1 = !AnimTime
value = 7020 
;---------------------------------------------------------------------------
;Turning Knuckle Hit
[Statedef 7002]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 3

[State 7002, 1]
type = ScreenBound
trigger1 = 1 
value = 0

[State 7002, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 7002, 3]
type = TargetState
trigger1 = NumTarget && !Var(11) && !Time
value = 1115

[State 7002, 4]
type = PlaySnd
triggerall = NumTarget
trigger1 = target,StateNo = 1116 && target,Time = 1
value = F5,3

[State 7002, 5]
type = PlaySnd
triggerall = NumTarget
trigger1 = target,StateNo = 1116 && target,Time = 1
value = F7,2

[State 7002, 6]
type = Explod
triggerall = NumTarget
trigger1 = target,StateNo = 1116 && target,Time = 1
anim = 6001 
ID = 3001
pos = 0,-32
postype = p2
facing = -1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 7002, 7]
type = ParentVarAdd
triggerall = NumTarget && MoveHit
trigger1 =  HitPauseTime = 1
var(2) = 1
ignorehitpause = 1

[State 7002, 8]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7002, 9]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7001, 7]
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 7002, 10]
type = ChangeState
trigger1 = !AnimTime
value = 7020 
;---------------------------------------------------------------------------
;UC 2P Crouch Summon (Entrance)
[Statedef 7010]
type    = A
movetype= I
physics = N
velset = (ParentDist X - 20)/15,-3.33*const(size.yscale)
ctrl = 0
anim = 7000
sprpriority = 3

[State 7010, 1]
type = Gravity
trigger1 = 1

[State 7010, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 7010, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 7010, 4]
type = Null
trigger1 = !Time && RoundState = 2
var(7) = -50-(50*(root,Var(0) > 0))

[State 7010, 5]
type = PlaySnd
trigger1 = !Time
value = S40,0

[State 7010, 6]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7010, 7]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7030
time = -1

[State 7010, 8]
type = ParentVarSet
trigger1 = !Time && RoundState = 2
var(38) = 1

[State 7010, 9]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7010, 10]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7010, 11]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 7011
;---------------------------------------------------------------------------
;UC 2P Crouch Summon (Dash)
[Statedef 7011]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 7011
sprpriority = 3

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

[State 7011, 2]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7011, 3]
type = PosAdd
trigger1 = AnimElem = 5 
x = abs((P2BodyDist X - 20) * .35)

[State 7011, 4]
type = PosAdd
trigger1 = AnimElem = 6 
x = abs((P2BodyDist X - 20) * .65)

[State 7011, 5]
type = VelSet
trigger1 = AnimElem = 7 
x = 6*const(size.xscale)

[State 7011, 6]
type = PlaySnd
trigger1 = AnimElem = 5
value = S0,4

[State 7000, 9]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7000, 10]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7011, 5]
type = ChangeState
trigger1 = !AnimTime
value = ifelse(random < 800,7012+(random % 2),7014)

;---------------------------------------------------------------------------
;UC 2P Crouch Summon (Low Attack)
[Statedef 7012]
type    = S
movetype= A
physics = S
velset = 3*const(size.xscale),0
ctrl = 0
anim = 7012
sprpriority = 3

[State 7012, 1]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7030
time = -1

[State 7012, 2]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7012, 3]
type = HitDef
trigger1 = AnimElem = 3 ;root,var(5) < 10 && 
attr = S,SA
hitflag = MAF
guardflag = LA
animtype = Hard
priority = 5,Hit
getpower = 0
damage = ceil(110*root,Fvar(21)),28
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9, ceil(-10*(const(size.yscale)))
hitsound = S5,3
guardsound = S6,0
ground.type = Trip
ground.slidetime = 13
guard.slidetime = 9
ground.hittime = 15
guard.hittime = 11
ground.velocity = -4.3*const(size.xscale), -3.1*const(size.yscale)
guard.velocity = -6.6*const(size.xscale)
air.type = Trip
air.hittime = 16
air.velocity = -2.3*const(size.xscale), -3.1*const(size.yscale)
p1sprpriority = 3
p2sprpriority = -2
id = 1002
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 7012, 4]
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 7012, 5]
type = ParentVarAdd
trigger1 = HitPauseTime = 1
var(2) = 1
ignorehitpause = 1

[State 7012, 6]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0,3

[State 7012, 7]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7012, 8]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7012, 9]
type = ChangeState
trigger1 = !AnimTime 
value = 7020 
;---------------------------------------------------------------------------
;UC 2P Crouch Summon (Overhead Attack)
[Statedef 7013]
type    = S
movetype= A
physics = S
velset = 3*const(size.xscale),0
ctrl = 0
anim = 7013
sprpriority = 3

[State 7013, 1]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7030
time = -1

[State 7013, 2]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7013, 3]
type = HitDef
trigger1 = AnimElem = 4 ;root,var(5) < 10 && 
attr = S,SA
hitflag = MAF
guardflag = HA
animtype = Hard
priority = 5,Hit
getpower = 0
damage = ceil(120*root,Fvar(21)),30
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9, ceil(-22*(const(size.yscale)))
hitsound = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 22
ground.hittime = 18
guard.hittime = 10
ground.velocity = -7.3*const(size.xscale)
air.type = High
air.hittime = 16
air.velocity = -2.3*const(size.xscale), 5.7*const(size.yscale)
p1sprpriority = 3
p2sprpriority = -2
fall = 0
air.fall = 1
fall.recover = 0
id = 1003
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 7013, 4]
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 7013, 5]
type = ParentVarAdd
trigger1 = HitPauseTime = 1
var(2) = 1
ignorehitpause = 1

[State 7013, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = S0,3

[State 7013, 7]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7013, 8]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7013, 9]
type = ChangeState
trigger1 = !AnimTime
value = 7020
;---------------------------------------------------------------------------
;UC 2P Crouch Summon (Uppercut)
[Statedef 7014]
type    = S
movetype= A
physics = S
velset = 4*const(size.xscale),0
ctrl = 0
anim = 7014
sprpriority = 3

[State 7014, 1]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7030
time = -1

[State 7014, 2]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7014, 3]
type = HitDef
trigger1 = AnimElem = 3 ;root,var(5) < 10 && 
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Up
priority = 4,Hit
getpower = 0
damage = ceil(85*root,Fvar(21)),21
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 = 16
ground.hittime = 21
guard.hittime = 20
ground.velocity = -.67*const(size.xscale), -7.1*const(size.yscale)
guard.velocity = -6.6*const(size.xscale)
air.type = High
air.hittime = 35
air.velocity = -.81*const(size.xscale), -7*const(size.yscale)
fall = 1
fall.recover = 0
p1sprpriority = 3
p2sprpriority = -2
id = 1010
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
yaccel = .25

[State 7014, 4]
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 7014, 5]
type = ParentVarAdd
trigger1 = HitPauseTime = 1
var(2) = 1
ignorehitpause = 1

[State 7014, 6]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0,3

[State 7014, 7]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7014, 8]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7014, 9]
type = ChangeState
trigger1 = !AnimTime
value = 7020
;---------------------------------------------------------------------------
;UC 2P Leave
[Statedef 7020]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 7020
sprpriority = 3

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

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

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = -25*const(size.xscale)

[State 7000, 5]
type = PlaySnd
trigger1 = AnimElem = 3
value = S0,4

[State 7000, 6]
type = ChangeState
trigger1 = BackEdgeDist < -30
value = 7300
;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 7030]
type    = A
movetype= H
physics = N
velset = -1.92*const(size.xscale),-.64*const(size.yscale)
ctrl = 0
anim = 7030
sprpriority = 3

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

[State 7030, 1]
type = VelSet
trigger1 = Time = 25
y = .64*const(size.yscale)

[State 7030, 2]
type = ParentVarAdd
trigger1 = !Time 
var(6) =  -100
ignorehitpause = 1

[State 7030, 3]
type = PlaySnd
trigger1 = !Time
value = S3100,0

[State 7030, 4]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 7031+(9*(root,Var(6) = 0))
;---------------------------------------------------------------------------
; HITA_UP_T (transition)
[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
ignorehitpause = 1

[State 7031, 2]
type = PosSet
trigger1 = !Time
y = 0

[State 7031, 3]
type = PlaySnd
trigger1 = !Time
value = S11,1

[State 7031, 4]
type = ChangeState
trigger1 = !AnimTime
value = 7020
;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 7040]
type    = L
movetype= H
physics = N
velset = 0,0
anim = 7040
sprpriority = 3

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

[State 7040, 2]
type = PosAdd
trigger1 = AnimElem = 1
x = -32*const(size.xscale)

[State 7040, 3]
type = PosAdd
trigger1 = (AnimElem = 2 || !AnimTime)
x = -48*const(size.xscale)

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

[State 7040, 5]
type = DestroySelf
trigger1 = BackEdgeDist < -30
;---------------------------------------------------------------------------
;Bubbles Stand Summon
[Statedef 7100]
type    = S
movetype= A
physics = N
velset = 4.52*const(size.xscale)
ctrl = 0
anim = 7100
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) = -50-(50*(root,Var(0) > 0))

[State 7000, 5]
type = PlaySnd
trigger1 = !Time
value = S7100,0

[State 7111, 6]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA
time = -1

[State 7100, 7]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7130
time = -1

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

[State 7100, 9]
type = VarSet
trigger1 = !Time
fvar(3) = root,FVar(21)

[State 7100, 10]
type = HitDef
Trigger1 = !Time ;root,var(5) < 10 && 
attr = S, ST
hitflag = MA-
guardflag = M
pausetime = 1,1
priority = 1, Miss
sparkno = -1
guard.sparkno = -1
guardsound = S6,0
guard.hittime = 18
guard.slidetime = 18
guard.velocity = -6.3*const(size.xscale)
p1facing = 1
p2facing = 1
p1stateno = 7101
p2stateno = 7103
guard.dist = 0
fall = 1
p1sprpriority = 3
p2sprpriority = -2
id = 7100
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

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

[State 7000, 12]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 1001, 13]
type = ChangeState
trigger1 = FrontEdgeDist < -40
value = 7300
;---------------------------------------------------------------------------
;Bubbles Stand Summon ("Swim")
[Statedef 7101]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 7101
sprpriority = 3

[State 7101, 1]
type = PosAdd
trigger1 = AnimElem = 2 || AnimeLem = 3 || AnimElem = 4
x = 18 

[State 7101, 2]
type = VelSet
trigger1 = Time = 6
y = target,Const(size.mid.pos.y)/12

[State 7101, 3]
type = SprPriority
trigger1 = AnimElem = 2
value = 2

[State 7101, 4]
type = VelSet
trigger1 = AnimElem = 5
x = 3.26
y = -4.6

[State 7101, 5]
type = Gravity
trigger1 = Time > 12

[State 7101, 6]
type = TargetBind
trigger1 = Time > 12 && Time < 46
pos = -17,-16

[State 7101, 7]
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)
persistent = 0

[State 7101, 8]
type = PlaySnd
trigger1 = AnimElem = 1
value = S720,0

[State 7101, 9]
type = PlaySnd
trigger1 = AnimElem = 5
value = S40,0

[State 7101, 10]
type = ScreenBound
trigger1 = 1
value = 1

[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 = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 7102
;---------------------------------------------------------------------------
;Bubbles Stand Summon ("Swim")
[Statedef 7102]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
sprpriority = 3

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

[State 7102, 2]
type = TargetBind
trigger1 = !Time
pos = -17,-16

[State 7102, 3]
type = EnvShake
trigger1 = !Time
time = 18
freq = 90
ampl = -15

[State 7102, 4]
type = TargetState
trigger1 = Time = 12
value = 7104
persistent = 0

[State 7102, 5]
type = TargetLifeAdd
trigger1 = !Time
value = floor(-90*FVar(3))

[State 7102, 6]
type = PlaySnd
trigger1 = !Time
value = S7,2
persistent = 0

[State 7102, 7]
type = VarAdd
trigger1 = !Time
var(2) = 1 

[State 7102, 8]
type = ChangeState
trigger1 = Time = 36
value = 7120
;---------------------------------------------------------------------------
;Grabbed By Bubbles
[Statedef 7103]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -3

[State 7103, 1]
type = ChangeAnim2
trigger1 = !Time
value = 7103

;---------------------------------------------------------------------------
;Grabbed By Bubbles
[Statedef 7104]
type    = L
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -3

[State 7104, 1]
type = PosSet
trigger1 = !Time
y = 0

[State 7104, 2]
type = ChangeState
trigger1 = Time = 1
value = 5810
;---------------------------------------------------------------------------
;Bubbles Crouch Summon (Entrance)
[Statedef 7110]
type    = S
movetype= I
physics = N
velset = 4.52*const(size.xscale)
ctrl = 0
anim = 7110
sprpriority = 3

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

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

[State 7110, 3]
type = Null
trigger1 = !Time && RoundState = 2
var(7) = -50-(50*(root,Var(0) > 0))

[State 7110, 4]
type = PlaySnd
trigger1 = !Time
value = S7100,0

[State 7110, 5]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

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

[State 7110, 7]
type = ParentVarSet
trigger1 = !Time && RoundState = 2
var(38) = 1

[State 7110, 8]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7110, 9]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7110, 10]
type = ChangeState
trigger1 = Time = 25
value = 7111
;---------------------------------------------------------------------------
;Bubbles Crouch Summon (Fire Sound Wave)
[Statedef 7111]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 7111
sprpriority = 3

[State 7011, 1]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7130
time = -1

[State 7011, 2]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7011, 3]
type = Helper
trigger1 = AnimElem = 4
name = "Sound Wave"
ID = 7050
stateno = 7112
pos = ceil(34*const(size.xscale)),ceil(-17*const(size.yscale))
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 7011, 4]
type = ParentVarSet
trigger1 = AnimElem = 18
var(39) = 1

[State 7011, 5]
type = VarAdd
trigger1 = AnimElem = 18
var(11) = 1

[State 7010, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = S7110,0

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

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

[State 7011, 9]
type = ChangeState
trigger1 = !AnimTime
value = 7120
;---------------------------------------------------------------------------
;Sound Wave
[Statedef 7112]
type    = S
movetype= A
physics = N
velset = 6.3*const(size.xscale),0
ctrl = 0
anim = 7112
sprpriority = 3

[State 7112, 1]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 7114
time = -1

[State 7112, 2]
type = NotHitBy
trigger1 = 1
value = ,AA,AT
time = -1

[State 7112, 3]
type = HitDef
trigger1 = !Time ;root,var(5) < 10 && 
attr = S,SP
hitflag = MAF
guardflag = MA
getpower = 0,0
animtype = Hard
priority = 3,Hit
getpower = 0,0
damage = 0,0
pausetime = 1,1
sparkno = -1
sparkxy = -1,ceil(-1*(const(size.yscale)))
hitsound = -1
guardsound = S6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 19
guard.hittime = 15
ground.velocity = -8*const(size.xscale),-1.1*const(size.yscale)
guard.velocity = -3*const(size.xscale)
ground.cornerpush.veloff = 0
air.velocity = -4*const(size.xscale),-3.5*const(size.yscale)
p1sprpriority = 3
p2sprpriority = -2
id = 7110
chainID = -1
nochainID = -1

[State 7112, 4]
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 7112, 5]
type = ChangeState
trigger1 = MoveHit
value = 7113

[State 7112, 6]
type = ChangeState
trigger1 = FrontEdgeDist < -40 || MoveGuarded
value = 7114
;---------------------------------------------------------------------------
;Sound Wave
[Statedef 7113]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 1
sprpriority = 3

[State 7113, 1]
type = TargetState
triggerall = NumTarget;()
trigger1 = !Time
value = 7115

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

[State 7113, 3]
type = VarAdd
triggerall = NumTarget && P2StateType = A
trigger1 = target,Time = 0
var(0) = 1
ignorehitpause = 1

[State 7113, 4]
type = VarRangeSet
trigger1 = Time > 0
value = 0
first = 0
last = 1
ignorehitpause = 1

[State 7113, 5]
type = ParentVarAdd
trigger1 = !Time
var(10) = 1

[State 7113, 6]
type = DestroySelf
triggerall = Time
trigger1 = !NumTarget && Anim = 1
trigger2 = NumTarget && Anim = 1 
trigger2 = target,StateType = L
;---------------------------------------------------------------------------
;Sound Wave
[Statedef 7114]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 1
sprpriority = 3

[State 7113, 1]
type = ParentVarAdd
trigger1 = !Time
var(10) = 1

[State 7113, 2]
type = DestroySelf
triggerall = parent,Var(10)
trigger1 = !NumTarget && Anim = 1
trigger2 = NumTarget && Anim = 1 
trigger2 = target,StateType = L
;---------------------------------------------------------------------------
;Sound Wave
[Statedef 7115]
type    = U
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -2

[State 7114, 1]
type = ChangeAnim2
trigger1 = !Time 
value = 7114

[State 0, SelfState]
type = SelfState
trigger1 = Time = 50
value = 5040
;---------------------------------------------------------------------------
;Bubbles Leave
[Statedef 7120]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 7120
sprpriority = 3

[State 7000, 1]
type = Turn
trigger1 = AnimElem = 2

[State 7000, 2]
type = VelSet
trigger1 = AnimElem = 2
x = 4.56*const(size.xscale)

[State 7000, 6]
type = ChangeState
trigger1 = FrontEdgeDist < -30
value = 7300
;---------------------------------------------------------------------------
;Bubbles Hit
[Statedef 7130]
type    = S
movetype= H
physics = S
ctrl = 0
anim = 7131
sprpriority = 3

[State 7130, 1]
type = VelSet
trigger1 = Time = 0
x = -2.7*const(size.xscale)

[State 7230, 2]
type = ParentVarAdd
trigger1 = !Time 
var(6) =  -100
ignorehitpause = 1

[State 5030, 3]
type = ChangeState
trigger1 = Time = 35
value = 7131

[State 5030, 4]
type = ChangeState
triggerall = root,Var(6) = 0
trigger1 = !Time
value = 7140

;---------------------------------------------------------------------------
;Bubbles Recover
[Statedef 7131]
type    = A
movetype= H
physics = S
velset = 0,0
anim = 7132
sprpriority = 3

[State 7032, 6]
type = ChangeState
trigger1 = !AnimTime
value = 7120 ;HIT_BOUNCE
;---------------------------------------------------------------------------
;Bubbles Dead
[Statedef 7140]
type    = S
movetype= H
physics = S
velset = 0,0
ctrl = 0
anim = 7140
sprpriority = 3

[State 7140, 1]
type = PlaySnd
trigger1 = !Time
value = S7130,0

[State 7140, 2]
type = DestroySelf
trigger1 = !AnimTime
;---------------------------------------------------------------------------
;Balloon Fighter Stand Summon (Entrance)
[Statedef 7200]
type    = A
movetype= I
physics = N
velset = 2.2*const(size.xscale)
ctrl = 0
anim = 7200
sprpriority = 3

[State 7200, 1]
type = PosAdd
trigger1 = !Time
y = -50*const(size.yscale)

[State 7200, 2]
type = VelAdd
trigger1 = 1 
y = .079*const(size.yscale)

[State 7200, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 7200, 4]
type = PlayerPush
trigger1 = 1
value = 0

[State 7200, 5]
type = Null
trigger1 = !Time && RoundState = 2
var(7) = -100-(50*(root,Var(0) > 0))

[State 7200, 6]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = S7200,0

[State 7200, 7]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7200, 8]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7230
time = -1

[State 7200, 9]
type = ParentVarSet
trigger1 = !Time && RoundState = 2
var(38) = 1

[State 7200, 10]
type = VelSet
trigger1 = AnimElemTime(1) = 1
y = -1.5*const(size.yscale)

[State 7200, 11]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7200, 12]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7000, 13]
type = ChangeState
trigger1 = !AnimTime 
value = 7201
;---------------------------------------------------------------------------
;Balloon Fighter Stand Summon (Throwing Sparks)
[Statedef 7201]
type    = A
movetype= I
physics = N
velset = 2.2*const(size.xscale),0
ctrl = 0
anim = 7201
sprpriority = 3

[State 0, VarSet]
type = VarSet
trigger1 = !TIme
var(1) = 0

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

[State 7201, 2]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7201, 3]
type = VelAdd
trigger1 = 1 
y = .079*const(size.yscale)

[State 7201, 4]
type = VelSet
trigger1 = AnimElemTime(1) = 1
y = -1.5*const(size.yscale)

[State 7201, 5]
type = Helper
trigger1 = AnimElem = 3
name = "Spark"
ID = 7050+Var(11)
stateno = 7202
pos = 0,ceil(-1*const(size.yscale))
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 7011, 6]
type = ParentVarSet
trigger1 = AnimElem = 3
var(39) = 1

[State 7011, 7]
type = VarAdd
trigger1 = AnimElem = 3
var(11) = 1

[State 7011, 8]
type = VarAdd
trigger1 = AnimElem = 3
var(1) = 1

[State 7201, 9]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = S7200,0

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

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

[State 7100, 12]
type = ChangeState
trigger1 = FrontEdgeDist < -40
value = 7300
;---------------------------------------------------------------------------
;Sparks
[Statedef 7202]
type    = A
movetype= A
physics = N
velset = 0, 1.6*const(size.yscale)
ctrl = 0
anim = 7202
sprpriority = 3

[State 7202, 1]
type = HitDef
trigger1 = !Time ;root,var(5) < 10 && 
attr = S,HP
hitflag = MAF
guardflag = MA
getpower = 0,0
animtype = Hard
priority = 3,Hit
pausetime = 1,1
getpower = 0,0
damage = ceil(70*root,Fvar(21)),18
sparkno = -1
sparkxy = -1,ceil(-1*(const(size.yscale)))
hitsound = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -7.5*const(size.xscale)
ground.cornerpush.veloff = 0
air.velocity = -2.1*const(size.xscale),-1*const(size.yscale) 
fall = 0
fall.recover = 0
p1sprpriority = 3
p2sprpriority = -2
id = 7110
chainID = -1
nochainID = -1

[State 7202, 2]
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 7202, 3]
type = TargetState
trigger1 = NumTarget && MoveHit
trigger1 = !(target,Time)
value = 5450
ID = -1
ignorehitpause = 1

[State 7202, 4]
type = PlaySnd
trigger1 = !Time
value = S7200,1

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

[State 7202, 6]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7203
time = -1

[State 7202, 7]
type = ChangeState
trigger1 = MoveHit
value = 7203
ignorehitpause = 1

[State 7202, 8]
type = ChangeState
trigger1 = Pos Y >= -8 || MoveGuarded
value = 7114
;---------------------------------------------------------------------------
;Sparks
[Statedef 7203]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 1
sprpriority = 3

[State 7203, 1]
type = VarAdd
trigger1 = !Time
var(1) = 1 
ignorehitpause = 1

[State 7203, 2]
type = VarAdd
trigger1 = NumTarget && P2StateType = A && !Time
var(0) = 1
ignorehitpause = 1

[State 7203, 3]
type = VarRangeSet
trigger1 = Time > 0
value = 0
first = 0
last = 1
ignorehitpause = 1

[State 7203, 4]
type = ParentVarAdd
trigger1 = !Time
var(10) = 1

[State 7203, 5]
type = DestroySelf
triggerall = Time
trigger1 = !NumTarget
trigger2 = NumTarget
trigger2 = target,StateType = L

;---------------------------------------------------------------------------
;Balloon Fighter Crouch Summon (Entrance)
[Statedef 7210]
type    = A
movetype= I
physics = N
velset = 2.2*const(size.xscale)
ctrl = 0
anim = 7200
sprpriority = 3

[State 7210, 1]
type = PosAdd
trigger1 = !Time
y = -50*const(size.yscale)

[State 7210, 2]
type = VelAdd
trigger1 = 1 
y = .079*const(size.yscale)

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

[State 7210, 4]
type = PlayerPush
trigger1 = 1
value = 0

[State 7210, 5]
type = Null
trigger1 = !Time && RoundState = 2
var(7) = -50-(50*(root,Var(0) > 0))

[State 7210, 6]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = S7200,0

[State 7210, 7]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7210, 8]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7230
time = -1

[State 7210, 9]
type = ParentVarSet
trigger1 = !Time && RoundState = 2
var(38) = 1

[State 7210, 10]
type = VelSet
trigger1 = AnimElemTime(1) = 1
y = -1.5*const(size.yscale)

[State 7210, 11]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7210, 12]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7210, 13]
type = ChangeState
trigger1 = P2BodyDist X < 100
value = 7211
;---------------------------------------------------------------------------
;Balloon Fighter Crouch Summon (Throw)
[Statedef 7211]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 7211
sprpriority = 3

[State 7211, 1]
type = VelAdd
trigger1 = 1 
y = .079*const(size.yscale)

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

[State 7211, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 7211, 4]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = S7200,0

[State 7211, 5]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7211, 6]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7230
time = -1

[State 7211, 7]
type = VelSet
trigger1 = AnimElemTime(1) = 1
y = -1.5*const(size.yscale)

[State 7211, 8]
type = Helper
trigger1 = AnimElem = 4
name = "Flipper"
ID = 7050
stateno = 7212
pos = ceil(9*const(size.xscale)),ceil(-8*const(size.yscale))
postype = p1 
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 7211, 9]
type = ParentVarSet
trigger1 = AnimElem = 4
var(39) = 1

[State 7211, 10]
type = VarAdd
trigger1 = AnimElem = 4
var(11) = 1

[State 7211, 11]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7211, 12]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7211, 13]
type = ChangeState
trigger1 = !AnimTime
value = 7220
;---------------------------------------------------------------------------
;Flipper (Thrown)
[Statedef 7212]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7212
velset = 3.2*const(size.xscale),2*const(size.yscale)
sprpriority = 3

[State 7212, 1]
type = ChangeState
trigger1 = Time = 20
value = 7213
;---------------------------------------------------------------------------
;Flipper
[Statedef 7213]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7213
velset = 0,0
sprpriority = 3

[State 7213, 1]
type = HitDef
trigger1 = !Time
attr = S,SP
hitflag = MAF
guardflag = MA
getpower = 0,0
animtype = Hard
priority = 3,Hit
pausetime = 1,1
getpower = 0,0
damage = 0,0
sparkno = -1
sparkxy = -1,ceil(-1*(const(size.yscale)))
hitsound = -1
guardsound = S6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = 6.6*const(size.xscale), -3.6
guard.velocity = 6.6*const(size.xscale)
ground.cornerpush.veloff = 0
air.velocity = 4*const(size.xscale),-2.1*const(size.yscale)
fall = 1
fall.recover = 0
p1sprpriority = 3
p2sprpriority = -2
id = 7110
chainID = -1
nochainID = -1

[State 7213, 2]
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 7214, 3]
type = VarAdd
triggerall = NumTarget && P2StateType = A
trigger1 = target,Time = 0
var(0) = 1
ignorehitpause = 1

[State 7214, 3]
type = VarSet
triggerall = NumTarget && P2StateType = A
trigger1 = target,Time != 0
var(0) = 0
ignorehitpause = 1

[State 7213, 2]
type = VarAdd
trigger1 = MoveContact = 1 && HitPauseTime = 1
var(1) = 1 
ignorehitpause =1

[State 7213, 2]
type = ChangeState
trigger1 = MoveHit
value = 7214

[State 7213, 3]
type = ChangeState
trigger1 = MoveGuarded
value = 7215

[State 7213, 4]
type = ChangeState
trigger1 = Time = 45
value = 7114
;---------------------------------------------------------------------------
;Flipper
[Statedef 7214]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 7214
sprpriority = 3

[State 7214, 1]
type = PlaySnd
trigger1 = !Time
value = S7231,0

[State 7214, 2]
type = VarAdd
trigger1 = !Time
var(1) = 1 
ignorehitpause = 1

[State 7214, 2]
type = VarAdd
trigger1 = !Time
var(0) = 0 
ignorehitpause = 1

[State 7214, 4]
type = VarRangeSet
trigger1 = Time
value = 0
first = 0
last = 1
ignorehitpause = 1

[State 7214, 5]
type = ChangeAnim
trigger1 = Time = 50
value = 1

[State 7113, 1]
type = ParentVarAdd
trigger1 = Time = 50
var(10) = 1

[State 7214, 6]
type = DestroySelf
triggerall = parent,Var(10)
trigger1 = !NumTarget && Anim = 1
trigger2 = NumTarget && Anim = 1 
trigger2 = target,StateType = L

;---------------------------------------------------------------------------
;Flipper
[Statedef 7215]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 7214
sprpriority = 3

[State 7215, 1]
type = PlaySnd
trigger1 = !Time
value = S7231,0

[State 7113, 1]
type = ParentVarAdd
trigger1 = Time = 50
var(10) = 1

[State 7214, 6]
type = DestroySelf
triggerall = parent,Var(10)
trigger1 = Time = 50

;---------------------------------------------------------------------------
;Balloon Fighter Leave
[Statedef 7220]
type    = A
movetype= I
physics = N
velset = 2.2*const(size.xscale)
ctrl = 0
anim = 7220
sprpriority = 3

[State 7212, VelAdd]
type = VelAdd
trigger1 = 1 
y = .079*const(size.yscale)

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

[State 7212, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 7212, 6]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = S7200,0

[State 7212, 7]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7212, 8]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7230
time = -1

[State 7212, 9]
type = VelSet
trigger1 = AnimElemTime(1) = 1
y = -1.5*const(size.yscale)

[State 7212, 10]
type = ChangeState
trigger1 = FrontEdgeDist < -40
value = 7300
;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 7230]
type    = A
movetype= H
physics = N
velset = 0, -1.5*const(size.yscale)
ctrl = 0
anim = 7230

[State 7230, 1]
type = VelAdd
trigger1 = 1
y = .079*const(size.yscale)

[State 7230, 2]
type = PlaySnd
trigger1 = !Time
value = S7230,0
channel = 2

[State 7230, 3]
type = PlaySnd
trigger1 = Time = 1
value = S7240,0
channel = 2

[State 7230, 4]
type = ParentVarAdd
trigger1 = !Time 
var(6) = -100
ignorehitpause = 1

[State 7230, 5]
type = ChangeState
trigger1 = root,Var(6) > 0 && Vel Y > 0 && Pos Y > -Vel Y
value = 7231

[State 7230, 6]
type = ChangeState
trigger1 = Pos Y >= 100  
value = 7300
;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 7231]
type    = L
movetype= H
physics = N
velset = 0, 0
ctrl = 0
anim = 7231

[State 7231, 1]
type = EnvShake
trigger1 = !Time
time = 10
freq = 90
ampl = -15

[State 7231, 2]
type = PlaySnd
trigger1 = !Time
value = S7231,0

[State 7231, 3]
type = PosSet
trigger1 = !Time
y = 0

[State 7231, 4]
type = ChangeState
trigger1 = Time = 25
value = 7232
;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 7232]
type    = S
movetype= H
physics = N
velset = 0, 0
ctrl = 0
anim = 7232

[State 7230, 3]
type = ChangeState
trigger1 = Time = 15
value = 7233
;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 7233]
type    = S
movetype= H
physics = N
velset = -2.5*const(size.xscale), 0
ctrl = 0
anim = 7233

[State 7233, 1]
type = Turn
trigger1 = !Time 

[State 7233, 2]
type = ChangeState
trigger1 = FrontEdgeDist < -300 
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