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

[State 3000, 1]
type = SuperPause
trigger1 = !Time
anim = -1
time = 32
sound = F8020, 0
darken = 0
poweradd = -1000

[State 3000, 2]
type = Helper
trigger1 = !Time
name = "Super Helper"
ID = 6002
stateno = 6002
pos = ceil(2*const(size.xscale)),ceil(-45*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 = HitDef
Trigger1 = P2MoveType != H && AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
attr = S, HT
hitflag = M-
priority = 1, Miss
getpower = 0
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 3001
guard.dist = 0
fall = 1
fall.recovertime = 1
numhits = 1

[State 3000, 5]
type = NotHitBy
trigger1 = Time < 8
value = SCA,AA,AP,AT
time = 1

[State 3000, 6]
type = AssertSpecial
trigger1 = Time < 8 && Time && (GameTime % 2) = 0
flag = invisible

[State 3000, 7]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A

[State 3000, 8]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 1 && TeamSide = 1
anim = 8042
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 3000, 9]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 1 && TeamSide = 2
anim = 8042
ID = 8030
pos = 231,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 3000, 10]
type = PlaySnd
trigger1 = AnimElem = 2
value = F720,0

[State 3000, 11]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 3000, 12]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Orbital Toss (Grab)
[Statedef 3001]
type    = S
movetype= A
physics = N
anim = 3001
ctrl = 0
sprpriority = 3

[State 3001, 1]
type = TargetState
trigger1 = !Time
value = 3005

[State 3001, 2]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(4) < 0
pos = 18*const(size.xscale),0

[State 3001, 3]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
pos = 18*const(size.xscale), 0

[State 3001, 4]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = 14*const(size.xscale), -34*const(size.yscale)

[State 3001, 5]
type = TargetBind
trigger1 = AnimElem = 6 || AnimElem = 12 || AnimElem = 18 || AnimElem = 24 || AnimElem = 30 || AnimElem = 36 || AnimElem = 42 || AnimElem = 48 || AnimElem = 54 || AnimElem = 60 || AnimElem = 66
pos = 6*const(size.xscale), -44*const(size.yscale)

[State 3001, 6]
type = TargetBind
trigger1 = AnimElem = 7 || AnimElem = 13 || AnimElem = 19 || AnimElem = 25 || AnimElem = 31 || AnimElem = 37 || AnimElem = 43 || AnimElem = 49 || AnimElem = 55 || AnimElem = 61 || AnimElem = 67
pos = 4*const(size.xscale), -42*const(size.yscale)

[State 3001, 7]
type = TargetBind
trigger1 = AnimElem = 8 || AnimElem = 14 || AnimElem = 20 || AnimElem = 26 || AnimElem = 32 || AnimElem = 38 || AnimElem = 44 || AnimElem = 50 || AnimElem = 56 || AnimElem = 62 || AnimElem = 68
pos = -4*const(size.xscale), -42*const(size.yscale)

[State 3001, 8]
type = TargetBind
trigger1 = AnimElem = 9 || AnimElem = 15 || AnimElem = 21 || AnimElem = 27 || AnimElem = 33 || AnimElem = 39 || AnimElem = 45 || AnimElem = 51 || AnimElem = 57 || AnimElem = 63 || AnimElem = 69
pos = -6*const(size.xscale), -44*const(size.yscale)

[State 3001, 9]
type = TargetBind
trigger1 = AnimElem = 10 || AnimElem = 16 || AnimElem = 22 || AnimElem = 28 || AnimElem = 34 || AnimElem = 40 || AnimElem = 46 || AnimElem = 52 || AnimElem = 58 || AnimElem = 64 || AnimElem = 70
pos = -4*const(size.xscale), -42*const(size.yscale)

[State 3001, 10]
type = TargetBind
trigger1 = AnimElem = 11 || AnimElem = 17 || AnimElem = 23 || AnimElem = 29 || AnimElem = 35 || AnimElem = 41 || AnimElem = 47 || AnimElem = 53 || AnimElem = 59 || AnimElem = 65 || AnimElem = 71
pos = 4*const(size.xscale), -42*const(size.yscale)

[State 3001, 11]
type = TargetFacing
trigger1 = AnimElem = 8 || AnimElem = 14 || AnimElem = 20 || AnimElem = 26 || AnimElem = 32 || AnimElem = 38 || AnimElem = 44 || AnimElem = 50 || AnimElem = 56 || AnimElem = 62 || AnimElem = 68
value = 1

[State 3001, 12]
type = TargetFacing
trigger1 = AnimElem = 11 || AnimElem = 17 || AnimElem = 23 || AnimElem = 29 || AnimElem = 35 || AnimElem = 41 || AnimElem = 47 || AnimElem = 53 || AnimElem = 59 || AnimElem = 65 || AnimElem = 71
value =-1

[State 3001, 13]
type = SprPriority
trigger1 = AnimElem = 10 || AnimElem = 16 || AnimElem = 22 || AnimElem = 28 || AnimElem = 34 || AnimElem = 40 || AnimElem = 46 || AnimElem = 52 || AnimElem = 58 || AnimElem = 64 || AnimElem = 70
value = -3

[State 3001, 14]
type = SprPriority
trigger1 = AnimElem = 12 || AnimElem = 18 || AnimElem = 24 || AnimElem = 30 || AnimElem = 36 || AnimElem = 42 || AnimElem = 48 || AnimElem = 54 || AnimElem = 60 || AnimElem = 66 || AnimElem = 72
value = 3

[State 3001, 15]
type = TargetBind
trigger1 = AnimElem = 73
pos = 36*const(size.xscale),-36*const(size.yscale)

[State 3001, 16]
type = TargetState
triggerall = NumTarget;()
trigger1 = AnimElem = 73
value = 3006
ID = -1

[State 3001, 17]
type = VelSet
trigger1 = AnimElem = 77 
x = 5*const(size.xscale)

[State 3001, 18]
type = ScreenBound
trigger1 = 1
value = 0

[State 3001, 19]
type = PosAdd
trigger1 = AnimElem = 5 && FrontEdgeDist < 40
x = -60*const(size.xscale)

[State 3001, 20]
type = PlaySnd
trigger1 = AnimElem = 8 || AnimElem = 14 || AnimElem = 20 || AnimElem = 26 || AnimElem = 32
value = F0,0 

[State 3001, 21]
type = PlaySnd
trigger1 = AnimElem = 38 || AnimElem = 44 || AnimElem = 50 || AnimElem = 56 || AnimElem = 62 || AnimElem = 68
value = F0,1 

[State 3001, 22]
type = PlaySnd
trigger1 = AnimElem = 73
value = F0,4

[State 3001, 23]
type = PlaySnd
trigger1 = AnimElem = 79
value = S1000,1

[State 3001, 24]
type = PlaySnd
trigger1 = AnimElem = 83
value = S1000,2

[State 3001, 25]
type = PlaySnd
triggerall = NumTarget
trigger1 = target,StateNo = 3007 && target,Time = 1
value = F5,3

[State 3001, 26]
type = PlaySnd
triggerall = NumTarget
trigger1 = target,StateNo = 3007 && target,Time = 1
value = F7,2

[State 3001, 27]
type = Explod
triggerall = NumTarget
trigger1 = target,StateNo = 3007 && target,Time = 1
anim = 6001 
ID = 3001
pos = 0,ceil(-32*const(size.yscale))
postype = p2
facing = -1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 3001, 28]
type = HitAdd
triggerall = NumTarget
trigger1 = target,StateNo = 3007 && target,Time = 1
value = 1

[State 3001, 29]
type = TargetLifeAdd
triggerall = NumTarget
trigger1 = target,StateNo = 3007 && target,Time = 1
value = ceil(-130*FVar(20))
kill = 0

[State 3001, 30]
type = ChangeState
triggerall = NumTarget && Time >= 281
trigger1 = abs(Pos X - target, Pos X) < 45
value = 3002
;---------------------------------------------------------------------------
;Orbital Toss (Grab)
[Statedef 3002]
type    = S
movetype= A
physics = S
anim = 3002
ctrl = 0
sprpriority = 3

[State 3002, 1]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
physics = N

[State 3002, 2]
type = VelSet
trigger1 = AnimElem = 2
x = 2.1*const(size.xscale)
y = -8.1*const(size.yscale)

[State 3002, 3]
type = Gravity
trigger1 = AnimElemTime(2) >= 0

[State 3002, 4]
type = PlaySnd
trigger1 = !Time
value = S1003,0

[State 3002, 5]
type = ChangeState
triggerall = NumTarget && AnimElemTime(2)
trigger1 = abs(Pos X - target, Pos X) < 45 && abs(Pos Y - target, Pos Y) < 40
value = 3003

[State 3002, 6]
type = ChangeState
trigger1 = AnimElemTime(2) > 0 && Vel Y > 0 && Pos Y > -Vel Y
value = 1007
;---------------------------------------------------------------------------
;Orbital Toss (Grab)
[Statedef 3003]
type    = A
movetype= A
physics = N
velset = 1.2*const(size.xscale), -8.5*const(size.yscale)
anim = 3003
ctrl = 0
sprpriority = 2

[State 3003, 1]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(2) < 0
pos = 18*const(size.xscale), -70*const(size.yscale)

[State 3003, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 9*const(size.xscale)
y = -26*const(size.yscale)

[State 3003, 3]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
pos = -12*const(size.xscale),-28*const(size.yscale)

[State 3003, 4]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0
pos = -21*const(size.xscale),-10*const(size.yscale)

[State 3003, 6]
type = VelAdd
trigger1 = 1
y = .6*const(size.yscale)

[State 3003, 7]
type = TargetState
triggerall = NumTarget
trigger1 = !Time
value = 3008

[State 3003, 8]
type = SprPriority
trigger1 = AnimElem = 2
value = -3

[State 3003, 9]
type = PlaySnd
trigger1 = !Time
value = F720,0

[State 3003, 10]
type = Explod
trigger1 = !Time
anim = 3020
ID = 3000
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 3003, 11]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -6
value = 3004
;---------------------------------------------------------------------------
;Orbital Toss (Grab)
[Statedef 3004]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 3004
ctrl = 0
sprpriority = -2

[State 3004, 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = -21*const(size.xscale),-10*const(size.yscale)

[State 3004, 2]
type = TargetState
triggerall = NumTarget
trigger1 = AnimElem = 1
value = 3009

[State 3004, 3]
type = VelSet
trigger1 = AnimElem = 2
x = 2.1*const(size.xscale)
y = -4.3*const(size.yscale)

[State 3004, 4]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = .44*const(size.yscale)

[State 3004, 5]
type = PlaySnd
trigger1 = !Time
value = S1020,0

[State 3004, 6]
type = EnvShake
trigger1 = !Time
time = 18
freq = 90
ampl = -15

[State 3004, 7]
type = PlaySnd
trigger1 = !Time
value = F5,3

[State 3004, 8]
type = Explod
trigger1 = !Time
anim = 6001 
ID = 3001
pos = -21,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 3004, 9]
type = TargetLifeAdd
trigger1 = !Time
value = -200
kill = 1

[State 3004, 10]
type = VarAdd
trigger1 = !Time
fvar(21) = -0.2
ignorehitpause = 1
persistent = 0

[State 3004, 11]
type = VarSet
triggerall = NumTarget && RoundState = 3
trigger1 = WinKO
var(28) = 300
ignorehitpause = 1

[State 3004, 12]
type = RemoveExplod
trigger1 = AnimElem = 2
id = 3000

[State 3004, 13]
type = RemoveExplod
trigger1 = AnimElem = 3
id = 8030

[State 3004, 14]
type = VarSet
trigger1 = !Time
var(5) = 10

[State 3004, 15]
type = ChangeState
trigger1 = AnimElemTime(2) >= 0 && Vel Y > 0 && Pos Y > -Vel Y
value = 1007
;---------------------------------------------------------------------------
;Caught in Orbital Swing
[Statedef 3005]
type    = A
movetype= H
physics = N
poweradd = 200
velset = 0,0
ctrl = 0
sprpriority = -2

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

[State 3005, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 3005, 3]
type = AngleDraw
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
value = 90

[State 3005, 4]
type = SelfState
trigger1 = !gethitvar(isbound) && Time < 5
value = 5050

[State 3005, 5]
type = ChangeState
trigger1 = AnimElem = 4
value = 3006
;---------------------------------------------------------------------------
;Caught in Orbital Swing
[Statedef 3006]
type    = A
movetype= H
physics = N
velset = -17.9, -4.3
ctrl = 0
sprpriority = -2

[State 3006, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 3006, 2]
type = VelAdd
trigger1 = 1
y = .44

[State 3005, 3]
type = ChangeState
trigger1 = BackEdgeDist < 10
value = 3007
;---------------------------------------------------------------------------
;Caught in Orbital Swing
[Statedef 3007]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -2

[State 3007, 1]
type = ChangeAnim2
trigger1 = !Time
value = 3007

[State 3007, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 3007, 3]
type = VelSet
trigger1 = AnimElem = 17
x = .6
y = -7.6

[State 3007, 4]
type = VelAdd
trigger1 = AnimElemTime(17) >= 0
y = .44

[State 3007, 5]
type = EnvShake
trigger1 = !Time
time = 5
freq = 60
ampl = -4

;---------------------------------------------------------------------------
;Caught in Orbital Swing
[Statedef 3008]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -2

[State 3008, 1]
type = ChangeAnim2
trigger1 = !Time
value = 3008
;---------------------------------------------------------------------------
;Caught in Orbital Swing
[Statedef 3009]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -2

[State 3009, 1]
type = ChangeAnim2
trigger1 = !Time
value = 3009

[State 3009, 2]
type = VelSet
trigger1 = AnimElem = 2
x = 4
y = -2.5

[State 3009, 3]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = .44

[State 3009, 4]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 728
;---------------------------------------------------------------------------
;Meteor Crash
[Statedef 3050]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 3050
ctrl = 0
sprpriority = 2

[State 3050, 1]
type = SuperPause
trigger1 = !Time
anim = -1
time = 32
sound = F8020, 0
darken = 0
poweradd = -1000
movetime = 1

[State 3050, 2]
type = Helper
trigger1 = !Time
name = "Super Helper"
ID = 6002
stateno = 6002
pos = ceil(2*const(size.xscale)),ceil(-45*const(size.yscale))
postype = p1

[State 3050, 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 3050, 4]
type = HitDef
trigger1 = P2StateType != L && !MoveContact && !MoveReversed ;Var(5) < 10 && 
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = Hard
priority = 4,Hit
getpower = 0,0
givepower = 200,100
damage = ceil(258*Fvar(20)),62
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-13*const(size.yscale))
hitsound = F5,4
guardsound = F6,0
ground.type = High
ground.slidetime = 16
ground.hittime = 21
guard.hittime = 3
ground.velocity = -6.5*const(size.xscale),-3.9*const(size.yscale)
air.type = High
air.hittime = 35
air.velocity = -5.6*const(size.xscale), -4.2*const(size.yscale)
yaccel = .35*const(size.yscale)
fall = 1
fall.recover = 0
fall.recovertime = 1
id = 3000
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 3050, 4]
type = HitDef
trigger1 = Var(5) < 10 && P2StateType = L && !MoveContact && !MoveReversed
attr = A,HA
hitflag = FD
guardflag = MA
animtype = Hard
priority = 4,Hit
getpower = 0,0
givepower = 200,100
damage = ceil(180*Fvar(20)),37
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-13*const(size.yscale))
hitsound = F5,4
guardsound = F6,0
ground.type = High
ground.slidetime = 18
ground.hittime = 21
guard.hittime = 18
ground.velocity = -8.5*const(size.xscale),-3.9*const(size.yscale)
air.type = High
air.hittime = 35
air.velocity = -5.6*const(size.xscale), -4.2*const(size.yscale)
yaccel = .35*const(size.yscale)
fall = 1
fall.recover = 0
fall.recovertime = 1
id = 3000
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 3050, 5]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.2
ignorehitpause = 1
persistent = 0

[State 3050, 6]
type = NotHitBy
trigger1 = AnimElemTime(3) >= 0
value = SCA
time = 1

[State 3050, 7]
type = VelSet
trigger1 = AnimElem = 3
x = 11*const(size.xscale)
y = 4*const(size.yscale)

[State 3050, 8]
type = VelAdd
trigger1 = AnimElemTime(3) > 0
x = .44
y = .44

[State 3050, 9]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 2 && TeamSide = 1
anim = 8043
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, 10]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 2 && TeamSide = 2
anim = 8043
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 3050, 11]
type = PlaySnd
trigger1 = AnimElem = 3
value = S3050,0

[State 3052,  12]
type = Null
trigger1 = NumTarget && MoveHit && HitPauseTime
var(5) = 10
ignorehitpause = 1

[State 3000, 13]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 3051
;---------------------------------------------------------------------------
;Meteor Crash
[Statedef 3051]
type    = A
movetype= I
physics = N
velset = 6*const(size.xscale),-5.5*const(size.yscale)
anim = 3051
ctrl = 0
sprpriority = 2

[State 3051, 1]
type = PlaySnd
trigger1 = !Time
value = F7,2

[State 3051, 2]
type = VelAdd
trigger1 = 1
y = .44*const(size.yscale)

[State 3051, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 3052
;---------------------------------------------------------------------------
;Meteor Crash
[Statedef 3052]
type    = S
movetype= I
physics = S
anim = 3052
ctrl = 0
sprpriority = 2

[State 3052, 1]
type = PosSet
trigger1 = !Time
y = 0

[State 3052, 2]
type = VelSet
trigger1 = !Time
y = 0

[State 3052, 3]
type = RemoveExplod
trigger1 = !Time
id = 8030

[State 3052, 4]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Comet Tackle
[Statedef 3100]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 3100
ctrl = 0
sprpriority = 2

[State 3100, 1]
type = SuperPause
trigger1 = !Time
anim = -1
time = 32
sound = F8020, 0
darken = 0
poweradd = -1000

[State 3100, 2]
type = Helper
trigger1 = !Time
name = "Super Helper"
ID = 6002
stateno = 6002
pos = ceil(2*const(size.xscale)),ceil(-45*const(size.yscale))
postype = p1

[State 3100, 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 3100, 4]
type = HitDef
trigger1 = !Time ;var(5) < 10 && 
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = Hard
getpower = 0,0
givepower = 60, 30
priority = 4,Hit
damage = ceil(40*Fvar(20)),10
pausetime = 12,12
sparkno = S6001
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)
fall = 0
air.fall = 0
fall.recover = 0
forcenofall = 1
id = 1001
chainID = -1
nochainID = -1
hitonce = 0
kill = 0
guard.kill = 1
fall.kill = 1
numhits = 1

[State 3100, 5]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.2
ignorehitpause = 1
persistent = 0

[State 3100, 6]
type = NotHitBy
trigger1 = Time < 20
value = SCA
time = 1

[State 3100, 7]
type = AssertSpecial
trigger1 = Time < 20 && Time && (GameTime % 2) = 0
flag = invisible

[State 3100, 8]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A

[State 3100, 9]
type = VelSet
trigger1 = AnimElem = 3
x = 8.2*const(size.xscale)

[State 3100, 10]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 1 && TeamSide = 1
anim = 8044
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 3100, 11]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 1 && TeamSide = 2
anim = 8044
ID = 8030
pos = 231,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 65
scale = 1,1
sprpriority = -1
ownpal = 1
removeongethit = 1

[State 3100, 12]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1002,0

[State 3100, 13]
type = ChangeState
triggerall = NumTarget && MoveGuarded
trigger1 = HitPauseTime
value = 3102
ignorehitpause = 1

[State 3100, 14]
type = ChangeState
triggerall = NumTarget && MoveHit
trigger1 = HitPauseTime
value = 3103
ignorehitpause = 1

[State 3100, 15]
type = ChangeState
trigger1 = Time = 30
value = 3101

;---------------------------------------------------------------------------
;Comet Tackle
[Statedef 3101]
type    = A
movetype= I
physics = N
velset = 6*const(size.xscale),0
anim = 3101
ctrl = 0
sprpriority = 2
hitcountpersist = 1

[State 3101, 1]
type = VelMul
trigger1 = Vel X > 0
x = .85

[State 3101, 2]
type = VelSet
trigger1 = Vel X < 0
x = 0 

[State 3101, 3]
type = RemoveExplod
trigger1 = !Time
id = 8030

[State 3101, 4]
type = ChangeState
trigger1 = Time = 20
value = 1007
;---------------------------------------------------------------------------
;Comet Tackle
[Statedef 3102]
type    = A
movetype= I
physics = N
velset = -0.7*const(size.xscale),-5.6*const(size.yscale)
anim = 3101
ctrl = 0
sprpriority = 2
hitcountpersist = 1

[State 3102, 1]
type = RemoveExplod
trigger1 = !Time
id = 8030

[State 3102, 2]
type = VelAdd
trigger1 = 1
y = .35*const(size.yscale)

[State 3102, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 1007
;---------------------------------------------------------------------------
;Comet Tackle
[Statedef 3103]
type    = A
movetype= A
physics = N
anim = 3103
ctrl = 0
sprpriority = 2
hitcountpersist = 1

[State 3103, 1]
type = TargetState
triggerall = NumTarget
trigger1 = !Time
value = 3106

[State 3103, 2]
type = TargetBind
trigger1 = NumTarget
time = 1
id = -1
pos = 24*const(size.xscale),0

[State 0, ChangeState]
type = ChangeState
trigger1 = FrontEdgeDist < 24
value = 3104
;---------------------------------------------------------------------------
;Comet Tackle
[Statedef 3104]
type    = A
movetype= A
physics = N
anim = 3104
velset = 0,0
ctrl = 0
sprpriority = 2
hitcountpersist = 1

[State 3104, 1]
type = TargetState
triggerall = NumTarget
trigger1 = !Time
value = 3107

[State 3104, 2]
type = TargetBind
triggerall = NumTarget
trigger1 = !Time
time = 1
pos = 20*const(size.xscale)

[State 3104, 3]
type = VelSet
trigger1 = AnimElem = 2
x = -0.6*const(size.xscale)
y = -4.9*const(size.yscale)

[State 3104, 4]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = .44*const(size.yscale)

[State 3104, 5]
type = TargetLifeAdd
triggerall = NumTarget
trigger1 = !Time
value = -50
ID = -1
kill = 0

[State 3104, 6]
type = PlaySnd
triggerall = NumTarget
trigger1 = !Time
value = F5,3

[State 3104, 7]
type = PlaySnd
triggerall = NumTarget
trigger1 = !Time
value = F7,2

[State 3104, 8]
type = Explod
triggerall = NumTarget
trigger1 = !Time
anim = 6001 
ID = 3001
pos = -12,-32
postype = p2
facing = -1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 3104, 9]
type = HitAdd
triggerall = NumTarget
trigger1 = !Time
value = 1

[State 3104, 10]
type = EnvShake
trigger1 = !Time
time = 18
freq = 90
ampl = -15

[State 3104, 11]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 3105

;---------------------------------------------------------------------------
;Comet Tackle
[Statedef 3105]
type    = S
movetype= A
physics = N
anim = 3105
velset = 0,0
ctrl = 0
sprpriority = 2
hitcountpersist = 1

[State 3105, 1]
type = PosSet
trigger1 = !Time
y = 0

[State 3105, 2]
type = HitDef
trigger1 = AnimElem = 5 || AnimElem = 16
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Light
priority = 4,Hit
damage = ceil(20*Fvar(20)),5
pausetime = 4 ,4
sparkno = S6000
guard.sparkno = -1
sparkxy = -9, ceil(-49*const(size.yscale))
hitsound = F5,1
guardsound = F6,0
ground.type = High
ground.slidetime = 8
guard.slidetime = 6
ground.hittime = 100
guard.hittime = 10
ground.velocity = 0
air.type = High
air.hittime = 100
air.velocity = 0,0
id = 200
chainID = -1
nochainID = -1
hitonce = 0
kill = 0
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 0,0
givepower = 15,7

[State 3105, 3]
type = HitDef
trigger1 = AnimElem = 10
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Light
priority = 4,Hit
damage = ceil(20*Fvar(20)),5
pausetime = 6,6
sparkno = S6000
guard.sparkno = -1
sparkxy = -9, ceil(-9*const(size.yscale))
hitsound = F5,2
guardsound = F6,0
ground.type = Low
ground.slidetime = 11
guard.slidetime = 9
ground.hittime = 100
guard.hittime = 10
ground.velocity = 0
air.type = High
air.hittime = 100
air.velocity = 0,0
id = 230
chainID = -1
nochainID = -1
hitonce = 0
kill = 0
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 0,0
givepower = 15,8

[State 3105, 4]
type = HitDef
trigger1 = AnimElem = 23
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Medium
priority = 4,Hit
damage = ceil(30*Fvar(20)),7
pausetime = 7,7
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,-39*floor(const(size.yscale))
hitsound = F5,3
guardsound = F6,0
ground.type = Low
ground.slidetime = 11
guard.slidetime = 9
ground.hittime = 100
guard.hittime = 10
ground.velocity = 0
air.type = High
air.hittime = 100
air.velocity = 0,0
fall = 0
fall.recover = 0
id = 240
chainID = -1
nochainID = -1
kill = 0
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 0,0
givepower = 30,15

[State 3105, 5]
type = HitDef
trigger1 = AnimElem = 32
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Medium
priority = 4,Hit
damage = ceil(20*Fvar(20)),5
pausetime = 7,7
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,-55*floor(const(size.yscale))
hitsound = F5,2
guardsound = F6,0
ground.type = Low
ground.slidetime = 11
guard.slidetime = 9
ground.hittime = 100
guard.hittime = 10
ground.velocity = 0
air.type = High
air.hittime = 100
air.velocity = 0,0
id = 210
chainID = -1
nochainID = -1
hitonce = 0
kill = 0
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 0,0
givepower = 20,10

[State 3105, 6]
type = HitDef
trigger1 = AnimElem = 40
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = Hard
getpower = 0,0
givepower = 85, 30
priority = 4,Hit
damage = ceil(50*Fvar(20)),12
pausetime = 12,12
sparkno = S6000
guard.sparkno = -1
sparkxy = -7,-41*floor(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 = -1.1*const(size.xscale), -7.8*const(size.yscale)
air.type = High
air.hittime = 30
air.velocity = -1.3*const(size.xscale), -7.8*const(size.yscale)
yaccel = .35*const(size.yscale)
fall = 1
fall.recover = 0
id = 1001
chainID = -1
nochainID = -1
hitonce = 0
kill = 0
guard.kill = 1
fall.kill = 1
numhits = 1

[State 3105, 7]
type = VelSet
trigger1 = AnimElem = 39
x = .6*const(size.xscale)
y = -7.2*const(size.yscale)

[State 3105, 8]
type = VelAdd
trigger1 = AnimElemTime(40) >= 0 &&  AnimElemTime(42) < 0
y = .35*const(size.yscale)

[State 3105, 9]
type = PosAdd
trigger1 = AnimElem = 39 || AnimElem = 41
x = (6-(12*AnimElem = 41))*const(size.xscale)

[State 3105, 10]
type = VelSet
trigger1 = AnimElem = 42
x = -4.3*const(size.xscale)
y = -2*const(size.yscale)

[State 3105, 11]
type = HitDef
trigger1 = AnimElem = 42
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = Hard
getpower = 0,0
givepower = 85, 30
priority = 4,Hit
damage = ceil(50*Fvar(20)),12
pausetime = 12,12
sparkno = S6000
guard.sparkno = -1
sparkxy = -7,-41*floor(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 = -1.1*const(size.xscale), 0
air.type = High
air.hittime = 30
air.velocity = -.9*const(size.xscale), 0
yaccel = .35*const(size.yscale)
fall = 1
fall.recover = 0
fall.recovertime = 1
id = 1001
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 3105, 12]
type = VelAdd
trigger1 = AnimElemTime(42) >= 0
y = .44*const(size.yscale)

[State 3105, 13]
type = RemoveExplod
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
id = 8030

[State 3105, 14]
type = PlaySnd
trigger1 = AnimElem = 39
value = S1003,0

[State 3105, 15]
type = PlaySnd
trigger1 = AnimElem = 42
value = S1050,0

[State 3105, 16]
type = Null
trigger1 = !Time
var(5) = 10

[State 3105, 17]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 1007
;---------------------------------------------------------------------------
;Hit By Comet Tackle
[Statedef 3106]
type    = S
movetype= H
physics = N
ctrl = 0
sprpriority = 2

[State 3106, 1]
type = ChangeAnim2
trigger1 = !Time
value = 3106

[State 3106, 2]
type = HitFallSet
trigger1 = !Time
value = 0

;---------------------------------------------------------------------------
;Hit By Comet Tackle
[Statedef 3107]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3106, 1]
type = ChangeAnim2
trigger1 = !Time
value = 3107
;---------------------------------------------------------------------------
;Lift-Off
[Statedef 4000]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 4000
ctrl = 0
sprpriority = 2

[State 4000, 1]
type = SuperPause
trigger1 = !Time
anim = -1
time = 40
sound = F8020, 1
darken = 0
poweradd = -3000
movetime = 10

[State 4000, 2]
type = Helper
trigger1 = !Time
name = "Super Helper"
ID = 6002
stateno = 6002
pos = 6,-39*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,HT
hitflag = M
guardflag = M
animtype = Medium
priority = 4,Hit
getpower = 0,0
damage = 0,0
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
hitsound = F720,0
guardsound = F6,0
ground.type = Low
ground.slidetime = 25
guard.hittime = 30
ground.velocity = -9.4*const(size.xscale)
fall = 1
fall.recover = 0
id = 1050
chainID = -1
nochainID = -1
hitonce = 0
kill = 0
guard.kill = 1
fall.kill = 1
numhits = 1
p1stateno = 4001

[State 4000, 7]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 14 && TeamSide = 1
anim = 8045
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, 8]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 14 && TeamSide = 2
anim = 8045
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, 9]
type = VelSet
trigger1 = AnimElem = 3
x = 16.2*const(size.xscale)

[State 4000, l0]
type = VelMul
trigger1 = AnimElemTime (3) >= 0 && AnimElemTime(6) < 0
x = .9

[State 4000, 11]
type = VelSet
trigger1 = AnimElem = 6
x = 0

[State 4000, 12]
type = NotHitBy
trigger1 = Time < 25
value = SCA
time = 1

[State 4000, 13]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 4000, 14]
type = StateTypeSet
trigger1 = AnimElemTime(6) = 0
movetype = I

[State 4000, 15]
type = AssertSpecial
trigger1 = Time <= 25 && Time > 10 && !(GameTime % 2)
flag = invisible
ignorehitpause = 1

[State 4000, 16]
type = PlaySnd
trigger1 = AnimElem = 3
value = F0,4

[State 4000, 17]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Lift-Off (Toss)
[Statedef 4001]
type    = S
movetype= A
physics = S
anim = 4001
ctrl = 0
sprpriority = 2

[State 4001, 1]
type = TargetState
trigger1 = NumTarget && !Time
value = 4006

[State 4001, 2]
type = VarAdd
trigger1 = !Time && FVar(21) > .3
fvar(21) = -0.2
ignorehitpause = 1
persistent = 0

[State 4001, 3]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(3) < 0
pos = 27*const(size.xscale),0

[State 4001, 4]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos = 23*const(size.xscale),0

[State 4001, 5]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
pos = 19*const(size.xscale),0

[State 4001, 6]
type = TargetBind
trigger1 = AnimElem = 5
pos = 1*const(size.xscale),-34*const(size.yscale)

[State 4001, 7]
type = TargetVelSet
trigger1 = AnimElemTime(5) = 1
x = 0
y = -16*const(size.yscale)

[State 4001, 8]
type = SprPriority
trigger1 = AnimElem = 4
value =  -3

[State 4001, 9]
type = VelAdd
trigger1 = AnimElemTime(11) >= 0
y = -.35*const(size.yscale)

[State 4001, 10]
type = AllPalFX
trigger1 = Time = 150 && ((TeamMode != Simul && enemy,TeamMode != Simul) || AuthorName != "KingPepe")
time = 5
add = 64,64,64

[State 4001, 11]
type = AllPalFX
trigger1 = Time = 155 && ((TeamMode != Simul && enemy,TeamMode != Simul) || AuthorName != "KingPepe")
time = 5
add = 128,128,128

[State 4001, 12]
type = AllPalFX
trigger1 = Time = 160 && ((TeamMode != Simul && enemy,TeamMode != Simul) || AuthorName != "KingPepe")
time = 25
add = 256,256,256

[State 4001, 13]
type = BGPalFX
trigger1 = Time = 150 && ((TeamMode != Simul && enemy,TeamMode != Simul) || AuthorName != "KingPepe")
time = 5
add = 64,64,64

[State 4001, 14]
type = BGPalFX
trigger1 = Time = 155 && ((TeamMode != Simul && enemy,TeamMode != Simul) || AuthorName != "KingPepe")
time = 5
add = 128,128,128

[State 4001, 15]
type = BGPalFX
trigger1 = Time = 160 && ((TeamMode != Simul && enemy,TeamMode != Simul) || AuthorName != "KingPepe")
time = 25
add = 256,256,256

[State 4001, 16]
type = ScreenBound
trigger1 = 1
value = ((TeamMode != Simul && enemy,TeamMode != Simul) || AuthorName != "KingPepe")

[State 4001, 17]
type = PlaySnd
trigger1 = AnimElem = 5
value = F0,2

[State 4001, 18]
type = PlaySnd
trigger1 = AnimElem = 11
value = S4000,0

[State 4001, 19]
type = ChangeState
trigger1 = Time = 185 && ((TeamMode != Simul && enemy,TeamMode != Simul) || AuthorName != "KingPepe")
value = 4002

[State 4001, 20]
type = ChangeState
trigger1 = Time = 185 && (TeamMode = Simul || enemy,TeamMode = Simul) && AuthorName = "KingPepe"
value = 4022
;---------------------------------------------------------------------------
;Lift-Off (PING PONG)
[Statedef 4002]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 1
ctrl = 0
sprpriority = 2

[State 0, TargetFacing]
type = TargetFacing
triggerall = NumTarget
trigger1 = Facing = target,Facing
value = Facing*-1
ID = -1

[State 4002, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 4002, 2]
type = Explod
trigger1 = !Time
anim = 4025
ID = 4025
pos = 0,0
postype = left
removetime = -2
pausemovetime = -1
scale = 1,1
sprpriority = -10
ownpal = 1

[State 4002, 3]
type = AllPalFX
trigger1 = !Time
time = 5
add = 128,128,128

[State 4002, 4]
type = AllPalFX
trigger1 = Time = 5
time = 5
add = 64,64,64

[State 4002, 5]
type = AssertSpecial
trigger1 = 1 
flag = invisible
flag2 = nobardisplay
flag3 = nomusic

[State 4002, 6]
type = TargetState
triggerall = NumTarget
trigger1 = !Time
value = 4007

[State 4002, 7]
type = VarSet
trigger1 = 1
var(30) = 1
ignorehitpause = 1

[State 4002, 8]
type = RemoveExplod
trigger1 = !Time
id = 8030

[State 4002, 9]
type = PosAdd
trigger1 = Time = 1
y = ((ScreenPos Y - 120) * -1) - const(size.mid.pos.y)

[State 4002, 10]
type = PosSet
trigger1 = Time = 1
x = 0

[State 4002, 11]
type = PlaySnd
trigger1 = Time = 50 || Time = 85 || Time = 130 || Time = 162 || Time = 186 || Time = 210 || Time = 233 || Time = 249 || Time = 270 || Time = 288 || Time = 310
value = F5,3

[State 4002, 12]
type = TargetState
triggerall = NumTarget
trigger1 = Time = 50 || Time = 85 || Time = 130 || Time = 162 || Time = 186 || Time = 210 || Time = 233 || Time = 249 || Time = 270 || Time = 288 || Time = 310
value = 4008+(1*Time = 85 || Time = 162 || Time = 210 || Time = 270 || Time = 310)

[State 4002, 13]
type = Explod
trigger1 = Time = 30
anim = 4020
ID = 4020
pos = 0,ceil(400*const(size.yscale))
postype = p1
vel = 0,-15*const(size.yscale)
accel = 0,-.35*const(size.yscale)
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1

[State 4002, 14]
type = Explod
trigger1 = Time = 50
anim = 6001
ID = 4020
pos = 0,-40
postype = p2
facing = -1
removetime = -2
scale = 1,1
sprpriority = 4
ownpal = 1

[State 4002, 15]
type = TargetVelSet
triggerall = NumTarget
trigger1 = Time = 51
x = -8.2*const(size.xscale)
y = -7.4*const(size.yscale)

[State 4002, 16]
type = TargetVelAdd
triggerall = NumTarget
trigger1 = Time >= 50 && Time < 85 && target,Vel X < -1 && target,Vel Y < -1
x = .3*const(size.xscale)
y = .3*const(size.yscale)

[State 4002, 17]
type = Explod
trigger1 = Time = 75
anim = 4021
ID = 4021
pos = ceil(320*const(size.xscale)),ceil(-200*const(size.yscale))
postype = p1
facing = -1
vel = -14*const(size.xscale),6*const(size.yscale)
accel = 0,0
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1

[State 4002, 18]
type = Explod
trigger1 = Time = 85
anim = 6001
ID = 4020
pos = -10,-50
postype = p2
facing = -1
removetime = -2
scale = 1,1
sprpriority = 4
ownpal = 1

[State 4002, 19]
type = TargetVelSet
triggerall = NumTarget
trigger1 = Time = 86
x = 11.6*const(size.xscale)
y = 9.8*const(size.yscale)

[State 4002, 20]
type = TargetVelAdd
triggerall = NumTarget
trigger1 = Time >= 86 && Time < 140 && target,Vel X > 1 && target,Vel Y > 1
x = -.3*const(size.xscale)
y = -.3*const(size.yscale)

[State 4002, 21]
type = Explod
trigger1 = Time = 120
anim = 4022
ID = 4022
pos = ceil(-320*const(size.xscale)),ceil(100*const(size.yscale))
postype = p1
vel = 16*const(size.xscale),0
accel = 0,0
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1

[State 4002, 22]
type = Explod
trigger1 = Time = 130
anim = 6001
ID = 4020
pos = 0,-10
postype = p2
facing = -1
removetime = -2
scale = 1,1
sprpriority = 4
ownpal = 1

[State 4002, 23]
type = TargetVelSet
triggerall = NumTarget
trigger1 = Time = 131
x = -7*const(size.xscale)

[State 4002, 24]
type = TargetVelAdd
triggerall = NumTarget
trigger1 = Time >= 130 && Time < 162 && target,Vel X < -1 && target,Vel Y < -1
x = .3*const(size.xscale)

[State 4002, 25]
type = Explod
trigger1 = Time = 150
anim = 4023
ID = 4023
pos = ceil(320*const(size.xscale)),ceil(140*const(size.yscale))
postype = p1
facing = -1
vel = -18*const(size.xscale),-8*const(size.yscale)
accel = 0,0
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1

[State 4002, 26]
type = Explod
trigger1 = Time = 162
anim = 6001
ID = 4020
pos = -20,-30
postype = p2
facing = -1
removetime = -2
scale = 1,1
sprpriority = 4
ownpal = 1

[State 4002, 27]
type = TargetVelSet
triggerall = NumTarget
trigger1 = Time = 163
x = 11.6*const(size.xscale)
y = -9.8*const(size.yscale)

[State 4002, 28]
type = TargetVelAdd
triggerall = NumTarget
trigger1 = Time >= 162 && Time < 186 && target,Vel X > 1 && target,Vel Y < -1
x = -.3*const(size.xscale)
y = .3*const(size.yscale)

[State 4002, 29]
type = Explod
trigger1 = Time = 175
anim = 4022
ID = 4022
pos = ceil(-320*const(size.xscale)),ceil(-60*const(size.yscale))
postype = p1
facing = 1
vel = 20*const(size.xscale),0
accel = 0,0
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1

[State 4002, 30]
type = Explod
trigger1 = Time = 186
anim = 6001
ID = 4020
pos = -20,-30
postype = p2
facing = -1
removetime = -2
scale = 1,1
sprpriority = 4
ownpal = 1

[State 4002, 31]
type = TargetVelSet
triggerall = NumTarget
trigger1 = Time = 187
x = -7*const(size.xscale)

[State 4002, 32]
type = TargetVelAdd
triggerall = NumTarget
trigger1 = Time >= 186 && Time < 216 && target,Vel X > 1 && target,Vel Y < -1
x = -.3*const(size.xscale)
y = .3*const(size.yscale)

[State 4002, 33]
type = Explod
trigger1 = Time = 200
anim = 4021
ID = 4021
pos = ceil(320*const(size.xscale)),ceil(-200*const(size.yscale))
postype = p1
facing = -1
vel = -18*const(size.xscale),8*const(size.yscale)
accel = 0,0
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1

[State 4002, 34]
type = Explod
trigger1 = Time = 210
anim = 6001
ID = 4020
pos = -10,-50
postype = p2
facing = -1
removetime = -2
scale = 1,1
sprpriority = 4
ownpal = 1

[State 4002, 35]
type = TargetVelSet
triggerall = NumTarget
trigger1 = Time = 211
x = 11.6*const(size.xscale)
y = 9.8*const(size.yscale)

[State 4002, 36]
type = TargetVelAdd
triggerall = NumTarget
trigger1 = Time >= 210 && Time < 230 && target,Vel X > 1 && target,Vel Y > 1
x = -.3*const(size.xscale)
y = -.3*const(size.yscale)

[State 4002, 37]
type = Explod
trigger1 = Time = 220
anim = 4020
ID = 4020
pos = ceil(-120*const(size.xscale)),ceil(400*const(size.yscale))
postype = p1
vel = 0,-20*const(size.yscale)
accel = 0,-.35*const(size.yscale)
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1

[State 4002, 38]
type = Explod
trigger1 = Time = 233
anim = 6001
ID = 4020
pos = 0,-40
postype = p2
facing = -1
removetime = -2
scale = 1,1
sprpriority = 4
ownpal = 1

[State 4002, 39]
type = TargetVelSet
triggerall = NumTarget
trigger1 = Time = 234
y = -9.4*const(size.yscale)

[State 4002, 40]
type = TargetVelAdd
triggerall = NumTarget
trigger1 = Time >= 233 && Time < 249 && target,Vel X < -1 && target,Vel Y < -1
y = .3*const(size.yscale)

[State 4002, 41]
type = Explod
trigger1 = Time = 240
anim = 4021
ID = 4021
pos = ceil(-320*const(size.xscale)),ceil(-200*const(size.yscale))
postype = p1
facing = 1
vel = 22*const(size.xscale),10*const(size.yscale)
accel = 0,0
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1

[State 4002, 42]
type = Explod
trigger1 = Time = 249
anim = 6001
ID = 4020
pos = -10,-50
postype = p2
facing = -1
removetime = -2
scale = 1,1
sprpriority = 4
ownpal = 1

[State 4002, 43]
type = TargetVelSet
triggerall = NumTarget
trigger1 = Time = 250
x = -11.6*const(size.xscale)
y = 9.8*const(size.yscale)

[State 4002, 44]
type = TargetVelAdd
triggerall = NumTarget
trigger1 = Time >= 249 && Time < 270 && target,Vel X < -1 && target,Vel Y > 1
x = .3*const(size.xscale)
y = -.3*const(size.yscale)

[State 4002, 45]
type = Explod
trigger1 = Time = 260
anim = 4023
ID = 4023
pos = ceil(320*const(size.xscale)),ceil(140*const(size.yscale))
postype = p1
facing = -1
vel = -22*const(size.xscale),-10*const(size.yscale)
accel = 0,0
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1

[State 4002, 46]
type = Explod
trigger1 = Time = 270
anim = 6001
ID = 4020
pos = -20,-30
postype = p2
facing = -1
removetime = -2
scale = 1,1
sprpriority = 4
ownpal = 1

[State 4002, 47]
type = TargetVelSet
triggerall = NumTarget
trigger1 = Time = 271
x = 11.6*const(size.xscale)
y = -9.8*const(size.yscale)

[State 4002, 48]
type = TargetVelAdd
triggerall = NumTarget
trigger1 = Time >= 270 && Time < 288 && target,Vel X > 1 && target,Vel Y < -1
x = -.3*const(size.xscale)
y = .3*const(size.yscale)

[State 4002, 49]
type = Explod
trigger1 = Time = 280
anim = 4022
ID = 4022
pos = ceil(-320*const(size.xscale)),ceil(-60*const(size.yscale))
postype = p1
facing = 1
vel = 24*const(size.xscale),0
accel = 0,0
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1

[State 4002, 50]
type = Explod
trigger1 = Time = 288
anim = 6001
ID = 4020
pos = -14,-30
postype = p2
facing = -1
removetime = -2
scale = 1,1
sprpriority = 4
ownpal = 1

[State 4002, 51]
type = TargetVelSet
triggerall = NumTarget
trigger1 = Time = 289
x = -7*const(size.xscale)

[State 4002, 52]
type = TargetVelAdd
triggerall = NumTarget
trigger1 = Time >= 288 && Time < 310 && target,Vel X > 1 && target,Vel Y < -1
x = -.3*const(size.xscale)
y = .3*const(size.yscale)

[State 4002, 53]
type = Explod
trigger1 = Time = 300
anim = 4021
ID = 4021
pos = ceil(320*const(size.xscale)),ceil(-200*const(size.yscale))
postype = p1
facing = -1
vel = -22*const(size.xscale),ceil(10*const(size.yscale))
accel = 0,0
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1

[State 4002, 54]
type = Explod
trigger1 = Time = 310
anim = 6001
ID = 4020
pos = -10,-50
postype = p2
facing = -1
removetime = -2
scale = 1,1
sprpriority = 4
ownpal = 1

[State 4002, 55]
type = TargetVelSet
triggerall = NumTarget
trigger1 = Time = 311
x = 4.1*const(size.xscale)
y = 3.1*const(size.yscale)

[State 4002, 56]
type = TargetVelAdd
triggerall = NumTarget
trigger1 = Time >= 310 && target,Vel X > 1 && target,Vel Y > 1
x = -.5*const(size.xscale)
y = -.5*const(size.xscale)

[State 4002, 57]
type = HitAdd
trigger1 = Time = 55 || Time = 85 || Time = 130 || Time = 162 || Time = 186 || Time = 210 || Time = 233 || Time = 249 || Time = 270 || Time = 288 || Time = 310
value = 1

[State 4002, 58]
type = TargetLifeAdd
trigger1 = Time = 55 || Time = 85 || Time = 130 || Time = 162 || Time = 186 || Time = 210 || Time = 233 || Time = 249 || Time = 270 || Time = 288 || Time = 310
value = -30
kill = 0

[State 4002, 59]
type = PlaySnd
trigger1 = Time = 30 || Time = 75 || Time = 120 || Time = 150 || Time = 175 || Time = 200 || Time = 220 || Time = 240 || Time = 260 || Time = 280 || Time = 300
value = S3050,0 

[State 4002, 60]
type = ChangeState
trigger1 = Time = 330
value = 4003
;---------------------------------------------------------------------------
;Lift-Off (Leap)
[Statedef 4003]
type    = A
movetype= A
physics = N
velset = 0,-9*const(size.yscale)
anim = 4003
ctrl = 0
sprpriority = 2

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

[State 4003, 2]
type = AssertSpecial
trigger1 = 1 
flag = nobardisplay
flag2 = nomusic

[State 4003, 3]
type = PosSet
trigger1 = !Time
x = (-20*Facing)*const(size.xscale)
y = 200*const(size.yscale)

[State 4003, 4]
type = VelAdd
trigger1 = Time >= 26
y = .44*const(size.yscale)

[State 4003, 5]
type = TargetState
triggerall = NumTarget
trigger1 = Time = 26
value = 4010

[State 4003, 6]
type = TargetBind
trigger1 = Time >= 26 && AnimElemTime(2) < 0
pos = 18*const(size.xscale), -70*const(size.yscale)

[State 4003, 7]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
pos = 6*const(size.xscale), -64*const(size.yscale)

[State 4003, 7]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos = -26*const(size.xscale), -54*const(size.yscale)

[State 4003, 8]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0
pos = -50*const(size.xscale), -14*const(size.yscale)

[State 4003, 9]
type = Turn
trigger1 = AnimElem = 2

[State 4003, 10]
type = SprPriority
trigger1 = AnimElem = 3
value = -3

[State 4003, 11]
type = AllPalFX
trigger1 = Time = 80
time = 5
add = 64,64,64

[State 4003, 12]
type = AllPalFX
trigger1 = Time = 85
time = 5
add = 256,256,256

[State 4003, 13]
type = AllPalFX
trigger1 = Time = 90
time = 25
add = 256,256,256

[State 4003, 14]
type = PlaySnd
trigger1 = Time = 26
value = F720,0

[State 4003, 15]
type = PlaySnd
trigger1 = Time = 60
value = S4000,1
channel = 4

[State 4003, 16]
type = PlaySnd
trigger1 = !Time
value = S1003,0

[State 4003, 17]
type = Explod
trigger1 = AnimElem = 3
anim = 4026
ID = 4026
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = 2
ownpal = 1
removeongethit = 0

[State 4003, 18]
type = ChangeState
trigger1 = Time = 115
value = 4004
;---------------------------------------------------------------------------
;Lift-Off(BUSTER)
[Statedef 4004]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 2

[State 4004, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 4004, 2]
type = PosSet
trigger1 = !Time
x = 0
y = -700*const(size.yscale)

[State 4004, 3]
type = TargetBind
trigger1 = Anim = 4003 && AnimElemTime(4) >= 0
pos = -50*const(size.xscale), -14*const(size.yscale)

[State 4004, 4]
type = RemoveExplod
trigger1 = !Time
id = 4025

[State 4004, 5]
type = AllPalFX
trigger1 = !Time && PrevStateNo != 4023
time = 5
add = 128,128,128

[State 4004, 6]
type = AllPalFX
trigger1 = Time = 5 && PrevStateNo != 4023
time = 5
add = 64,64,64

[State 4004, 7]
type = VarSet
trigger1 = !Time
var(30) = 0

[State 4000, 8]
type = Explod
triggerall = !NumPartner
triggerall = !NumExplod(8030)
trigger1 = !Time && TeamSide = 1
anim = 8045
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, 9]
type = Explod
triggerall = !NumPartner
triggerall = !NumExplod(8030)
trigger1 = !Time && TeamSide = 2
anim = 8045
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 4004, 10]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 4005
;---------------------------------------------------------------------------
;Lift-Off (Land)
[Statedef 4005]
type    = S
movetype= A
physics = N
anim = 4005
velset = 0,0
ctrl = 0
sprpriority = -3

[State 4005, 1]
type = PosSet
trigger1 = !Time
y = 0

[State 4005, 2]
type = PlaySnd
trigger1 = !Time
value = S1020,0

[State 4005, 3]
type = PlaySnd
trigger1 = !Time
value = F5,4

[State 4005, 4]
type = Explod
trigger1 = !Time
anim = 6001
ID = 4020
pos = -20,0
postype = p2
facing = -1
removetime = -2
scale = 1,1
sprpriority = 4
ownpal = 1

[State 4005, 5]
type = EnvShake
trigger1 = !Time
time = 25
freq = 100
ampl = -30

[State 4005, 6]
type = PosAdd
trigger1 = AnimElem = 2 
x = -20*const(size.xscale)

[State 4005, 7]
type = TargetState
triggerall = NumTarget;()
trigger1 = !Time
value = 4011

[State 4005, 9]
type = StopSnd
trigger1 = !Time
channel = 4

[State 4005, 10]
type = HitAdd
trigger1 = !Time
value = 1

[State 4005, 11]
type = TargetLifeAdd
trigger1 = !Time
value = -200
kill = 1

[State 4005, 8]
type = VarSet
triggerall = RoundState = 3
trigger1 = WinKO
var(28) = 400
ignorehitpause = 1

[State 4005, 12]
type = RemoveExplod
trigger1 = !Time
id = 4026

[State 4003, 13]
type = Explod
trigger1 = !Time
anim = 4027
ID = 4027
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = 2
ownpal = 1
removeongethit = 0

[State 4005, 14]
type = RemoveExplod
trigger1 = AnimElem = 2
id = 4027

[State 4005, 15]
type = RemoveExplod
trigger1 = AnimElem = 3
id = 8030

[State 4005, 16]
type = VarSet
trigger1 = WinKO
var(4) = 1

[State 4005, 17]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Caught by Lift-Off
[Statedef 4006]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -2

[State 4005, 1]
type = ChangeAnim2
trigger1 = !Time
value = 4006

[State 4005, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 4005, 3]
type = VelSet
trigger1 = AnimElem = 2
y = -16
;---------------------------------------------------------------------------
;Caught by Lift-Off
[Statedef 4007]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -2

[State 4006, 1]
type = ChangeAnim2
trigger1 = !Time
value = 4007

[State 4006, 2]
type = PosAdd
trigger1 = Time = 1
y = ((ScreenPos Y - 120) * -1) - const(size.mid.pos.y)

[State 4006, 3]
type = PosSet
trigger1 = Time = 1
x = 0

[State 4006, 4]
type = VelAdd
trigger1 = 1
y = -.001

[State 4006, 5]
type = ScreenBound
trigger1 = 1
value = 0 
;---------------------------------------------------------------------------
;Caught by Lift-Off
[Statedef 4008]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -2

[State 4007, 1]
type = ChangeAnim2
trigger1 = !Time
value = 4008

[State 4007, 2]
type = ScreenBound
trigger1 = 1
value = 0 
;---------------------------------------------------------------------------
;Caught by Lift-Off
[Statedef 4009]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -2

[State 4008, 1]
type = ChangeAnim2
trigger1 = !Time
value = 4009

[State 4008, 2]
type = ScreenBound
trigger1 = 1
value = 0 
;---------------------------------------------------------------------------
;Caught by Lift-Off
[Statedef 4010]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -2

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

[State 4010, 2]
type = ScreenBound
trigger1 = 1
value = 0 
;---------------------------------------------------------------------------
;Caught by Lift-Off
[Statedef 4011]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -2

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

[State 4011, 2]
type = VelSet
trigger1 = AnimElem = 2
x = -4
y = -2.5

[State 4011, 3]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = .44

[State 4011, 4]
type = ChangeState
trigger1 = AnimElemTime(2) >= 0 && Vel Y > 0 && Pos Y > -Vel Y
value = 5760
;---------------------------------------------------------------------------
;Lift-Off (PING PONG)
[Statedef 4022]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 1
ctrl = 0
sprpriority = 2

[State 0, TargetFacing]
type = TargetFacing
triggerall = NumTarget
trigger1 = Facing = target,Facing
value = Facing*-1
ID = -1

[State 4002, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 4002, 5]
type = AssertSpecial
trigger1 = 1 
flag = invisible

[State 4002, 6]
type = TargetState
triggerall = NumTarget
trigger1 = !Time
value = 4027

[State 4002, 9]
type = PosAdd
trigger1 = Time = 1
y = 99999

[State 4002, 10]
type = PosSet
trigger1 = Time = 1
x = 0

[State 4002, 11]
type = PlaySnd
trigger1 = Time = 55 || Time = 85 || Time = 130 || Time = 162 || Time = 186 || Time = 210 || Time = 233 || Time = 249 || Time = 270 || Time = 288 || Time = 310
value = F5,3

[State 4002, 57]
type = HitAdd
trigger1 = Time = 55 || Time = 85 || Time = 130 || Time = 162 || Time = 186 || Time = 210 || Time = 233 || Time = 249 || Time = 270 || Time = 288 || Time = 310
value = 1

[State 4002, 58]
type = TargetLifeAdd
trigger1 = Time = 55 || Time = 85 || Time = 130 || Time = 162 || Time = 186 || Time = 210 || Time = 233 || Time = 249 || Time = 270 || Time = 288 || Time = 310
value = -30
kill = 0

[State 4002, 59]
type = PlaySnd
trigger1 = Time = 30 || Time = 75 || Time = 120 || Time = 150 || Time = 175 || Time = 200 || Time = 220 || Time = 240 || Time = 260 || Time = 280 || Time = 300
value = S3050,0 

[State 4002, 60]
type = ChangeState
trigger1 = Time = 330
value = 4023
;---------------------------------------------------------------------------
;Lift-Off (Leap)
[Statedef 4023]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 4003
ctrl = 0
sprpriority = 2

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

[State 4003, 2]
type = AssertSpecial
trigger1 = 1 
flag = invisible

[State 4003, 4]
type = VelAdd
trigger1 = Time >= 26
y = .44*const(size.yscale)

[State 4003, 5]
type = TargetState
triggerall = NumTarget
trigger1 = Time = 26
value = 4010

[State 4003, 6]
type = TargetBind
trigger1 = Time >= 26 && AnimElemTime(2) < 0
pos = 18*const(size.xscale), -70*const(size.yscale)

[State 4003, 7]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
pos = 6*const(size.xscale), -64*const(size.yscale)

[State 4003, 7]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos = -26*const(size.xscale), -54*const(size.yscale)

[State 4003, 8]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0
pos = -50*const(size.xscale), -14*const(size.yscale)

[State 4003, 9]
type = Turn
trigger1 = AnimElem = 2

[State 4003, 10]
type = SprPriority
trigger1 = AnimElem = 3
value = -3

[State 4003, 14]
type = PlaySnd
trigger1 = Time = 26
value = F720,0

[State 4003, 15]
type = PlaySnd
trigger1 = Time = 60
value = S4000,1
channel = 4

[State 4003, 16]
type = PlaySnd
trigger1 = !Time
value = S1003,0

[State 4003, 17]
type = Explod
trigger1 = AnimElem = 3
anim = 4026
ID = 4026
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = 2
ownpal = 1
removeongethit = 0

[State 4003, 18]
type = ChangeState
trigger1 = Time = 115
value = 4004
;---------------------------------------------------------------------------
;Caught by Lift-Off
[Statedef 4027]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -2

[State 4006, 1]
type = ChangeAnim2
trigger1 = !Time
value = 4007

[State 4006, 2]
type = PosAdd
trigger1 = Time = 1
y = 99999

[State 4006, 3]
type = PosSet
trigger1 = Time = 1
x = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 4006, 5]
type = ScreenBound
trigger1 = 1
value = 0 