;---------------------------------------------------------------------------
;Super Fire (Ground)
[Statedef 3000]
type    = S
movetype= I
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 = S8020, 0
darken = 0
poweradd = -1000
movetime = 32

[State 3000, 2]
type = Helper
trigger1 = !Time
name = "Super Helper"
ID = 6002
stateno = 6002
pos = ceil(-1*const(size.xscale)),ceil(-27*const(size.yscale))
postype = p1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[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 = Helper
trigger1 = AnimElem = 10
name = "Podoboo"
ID = 3000
stateno = 3001
pos = ceil(31*const(size.xscale)),ceil(-33*const(size.yscale))
postype = p1
facing = 1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 3000, 5]
type = Explod
trigger1 = AnimElem = 4
anim = 1001
ID = 3000
pos = ceil(22*const(size.xscale)),ceil(-37*const(size.yscale))
postype = p1
vel = 0,0
accel = 0,0
removetime = 26
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1
removeongethit = 1
supermovetime = 26

[State 3000, 6]
type = Explod
trigger1 = AnimElem = 10
anim = 6001
ID = 3000
pos = ceil(22*const(size.xscale)),ceil(-37*const(size.yscale))
postype = p1
removetime = -2
scale = 1,1
sprpriority = 2
ownpal = 1
removeongethit = 1
supermovetime = 26

[State 3000, 7]
type = VarAdd
trigger1 = AnimElem = 10
var(37) = 1

[State 3000, 8]
type = StateTypeSet
trigger1 = Time = 31
movetype = A

[State 3000, 9]
type = StateTypeSet
trigger1 = Time = 33
movetype = I

[State 3000, 10]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 33 && TeamSide = 1
anim = 8037
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 65
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 3000, 11]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 33 && TeamSide = 2
anim = 8037
ID = 8030
pos = 231,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 65
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 3000, 12]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1000,0

[State 3000, 13]
type = PlaySnd
trigger1 = AnimElem = 10
value = S1000,1
channel = 5

[State 3000, 14]
type = PlaySnd
trigger1 = AnimElem = 10
value = S3000,0
channel = 6

[State 3000, 15]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Super Fire (Ground)
[Statedef 3001]
type    = A
movetype= A
physics = N
anim = 3001
ctrl = 0
sprpriority = 3
hitcountpersist = 1

[State 3001, 1]
type = VarAdd
trigger1 = !Time
var(1) = 1

[State 3001, 2]
type = HitOverride
trigger1 = 1
attr = SCA,HP
stateno = IfElse(var(1) < 5, 3001,1002)
time = -1
ignorehitpause = 1

[State 3001, 3]
type = HitBy
trigger1 = 1
value = SCA,HP
time = 1

[State 3001, 4]
type = HitDef
trigger1 = 1
attr = S,HP
hitflag = MAF
guardflag = MA
getpower = 0,0
givepower = 40,20
animtype = Hard
priority = 3,Hit
getpower = 0,0
damage = ceil(50*root,Fvar(20)),12
pausetime = 4,8
sparkno = S6001
sparkxy = -9,0
hitsound = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 30
ground.velocity = -8*const(size.xscale),-1.1*const(size.yscale)
guard.velocity = -7.8
ground.cornerpush.veloff = 0
air.velocity = -4*const(size.xscale),-3.5*const(size.yscale)
yaccel = .35*const(size.yscale)
fall = 1
fall.recover = 0
fall.recovertime = 1
id = 3000
chainID = -1
nochainID = -1
numhits = 1

[State 3001, 6]
type = VelSet
trigger1 = 1 
x = IfElse(Var(1) > 1 && Time < 2,1,8*const(size.xscale))

[State 3001, 7]
type = ParentVarAdd
trigger1 = NumTarget && MoveHit && HitCount = 1 && root,Fvar(21) > .3
fvar(21) = -0.2
ignorehitpause = 1
persistent = 0

[State 3001, 8]
type = Null
triggerall = NumTarget && MoveHit
trigger1 = HitPauseTime = 1
var(2) = 1
ignorehitpause = 1

[State 3001, 9]
type = Null
triggerall = NumTarget && MoveHit
trigger1 = HitPauseTime = 1
var(5) = 10
ignorehitpause = 1

[State 3001, 10]
type = TargetState
triggerall = NumTarget && MoveHit
trigger1 = !(target,Time)
value = 5400
ignorehitpause = 1

[State 3001, 11]
type = VarAdd
triggerall = NumTarget && MoveHit
trigger1 = HitPauseTime = 1 
var(2) = 1
ignorehitpause = 1

[State 3001, 12]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 3001, 13]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y

[State 3001, 14]
type = ParentVarSet
triggerall = NumTarget && RoundState = 3
trigger1 = WinKO
var(28) = 300
ignorehitpause = 1

[State 3001, 15]
type = Null
triggerall = NumTarget && MoveHit && Var(7) < 150 && !NumHelper(7000) && !NumHelper(7050)
trigger1 = HitPauseTime = 1
var(7) = 5
ignorehitpause = 1

[State 3001, 16]
type = ChangeState
trigger1 = MoveContact
value = IfElse(Var(1) < 5, 3001,1002)

[State 3001, 17]
type = ChangeState
trigger1 = FrontEdgeDist < -40
value = 1003
;---------------------------------------------------------------------------
;Super Fire (Air)
[Statedef 3005]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 3005
ctrl = 0
sprpriority = 2

[State 3005, 1]
type = VarSet
trigger1 = !Time
fvar(11) = Vel Y

[State 3005, 2]
type = SuperPause
trigger1 = !Time
anim = -1
time = 32
sound = S8020, 0
darken = 0
poweradd = -1000
movetime = 32

[State 3005, 3]
type = Helper
trigger1 = !Time
name = "Super Helper"
ID = 6002
stateno = 6002
pos = ceil(-1*const(size.xscale)),ceil(-27*const(size.yscale))
postype = p1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 3000, 4]
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 3005, 5]
type = Helper
trigger1 = AnimElem = 10
name = "Podoboo"
ID = 3000
stateno = 3001
pos = ceil(31*const(size.xscale)),ceil(-33*const(size.yscale))
postype = p1
facing = 1
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 3005, 6]
type = Explod
trigger1 = AnimElem = 4
anim = 1001
ID = 3000
pos = ceil(24*const(size.xscale)),ceil(-37*const(size.yscale))
postype = p1  ;p2,front,back,left,right
removetime = 26
scale = const(size.xscale),const(size.yscale)
sprpriority = 2
ownpal = 1
removeongethit = 1
supermovetime = 26

[State 3005, 7]
type = Explod
trigger1 = AnimElem = 10
anim = 6001
ID = 3000
pos = ceil(24*const(size.xscale)),ceil(-37*const(size.yscale))
postype = p1  ;p2,front,back,left,right
removetime = -2
scale = 1,1
sprpriority = 2
ownpal = 1
removeongethit = 1
supermovetime = 26

[State 3005, 8]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1000,0

[State 3005, 9]
type = PlaySnd
trigger1 = AnimElem = 10
value = S1000,1
channel = 5

[State 3005, 10]
type = PlaySnd
trigger1 = AnimElem = 10
value = S3000,0
channel = 6

[State 3005, 11]
type = VelAdd
trigger1 = Time >= 86
y = .44

[State 3005, 12]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 33 && TeamSide = 1
anim = 8037
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 65
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 3005, 13]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 33 && TeamSide = 2
anim = 8037
ID = 8030
pos = 231,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = 65
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 3005, 13]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 3005, 14]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y && Time >= 86
value = 3006
;---------------------------------------------------------------------------
;Super Fire (Air, Land)
[Statedef 3006]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 3006

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

[State 1103, 2]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 1103, 3]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Hammer Swing (Begin)
[Statedef 3050]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 3050
ctrl = 0
sprpriority = 2
facep2 = 1

[State 3050, 1]
type = SuperPause
trigger1 = !Time
anim = -1
time = 36
sound = S8020, 0
darken = 0
poweradd = -1000
movetime = 36

[State 3050, 2]
type = Helper
trigger1 = !Time
name = "Super Helper"
ID = 6002
stateno = 6002
pos = ceil(-12*const(size.xscale)),ceil(-49*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 3050, 4]
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, 5]
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, 6]
type = ChangeState
trigger1 = !AnimTime
value = 3051
;---------------------------------------------------------------------------
;Hammer Swing (DK Hammer)
[Statedef 3051]
type    = S
movetype= A
physics = N
velset = 2.8*const(size.xscale),0
anim = 3051
ctrl = 0
sprpriority = 2

[State 3051, 1]
type = HitDef
;triggerall =  (!HitCount && var(5) < 10) || HitCount
trigger1 = AnimElem = 1 || AnimElem = 5 || AnimElem = 9 || AnimElem = 13
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Hard
getpower = 0
givepower = 15,8
priority = 4,Hit
damage = ceil(28*Fvar(20)),7
pausetime = 10,10
sparkno = S6001
guard.sparkno = -1
sparkxy = -9, ceil(-27*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 11
ground.hittime = 27
guard.hittime = 0
ground.velocity = -3.2*const(size.xscale)
air.type = High
air.hittime = 100
air.velocity = -3*const(size.xscale), -2.9*const(size.yscale)
yaccel = .35*const(size.yscale)
fall = 0
fall.recover = 1
id = 3050
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 3051, 2]
type = Null
triggerall = NumTarget && MoveHit
trigger1 = HitPauseTime = 1
var(5) = 10
ignorehitpause = 1

[State 3051, 3]
type = Helper
trigger1 = (Time % 16) = 0
name = "Proj Hitbox"
ID = 3050
stateno = 3055
pos = 0,0
postype = p1
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 3051, 4]
type = VarAdd
trigger1 = NumTarget && MoveHit && HitCount = 1 && Fvar(21) > .3
fvar(21) = -0.2
ignorehitpause = 1
persistent = 0

[State 3051, 5]
type = PlaySnd
trigger1 = AnimElem = 1 || AnimElem = 5 || AnimElem = 9 || AnimElem = 13
value = S0,3

[State 3051, 6]
type = VarSet
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
var(15) = (NumTarget && HitCount)
ignorehitpause = 1

[State 3051, 7]
type = ChangeState
trigger1 = !AnimTime ;&& Var(15)
value = 3052 
;---------------------------------------------------------------------------
;Hammer Swing (Wrecking Hammer)
[Statedef 3052]
type    = S
movetype= A
physics = N
velset = 3.4*const(size.xscale),0
anim = 3052
ctrl = 0
sprpriority = 2
hitcountpersist = 1

[State 3052, 1]
type = HitDef
trigger1 = AnimElem = 3 || AnimElem = 7 || AnimElem = 11 || AnimElem = 15
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Hard
priority = 4,Hit
getpower = 0
givepower = 15,8
damage = ceil(28*Fvar(20)),7
pausetime = 6,6
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-27*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 11
ground.hittime = 27
ground.velocity = -5.2*const(size.xscale)
air.type = High
air.hittime = 100
air.velocity = -3.8*const(size.xscale), -1.9*const(size.yscale)
yaccel = .35*const(size.yscale)
id = 3050
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 3051, 2]
type = Helper
trigger1 = (Time % 12) = 6
name = "Proj Hitbox"
ID = 3050
stateno = 3055
pos = 0,0
postype = p1
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 3051, 3]
type = VarAdd
trigger1 = NumTarget && MoveHit && HitCount = 1 && Fvar(21) > .3
fvar(21) = -0.2
ignorehitpause = 1
persistent = 0

[State 3051, 4]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 7 || AnimElem = 11 || AnimElem = 15
value = S0,3

[State 3052, 5]
type = ChangeState
trigger1 = !AnimTime
value = 3053
;---------------------------------------------------------------------------
;Hammer Swing (Golden Hammer)
[Statedef 3053]
type    = S
movetype= A
physics = N
velset = 4.4*const(size.xscale),0
anim = 3053
ctrl = 0
sprpriority = 2

[State 3053, 2]
type = HitDef
trigger1 = AnimElem = 5 || AnimElem = 13 || AnimElem = 21 || AnimElem = 29
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Hard
getpower = 0
givepower = 15,8
priority = 4,Hit
damage = ceil(28*Fvar(20)),7
pausetime = 2,2
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-27*const(size.yscale))
hitsound = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 11
ground.hittime = 27
ground.velocity = -4.2*const(size.xscale)
air.type = High
air.hittime = 100
air.velocity = -4.9*const(size.xscale), -1.5*const(size.yscale)
yaccel = .35*const(size.yscale)
id = 3050
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 3053, 3]
type = HitDef
trigger1 = AnimElem = 37
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Hard
getpower = 0
givepower = 15,8
priority = 4,Hit
damage = ceil(35*Fvar(20)),9
pausetime = 18,18
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-27*const(size.yscale))
hitsound = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 11
ground.hittime = 27
ground.velocity = -4.2*const(size.xscale),12
air.type = High
air.hittime = 100
air.velocity = -4.9*const(size.xscale),12*const(size.yscale)
yaccel = .35*const(size.yscale)
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, 4]
type = VarAdd
trigger1 = NumTarget && MoveHit && HitCount = 1 && Fvar(21) > .3
fvar(21) = -0.2
ignorehitpause = 1
persistent = 0

[State 3053, 5]
type = PlaySnd
triggerall = !MoveHit
trigger1 = AnimElem = 5 || AnimElem = 13 || AnimElem = 21 || AnimElem = 29 || AnimElem = 37
value = S0,3

[State 3053, 6]
type = Helper
trigger1 = (Time % 8) = 4
name = "Proj Hitbox"
ID = 3050
stateno = 3055
pos = 0,0
postype = p1
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 3053, 7]
type = ChangeState
trigger1 = !AnimTime
value = 3054
;---------------------------------------------------------------------------
;Hammer Swing (End)
[Statedef 3054]
type    = S
movetype= I
physics = N
velset = 0,0
anim = 3054
ctrl = 0
sprpriority = 2

[State 3054, 1]
type = RemoveExplod
trigger1 = !AnimTime 
id = 8030

[State 3054, 2]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Hammer Swing (Projectile Breaker)
[Statedef 3055]
type    = S
movetype= I
physics = N
velset = 0,0
anim = 3055
ctrl = 0
sprpriority = 2

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = -1
pos = 0,0

[State 3055, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 3055, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 3055, 4]
type = NotHitBy
trigger1 = 1
value = ,AA,AT
time = -1

[State 3055, 5]
type = HitOverride
trigger1 = 1
attr = SCA,AP
slot = 0
stateno = 3055
time = -1


[State 0, DestroySelf]
type = DestroySelf
trigger1 = root,StateNo = 3051 && ((root,Time) % 16 = 5)
trigger2 = root,StateNo = 3052 && ((root,Time) % 12 = 10)
trigger3 = root,StateNo = 3053 && ((root,Time) % 8 = 6)
trigger4 = root,StateNo != [3051,3053]
;---------------------------------------------------------------------------
;Multistomp
[Statedef 3100]
type    = A
movetype= A
physics = A
velset = 0,-5*const(size.yscale)
anim = 3100
ctrl = 0
sprpriority = 2

[State 3100, 1]
type = SuperPause
trigger1 = !Time
anim = -1
time = 32
sound = S8020, 0
darken = 0
poweradd = -1000

[State 3100, 2]
type = Helper
trigger1 = !Time
name = "Super Helper"
ID = 6002
stateno = 6002
pos = ceil(-1*const(size.xscale)),ceil(-27*const(size.yscale))
postype = p1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[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 = VarSet
trigger1 = !Time
var(12) = 0

[State 3101, 5]
type = HitDef
trigger1 = Time > 8
attr = S, HA
damage = ceil(35*Fvar(20))
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 1,1
getpower = 0,0
givepower = 18,13
sparkno = S6000
sparkxy = -10,ceil(-10*const(size.yscale))
hitsound = S1100, 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 0
ground.hittime  = 31
ground.velocity = 0
guard.hittime = 15
air.type = Low
air.velocity = 0, 10*const(size.yscale)
air.hittime = 100
yaccel = .85*const(size.yscale)
fall = 0
air.fall = 1
fall.recover = 0
id = 1100
chainID = -1
nochainID = -1
hitonce = 0
kill = 0
numhits = 1

[State 3100, 6]
type = VarAdd
trigger1 = NumTarget && MoveHit && HitCount = 1 && Fvar(21) > .3
fvar(21) = -0.2
ignorehitpause = 1
persistent = 0

[State 3100, 7]
type = RemoveExplod
trigger1 = !Time
id = 8030

[State 3100, 8]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 1 && 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 3100, 9]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 1 && 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 3101, 10]
type = ChangeState
trigger1 = MoveHit
value = 3101

;---------------------------------------------------------------------------
;Multistomp
[Statedef 3101]
type    = A
movetype= A
physics = N
anim = 3100
velset = 0,-5*const(size.yscale)
ctrl = 0
sprpriority = 2
hitcountpersist = 1

[State 3101, 1]
type = Null
trigger1 = !Time
var(5) = 10

[State 3101, 2]
type = VelAdd
trigger1 = 1
y = .44*const(size.yscale)

[State 3101, 3]
type = Explod
trigger1 = !Time
anim = 905+Var(12)
ID =  1102
pos = 0,ceil(-20*const(size.yscale))
postype = p1
facing = IfElse(Facing = 1,1,-1)
vfacing = 1
bindtime = 1
scale = const(size.xscale),const(size.yscale)
vel = 0,-3*const(size.yscale)
ownpal = 1
sprpriority = 99

[State 3101, 4]
type = HitDef
trigger1 = !Time
attr = A, HA
damage = ceil(35*Fvar(20))
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 1,1
getpower = 0
givepower = 27,13
sparkno = S6000
sparkxy = -10,ceil(-10*const(size.yscale))
hitsound = S1100, 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 0
ground.hittime  = 31
ground.velocity = 0
guard.hittime = 15
air.type = Low
air.velocity = 0, 10*const(size.yscale)
air.hittime = 100
yaccel = .35*const(size.yscale)
fall = 0
air.fall = 1
fall.recover = 0
id = 1100
chainID = -1
nochainID = -1
hitonce = 0
kill = 0
numhits = 1

[State 3101, 5]
type = VarAdd
trigger1 = NumTarget && MoveHit && HitCount = 1 && Fvar(21) > .3
fvar(21) = -0.2
ignorehitpause = 1
persistent = 0

[State 3101, 6]
type = VarAdd
trigger1 = MoveHit = 1
var(12) = 1

[State 3101, 7]
type = ChangeState
trigger1 = MoveHit
value = 3101

[State 3101, 8]
type = StateTypeSet
trigger1 = Time >= 18
statetype = A      
movetype = A
physics = A         

[State 3101, 9]
type = StateTypeSet
trigger1 = Time < 18
movetype = I            

[State 3101, 10]
type = ChangeState
trigger1 = Var(12) = 8
value = 3102
;---------------------------------------------------------------------------
;Multistomp (End)
[Statedef 3102]
type    = A
movetype= A
physics = N
anim = 3102
ctrl = 0
sprpriority = 2

[State 3102, 1]
type = Explod
trigger1 = MoveHit = 1
anim = 914
ID =  1102
pos = 0,ceil(-20*const(size.yscale))
postype = p1
facing = IfElse(Facing = 1,1,-1)
vfacing = 1
bindtime = 1
scale = const(size.xscale),const(size.yscale)
vel = 0,-3*const(size.yscale)
ownpal = 1
sprpriority = 99

[State 3102, 2]
type = HitDef
trigger1 = !Time
attr = A, HA
damage = ceil(45*Fvar(20))
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 2,2
getpower = 0
givepower = 27,13
sparkno = S6000
sparkxy = -10,ceil(-10*const(size.yscale))
hitsound = S5, 4
guardsound = S6, 0
ground.type = High
ground.slidetime = 0
ground.hittime  = 31
ground.velocity = 0,10*const(size.yscale)
guard.hittime = 15
air.type = Low
air.velocity = 0,10*const(size.yscale)
air.hittime = 100
yaccel = .85*const(size.yscale)
fall = 1
air.fall = 1
fall.recover = 0
id = 1100
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 3101, 3]
type = VarAdd
trigger1 = NumTarget && MoveHit && HitCount = 1 && Fvar(21) > .3
fvar(21) = -0.2
ignorehitpause = 1
persistent = 0

[State 3102, 4]
type = TargetState
triggerall = NumTarget
trigger1 = !(target,Time)
value = 3103
ignorehitpause = 1

[State 3102, 5]
type = VelAdd
trigger1 = Time < 9
y = .44*const(size.yscale)

[State 3102, 6]
type = VelSet
trigger1 = AnimElem = 3
x = 0
y = 7*const(size.yscale)

[State 3102, 7]
type = StateTypeSet
trigger1 = Time > 14
physics = A         ;A,C,S,N

[State 3102, 8]
type = VarAdd
trigger1 = MoveHit = 1
var(12) = 1

[State 3102, 9]
type = VarSet
trigger1 = MoveHit = 1
var(5) = 10
ignorehitpause = 1

[State 3102, 10]
type = PlaySnd
trigger1 = MoveHit = 1
value = S3100,0

[State 3102, 11]
type = RemoveExplod
trigger1 = MoveHit
id = 8030
;---------------------------------------------------------------------------
;Stomped
[Statedef 3103]
type    = U
movetype = U
physics = U

[State 1104, 1]
type = SelfState
trigger1 = (StateType != A) && (Gethitvar(damage) < Life)
value = 5700
ignorehitpause = 1

[State 1104, 2]
type = SelfState
trigger1 = (StateType = A) && (Gethitvar(damage) < Life)
value = 5730
ignorehitpause = 1

[State 1104, 2]
type = SelfState
trigger1 = (Gethitvar(damage) >= Life)
value = 5610
ignorehitpause = 1
;---------------------------------------------------------------------------
;Ultimate POWer
[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 = S8020, 1
darken = 0
poweradd = -3000
movetime = 13

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

[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, 5]
type = TargetState
trigger1 = NumTarget && MoveHit = 1
value = 4010
ignorehitpause = 1

[State 4000, 4]
type = HitDef
trigger1 = !Time
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Medium
priority = 4,Hit
getpower = 0,0
givepower = 300,150
damage = ceil(70*Fvar(20)),18
pausetime = 8,8
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-43*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 11
ground.hittime = 21
guard.hittime = 7
ground.velocity = -1.2*const(size.xscale), -8.4*const(size.yscale)
air.type = Low
air.hittime = 100
air.velocity = -2.3*const(size.xscale), -6.4*const(size.yscale)
yaccel = .35*const(size.yscale)
fall = 1
fall.recover = 0
id = 1050
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 = TargetState
trigger1 = NumTarget && MoveHit = 1
value = 4010
ignorehitpause = 1

[State 4000, 7]
type = Null
trigger1 = NumTarget && MoveHit = 1 && !NumExplod(4020)
name = "Pipe"
ID = 4020
stateno = 4020
pos = 0,floor(0-(target,Pos Y))
postype = p2
facing = ifelse(Facing = 1, -1, 1)
keyctrl = 0
ownpal = 1
pausemovetime = 99999
ignorehitpause = 1

[State 4000, 8]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 14 && 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 4000, 9]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = Time = 14 && 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 4000, 10]
type = VelSet
trigger1 = AnimElem = 6
x = 4.4*const(size.xscale)

[State 4000, 11]
type = NotHitBy
trigger1 = !Time
value = SCA
time = 26

[State 4000, 12]
type = NotHitBy
trigger1 = NumTarget && MoveHit
value = SCA,AA,AP,AT
time = 24
ignorehitpause = 1

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

[State 4000, 14]
type = StateTypeSet
trigger1 = AnimElem = 9
movetype = I

[State 4000, 15]
type = AssertSpecial
trigger1 = Time <= 24 && Time > 13 && !(GameTime % 2)
flag = invisible
ignorehitpause = 1

[State 4000, 16]
type = PlaySnd
trigger1 = AnimElem = 6
value = S0,4

[State 4000, 17]
type = ChangeState
trigger1 = NumTarget && MoveHit
value = 4001
ignorehitpause = 1

[State 4000, 18]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Ultimate POWer
[Statedef 4001]
type    = S
movetype= I
physics = N
anim = 4001
ctrl = 0
sprpriority = 2

[State 4000, 5]
type = TargetState
trigger1 = Cond(NumTarget,(target,StateNo != [4000,4999]),0) && !Time
value = 4010
ignorehitpause = 1

[State 4002, 1]
type = Helper
trigger1 = AnimElem = 12
name = "POW Block"
ID = 4000
stateno = 4005
pos = 11,-66
postype = p1    ;p2,front,back,left,right
facing = IfElse(facing = -1,-1,1)
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 4000, 6]
type = Helper
trigger1 = NumTarget && AnimElem = 2
name = "Pipe"
ID = 4020
stateno = 4020
pos = 0,floor(0-(target,Pos Y))
postype = p2
facing = ifelse(Facing = 1, -1, 1)
keyctrl = 0
ownpal = 1
pausemovetime = 99999
ignorehitpause = 1

[State 4002, 2]
type = VelSet
trigger1 = AnimElem = 4
x = 0

[State 4002, 3]
type = TargetState
triggerall = NumTarget
trigger1 = target,Pos Y > -80*const(size.yscale) && target,Vel Y > 0 && target,StateNo = 4010
value = 4011

[State 4002, 4]
type = PlaySnd
trigger1 = AnimElem = 11
value = 0,3

[State 4002, 5]
type = PlaySnd
trigger1 = target,StateNo = 4011 && target,Time = 0
value = 4000,2

[State 4002, 6]
type = VarSet
trigger1 = !Time
var(5) = 10
ignorehitpause = 1

[State 4002, 7]
type = ChangeState
trigger1 = !AnimTime
value = 4002
ignorehitpause = 1

[State 0, ChangeState]
type = Null
trigger1 = AnimElem = 8 && Cond(NumTarget,(target,StateNo != [4000,4999]),0)
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Ultimate POWer (Jumping)
[Statedef 4002]
type    = S
movetype= I
physics = N
anim = 4002
ctrl = 0
sprpriority = 2

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

[State 4002, 2]
type = TargetLifeAdd
trigger1 = NumTarget && Time = 14
value = ceil(-100*Fvar(20))
kill = 0

[State 4002, 3]
type = VelSet
trigger1 = AnimElem = 4
y = -8.64*const(size.yscale)

[State 4002, 4]
type = VelAdd
trigger1 = Time >= 8
y = .44*const(size.yscale)

[State 4002, 5]
type = VelSet
trigger1 = Time = 14
y = 0

[State 4002, 6]
type = PosAdd
trigger1 = Time = 14
y = -2*const(size.yscale)

[State 4002, 7]
type = PlaySnd
trigger1 = AnimElem = 4
value = S40,0

[State 4002, 8]
type = HitAdd
trigger1 = Time = 14
value = 1

[State 4002, 9]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 4003
;---------------------------------------------------------------------------
;Ultimate POWer (Jumping 2)
[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, 3]
type = TargetLifeAdd
trigger1 = NumTarget && Time = 39
value = ceil(-100*Fvar(20))
kill = 0

[State 4003, 4]
type = PosSet
trigger1 = !Time
y = 0

[State 4003, 5]
type = VelSet
trigger1 = AnimElem = 8
y = -8.64*const(size.yscale)

[State 4003, 6]
type = VelAdd
trigger1 = Time >= 33
y = .44*const(size.yscale)

[State 4003, 7]
type = VelSet
trigger1 = Time = 39
y = 0

[State 4003, 8]
type = PosAdd
trigger1 = Time = 39
y = -1*const(size.yscale)

[State 4003, 9]
type = PlaySnd
trigger1 = AnimElem = 8
value = S40,0

[State 4002, 10]
type = HitAdd
trigger1 = Time = 39
value = 1

[State 4003, 12]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 4004
;---------------------------------------------------------------------------
;Ultimate POWer (Jumping 3)
[Statedef 4004]
type    = S
movetype= I
physics = N
anim = 4004
velset = 0,0
ctrl = 0
sprpriority = 2

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

[State 4004, 2]
type = TargetState
triggerall = NumTarget && target,Stateno = 4011
trigger1 = Time = 72
value = 4012

[State 4004, 3]
type = TargetLifeAdd
trigger1 = NumTarget && Time = 72
value = ceil(-250*Fvar(20))

[State 4004, 4]
type = PosSet
trigger1 = !Time
y = 0

[State 4004, 5]
type = VelSet
trigger1 = AnimElem = 8
y = -8.64*const(size.yscale)

[State 4004, 6]
type = VelAdd
trigger1 = (Time >= 66 && Time < 72) || Time > 102
y = .44*const(size.yscale)

[State 4004, 7]
type = VelSet
trigger1 = Time = 72
y = 0

[State 4004, 8]
type = PosAdd
trigger1 = Time = 72
y = -1*const(size.yscale)

[State 4004, 9]
type = PalFX
trigger1 = (Time > 33 && Time < 62) && !(GameTime % 2)
time = 1
invertall = 1

[State 4004, 10]
type = PlaySnd
trigger1 = AnimElem = 8
value = S40,0

[State 4004, 11]
type = HitAdd
trigger1 = Time = 72
value = 1

[State 4004, 13]
type = VarSet
trigger1 = Time >= 72 && WinKO && RoundState = 3
var(4) = 1

[State 4004, 14]
type = VarSet
trigger1 = Time >= 72 && WinKO && RoundState = 3
var(28) = 400
;ignorehitpause = 1

[State 4004, 15]
type = RemoveExplod
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
id = 8030

[State 4004, 16]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 52
;---------------------------------------------------------------------------
;Ultimate POWer
[Statedef 4005]
type    = A
movetype= A
physics = N
velset = 0,-6.67*const(size.yscale)
anim = 4005
ctrl = 0
sprpriority = 2

[State 4005, 1]
type = VelAdd
trigger1 = Time < 9
y = .44*const(size.yscale)

[State 4005, 2]
type = VelSet
trigger1 = Time = 9
y = 0

[State 4005, 3]
type = ScreenBound
trigger1 = 1
value = 0
ignorehitpause = 1

[State 4005, 4]
type = EnvShake
trigger1 = Time = 36 || Time = 90
time = 15
freq = 15
ampl = 16

[State 4005, 5]
type = EnvShake
trigger1 = Time = 177
time = 30
freq = 80
ampl = 8

[State 4005, 6]
type = Null
trigger1 = Time = 177
time = 30

[State 4005, 7]
type = PlaySnd
trigger1 = Time = 36 || Time = 90
value = S4000,0

[State 4005, 8]
type = PlaySnd
trigger1 = Time = 177
value = S4000,1

[State 4005, 9]
type = DestroySelf
trigger1 = Time = 177
;---------------------------------------------------------------------------
;P2 Lie Down
[Statedef 4010]
type    = A
movetype= H
physics = N
velset = 0,-11.3
ctrl = 0
sprpriority = 1

[State 4010, 1]
type = ChangeAnim
trigger1 = !Time
value = 5051

[State 4010, 2]
type = VelAdd
trigger1 = 1
y = .44

[State 4010, 3]
type = NotHitBy
trigger1 = 1
value = SCA,AT
time = -1

[State 4010, 4]
type = ChangeAnim2
trigger1 = Vel Y > 0 && Anim != 5061
value = 5061

[State 4010, 5]
type = SprPriority
trigger1 = Vel Y > 0
value = -2

[State 4010, 6]
type = ScreenBound
trigger1 = 1
value = 0 
;---------------------------------------------------------------------------
;P2 Lie Down
[Statedef 4011]
type    = L
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 1

[State 4011, 1]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 4011, 2]
type = PosSet
trigger1 = !Time
y = 0

[State 4011, 3]
type = ScreenBound
trigger1 = 1
value = 0 
;---------------------------------------------------------------------------
;P2 Hit Up
[Statedef 4012]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -2

[State 4012, 1]
type = ChangeAnim
trigger1 = !Time
value = 5051

[State 4012, 2]
type = NotHitBy
trigger1 = 1
value = SCA,AT
time = 1

[State 4012, 3]
type = AssertSpecial
trigger1 = Time < 30
flag = invisible

[State 4012, 4]
type = VelAdd
trigger1 = Time >= 30
y = .44

[State 4012, 5]
type = ChangeAnim2
trigger1 = Vel Y > 0 && Anim != 5061
value = 5061

[State 4012, 6]
type = Null
trigger1 = Vel Y > 0
value = 2

[State 4012, 7]
type = VelSet
trigger1 = Time = 30
y = -22

[State 4012, 8]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y && Anim = 5061
value = 5760
;---------------------------------------------------------------------------
;Ultimate POWer
[Statedef 4020]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 4020
ctrl = 0
sprpriority = 0

[State 4020, 1]
type = ChangeAnim
trigger1 = parent,StateNo = 4004 && parent,Time = 72
value = 4021

[State 4020, 1]
type = ChangeAnim
trigger1 = (root,StateNo != [4000,4999]) && root,Time = 1
value = 1

[State 4020, 3]
type = Explod
trigger1 = (root,StateNo != [4000,4999])&& root,Time = 1
anim = 4022
ID = 4022
pos = ceil(-1*const(size.xscale)),ceil(-64*const(size.yscale))
postype = p1
vel = -3.2*const(size.xscale),-8.4*const(size.yscale)
accel = 0,.44*const(size.yscale)
removetime = 100
scale = const(size.xscale),const(size.yscale)
sprpriority = -1
ownpal = 1

[State 4020, 4]
type = Explod
trigger1 = (root,StateNo != [4000,4999]) && root,Time = 1
anim = 4023
ID = 4023
pos = 0,ceil(-64*const(size.yscale))
postype = p1
vel = 2.2*const(size.xscale),-9.4*const(size.yscale)
accel = 0,.44*const(size.yscale)
removetime = 100
scale = const(size.xscale),const(size.yscale)
sprpriority = -1
ownpal = 1

[State 4020, 5]
type = Explod
trigger1 = (root,StateNo != [4000,4999]) && root,Time = 1
anim = 4025
ID = 4025
pos = ceil(-1*const(size.xscale)),ceil(-32*const(size.yscale))
postype = p1
vel = -4.2*const(size.xscale),-6.7*const(size.yscale)
accel = 0,.44*const(size.yscale)
removetime = 100
scale = const(size.xscale),const(size.yscale)
sprpriority = 20
ownpal = 1

[State 4020, 6]
type = Explod
trigger1 = (root,StateNo != [4000,4999]) && root,Time = 1
anim = 4024
ID = 4024
pos = 0,ceil(-32*const(size.yscale))
postype = p1
vel = 5.2*const(size.xscale),-5.1*const(size.yscale)
accel = 0,.44*const(size.yscale)
removetime = 100
scale = const(size.xscale),const(size.yscale)
sprpriority = -1
ownpal = 1

[State 4020, 7]
type = Explod
trigger1 = (root,StateNo != [4000,4999]) && root,Time = 1
anim = 4025
ID = 4027
pos = ceil(-1*const(size.xscale)),0
postype = p1
vel = -6.2*const(size.xscale),-3.7*const(size.yscale)
accel = 0,.44*const(size.yscale)
removetime = 100
scale = const(size.xscale),const(size.yscale)
sprpriority = -1
ownpal = 1

[State 4020, 8]
type = Explod
trigger1 = (root,StateNo != [4000,4999]) && root,Time = 1
anim = 4024
ID = 4026
pos = 0,0
postype = p1
vel = 7.2*const(size.xscale),-2*const(size.yscale)
accel = 0,.44*const(size.yscale)
removetime = 100
scale = const(size.xscale),const(size.yscale)
sprpriority = -1
ownpal = 1

[State 4020, 8]
type = Explod
trigger1 = parent,StateNo = 4004 && parent,Time >= 72 && (GameTime % 3) = 0
anim = ifelse(Random < 20, 4048, 4030+random%18)
ID = 4030
pos = 0,ceil(-100*const(size.yscale))
postype = p1
vel = ifelse(Random < 666,ifelse(Random < 333, -0.85 ,0.5),-0.3)*const(size.xscale),ifelse(Random < 666,ifelse(Random < 333, -14.1 ,-18.5),-24.3)*const(size.yscale)
accel = 0,.44*const(size.yscale)
removetime = 350
scale = const(size.xscale),const(size.yscale)
sprpriority = 1
ownpal = 1
pausemovetime = 999

[State 4020, 9]
type = PlaySnd
trigger1 = (root,StateNo != [4000,4999]) && root,Time = 1
value = 4000,3

[State 4020, 10]
type = DestroySelf
trigger1 = (root,StateNo != [4000,4999]) && root,Time = 2

