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

[State 3000, 1]
type = SuperPause
trigger1 = !Time
anim = -1
time = 33
sound = F8020, 0
darken = 0
poweradd = -1000
movetime = 33

[State 3000, 2]
type = Helper
trigger1 = !Time
name = "Super Helper"
ID = 6002
stateno = 6002
pos = -1,-79*floor(const(size.yscale))
postype = p1

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

[State 3000, 4]
type = Explod
trigger1 = Time = 24
anim = 906
ID = 3000
pos = ceil(-1*const(size.xscale)),ceil(-65*const(size.yscale))
postype = p1
facing = 1*(Facing)
vfacing = 1
bindtime = 1
pausemovetime = 1
removetime = 1
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1

[State 3000, 5]
type = Helper
trigger1 = AnimElem = 5
name = "Super Bomb"
ID = 3000
stateno = 3001
pos = 14,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 3000, 6]
type = VarAdd
trigger1 = AnimElem = 6
var(37) = 1

[State 3000, 7]
type = Explod
trigger1 = AnimElem = 10
anim = 6001
ID = 3000
pos = ceil(22*const(size.xscale)),ceil(-37*const(size.xscale))
postype = p1
removetime = -2
scale = 1,1
sprpriority = 2
ownpal = 1
removeongethit = 1
supermovetime = 26
pausemovetime = 26

[State 3000, 8]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1000,0

[State 3000, 9]
type = PlaySnd
trigger1 = AnimElem = 10
value = S1000,1
channel = 5

[State 3000, 10]
type = PlaySnd
trigger1 = AnimElem = 10
value = S3000,0
channel = 6

[State 3000, 11]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 34 && TeamSide = 1
anim = 8037
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 41
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 3000, 12]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 34 && TeamSide = 2
anim = 8037
ID = 8030
pos = 231,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 41
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 3000, 13]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Super Bomb
[Statedef 3001]
type    = S
movetype= A
physics = N
anim = 1001
ctrl = 0
sprpriority = 3

[State 3001, 1]
type = ChangeState
trigger1 = Time = 9
value = 3002
;---------------------------------------------------------------------------
;Flame
[Statedef 3002]
type    = S
movetype= A
physics = N
anim = 3002
ctrl = 0
sprpriority = 3

[State 3002, 1]
type = HitDef
trigger1 = root,Var(5) < 10 && !Time
attr = S, HP
damage = ceil(255*root,Fvar(20)),64
animtype = Hard
guardflag = MAF
hitflag = MAF
priority = 4, Hit
getpower = 0
givepower = 200,100
pausetime = 1,1
sparkno = -1
hitsound = F5,3
guardsound = F6, 0
ground.type = Low
ground.slidetime = 11
ground.hittime  = 22
guard.hittime = 11
ground.velocity = -0.5*const(size.xscale),-16.1*const(size.xscale)
ground.cornerpush.veloff = 0
air.type = Low
air.velocity = -0.5*const(size.xscale),-14.1*const(size.yscale)
air.hittime = 15
yaccel = 1.2*const(size.yscale)
fall = 1
fall.recover = 0
fall.recovertime = 1
id = 1000
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 3002, 2]
type = Null
triggerall = NumTarget && 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 3002, 3]
type = ParentVarSet
triggerall = NumTarget && MoveHit
trigger1 = HitPauseTime = 1
var(5) = 10
ignorehitpause = 1

[State 3002, 4]
type = ParentVarAdd
triggerall = NumTarget && MoveHit && Var(7) < 150 && PrevStateNo != 1011
trigger1 = HitPauseTime = 1
var(7) = 5
ignorehitpause = 1

[State 3002, 5]
type = ParentVarSet
triggerall = NumTarget && RoundState = 3
trigger1 = WinKO
var(28) = 300
ignorehitpause = 1

[State 3002, 6]
type = TargetState
trigger1 = NumTarget && MoveHit
trigger1 = HitPauseTime = 1
value = 5400
ID = -1
ignorehitpause = 1

[State 3002, 7]
type = PlaySnd
trigger1 = !Time
value = S190,0

[State 3002, 8]
type = ChangeState
trigger1 = !AnimTime
value = 1004
;trigger1 = !NumTarget && (Anim != 1 && !AnimTime || Anim = 1)
;---------------------------------------------------------------------------
;On Fire
[Statedef 3005]
type    = A
movetype= H
physics = N
velset = -1*abs(GetHitVar(xvel)), GetHitVar(yvel)
ctrl = 0
sprpriority = 3

[State 3005, 1]
type = ChangeAnim2
trigger1 = !Time
value = 5420

[State 3005, 2]
type = NotHitBy
trigger1 = Time > 2
value = SCA
time = 1

[State 3005, 3]
type = VelAdd
trigger1 = 1
y = 1.2

[State 3005, 4]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 5100
;---------------------------------------------------------------------------
;Fuse Starter
[Statedef 3050]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 3050
ctrl = 0
sprpriority = 1
facep2 = 1

[State 3050, 1]
type = SuperPause
trigger1 = !Time
anim = -1
time = 36
sound = F8020, 0
darken = 0
poweradd = -1000
movetime = 36

[State 3050, 2]
type = Helper
trigger1 = !Time
name = "Super Helper"
ID = 6002
stateno = 6002
pos = -1,-79*floor(const(size.yscale))
postype = p1

[State 3000, 3]
type = Explod
trigger1 = !Time
anim = F6003
ID = 6002
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 36
supermovetime = 999
pausemovetime = 999
scale = 1,1
sprpriority = -990
ownpal = 1
removeongethit = 1

[State 3000, 4]
type = Explod
trigger1 = Time = 24
anim = 907
ID = 3000
pos = ceil(-1*const(size.xscale)),ceil(-65*const(size.yscale))
postype = p1
facing = 1*(Facing)
vfacing = 1
bindtime = 1
pausemovetime = 1
removetime = 1
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1

[State 3050, 4]
type = Helper
trigger1 = AnimElem = 3
name = "Super Bomb"
ID = 3050
stateno = 3052
pos = 7,-79
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 2

[State 3050, 5]
type = HitBy
trigger1 = AnimElem = 3
value = SCA,AT
time = 55

[State 3050, 6]
type = AssertSpecial
trigger1 = Time > 36 && (GameTime % 2) = 0
flag = invisible

[State 3050, 7]
type = PalFX
trigger1 = AnimElemTime(1) = 1
time = 3
add = 256,256,256
invertall = 0
color = 256

[State 3050, 8]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 37 && TeamSide = 1
anim = 8038
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 3050, 9]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 37 && TeamSide = 2
anim = 8038
ID = 8030
pos = 232,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 3050, 10]
type = ChangeState
trigger1 = !NumHelper(3050) && Time > 17
trigger2 = NumHelper(3050)
trigger2 = helper(3050),Anim = 1 && Time > 17
value = 3051
;---------------------------------------------------------------------------
;Fuse Starter (Recover)
[Statedef 3051]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 3051
ctrl = 0
sprpriority = 1

[State 3051, 1]
type = PalFX
trigger1 = AnimElemTime(1) = 1
time = 3
add = 256,256,256
invertall = 0
color = 256

[State 3051, 2]
type = RemoveExplod
trigger1 = !Time
id = 8030

[State 3051, 3]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Bomb Counter (Idle)
[Statedef 3052]
type    = S
movetype= I
physics = N
anim = 3052
ctrl = 0
sprpriority = 3

[State 3052, 1]
type = BindToParent
trigger1 = 1
time = 1
pos = 18,-22

[State 3052, 2]
type = PosAdd
trigger1 = Time = 1 
x = 5*const(size.xscale)
y = 0

[State 3052, 3]
type = HitBy
trigger1 = 1
value = SCA,AA,AP
time = 1

[State 3052, 4]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
slot = 0
stateno = 3053
time = 1
forceair = 0

[State 3052, 5]
type = ChangeState
trigger1 = Time = 30
value = 3053

[State 3052, 6]
type = DestroySelf
trigger1 = root,MoveType = H
;---------------------------------------------------------------------------
;Bomb Counter (Blow)
[Statedef 3053]
type    = S
movetype= A
physics = N
anim = 1053
ctrl = 0
sprpriority = 5

[State 3052, 1]
type = PosAdd
trigger1 = Time = 1 
x = 0
y = -14*const(size.yscale)

[State 3053, 2]
type = HitDef
trigger1 = root,Var(5) < 10 && !NumTarget
attr = S, HA
damage = ceil(255*root,Fvar(20)), 79
getpower = 0
givepower = 200,100
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 1,1
sparkno = -1
hitsound = F5,3
guardsound = F6, 0
ground.type = Low
ground.slidetime = 11
ground.hittime  = 22
guard.hittime = 11
ground.velocity = -13.6,-4.2
ground.cornerpush.veloff = 0
air.type = Low
air.velocity = -13.1*const(size.xscale),-3.8*const(size.yscale)
yaccel = .35*const(size.yscale)
air.hittime = 15
fall = 1
fall.recover = 0
fall.recovertime = 1
id = 3050
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 3053, 3]
type = Null
triggerall = NumTarget && 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 3053, 4]
type = TargetState
triggerall = NumTarget && MoveHit
trigger1 = HitPauseTime = 1
value = 5400
ID = -1
ignorehitpause = 1

[State 3053, 5]
type = ParentVarSet
triggerall = NumTarget && MoveHit
trigger1 = HitPauseTime = 1
var(5) = 10
ignorehitpause = 1

[State 3053, 6]
type = ParentVarSet
triggerall = NumTarget && RoundState = 3
trigger1 = WinKO
var(28) = 305
ignorehitpause = 1

[State 3053, 7]
type = SprPriority
trigger1 = 1
value = 5

[State 3053, 8]
type = VelSet
trigger1 = MoveHit
x = 0

[State 3053, 9]
type = PlaySnd
trigger1 = !Time
value = S190,0

[State 3053, 10]
type = ChangeState
trigger1 = !AnimTime
value = 3054

[State 3053, 11]
type = Null
trigger1 = !NumTarget && (Anim != 1 && !AnimTime || Anim = 1)
;---------------------------------------------------------------------------
;Bomb Lay
[Statedef 3054]
type    = S
movetype= I
physics = N
velset = 0,0
anim = 1
ctrl = 0
sprpriority = 3

[State 3054, 1]
type = DestroySelf
trigger1 = !NumTarget && Anim = 1
trigger2 = NumTarget && Anim = 1
trigger2 = target,StateType = L
;---------------------------------------------------------------------------
;Destruction
[Statedef 4000]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 4000
ctrl = 0
sprpriority = 2
facep2 = 1

[State 4000, 1]
type = SuperPause
trigger1 = !Time
anim = -1
time = 40
sound = F8020, 1
darken = 0
poweradd = -3000
movetime = 9

[State 4000, 2]
type = Helper
trigger1 = !Time
name = "Super Helper"
ID = 6002
stateno = 6002
pos = -1,-27*floor(const(size.yscale))
postype = p1

[State 4000, 3]
type = Explod
trigger1 = !Time
anim = F6003
ID = 6002
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 40
supermovetime = 999
pausemovetime = 999
scale = 1,1
sprpriority = -990
ownpal = 1
removeongethit = 1

[State 4000, 4]
type = HitDef
trigger1 = !Time
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Medium
priority = 4,Hit
getpower = 0
givepower = 300,150
damage = ceil(70*Fvar(20)),18
pausetime = 5,5
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-25*const(size.xscale))
hitsound = F5,3
guardsound = F6,0
ground.type = Low
ground.slidetime = 11
ground.hittime = 21
guard.hittime = 7
ground.velocity = -.6*const(size.xscale), -4.2*const(size.yscale)
air.type = Low
air.hittime = 24
air.velocity = -.3, -2.4*const(size.yscale)
yaccel = .35*const(size.yscale)
fall = 1
fall.recover = 0
id = 4000
chainID = -1
nochainID = -1
hitonce = 0
kill = 0
guard.kill = 1
fall.kill = 1
numhits = 1

[State 4000, 5]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.2
ignorehitpause = 1
persistent = 0

[State 4000, 6]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 14 && TeamSide = 1
anim = 8039
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 4000, 7]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 14 && TeamSide = 2
anim = 8039
ID = 8030
pos = 231,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 4000, 8]
type = VelSet
trigger1 = AnimElem = 4
x = 19.8*const(size.xscale)

[State 4000, 9]
type = NotHitBy
trigger1 = !Time
value = SCA,AA,AP,AT
time = 22

[State 4000, 10]
type = NotHitBy
trigger1 = MoveHit
value = SCA,AA,AP,AT
time = 24
ignorehitpause = 1

[State 4000, 11]
type = Width
trigger1 = Time >= 14
player = -9,0 

[State 4000, 12]
type = PlaySnd
trigger1 = AnimElem = 6
value = F0,4

[State 4000, 13]
type = AssertSpecial
trigger1 = (Time >= 10 && Time <= 32) && (GameTime % 2) = 0
flag = invisible

[State 4000, 14]
type = ChangeState
trigger1 = NumTarget && MoveHit
value = 4002
ignorehitpause = 1

[State 4000, 15]
type = ChangeState
trigger1 = Vel X < 2 && Time >= 14 
value = 4001

;---------------------------------------------------------------------------
;Destruction (Whiff)
[Statedef 4001]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 4001
ctrl = 0
sprpriority = 2

[State 4001, 1]
type = RemoveExplod
trigger1 = !Time
id = 8030

[State 4001, 2]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;;Destruction (Caught)
[Statedef 4002]
type    = S
movetype= A
physics = N
anim = 4002
velset = 0, 0
ctrl = 0
sprpriority = 2

[State 4000, 1]
type = TargetState
trigger1 = AnimElem = 1
value = 4010

[State 4002, 1]
type = TargetBind
trigger1 = AnimElem = 1 
pos = 29,0

[State 4002, 2]
type = PlaySnd
trigger1 = AnimElem = 1 
value = F720,0

[State 4002, 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 23,-8

[State 4002, 4]
type = TargetVelSet
trigger1 = AnimElemTime(4) = 1 
y = -15

[State 4002, 5]
type = TargetBind
trigger1 = NumTarget && AnimElem = 7
pos = 0,target,Pos Y

[State 4002, 6]
type = TargetState
trigger1 = AnimElem = 8
value = 4011

[State 4002, 7]
type = TargetVelSet
trigger1 = AnimElem = 9
y = 15

[State 4002, 8]
type = TargetState
triggerall = NumTarget
trigger1 = target,Anim = 4011 && target, Pos Y > -32
value = 4012

[State 4002, 9]
type = Helper
trigger1 = AnimElem = 7
name = "Hyper Helper"
ID = 4000
stateno = 4020
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 4002, 10]
type = VarSet
trigger1 = !Time
var(40) = 0

[State 4002, 11]
type = TargetLifeAdd
triggerall = NumHelper(4000)
trigger1 = helper(4000),var(2)
value = ceil(-30*Fvar(20))
ID = -1
kill = 0

[State 4002, 12]
type = VarSet
trigger1 = !Time
var(5) = 10

[State 4002, 13]
type = ChangeState
triggerall = NumTarget
trigger1 = target,Anim = 4012 && target,Time = 20
value = 4003
;---------------------------------------------------------------------------
;Destruction (Boom)
[Statedef 4003]
type    = S
movetype= I
physics = N
anim = 4003
velset = 0,0
ctrl = 0
sprpriority = 2

[State 4003, 1]
type = ScreenBound
trigger1 = 1
value = 0
ignorehitpause = 1

[State 4003, 2]
type = Helper
trigger1 = AnimElem = 6
name = "Hyper Bomb"
ID = 4001
stateno = 4021
pos = 6,-44
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 4003, 3]
type = VarSet
triggerall = NumHelper(4001) 
trigger1 = helper(4001), Anim = 1053 && helper(4001), AnimElem != 1
var(40) = 1

[State 4003, 4]
type = TargetLifeAdd
triggerall = helper(4000),var(2)
trigger1 = helper(4000),var(2)
value = ceil(-30*Fvar(20))
ID = -1
kill = 0

[State 0, HitAdd]
type = HitAdd
triggerall = helper(4000),var(2)
trigger1 = helper(4000),var(2)
value = 3

[State 4003, 5]
type = PlaySnd
trigger1 = AnimElem = 3
value = S180,0

[State 4003, 6]
type = PlaySnd
trigger1 = AnimElem = 6
value = F0,3

[State 4003, 7]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 4003, 8]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;P2 Tossed Up
[Statedef 4010]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 1

[State 4010, 1]
type = ChangeAnim2
trigger1 = !Time
value = 4010

[State 4010, 2]
type = PosSet
trigger1 = !Time
y = 0

[State 4010, 3]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

;---------------------------------------------------------------------------
;P2 Fall Down
[Statedef 4011]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 1

[State 4011, 1]
type = ChangeAnim2
trigger1 = !Time
value = 4011

[State 4011, 2]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

;---------------------------------------------------------------------------
;P2 Land
[Statedef 4012]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 1

[State 4012, 1]
type = ChangeAnim2
trigger1 = !Time
value = 4012

[State 4012, 2]
type = PosSet
trigger1 = !Time
y = -32

[State 4012, 2]
type = PlaySnd
trigger1 = !Time
value = F7,0

[State 4012, 3]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

;---------------------------------------------------------------------------
;Hyper Helper
[Statedef 4020]
type    = S
movetype= I
physics = N
anim = 1
ctrl = 0
sprpriority = 2

[State 4020, 1]
type = Explod
trigger1 = !Time
anim = 4020
ID = 4000
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 4020, 2]
type = Explod
trigger1 = !Time
anim = 4020
ID = 4000
pos = ceil(-32*const(size.xscale)),0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 4020, 3]
type = Explod
trigger1 = !Time
anim = 4020
ID = 4000
pos = ceil(32*const(size.xscale)),0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 4020, 4]
type = Explod
trigger1 = !Time
anim = 4020
ID = 4000
pos = ceil(-64*const(size.xscale)),0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 4020, 5]
type = Explod
trigger1 = !Time
anim = 4020
ID = 4000
pos = ceil(64*const(size.xscale)),0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 4020, 6]
type = Null
trigger1 = !Time
anim = 4020
ID = 4000
pos = ceil(-64*const(size.xscale)),ceil(-32*const(size.yscale))
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 4020, 7]
type = Null
trigger1 = !Time
anim = 4020
ID = 4000
pos = ceil(64*const(size.xscale)),ceil(-32*const(size.yscale))
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 4020, 8]
type = Explod
trigger1 = !Time
anim = 4020
ID = 4001
pos = ceil(-64*const(size.xscale)),ceil(-32*const(size.yscale))
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 4020, 9]
type = Explod
trigger1 = !Time
anim = 4020
ID = 4001
pos = ceil(64*const(size.xscale)),ceil(-32*const(size.yscale))
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 4020, 10]
type = Explod
trigger1 = Time = 60
anim = 4022
ID = 4002
pos = 0,ceil(-42*const(size.yscale))
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 4020, 11]
type = Explod
trigger1 = Time = 60
anim = 4022
ID = 4002
pos = ceil(-32*const(size.xscale)),ceil(-42*const(size.yscale))
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 4020, 12]
type = Explod
trigger1 = Time = 60
anim = 4022
ID = 4002
pos = ceil(32*const(size.xscale)),ceil(-42*const(size.yscale))
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 4020, 13]
type = Explod
trigger1 = Time >= 88 && !var(1) && (GameTime % 16) = 0
anim = 6000
ID = 4003
pos = 0,ceil(-42*const(size.yscale))
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 4020, 14]
type = Explod
trigger1 = Time >= 88 && !var(1) && (GameTime % 16) = 0
anim = 6000
ID = 4003
pos = ceil(-32*const(size.xscale)),ceil(-42*const(size.yscale))
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 4020, 15]
type = Explod
trigger1 = Time >= 88 && !var(1) && (GameTime % 16) = 0
anim = 6000
ID = 4003
pos = ceil(32*const(size.xscale)),ceil(-42*const(size.yscale))
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 4020, 16]
type = VarSet
trigger1 = Time >= 88 && !var(1) && (GameTime % 16) = 0
var(2) = 1 

[State 4020, 17]
type = VarSet
trigger1 = Time >= 88 && !var(1) && (GameTime % 16) != 0
var(2) = 0 

[State 4020, 19]
type = RemoveExplod
trigger1 = root,var(40)
id = 4001

[State 4020, 20]
type = RemoveExplod
trigger1 = root,var(40)
id = 4002

[State 4020, 21]
type = Explod
triggerall = !NumExplod(4004) && !var(1)
trigger1 = root,var(40)
anim = 4021
ID = 4004
pos = ceil(-64*const(size.xscale)),ceil(-32*const(size.yscale))
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 4020, 22]
type = Explod
triggerall = !NumExplod(4005) && !var(1)
trigger1 = root,var(40)
anim = 4021
ID = 4005
pos = ceil(64*const(size.xscale)),ceil(-32*const(size.yscale))
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 4020, 23]
type = Explod
triggerall = !NumExplod(4006) && !var(1)
trigger1 = root,var(40)
anim = 4023
ID = 4006
pos = 0,ceil(-42*const(size.yscale))
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = -6
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 4020, 24]
type = Explod
triggerall = !NumExplod(4007) && !var(1)
trigger1 = root,var(40)
anim = 4023
ID = 4007
pos = ceil(-32*const(size.xscale)),ceil(-42*const(size.yscale))
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = -6
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 4020, 25]
type = Explod
triggerall = !NumExplod(4008) && !var(1)
trigger1 = root,var(40)
anim = 4023
ID = 4008
pos = ceil(32*const(size.xscale)),ceil(-42*const(size.yscale))
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = -6
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 4020, 26]
type = VarSet
trigger1 = NumExplod(4004)
var(1) = 1

[State 4020, 27]
type = RemoveExplod
trigger1 = root,AnimElem = 12
id = 4000 

[State 4020, 28]
type = Explod
trigger1 = root,AnimElem = 12
anim = 4020
ID = 4009
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = 7
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 4020, 29]
type = Explod
trigger1 = root,AnimElem = 12
anim = 4020
ID = 4009
pos = ceil(-32*const(size.xscale)),0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = 7
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 4020, 30]
type = Explod
trigger1 = root,AnimElem = 12
anim = 4020
ID = 4009
pos = ceil(32*const(size.xscale)),0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = 7
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 4020, 31]
type = Explod
trigger1 = root,AnimElem = 12
anim = 4020
ID = 4009
pos = ceil(-64*const(size.xscale)),0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = 7
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 4020, 32]
type = Explod
trigger1 = root,AnimElem = 12
anim = 4020
ID = 4009
pos = ceil(64*const(size.xscale)),0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = 7
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 4020, 33]
type = Null
trigger1 = root,AnimElem = 12
anim = 4020
ID = 4009
pos = ceil(-64*const(size.xscale)),ceil(-32*const(size.yscale))
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = 7
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 4020, 34]
type = Null
trigger1 = root,AnimElem = 12
anim = 4020
ID = 4009
pos = ceil(64*const(size.xscale)),ceil(-32*const(size.yscale))
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = 7
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 4020, 35]
type = PlaySnd
triggerall = Time >= 88 && !var(1)
trigger1 = (GameTime % 16) = 0
value = F5,1

[State 4020, 36]
type = DestroySelf
trigger1 = root,StateNo != [4000,4005]

;---------------------------------------------------------------------------
;Hyper Bomb
[Statedef 4021]
type    = S
movetype= A
physics = N
anim = 1001
velset = 0, -16.8*const(size.xscale)
ctrl = 0
sprpriority = 2

[State 4021, 1]
type = PosAdd
triggerall = Anim = 1001
trigger1 = Time = 20
x = -8*const(size.xscale)

[State 4021, 2]
type = VelSet
triggerall = Anim = 1001
trigger1 = Time = 20
y = 16.8*const(size.xscale)

[State 4021, 3]
type = Explod
triggerall = Anim = 1001
trigger1 = Time = 20
anim = 1001
ID = 4021
pos = ceil(-32*const(size.xscale)),0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,16.8*const(size.yscale)
removetime = -1
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 4021, 4]
type = Explod
triggerall = Anim = 1001
trigger1 = Time = 20
anim = 1001
ID = 4021
pos = ceil(32*const(size.xscale)),0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,16.8*const(size.yscale)
removetime = -1
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 4021, 5]
type = PosSet
triggerall = Anim = 1001
triggerall = Vel Y > 0
trigger1 = Pos Y > -74
y = -74*const(size.yscale)

[State 4021, 6]
type = VelSet
triggerall = Anim = 1001
triggerall = Vel Y > 0
trigger1 = Pos Y >= -74
y = 0

[State 4021, 7]
type = RemoveExplod
triggerall = Anim = 1001
trigger1 = Vel Y = 0
id = 4021 

[State 4021, 8]
type = Explod
triggerall = Anim = 1001
triggerall = !NumExplod(4022)
trigger1 = Vel Y = 0
anim = 1001
ID = 4022
pos = ceil(-32*const(size.xscale)),0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
removetime = -1
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 4021, 9]
type = Explod
triggerall = Anim = 1001
triggerall = !NumExplod(4023)
trigger1 = Vel Y = 0
anim = 1001
ID = 4022
pos = ceil(32*const(size.xscale)),0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
removetime = -1
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 4021, 10]
type = RemoveExplod
trigger1 = root,AnimElem = 11
id = 4022
;***********************************
[State 4021, 11]
type = ChangeAnim
trigger1 = root,AnimElem = 11
value = 1053

[State 4021, 12]
type = Explod
triggerall = Anim = 1053
trigger1 = AnimElem = 1
anim = 1053
ID = 4022
pos = ceil(-32*const(size.xscale)),0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
removetime = -2
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 4021, 13]
type = Explod
triggerall = Anim = 1053
trigger1 = AnimElem = 1
anim = 1053
ID = 4022
pos = ceil(32*const(size.xscale)),0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
removetime = -2
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 4021, 14]
type = HitDef
trigger1 = !Time
attr = S, HA
damage = floor(300*(root,fvar(20)))
animtype = Hard
hitflag = MAF
priority = 4, Hit
getpower = 0
pausetime = 1,1
sparkno = -1
hitsound = F5,4
guardsound = F6, 0
ground.type = Low
ground.slidetime = 11
ground.hittime  = 22
guard.hittime = 11
ground.velocity = 0,-24.5*const(size.yscale)
ground.cornerpush.veloff = 0
air.type = Low
air.velocity = 0,-24.5*const(size.yscale)
air.hittime = 15
yaccel = .7*const(size.yscale)
fall = 1
fall.recover = 0
fall.recovertime = 1
id = 4000
chainID = -1
nochainID = -1
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 4021, 15]
type = TargetState
triggerall = NumTarget && MoveHit
trigger1 = HitPauseTime = 1
value = 4025
ignorehitpause = 1

[State 4004, 16]
type = ParentVarSet
triggerall = NumTarget && RoundState = 3
trigger1 = WinKO
var(28) = 400
ignorehitpause = 1

[State 4021, 17]
type = ParentVarSet
trigger1 = MoveHit && WinKO
var(4) = 1

[State 4021, 18]
type = PlaySnd
trigger1 = Anim = 1053 && AnimElem = 1
value = S190,0

[State 4021, 19]
type = DestroySelf
trigger1 = Anim = 1053 && !AnimTime

;---------------------------------------------------------------------------
;Hyper Bomb
[Statedef 4025]
type    = A
movetype= H
physics = N
velset = 0,-24.5
ctrl = 0
sprpriority = 2

[State 4025, 1]
type = ChangeAnim
trigger1 = !Time
value = 25420

[State 4025, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 4025, 3]
type = VelAdd
trigger1 = 1
y = .7 

[State 4025, 4]
type = PosSet
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
y = 0

[State 4025, 5]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y && (!SelfAnimExist(5600) || Alive)
value = 5100

[State 4025, 6]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y && (SelfAnimExist(5600) && !Alive)
value = 5600