;---------------------------------------------------------------------------
;Rocket Run
[Statedef 1000]
type    = S
movetype= I
physics = N
poweradd = 30-30*var(53)
velset = 5*const(size.xscale),0
anim = 1000
ctrl = 0
sprpriority = 2
facep2 = 1

[State 1000, 1]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 1
anim = 8030
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 1000, 2]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 2
anim = 8030
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 1000, 3]
type = StateTypeSet
trigger1 = Time = 12
movetype = A

[State 1000, 4]
type = HitDef
trigger1 = var(5) < 6 && !Time && !Var(53)
attr = S,NT
hitflag = M
guardflag = M
animtype = Hard
getpower = 0
givepower = 60, 30
priority = 1,Miss
damage = 0
pausetime = 8,8
sparkno = S6001
guard.sparkno = -1
sparkxy = -5,ceil(-43*const(size.yscale))
hitsound = F5,1
guardsound = F6,0
ground.type = High
ground.slidetime = 11
guard.slidetime = 10
ground.hittime = 13
guard.hittime = 12
ground.velocity = 0*const(size.xscale)
yaccel = .35*const(size.yscale)
fall = 1
fall.recover = 0
id = 1000
chainID = -1
nochainID = -1
hitonce = 0
kill = 0
guard.kill = 0
fall.kill = 0
numhits = 1

[State 1000, 5]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1000, 6]
type = PlaySnd
trigger1 = !Time
value = S1000,0

[State 1000, 7]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimELem = 11
value = S1000,1

[State 1000, 8]
type = PlaySnd
trigger1 = AnimElem = 7
value = S1000,2

[State 1000, 9]
type = ChangeState
triggerall = !MoveContact
trigger1 = !Var(59) && Time >= 8 && Command = "holdback"
trigger2 = P2Dist X <= 0
value = 1001

[State 1001, 15]
type = ChangeState
triggerall = !MoveContact
trigger1 = !Var(59) && Time >= 8 && Command = "holdfwd"
trigger1 = Cond(Var(44),(Command = "holdx" || Command = "holdy") || (NumExplod(90000200) || NumExplod(90000210)),(Command = "holda" || NumExplod(90000230)))
trigger2 = Var(59) && Time >= 8 && P2BodyDist X < 25 && AILevel >= 4 && P2StateNo != [5000,5099]
value = 1020

[State 1001, 12]
type = ChangeState
triggerall = !MoveContact
trigger1 = !Var(59) && Time >= 8 && (NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000001))
trigger1 = Cond(Var(44),(Command = "holda" || Command = "holdb") || (NumExplod(90000230) || NumExplod(90000240)),(Command = "holdb" || NumExplod(90000240)))
trigger2 = Var(59) && Time >= 8 && P2BodyDist X < 180 && random<var(50)*0.6
value = 1004

[State 1001, 13]
type = ChangeState
triggerall = !MoveContact
trigger1 = !Var(59) && Time >= 8 && (NumExplod(90000009) || NumExplod(90000008) || NumExplod(90000007))
trigger1 = Cond(Var(44),(Command = "holda" || Command = "holdb") || (NumExplod(90000230) || NumExplod(90000240)),(Command = "holdb" || NumExplod(90000240)))
trigger2 = Var(59) && Time >= 8 && P2BodyDist X < 60 && random<var(50)*0.3
value = 1005

[State 1001, 11]
type = ChangeState
triggerall = !MoveContact
trigger1 = !Var(59) && Time >= 8 && Cond(Var(44),(Command = "holda" || Command = "holdb") || (NumExplod(90000230) || NumExplod(90000240)),(Command = "holdb" || NumExplod(90000240)))
trigger2 = Var(59) && Time >= 8 && P2BodyDist X < 100 && P2StateType = A && random<var(50)*0.8
trigger3 = Var(59) && Time = 8 && P2BodyDist X < 30 && P2StateNo = [5000,5099]
value = 1003

[State 1000, 10]
type = ChangeState
triggerall = !MoveContact
trigger1 = !Var(59) && Time >= 8 && Cond(Var(44),(Command = "holdx" || Command = "holdy") || (NumExplod(90000200) || NumExplod(90000210)),(Command = "holda" || NumExplod(90000230)))
trigger2 = Var(59) && Time >= 8 && P2BodyDist X < 180 && P2BodyDist X > 100 && random<var(50)*0.4
value = 1002

[State 1001, 14]
type = ChangeState
trigger1 = HitPauseTime = 1
value = 1009
ignorehitpause = 1
;---------------------------------------------------------------------------
;Stop
[Statedef 1001]
type    = S
movetype= I
physics = S
poweradd = 30-30*var(53)
anim = 1001
ctrl = 0
sprpriority = 2

[State 1001, 1]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 1001, 2]
type = PlaySnd
trigger1 = Time = 3
value = S1001,0

[State 1001, 3]
type = ChangeState
trigger1 = !Var(59) && Time < 3 && Command = "holdfwd"
trigger1 = Cond(Var(44),(Command = "holdx" || Command = "holdy") || (NumExplod(90000200) || NumExplod(90000210)),(Command = "holda" || NumExplod(90000230)))
trigger2 = Var(59) && Time < 3 && P2BodyDist X < 25 && AILevel >= 4 && P2StateNo != [5000,5099]
value = 1020

[State 1001, 4]
type = ChangeState
trigger1 = !Var(59) && Time < 3 && (NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000001))
trigger1 = Cond(Var(44),(Command = "holda" || Command = "holdb") || (NumExplod(90000230) || NumExplod(90000240)),(Command = "holdb" || NumExplod(90000240)))
trigger2 = Var(59) && Time < 3 && P2BodyDist X < 180 && random<var(50)*0.6
value = 1004

[State 1001, 5]
type = ChangeState
trigger1 = !Var(59) && Time < 3 && (NumExplod(90000009) || NumExplod(90000008) || NumExplod(90000007))
trigger1 = Cond(Var(44),(Command = "holda" || Command = "holdb") || (NumExplod(90000230) || NumExplod(90000240)),(Command = "holdb" || NumExplod(90000240)))
trigger2 = Var(59) && Time < 3 && P2BodyDist X < 60 && random<var(50)*0.3
value = 1005

[State 1001, 6]
type = ChangeState
trigger1 = !Var(59) && Time < 3 && Cond(Var(44),(Command = "holda" || Command = "holdb") || (NumExplod(90000230) || NumExplod(90000240)),(Command = "holdb" || NumExplod(90000240)))
trigger2 = Var(59) && Time < 3 && P2BodyDist X < 100 && P2StateType = A && random<var(50)*0.8
trigger3 = Var(59) && Time < 3 && P2BodyDist X < 30 && P2StateNo = [5000,5099]
value = 1003

[State 1001, 7]
type = ChangeState
trigger1 = !Var(59) && Time < 3 && Cond(Var(44),(Command = "holdx" || Command = "holdy") || (NumExplod(90000200) || NumExplod(90000210)),(Command = "holda" || NumExplod(90000230)))
trigger2 = Var(59) && Time < 3 && P2BodyDist X < 180 && P2BodyDist X > 100 && random<var(50)*0.4
value = 1002

[State 1001, 8]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Flying Cross Chop
[Statedef 1002]
type    = A
movetype= A
physics = N
poweradd = 30-(30*(var(53) || PrevStateNo = 1011))
anim = 1002
velset = 5*const(size.xscale),-2*const(size.yscale)
ctrl = 0
sprpriority = 2

[State 1002, 1]
type = HitDef
trigger1 = var(5) < 6 && !Time
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
getpower = 120*(1-(var(53) || PrevStateNo = 1011)),60*(1-(var(53) || PrevStateNo = 1011))
givepower = 60, 30
priority = 4,Hit
damage = ceil(75*Fvar(20)),18
pausetime = 12,12
sparkno = S6000
guard.sparkno = -1
sparkxy = -9,ceil(-43*const(size.yscale))
hitsound = F5,3
guardsound = F6,0
ground.type = High
ground.slidetime = 11
guard.slidetime = 10
ground.hittime = 13
guard.hittime = 12
ground.velocity = -6.6*const(size.xscale)
air.type = High
air.hittime = 30
air.velocity = -5.2*const(size.xscale), -1.1*const(size.yscale)
yaccel = .35*const(size.yscale)
fall = 0
air.fall = 1
fall.recover = 0
id = 1001
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 1002, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1002, 3]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A

[State 1002, 4]
type = StateTypeSet
trigger1 = HitPauseTime = 1
movetype = I
ignorehitpause = 1

[State 1002, 5]
type = VelAdd
trigger1 = MoveType = A
y = .15*const(size.yscale)

[State 1002, 6]
type = RemoveExplod
trigger1 = !Time
trigger2 = Vel Y > 0 && Pos Y > -Vel Y 
id = 8030

[State 1002, 7]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 1
anim = 8031
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 1002, 8]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 2
anim = 8031
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 1002, 9]
type = PlaySnd
trigger1 = !Time
value = S1002,0

[State 1002, 10]
type = Turn
trigger1 = Vel Y > 0 && Pos Y > -Vel Y  

[State 1002, 11]
type = ChangeState
trigger1 = MoveContact
value = 1006

[State 1002, 12]
type = ChangeState
triggerall = MoveType = A
trigger1 = Vel Y > 0 && Pos Y > -Vel Y 
value = 741
;---------------------------------------------------------------------------
;Launch Knee
[Statedef 1003]
type    = A
movetype= A
physics = S
poweradd = 30-(30*(var(53) || PrevStateNo = 1011))
anim = 1003
ctrl = 0
sprpriority = 2

[State 1003, 1]
type = VelSet
trigger1 = AnimElem = 2
x = 2.6*const(size.xscale)
y = -6.2*const(size.yscale)

[State 1003, 2]
type = HitDef
trigger1 = var(5) < 6 && !Time
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
getpower = 120*(1-(var(53) || PrevStateNo = 1011)),60*(1-(var(53) || PrevStateNo = 1011))
givepower = 85, 30
priority = 4,Hit
damage = ceil(115*Fvar(20)),28
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -7,ceil(-35*const(size.yscale))
hitsound = F5,3
guardsound = F6,0
ground.type = High
ground.slidetime = 13
guard.slidetime = 13
ground.hittime = 13
guard.hittime = 13
ground.velocity = -2.8*const(size.xscale), -3.8*const(size.yscale)
guard.velocity = -5.1*const(size.xscale)
air.type = High
air.hittime = 100
air.velocity = -2.2*const(size.xscale), -1.5*const(size.yscale)
yaccel = .35*const(size.yscale)
fall = 1
air.fall = 1
fall.recover = 0
id = 1001
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 1003, 3]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1003, 4]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
physics = N

[State 1003, 5]
type = StateTypeSet
trigger1 = AnimElemTime(2) >= 0 && Vel Y > 0 && MoveType = A
movetype = I
ignorehitpause = 1

[State 1003, 6]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = .44*const(size.yscale)

[State 1003, 7]
type = PosAdd
trigger1 = AnimElem = 2
y = -10*const(size.yscale)

[State 1003, 8]
type = RemoveExplod
trigger1 = !Time
trigger2 = Vel Y > 0 && Pos Y > -Vel Y 
id = 8030

[State 1003, 9]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 1
anim = 8032
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 1003, 10]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 2
anim = 8032
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 1003, 11]
type = Width
trigger1 = Time > 6
player = -10,0

[State 1003, 12]
type = PlaySnd
trigger1 = !Time
value = S1003,0

[State 1003, 13]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y 
value = 1007

;---------------------------------------------------------------------------
;Thruster Slide
[Statedef 1004]
type    = C
movetype= A
physics = N
poweradd = 30-(30*(var(53) || PrevStateNo = 1011))
velset = 5*const(size.xscale),0
ctrl = 0
anim = 1004
sprpriority = 2

[State 1004, 1]
type = HitDef
trigger1 = Var(5) < 6 && AnimElem = 3
attr = C,SA
hitflag = MAF
guardflag = LA
animtype = Medium
priority = 4,Hit
damage = ceil(80*Fvar(20)),20
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9, ceil(-6*const(size.yscale))
hitsound = F5,3
guardsound = F6,0
ground.type = Trip
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -3.1*const(size.xscale), -3.5*const(size.yscale)
guard.velocity = -5.3*const(size.xscale)
air.type = Trip
air.hittime = 20
air.velocity = -2.6*const(size.xscale), -1.5*const(size.yscale)
yaccel = .35*const(size.yscale)
id = 1004
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 50*(1-PrevStateNo = 1011),25*(1-PrevStateNo = 1011)
givepower = 25,13

[State 1004, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1004, 3]
type = RemoveExplod
trigger1 = !Time
id = 8030

[State 1004, 4]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 1
anim = 8033
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 23
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1004, 5]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 2
anim = 8033
ID = 8030
pos = 231,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 23
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1004, 6]
type = PlaySnd
trigger1 = AnimElem = 3
value = F0, 2

[State 1003, 7]
type = PlaySnd
trigger1 = !Time
value = S1004,0

[State 1004, 8]
type = ChangeState
trigger1 = Time = 23
value = 441

;---------------------------------------------------------------------------
;Knee Landing
[Statedef 1005]
type    = A
movetype= A
physics = N
poweradd = 80-80*(PrevStateNo = 1011)
anim = 1005
ctrl = 0
sprpriority = 2

[State 1005, 1]
type = HitDef
trigger1 = var(5) < 6 && !Time
attr = S,SA
hitflag = MAF
guardflag = HA
animtype = Hard
getpower = 120*(1-(PrevStateNo = 1011)),60*(1-(PrevStateNo = 1011))
givepower = 60, 30
priority = 4,Hit
damage = ceil(85*Fvar(20)),21
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -7,ceil(-13*const(size.yscale))
hitsound = F5,3
guardsound = F6,0
ground.type = High
ground.slidetime = 13
guard.slidetime = 13
ground.hittime = 13
guard.hittime = 13
ground.velocity = -1.3*const(size.xscale), 4.8*const(size.yscale)
guard.velocity = -4.5
air.type = High
air.hittime = 30
air.velocity = -1.1*const(size.xscale), 4.8*const(size.yscale)
yaccel = .55*const(size.yscale)
fall = 1
air.fall = 1
fall.recover = 0
id = 1001
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 1005, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1005, 3]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A

[State 1005, 4]
type = VelSet
trigger1 = AnimElem = 2
x = 1.1*const(size.xscale)
y = -8.6*const(size.yscale)

[State 1005, 5]
type = VelSet
trigger1 = AnimElem = 7
y = 4*const(size.yscale)

[State 1005, 6]
type = StateTypeSet
trigger1 = HitPauseTime = 1
movetype = I
ignorehitpause = 1

[State 1005, 7]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = (.44+(.40*Time > 16))*const(size.yscale)

[State 1005, 8]
type = Width
trigger1 = AnimElemTime(2) > 0
player = -10,0

[State 1005, 9]
type = RemoveExplod
trigger1 = !Time
trigger2 = Vel Y > 0 && Pos Y > -Vel Y 
id = 8030

[State 1005, 10]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 1
anim = 8034
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 1005, 11]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 2
anim = 8034
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 1005, 12]
type = PlaySnd
trigger1 = AnimElem = 2
value = S40,0

[State 1005, 13]
type = PlaySnd
trigger1 = AnimElem = 7
value = S1005,0

[State 1005, 14]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y 
value = 1007

;---------------------------------------------------------------------------
;Flying Cross Chop (Hit)
[Statedef 1006]
type    = A
movetype= I
physics = S
velset = -4*const(size.xscale),0
anim = 1006
ctrl = 0
sprpriority = 2

[State 1006, 1]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = S

[State 1006, 2]
type = PosSet
trigger1 = AnimElem = 3
y = 0

[State 1006, 3]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 1006, 4]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Flying Cross Chop (Hit)
[Statedef 1007]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 1007
ctrl = 0
sprpriority = 2

[State 1007, 1]
type = PosSet
trigger1 = !Time
y = 0

[State 1007, 2]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;ow
[Statedef 1009]
type    = A
movetype= H
physics = N
velset = 0,0
anim = 5030
ctrl = 0
sprpriority = 2

[State 1009, 1]
type = RemoveExplod
trigger1 = !Time
id = 8030

[State 1009, 2]
type = VelAdd
trigger1 = 1
y = .35*const(size.yscale) 

[State 1009, 3]
type = ChangeAnim
trigger1 = Anim = 5030 && !AnimTime
value = 5035

[State 1009, 4]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 10
value = 5050
;---------------------------------------------------------------------------
;EX Rocket Run
[Statedef 1010]
type    = S
movetype= I
physics = N
poweradd = -500
velset = 5*const(size.xscale),0
anim = 1000
ctrl = 0
sprpriority = 2
facep2 = 1

[State 1010, 1]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 1
anim = 8046
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 1010, 2]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 2
anim = 8046
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 1010, 3]
type = PlaySnd
trigger1 = !Time
value = S1000,0

[State 1010, 4]
type = PlaySnd
trigger1 = !Time
value = F799,0
channel = 10

[State 1010, 5]
type = PalFX
trigger1 = !(GameTime%2)
time = 1
add = 256, 256, 256
mul = 256,256,256
invertall = 0
color = 256

[State 1010, 6]
type = VarSet
trigger1 = 1
var(15) = 0

[State 1010, 7]
type = VarSet
trigger1 = 1
var(16) = 0

[State 1010, 8]
type = ChangeState
trigger1 = 1
value = 1011

;---------------------------------------------------------------------------
;EX Rocket Run
[Statedef 1011]
type    = U
movetype = H
physics = N
ctrl = 0
sprpriority = 2

[State 1011, 1]
type = VelSet
trigger1 = 1
x = Cond(Var(15) >= 1 && Time < 4, 1, 5)*const(size.xscale)

[State 1011, 2]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimELem = 11
value = S1000,1

[State 1011, 3]
type = PlaySnd
trigger1 = AnimElem = 7
value = S1000,2

[State 1011, 4]
type = PalFX
trigger1 = (GameTime%2)
time = 1
add = 256, 256, 256
mul = 256,256,256
invertall = 0
color = 256

[State 1011, 5]
type = VarAdd
trigger1 = !Time && GetHitVar(damage)
var(15) = 1
ignorehitpause = 1

[State 1011, 6]
type = VarAdd
trigger1 = 1
var(16) = 1

[State 1011, 7]
type = StateTypeSet
trigger1 = !Time
movetype = I

[State 1011, 8]
type = HitOverride
trigger1 = Var(15) < 2
attr = SCA,AA,AP
slot = 0
stateno = 1011
time = 1

[State 1000, 9]
type = ChangeState
trigger1 = !Var(59) && Time >= 8 && Command = "holdback"
trigger2 = Var(16) >= 12 && P2BodyDist X < 5
value = 1012

[State 1001, 15]
type = ChangeState
trigger1 = !Var(59) && Var(16) >= 8
trigger1 = Command = "holdfwd" && Cond(Var(44),(Command = "holdx" || Command = "holdy") || (NumExplod(90000200) || NumExplod(90000210)),(Command = "holda" || NumExplod(90000230)))
trigger2 = Var(59) && Var(16) >= 8 && P2BodyDist X < 25 && AILevel >= 4 && P2StateNo != [5000,5099]
value = 1020

[State 1001, 12]
type = ChangeState
trigger1 = !Var(59) && Var(16) >= 8 && (NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000001))
trigger1 = Cond(Var(44),(Command = "holda" || Command = "holdb") || (NumExplod(90000230) || NumExplod(90000240)),(Command = "holdb" || NumExplod(90000240)))
trigger2 = Var(59) && Var(16) >= 8 && P2BodyDist X < 180 && random<var(50)*0.6
value = 1004

[State 1001, 13]
type = ChangeState
trigger1 = !Var(59) && Var(16) >= 8 && (NumExplod(90000009) || NumExplod(90000008) || NumExplod(90000007))
trigger1 = Cond(Var(44),(Command = "holda" || Command = "holdb") || (NumExplod(90000230) || NumExplod(90000240)),(Command = "holdb" || NumExplod(90000240)))
trigger2 = Var(59) && Var(16) >= 8 && P2BodyDist X < 60 && random<var(50)*0.3
value = 1005

[State 1001, 11]
type = ChangeState
trigger1 = !Var(59) && Var(16) >= 8 && Cond(Var(44),(Command = "holda" || Command = "holdb") || (NumExplod(90000230) || NumExplod(90000240)),(Command = "holdb" || NumExplod(90000240)))
trigger2 = Var(59) && Var(16) >= 8 && P2BodyDist X < 100 && P2StateType = A && random<var(50)*0.8
trigger3 = Var(59) && Var(16) = 8 && P2BodyDist X < 30 && P2StateNo = [5000,5099]
value = 1003

[State 1000, 10]
type = ChangeState
trigger1 = !Var(59) && Var(16) >= 8 && Cond(Var(44),(Command = "holdx" || Command = "holdy") || (NumExplod(90000200) || NumExplod(90000210)),(Command = "holda" || NumExplod(90000230)))
trigger2 = Var(59) && Var(16) >= 8 && P2BodyDist X < 180 && P2BodyDist X > 100 && random<var(50)*0.4
value = 1002
;---------------------------------------------------------------------------
;Stop
[Statedef 1012]
type    = S
movetype= I
physics = S
anim = 1001
ctrl = 0
sprpriority = 2

[State 1012, 1]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 1012, 2]
type = VarSet
trigger1 = 1
var(16) = 0

[State 1012, 3]
type = ChangeState
trigger1 = 1
value = 1013
;---------------------------------------------------------------------------
;Stop
[Statedef 1013]
type    = U
movetype= H
physics = S
ctrl = 0
sprpriority = 2

[State 1013, 1]
type = HitOverride
trigger1 = Var(15) < 2
attr = SCA,AA,AP
slot = 0
stateno = 1013
time = 1

[State 1013, 2]
type = VarAdd
trigger1 = !Time && GetHitVar(damage)
var(15) = 1
ignorehitpause = 1

[State 1013, 3]
type = VarAdd
trigger1 = 1
var(16) = 1

[State 1013, 4]
type = PlaySnd
trigger1 = Var(16) = 3
value = S1001,0

[State 1001, 15]
type = ChangeState
trigger1 = !Var(59) && Var(16) < 3
trigger1 = Command = "holdfwd" && Cond(Var(44),(Command = "holdx" || Command = "holdy") || (NumExplod(90000200) || NumExplod(90000210)),(Command = "holda" || NumExplod(90000230)))
trigger2 = Var(59) && Var(16) < 3 && P2BodyDist X < 25 && AILevel >= 4 && P2StateNo != [5000,5099]
value = 1020

[State 1001, 12]
type = ChangeState
trigger1 = !Var(59) && Var(16) < 3 && (NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000001))
trigger1 = Cond(Var(44),(Command = "holda" || Command = "holdb") || (NumExplod(90000230) || NumExplod(90000240)),(Command = "holdb" || NumExplod(90000240)))
trigger2 = Var(59) && Var(16) < 3 && P2BodyDist X < 180 && random<var(50)*0.6
value = 1004

[State 1001, 13]
type = ChangeState
trigger1 = !Var(59) && Var(16) < 3 && (NumExplod(90000009) || NumExplod(90000008) || NumExplod(90000007))
trigger1 = Cond(Var(44),(Command = "holda" || Command = "holdb") || (NumExplod(90000230) || NumExplod(90000240)),(Command = "holdb" || NumExplod(90000240)))
trigger2 = Var(59) && Var(16) < 3 && P2BodyDist X < 60 && random<var(50)*0.3
value = 1005

[State 1001, 11]
type = ChangeState
trigger1 = !Var(59) && Var(16) < 3 && Cond(Var(44),(Command = "holda" || Command = "holdb") || (NumExplod(90000230) || NumExplod(90000240)),(Command = "holdb" || NumExplod(90000240)))
trigger2 = Var(59) && Var(16) < 3 && P2BodyDist X < 100 && P2StateType = A && random<var(50)*0.8
trigger3 = Var(59) && Var(16) < 3 && P2BodyDist X < 30 && P2StateNo = [5000,5099]
value = 1003

[State 1000, 10]
type = ChangeState
trigger1 = !Var(59) && Var(16) < 3 & Cond(Var(44),(Command = "holdx" || Command = "holdy") || (NumExplod(90000200) || NumExplod(90000210)),(Command = "holda" || NumExplod(90000230)))
trigger2 = Var(59) && Var(16) < 3 && P2BodyDist X < 180 && P2BodyDist X > 100 && random<var(50)*0.4
value = 1002

[State 1013, 10]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Solar Suplex
[Statedef 1020]
type    = S
movetype= A
physics = S
velset = 0,0
poweradd = 30-(30*(PrevStateNo = 1011))
ctrl = 0
anim = 1020
sprpriority = 2

[State 1020, 1]
type = HitDef
Trigger1 = P2MoveType != H && AnimElem = 2
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 1021
guard.dist = 0
fall = 1
numhits = 0

[State 1020, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = F0,1

[State 1020, 3]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 1020, 4]
type = RemoveExplod
trigger1 = !Time
trigger2 = !AnimTime
id = 8030

[State 1020, 5]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 1
anim = 8035
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 1020, 6]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 2
anim = 8035
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 1020, 7]
type = ChangeState
Trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Solar Suplex
[Statedef 1021]
type    = S
movetype= A
physics = N
anim = 1021
poweradd = 120-(120*Var(11))

[State 1021, 1]
type = TargetState
trigger1 = !Time 
value = 1022

[State 1021, 2]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(3) < 0
pos = 27*const(size.xscale),0

[State 1021, 2]
type = PlaySnd
trigger1 = AnimElem = 1 
value = F720,0

[State 1021, 2]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos = 14*const(size.xscale),0

[State 1021, 3]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
pos = -12*const(size.xscale),-40*const(size.yscale)

[State 1021, 4]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = -8*const(size.xscale),-60*const(size.yscale)

[State 1021, 5]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
pos = 24*const(size.xscale),-68*const(size.yscale)

[State 1021, 6]
type = TargetBind
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(7) < 26
pos = 51*const(size.xscale),-18*const(size.yscale)

[State 1021, 8]
type = Turn
trigger1 = AnimElem = 8

[State 1021, 9]
type = PosAdd
trigger1 = AnimElem = 8
x = -32*const(size.xscale)

[State 1021, 10]
type = TargetFacing
trigger1 = AnimElem = 2
value = -1

[State 1021, 11]
type = PlaySnd
trigger1 = AnimElem = 7
value = S1020,0

[State 1021, 12]
type = Explod
trigger1 = AnimElem = 7
anim = 6001
ID = 1020
pos = ceil(62*const(size.xscale)),0
postype = p1
removetime = -2
scale = 1,1
sprpriority = 3
ownpal = 1

[State 1021, 13]
type = PosAdd
trigger1 = AnimElem = 3 || AnimElem = 4
x = 16*const(size.xscale)

[State 1021, 14]
type = VarAdd
trigger1 = !Time
var(7) = 5

[State 1021, 15]
type = EnvShake
trigger1 = AnimElem = 7
time = 18
freq = 90
ampl = -15

[State 1021, 16]
type = TargetLifeAdd
trigger1 = AnimElem = 7
value = -100 
kill = 1
absolute = 0

[State 725, 17]
type = VarAdd
trigger1 = AnimElem = 7
fvar(21) = -0.15
ignorehitpause = 1
persistent = 0

[State 1021, 18]
type = Width
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(7) < 0
edge = ceil(40*const(size.xscale)),ceil(40*const(size.yscale))

[State 1021, 19]
type = Width
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0
edge = ceil(60*const(size.xscale)),ceil(40*const(size.yscale))

[State 1020, 20]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 1020, 21]
type = VarAdd
trigger1 = !Time
var(2) = 1

[State 1021, 22]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Caught by Solar Suplex
[Statedef 1022]
type    = A
movetype= H
physics = N
poweradd = 80
velset = 0,0

[State 1022, 1]
type = ChangeAnim2
Trigger1 = !Time
value = 1022

[State 1022, 2]
type = PosSet
trigger1 = Time = 88
y = 0

[State 1022, 3]
type = Turn
trigger1 = AnimElem = 5

[State 1022, 4]
type = SelfState
trigger1 = !gethitvar(isbound) && Time < 5
value = 5050

[State 1022, 5]
type = ChangeState
trigger1 = !AnimTime
value = 1023
;---------------------------------------------------------------------------
;Caught by Solar Suplex
[Statedef 1023]
type    = A
movetype= H
physics = N
velset = 3.1,-2.5

[State 1022, 1]
type = ChangeAnim2
Trigger1 = !Time
value = 1023

[State 1022, 2]
type = VelAdd
trigger1 = 1
y = .35

[State 1022, 3]
type = Turn
trigger1 = AnimElem = 5

[State 1022, 4]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 5810
;---------------------------------------------------------------------------
;Somersault Kick
[Statedef 1050]
type    = S
movetype= A
physics = N
velset = 0,0
poweradd = 80
ctrl = 0
anim = 1050+(3*(NumExplod(90000240) != 0))
sprpriority = 2
facep2 = 1

[State 1050, 1]
type = VarSet
trigger1 = !Time
var(10) = (!Var(59) && NumExplod(90000240)) || (Var(59) && Random < 350)

[State 1050, 2]
type = HitDef
Trigger1 = P2MoveType != H && AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
attr = S, ST
hitflag = M-
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 1051
guard.dist = 0
fall = 1
fall.recover = 0
fall.recovertime = 1
numhits = 0

[State 1050, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = S40,0

[State 1050, 4]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 1050, 5]
type = VelSet
trigger1 = AnimElem = 3
x = 1.25*const(size.xscale)

[State 1050, 6]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && 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 1050, 7]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && 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 1050, 8]
type = RemoveExplod
trigger1 = AnimElem = 11
id = 8030

[State 1050, 9]
type = ChangeState
Trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Somersault Kick
[Statedef 1051]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 1051
sprpriority = 2

[State 1051, 1]
type = TargetState
trigger1 = !Time
value = 1053

[State 1051, 2]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(2) < 0
pos = 30*const(size.xscale),0

[State 1051, 2]
type = Explod
trigger1 = AnimElem = 2
anim = 6001
ID = 6000
pos = ceil(40*const(size.xscale)),ceil(-46*const(size.yscale))
postype = p1
removetime = -2
scale = 1,1
sprpriority = 4
ownpal = 1

[State 1051, 3]
type = TargetLifeAdd
trigger1 = AnimElem = 2
value = -120-(30*Var(10))

[State 1051, 4]
type = PowerAdd
trigger1 = !Time
value = 120

[State 1051, 5]
type = VarAdd
trigger1 = AnimElem = 7
fvar(21) = -0.15
ignorehitpause = 1
persistent = 0

[State 1051, 6]
type = PlaySnd
trigger1 = AnimElem = 2
value = F5,3

[State 1051, 7]
type = TargetState
trigger1 = NumTarget && AnimElem = 2
value = 1054

[State 1051, 8]
type = VelSet
trigger1 = AnimElem = 2
x = (-.8-(1*Var(10)))*const(size.xscale)
y = -7*const(size.yscale)

[State 1051, 9]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 2
statetype = A

[State 1051, 10]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1050,0

[State 1051, 11]
type = HitAdd
trigger1 = AnimElem = 2
value = 1

[State 1051, 12]
type = VelAdd
trigger1 = AnimElemTime(2) > 2
y = .44*const(size.yscale)
 
[State 1051, 13]
type = VarAdd
trigger1 = !Time
var(2) = 1

[State 1051, 14]
type = RemoveExplod
trigger1 = AnimElem = 8
id = 8030

[State 1051, 15]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 1052
;---------------------------------------------------------------------------
;Somersault Kick
[Statedef 1052]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 1052
sprpriority = 2

[State 1052, 1]
type = PosSet
trigger1 = !Time
y = 0
 
[State 0, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Caught by Somersault Kick
[Statedef 1053]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -2

[State 1053, 1]
type = ChangeAnim2
trigger1 = !Time
value = 1055

[State 1053, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050

;---------------------------------------------------------------------------
;SOMMAHSALL
[Statedef 1054]
type    = A
movetype= H
physics = N
velset = -1.5,-3.5
ctrl = 0
sprpriority = -2

[State 1052, 1]
type = ChangeAnim2
trigger1 = !Time
value = 5035

[State 1052, 2]
type = ChangeAnim2
trigger1 = Anim = 5035 && !AnimTime
value = 5050

[State 1052, 3]
type = Gravity
trigger1 = 1

[State 1052, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1052, 5]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 728
;---------------------------------------------------------------------------
;Somersault Kick
[Statedef 1060]
type    = S
movetype= A
physics = N
velset = 0,0
poweradd = -500
ctrl = 0
anim = 1050
sprpriority = 2
facep2 = 1

[State 1060, 1]
type = HitDef
Trigger1 = P2MoveType != H && AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
attr = S, ST
hitflag = M-
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 1061
guard.dist = 0
fall = 1
fall.recover = 0
fall.recovertime = 1
numhits = 0
id = 1060

[State 1060, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = S40,0

[State 1060, 3]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 1060, 4]
type = VelSet
trigger1 = AnimElem = 1
x = 1.25*const(size.xscale)

[State 1060, 5]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && 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 1060, 6]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && 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 1060, 7]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 1060, 8]
type = PalFX
trigger1 = !(GameTime%2)
time = 1
add = 256, 256, 256
mul = 256,256,256
invertall = 0
color = 256

[State 1060, 9]
type = PlaySnd
trigger1 = AnimElem = 1
value = F799,0

[State 1060, 10]
type = NotHitBy
trigger1 = !Time
value = ,AT
time = 7

[State 1060, 11]
type = AssertSpecial
trigger1 = (GameTime % 2) = 0 && Time <= 5
flag = invisible

[State 1060, 12]
type = ChangeState
Trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Somersault Kick
[Statedef 1061]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 1061
sprpriority = 2

[State 1061, 1]
type = TargetState
triggerall = NumTarget;()
trigger1 = !Time
value = 1053

[State 1061, 2]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(2) < 0
pos = 30*const(size.xscale),0

[State 1061, 3]
type = TargetBind
trigger1 = AnimElem = 2
pos = 40*const(size.xscale),0

[State 1061, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 6001
ID = 6000
pos = ceil(40*const(size.xscale)),ceil(-46*const(size.yscale))
postype = p1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 4
ownpal = 1

[State 1061, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = F5,3

[State 1061, 4]
type = TargetState
trigger1 = NumTarget && AnimElem = 2
value = 1063

[State 1061, 5]
type = VelSet
trigger1 = AnimElem = 2
x = -.8*const(size.xscale)
y = -6.5*const(size.yscale)

[State 1061, 6]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 2
statetype = A

[State 1061, 7]
type = VelAdd
trigger1 = AnimElemTime(2) > 2 && AnimElemTime(9) < 0
y = .44*const(size.yscale)

[State 1061, 8]
type = Velset
trigger1 = AnimElem = 8
x = 0
y = 0

[State 1061, 8]
type = VelSet
trigger1 = AnimElem = 9
x = 12*const(size.xscale)
y = 6*const(size.yscale)

[State 1051, 9]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1050,0 

[State 1061, 10]
type = TargetLifeAdd
trigger1 = AnimElem = 2
value = -100

[State 1061, 11]
type = VarAdd
trigger1 = !Time
var(2) = 1

[State 1061, 12]
type = HitAdd
trigger1 = AnimElem = 2
value = 1

[State 1061, 13]
type = ChangeState
trigger1 = AnimElemTime(9) > 0 && Vel Y > 0 && Pos Y >= 2
value = 1062
;---------------------------------------------------------------------------
;Somersault Kick
[Statedef 1062]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 1062
sprpriority = 2

[State 1062, 1]
type = PlaySnd
trigger1 = !Time
value = S1020,0

[State 1062, 2]
type = PlaySnd
trigger1 = !Time
value = F5,3

[State 1062, 3]
type = Explod
trigger1 = !Time
anim = 6001
ID = 6000
pos = ceil(7*const(size.xscale)),ceil(-16*const(size.yscale))
postype = p1
removetime = -2
scale = 1,1
sprpriority = 4
ownpal = 1

[State 1062, 4]
type = TargetState
trigger1 = NumTarget && !Time
value = 1065

[State 1062, 5]
type = VelSet
trigger1 = AnimElem = 3
x = -2.5*const(size.xscale)
y = -3.5*const(size.yscale)

[State 1062, 6]
type = TargetLifeAdd
trigger1 = !Time
value = -50

[State 1062, 7]
type = VarAdd
trigger1 = !Time
fvar(21) = -0.15
ignorehitpause = 1
persistent = 0

[State 1062, 8]
type = StateTypeSet
trigger1 = AnimElemTime(3) = 2
statetype = A

[State 1062, 9]
type = RemoveExplod
trigger1 = AnimElemTime(3) = 2
id = 8030

[State 1062, 10]
type = Gravity
trigger1 = AnimElemTime(3) >= 2

[State 1062, 11]
type = HitAdd
trigger1 = !Time
value = 1

[State 1062, 12]
type = ChangeState
trigger1 = AnimElemTime(3) > 2 && Vel Y > 0 && Pos Y > -Vel Y
value = 1052

;---------------------------------------------------------------------------
;Caught in EX Somersault Kick
[Statedef 1063]
type    = A
movetype= H
physics = N
velset = -1.5,-1
ctrl = 0
sprpriority = -2

[State 1063, 1]
type = ChangeAnim2
trigger1 = !Time
value = 5030

[State 1063, 2]
type = ChangeAnim
trigger1 = Anim = 5035 && !AnimTime
value = 5050

[State 1063, 3]
type = Gravity
trigger1 = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1063, 5]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 10
value = 1064

;---------------------------------------------------------------------------
;Caught in EX Somersault Kick
[Statedef 1064]
type    = L
movetype= H
physics = N
velset = 0,0
velset = -1.5
ctrl = 0
sprpriority = -2

[State 1064, 1]
type = ChangeAnim
trigger1 = !Time
value = 5170

[State 1064, 2]
type = PlaySnd
trigger1 = !Time
value = F7,1

[State 1064, 3]
type = PosSet
trigger1 = !Time
y = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1064, 4]
type = ChangeAnim
trigger1 = Anim = 5170 && !AnimTime
value = 5110

;---------------------------------------------------------------------------
;Caught in EX Somersault Kick (Knee'd)
[Statedef 1065]
type    = L
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1065, 1]
type = ChangeAnim
trigger1 = !Time
value = 5100

[State 1065, 1]
type = ChangeAnim
trigger1 = Anim = 5100 && !AnimTime && Alive
value = 5110

[State 1065, 2]
type = SelfState
trigger1 = Time = 57
value = 5120

[State 1065, 2]
type = ChangeState
trigger1 = Anim = 5100 && !AnimTime && !Alive
value = 5150
;---------------------------------------------------------------------------
;Shooting Slam
[Statedef 1100]
type    = U
movetype= A
physics = N
poweradd = 60
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2
facep2 = StateType != A

[State 1100, 1]
type = StateTypeSet
trigger1 = StateType = C || StateType = L
statetype = S

[State 1100, 2]
type = VarSet
trigger1 = !Time
var(10) = (!Var(59) && NumExplod(90000240)) || (Var(59) && P2StateNo != 5810)

[State 1100, 3]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && 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 1100, 4]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && 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 1100, 5]
type = ChangeState
trigger1 = !AnimTime
value = 1101
;---------------------------------------------------------------------------
;Shooting Slam
[Statedef 1101]
type    = A
movetype= A
physics = N
velset = (1.5+(2.7*Var(10)))*const(size.xscale),-10.5*const(size.yscale)
anim = 1101
ctrl = 0
sprpriority = 2

[State 1101, 1]
type = HitDef
trigger1 = Var(5) < 6 && !Time
attr = A,SA
hitflag = MAFD
guardflag = H
animtype = Hard
getpower = 120, 60
givepower = 60, 30
priority = 4,Hit
damage = ceil(80*Fvar(20)),20
pausetime = 8,8
sparkno = S6001
guard.sparkno = -1
sparkxy = -3,ceil(-20*const(size.yscale))
hitsound = F5,3
guardsound = F6,0
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 18
ground.velocity = 0,0
ground.cornerpush.veloff = 0
guard.velocity = -4.8
air.type = High
air.hittime = 100
air.velocity = 0,0
yaccel = .95*const(size.yscale)
fall = 1
fall.recover = 0
id = 1050
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 1101, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1101, 3]
type = TargetBind
triggerall = NumTarget && MoveHit && HitCount
trigger1 = target,StateType = A
time = 1
pos = 8,2
ignorehitpause = 1

[State 1011, 4]
type = NotHitBy
trigger1 = NumTarget
value = SCA
time = 1
ignorehitpause = 1

[State 1011, 5]
type = VelAdd
trigger1 = 1
y = .75*const(size.yscale)

[State 1101, 6]
type = PlayerPush
trigger1 = AnimElemTime(9) >= 0
value = 0

[State 1101, 7]
type = TargetState
triggerall = NumTarget && HitCount && MoveHit
trigger1 = target,StateType != L
value = 1105
ignorehitpause = 1

[State 1101, 8]
type = TargetState
triggerall = NumTarget && HitCount && MoveHit
trigger1 = target,StateType = L
value = 1104
ignorehitpause = 1

[State 1101, 9]
type = PlaySnd
trigger1 = !Time
value = S40,0

[State 1101, 10]
type = PlaySnd
trigger1 = Vel Y > 0
value = S1100,0
channel = 0
persistent = 0

[State 1101, 11]
type = ChangeState
triggerall = !NumTarget || !HitCount
trigger1 = Vel Y > 0 && Pos Y >= 14
value = 1102

[State 1101, 12]
type = ChangeState
triggerall = NumTarget && HitCount
trigger1 = Vel Y > 0 && Pos Y >= -20
value = 1103
ignorehitpause = 1

;---------------------------------------------------------------------------
;Shooting Slam
[Statedef 1102]
type    = S
movetype= I
physics = N
velset = 0,0
anim = 1102
ctrl = 0
sprpriority = 2

[State 1102, 1]
type = PlaySnd
trigger1 = !Time
value = S1020,0

[State 1102, 2]
type = PosSet
trigger1 = !Time
y = 0

[State 1102, 3]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 1102, 4]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Shooting Slam
[Statedef 1103]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1103
ctrl = 0
sprpriority = 2

[State 1103, 1]
type = PosSet
trigger1 = !Time
y = 0

[State 1101, 5]
type = TargetState
triggerall = NumTarget
trigger1 = !Time && target,StateNo = 1105 || (target,StateNo = [5080,5810]) || (target,StateNo = [1113, 1114])
value = 1104
ignorehitpause = 1

[State 1101, 5]
type = Null
triggerall = NumTarget
trigger1 = !Time && target,StateNo = 1105 && target,Alive = 0
value = 25110
ignorehitpause = 1

[State 1103, 3]
type = Null
trigger1 = Time = 16

[State 1103, 4]
type = Null
trigger1 = Time = 16 || AnimElem = 2
x = -20

[State 1103, 5]
type = VelSet
trigger1 = AnimElem = 2
x = -2.8*const(size.xscale)
y = -3.5*const(size.yscale)

[State 1103, 6]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A       ;S,A,C,L

[State 1103, 7]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 1
physics = A

[State 1103, 8]
type = EnvShake
trigger1 = AnimElem = 7
time = 18
freq = 90
ampl = -15

[State 1103, 9]
type = PlaySnd
trigger1 = AnimElem = 2
value = S40,0

[State 1103, 10]
type = PlaySnd
trigger1 = !Time
value = F8,0

[State 1103, 11]
type = RemoveExplod
trigger1 = AnimElem = 3
id = 8030

;---------------------------------------------------------------------------
;Caught by Shooting Slam
[Statedef 1104]
type    = L
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -2

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

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

[State 1104, 3]
type = PosSet
trigger1 = 1
y = 0

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

[State 1104, 6]
type = SelfState
trigger1 = Time = 42 && Alive
value = 5120

[State 1104, 7]
type = ChangeState
trigger1 = !Alive
value = 5150

;---------------------------------------------------------------------------
;Caught by Shooting Slam
[Statedef 1105]
type    = U
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -2

[State 1105, 1]
type = ChangeAnim
trigger1 = !Time
value = 5100 

[State 1105, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1105, 3]
type = SelfState
trigger1 = !GetHitVar(IsBound) && Time
value = 5050+(50*!StateType = A)
;---------------------------------------------------------------------------
;EX Shooting Slam
[Statedef 1110]
type    = U
movetype= A
physics = N
poweradd = -500
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2
facep2 = StateType != A

[State 1110, 1]
type = StateTypeSet
trigger1 = StateType = C || StateType = L
statetype = S

[State 1110, 2]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && 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 1110, 3]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && 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 1110, 4]
type = PlaySnd
trigger1 = !Time
value = F799,0
channel = 10

[State 1110, 5]
type = PalFX
trigger1 = !(GameTime%2)
time = 1
add = 256, 256, 256
mul = 256,256,256
invertall = 0
color = 256

[State 1110, 6]
type = ChangeState
trigger1 = !AnimTime
value = 1111
;---------------------------------------------------------------------------
;EX Shooting Slam
[Statedef 1111]
type    = A
movetype= A
physics = N
velset = .5*const(size.xscale),-11.1*const(size.yscale)
anim = 1111
ctrl = 0
sprpriority = 2

[State 1111, 1]
type = HitDef
trigger1 = Var(5) < 6 && !Time
attr = A,SA
hitflag = MAFD
guardflag = H
animtype = Hard
getpower = 0,0
givepower = 60, 30
priority = 4,Hit
damage = ceil(60*Fvar(20)),15
pausetime = 8,8
sparkno = S6001
guard.sparkno = -1
sparkxy = -3,ceil(-20*const(size.yscale))
hitsound = F5,3
guardsound = F6,0
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 18
ground.velocity = -1.5*const(size.xscale),0
guard.velocity = -4.8
ground.cornerpush.veloff = 0
air.type = High
air.hittime = 100
air.velocity = -1.3*const(size.yscale),0
yaccel = .65*const(size.yscale)
fall = 0
fall.recover = 0
forcenofall = 1
id = 1050
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 1111, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1111, 3]
type = VelAdd
trigger1 = 1
y = .65*const(size.yscale)

[State 1111, 4]
type = PalFX
trigger1 = !(GameTime%2)
time = 1
add = 256, 256, 256
mul = 256,256,256
invertall = 0
color = 256

[State 1111, 4]
type = TargetBind
triggerall = NumTarget && MoveHit && HitCount
trigger1 = target,StateType = A
time = 2
pos = 8,2
ignorehitpause = 1

[State 1111, 6]
type = NotHitBy
trigger1 = NumTarget
value = SCA
time = 1
ignorehitpause = 1

[State 1111, 7]
type = TargetState
triggerall = NumTarget && HitCount && MoveHit
trigger1 = target,StateType != L
value = 1105
ignorehitpause = 1

[State 1111, 8]
type = TargetState
triggerall = NumTarget && HitCount && MoveHit
trigger1 = target,StateType = L
value = 1104
ignorehitpause = 1

[State 1111, 9]
type = PlaySnd
trigger1 = !Time
value = S40,0

[State 1111, 10]
type = PlaySnd
trigger1 = Vel Y > 0
value = S1100,0
channel = 0
persistent = 0

[State 1111, 11]
type = ChangeState
triggerall = !NumTarget || !HitCount
trigger1 = Vel Y > 0 && Pos Y >= 14
value = 1102

[State 1111, 12]
type = ChangeState
triggerall = NumTarget && HitCount
trigger1 = Vel Y > 0 && Pos Y >= -20 && target,Alive
value = 1112
ignorehitpause = 1

[State 1111, 13]
type = ChangeState
triggerall = NumTarget && HitCount
trigger1 = Vel Y > 0 && Pos Y >= -20 && target,Alive = 0
value = 1103
ignorehitpause = 1
;---------------------------------------------------------------------------
;EX Shooting Slam (Successful hit)
[Statedef 1112]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1112
ctrl = 0
sprpriority = 2

[State 1111, 11]
type = ChangeState
triggerall = NumTarget && !Time
trigger1 = target,Alive = 0
value = 1103
ignorehitpause = 1

[State 1112, 2]
type = PosSet
trigger1 = !Time
y = 0

[State 1112, 3]
type = TargetState
trigger1 = NumTarget && !Time
value = 1113+(1*Var(11))
ignorehitpause = 1

[State 1112, 4]
type = PlayerPush
trigger1 = 1
value = 0

[State 1112, 5]
type = PalFX
trigger1 = !(GameTime%2)
time = 1
add = 256, 256, 256
mul = 256,256,256
invertall = 0
color = 256

[State 1112, 6]
type = BindToTarget
trigger1 = NumTarget && AnimElemTime(3) >= 0 && AnimElemTime(5) < 0
time = 1
pos = 0,0,Foot

[State 1112, 7]
type = BindToTarget
trigger1 = NumTarget && AnimElemTime(3) >= 0 && AnimElemTime(5) < 0
time = 1
pos = 21*const(size.xscale),0,Foot

[State 1112, 8]
type = TargetBind
trigger1 = NumTarget && AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
time = 1
pos = 21*const(size.xscale),0

[State 1112, 9]
type = TargetFacing
trigger1 = Cond(NumTarget, target,Facing = Facing,0) && AnimElem = 2
value = -1

[State 1112, 10]
type = VarSet
trigger1 = Time = 1
var(11) = 1

[State 1112, 11]
type = PlaySnd
trigger1 = AnimElem = 3
value = S40,0

[State 1103, 12]
type = PlaySnd
trigger1 = !Time
value = F8,0

[State 1112, 13]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 1112, 14]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Caught by EX Shooting Slam
[Statedef 1113]
type    = S
movetype= H
physics = S
velset = 0,0
ctrl = 0
sprpriority = -2

[State 1113, 1]
type = ChangeAnim2
trigger1 = !Time
value = 1113

[State 1113, 2]
type = ChangeAnim
trigger1 = Anim = 1113 && !AnimTime
value = 5300

[State 1113, 3]
type = PosSet
trigger1 = 1
y = 0

[State 1113, 5]
type = SelfState
trigger1 = Time = 120
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Caught by EX Shooting Slam
[Statedef 1114]
type    = S
movetype= H
physics = S
velset = 0,0
ctrl = 0
sprpriority = -2

[State 1114, 1]
type = ChangeAnim2
trigger1 = !Time
value = 1113

[State 1114, 2]
type = PosSet
trigger1 = 1
y = 0

[State 1114, 3]
type = PlaySnd
trigger1 = !Time
value = F7,2

[State 1114, 4]
type = SelfState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Nova Whip
[Statedef 1150]
type    = S
movetype= A
physics = N
velset = 0,0
poweradd = 60
ctrl = 0
anim = 1150
sprpriority = 2
facep2 = 1

[State 1150, 1]
type = VarSet
trigger1 = !Time
var(10) = (!Var(59) &&  Cond(Var(44),NumExplod(90000210),NumExplod(90000240))) || (Var(59) && Random < 350)

[State 1150, 2]
type = HitDef
Trigger1 = !Time
attr = S, ST
hitflag = M
guardflag = M
priority = 1, Miss
sparkno = -1
guardsound = F6,0
guard.slidetime = 10
guard.hittime = 12
ground.velocity = -4.2*const(size.xscale)
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 1151
guard.dist = 0
numhits = 0
id = 1150

[State 1150, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = F720,0

[State 1150, 4]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 1150 5]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 1
anim = 8040
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 1150, 6]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 2
anim = 8040
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 1150, 7]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 1158, 8]
type = ChangeState
Trigger1 = !AnimTime
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Nova Whip
[Statedef 1151]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1151
sprpriority = 2

[State 1151, 1]
type = TargetState
trigger1 = NumTarget && !Time
value = 1152
ID = -1

[State 1151, 2]
type = Turn
trigger1 = Var(10) && !Var(12) && AnimElem = 4

[State 1151, 3]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(3) < 0
pos = 27*const(size.xscale),0

[State 1151, 4]
type = TargetBind
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0
pos = 12*const(size.xscale),0

[State 1151, 5]
type = TargetBind
trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) < 0
pos = -12*const(size.xscale),0

[State 1151, 7]
type = TargetBind
trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(6) < 0
pos = -2*const(size.xscale),0

[State 1151, 8]
type = TargetBind
trigger1 = AnimElem = 6
pos = 22*const(size.xscale),0

[State 1151, 9]
type = TargetState
trigger1 = NumTarget && AnimElem = 6
value = 1153+(8*(Var(12) && !Var(13) && !Var(17)))+(2*((Var(13) && !Var(12)) || (Var(17) && Var(12))))

[State 1151, 10]
type = VarAdd
trigger1 = !Time
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1151, 11]
type = TargetFacing
trigger1 = AnimElem = 5
value = 1
ID = -1

[State 1151, 12]
type = PowerAdd
trigger1 = !Time && !Var(12)
value = 120

[State 1151, 13]
type = SprPriority
trigger1 = AnimElem = 3
value = -3

[State 1151, 14]
type = SprPriority
trigger1 = AnimElem = 6 
value = 2

[State 1151, 15]
type = Explod
trigger1 = AnimElem = 4
anim = 1155
ID = 1150
pos = 0,0
postype = p1
removetime = -2
bindtime = -1
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 0

[State 1151, 16]
type = PlaySnd
trigger1 = AnimElem = 6
value = S0,2

[State 1151, 17]
type = VarAdd
trigger1 = !Time
var(2) = 1

[State 1151, 18]
type = PosAdd
trigger1 = BackEdgeDist < 20 && AnimElem = 3
x = 20*const(size.yscale)

[State 1151, 19]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 1151, 20]
type = PalFX
trigger1 = Var(12) && !(GameTime%2)
time = 1
add = 256, 256, 256
mul = 256,256,256
invertall = 0
color = 256

[State 1151, 21]
type = VarSet
trigger1 = !AnimTime && PrevStateNo = 1150
var(13) = 1

[State 1151, 21]
type = VarSet
trigger1 = !AnimTime && PrevStateNo = 1160
var(17) = 1

[State 1151, 22]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Caught by Nova Whip
[Statedef 1152]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -2

[State 1152, 1]
type = ChangeAnim2
trigger1 = !Time
value = 1152

[State 1152, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050

;---------------------------------------------------------------------------
;Caught by Nova Whip
[Statedef 1153]
type    = S
movetype= H
physics = N
velset = 8,0
ctrl = 0
sprpriority = -2

[State 1153, 1]
type = ChangeAnim
trigger1 = !Time
value = 20

[State 1153, 2]
type = ScreenBound
trigger1 = 1
value = 1

[State 1153, 3]
type = ChangeState
trigger1 = FrontEdgeDist < 10
value = 1154

[State 1052, 6]
type = SelfState
trigger1 = Time = 50
value = 0
ctrl = 1

;;---------------------------------------------------------------------------
;Caught by Nova Whip
[Statedef 1154]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -2

[State 1154, 1]
type = ScreenBound
trigger1 = 1
value = 1

[State 1154, 2]
type = ChangeAnim
trigger1 = !Time
value = 5002

[State 1154, 3]
type = ChangeAnim
trigger1 = Time = 12
value = 5011

[State 1154, 4]
type = ChangeAnim
trigger1 = Time >= 22
value = 5017
elem = 1

[State 1154, 5]
type = Null
trigger1 = !Time
anim = 6001
ID = 1150
pos = ceil(8*const(size.xscale)),ceil(-45*const(size.yscale))
postype = p1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1

[State 1154, 6]
type = Null
trigger1 = !Time
value = F5,1

[State 1154, 7]
type = Turn
trigger1 = Time = 12

[State 1154, 8]
type = LifeAdd
trigger1 = !Time
value = -50
kill = 1

[State 1154, 9]
type = ChangeState
trigger1 = !Alive
value = 5050

[State 1154, 10]
type = SelfState
trigger1 = Time = 47
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Caught by Nova Whip
[Statedef 1155]
type    = S
movetype= H
physics = N
velset = 6,0
ctrl = 0
sprpriority = -2

[State 1155, 1]
type = ChangeAnim
trigger1 = !Time
value = 20

[State 1155, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 1052, 6]
type = SelfState
trigger1 = Time = 50
value = 0
ctrl = 1

[State 1155, 3]
type = ChangeState
trigger1 = FrontEdgeDist < 10
value = 1156
;---------------------------------------------------------------------------
;Caught by Nova Whip
[Statedef 1156]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -2

[State 1156, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 1156, 2]
type = ChangeAnim
trigger1 = !Time
value = 5002

[State 1156, 3]
type = Turn
trigger1 = Time = 21

[State 1156, 4]
type = LifeAdd
trigger1 = !Time
value = -50
kill = 1

[State 1156, 5]
type = Explod
trigger1 = !Time
anim = 6001
ID = 1150
pos = ceil(12*const(size.xscale)),ceil(-45*const(size.yscale))
postype = p1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1

[State 1156, 6]
type = PlaySnd
trigger1 = !Time
value = F5,1

[State 1156, 7]
type = ChangeState
trigger1 = !Alive
value = 5050

[State 1156, 8]
type = SelfState
trigger1 = Time = 12
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;EX Nova Whip
[Statedef 1160]
type    = S
movetype= A
physics = N
velset = 0,0
poweradd = -500
ctrl = 0
anim = 1150
sprpriority = 2
facep2 = 1

[State 1160, 1]
type = HitDef
Trigger1 = (P2StateNo != [120,169]) && AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
attr = S, ST
hitflag = M
priority = 1, Miss
getpower = 0,0
sparkno = -1
guardsound = F6,0
guard.slidetime = 10
guard.hittime = 12
ground.velocity = -4.2*const(size.xscale)
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 1151
guard.dist = 0
numhits = 0
id = 1150

[State 1160, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = F720,0

[State 1160, 3]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 1160, 4]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 1
anim = 8041
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 1160, 5]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 2
anim = 8041
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 1160, 6]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 1160, 7]
type = PlaySnd
trigger1 = !Time
value = F799,0
channel = 10

[State 1160, 8]
type = PalFX
trigger1 = !(GameTime%2)
time = 1
add = 256, 256, 256
mul = 256,256,256
invertall = 0
color = 256

[State 1160, 9]
type = VarSet
trigger1 = !Time
var(12) = 1

[State 1160, 10]
type = VarAdd
trigger1 = !Time
var(2) = 1

[State 1160, 11]
type = ChangeState
Trigger1 = !AnimTime
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Caught by Nova Whip
[Statedef 1161]
type    = S
movetype= H
physics = N
velset = 6,0
ctrl = 0
sprpriority = -2

[State 1153, 1]
type = ChangeAnim
trigger1 = !Time
value = 20

[State 1153, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 1153, 3]
type = ChangeState
trigger1 = FrontEdgeDist < 10
value = 1162

[State 1052, 6]
type = SelfState
trigger1 = Time = 50
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Caught by Nova Whip
[Statedef 1162]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -2

[State 1162, 1]
type = ScreenBound
trigger1 = 1
value = 1

[State 1162, 2]
type = ChangeAnim
trigger1 = !Time
value = 5002

[State 1162, 3]
type = Null
trigger1 = !Time
value = F5,1

[State 1162, 4]
type = Turn
trigger1 = Time = 15

[State 1162, 5]
type = ChangeAnim
trigger1 = Time = 15
value = 20

[State 1162, 6]
type = LifeAdd
trigger1 = !Time
value = -50
kill = 1

[State 1162, 7]
type = VelSet
trigger1 = Time = 15
x = 6

[State 1162, 8]
type = Width
trigger1 = Time >= 15
player = -10,-10

[State 1162, 9]
type = ChangeState
triggerall = enemynear(0),Name = "Star Man" && (enemynear(0),StateType = S || enemynear(0),StateType = C) && (enemynear(0),MoveType = I || enemynear(0),StateNo != 1000)
trigger1 = abs(Pos X - enemynear(0),Pos X) < 20 && Time > 15
value = 1163

[State 1162, 10]
type = ChangeState
trigger1 = !Alive
value = 5050

[State 1162, 11]
type = SelfState
trigger1 = Time = 50
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;ow
[Statedef 1163]
type    = A
movetype= H
physics = N
velset = 0,0
anim = 5000
ctrl = 0
sprpriority = 2

[State 1163, 1]
type = Null
trigger1 = !Time
id = 8030

[State 1163, 2]
type = VelAdd
trigger1 = 1
y = .35*const(size.yscale)

[State 1163, 3]
type = Null
trigger1 = !Time
anim = 6001
ID = 1150
pos = ceil(12*const(size.xscale)),ceil(-45*const(size.yscale))
postype = p1
removetime = -2
scale = 1,1
sprpriority = 3
ownpal = 1

[State 1163, 4]
type = PlaySnd
trigger1 = !Time
value = F5,1

[State 1163, 5]
type = ChangeAnim2
trigger1 = Anim = 5000 && !AnimTime
value = 5035

[State 1163, 6]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 10
value = 5050
;---------------------------------------------------------------------------
;ow
[Statedef 1165]
type    = A
movetype= H
physics = N
velset = 0,0
anim = 5030
ctrl = 0
sprpriority = 2

[State 1009, 1]
type = Null
trigger1 = !Time
id = 8030

[State 1165, 1]
type = VelAdd
trigger1 = 1
y = .35*const(size.yscale) 

[State 1165, 2]
type = ChangeAnim
trigger1 = Anim = 5030 && !AnimTime
value = 5035

[State 1163, 3]
type = Explod
trigger1 = !Time
anim = 6001
ID = 1150
pos = ceil(12*const(size.xscale)),ceil(-45*const(size.yscale))
postype = p1
removetime = -2
scale = 1,1
sprpriority = 3
ownpal = 1

[State 1165, 4]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 5050