[Data]
life = 1200
attack = 105
defence = 100
power = 9000
fall.defence_up = 500
liedown.time = 60
airjuggle = 99
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 0
IntPersistIndex = 59
FloatPersistIndex = 39

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 13    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
height = 60      ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = -5, -70   ;Approximate position of head
mid.pos = -5, -37    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 3.4      ;Walk forward
walk.back = -3.2     ;Walk backward
run.fwd  = 5.6, 0    ;Run forward (x, y)
run.back = -5.5,-3.8 ;Hop backward (x, y)
jump.neu = 0,-9.4    ;Neutral jumping velocity (x, y)
jump.back = -2.55    ;Jump back Speed (x, y)
jump.fwd = 2.5       ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.

[Movement]
airjump.num = 1      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .44         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Lose by Time Over
[Statedef 170]
type = S
ctrl = 0
anim = 20
velset = 8,2

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win state decider
[Statedef 180]
type = S

[State 180, 0]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0, 100

[State 180, 1]
type = ChangeState
v = 2
trigger1 = Var(2) = [0,25]
value = 181

[State 180, 2]
type = ChangeState
v = 2
trigger1 = Var(2) = [26,50]
value = 182

[State 180, 3]
type = ChangeState
v = 2
trigger1 = Var(2) = [51,75]
value = 183

[State 180, 4]
type = ChangeState
v = 2
trigger1 = Var(2) = [76,100]
value = 186

;---------------------------------------------------------------------------
; Dr. Pepper
[Statedef 181]
type = S
ctrl = 0
anim = ifelse(var(30)=0,20,6020)
velset = 2,-2

[State 181, 0]
type = PlaySnd
trigger1 = Time = 0
value = 0, 7
volume = 255

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Applause
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 182, 0]
type = PlaySnd
trigger1 = Time = 0
value = 0, 12
volume = 255

[State 182, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 182, 2]
type = AssertSpecial
trigger1 = time = [0, 540]
flag = roundnotover

;---------------------------------------------------------------------------
; Dances With Hooch
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 183, Hooch] 
type = Explod
trigger1 = Time = 270
vel = 0,11
anim = 184
pos = 70,-200
removetime = 20
id = 184
sprpriority = 7

[State 183, Hooch2] 
type = Explod
trigger1 = Time = 288
vel = 0,0
anim = 185
pos = 70,0
removetime = 900
id = 185
sprpriority = 7

[State 183, 0]
type = PlaySnd
trigger1 = Time = 0
value = 0, 11
volume = 255

[State 183, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 183, 2]
type = AssertSpecial
trigger1 = time = [0, 480]
flag = roundnotover

;---------------------------------------------------------------------------
; Wilson
[Statedef 186]
type = S
ctrl = 0
anim = 186
velset = 0,0

[State 186, Tom] 
type = Explod
trigger1 = Time = 140
vel = 1.5,0
anim = 20
pos = 0,0
removetime = 900
id = 20
sprpriority = 7

[State 186, 0]
type = PlaySnd
trigger1 = Time = 120
value = 0, 14
volume = 255

[State 186, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 186, 2]
type = AssertSpecial
trigger1 = time = [0, 400]
flag = roundnotover

;---------------------------------------------------------------------------
; INTRO
[Statedef 190]
type = S

[State 190, 1]
type = VarRandom
triggerall = P2Name != "SamusAran"
triggerall = P3Name != "SamusAran"
triggerall = P4Name != "SamusAran"
trigger1 = Time = 0
v = 1
range = 0, 10

[State 190, 2]
type = Changestate
v = 1
triggerall = P2Name != "SamusAran"
triggerall = P3Name != "SamusAran"
triggerall = P4Name != "SamusAran"
trigger1 = Time = 0
trigger1 = Var(1) <= 5
value = 191

[State 190, 3]
type = Changestate
v = 1
triggerall = P2Name != "SamusAran"
triggerall = P3Name != "SamusAran"
triggerall = P4Name != "SamusAran"
trigger1 = Time = 0
trigger1 = Var(1) >= 6
value = 193

;---------------------------------------------------------------------------
; Death
[Statedef 193]
type = S
ctrl = 0
anim = 2000
velset = 0,0

[State 193, 0]
type = PlaySnd
trigger1 = Time = 0
value = 0, 10
channel = 13
volume = 255

[State 193, 0]
type = PlaySnd
trigger1 = Time = 180
value = 0, 2
volume = 255

[State 193, 0]
type = PlaySnd
trigger1 = Time = 200
value = 0, 8
volume = 255

[State 193, 0]
type = PlaySnd
trigger1 = Time = 470
value = 0, 16
volume = 255

[State 193, Flash]
type = ALLPalFX
trigger1 = Time = 190
trigger2 = Time = 200
trigger3 = Time = 210
trigger4 = Time = 220
trigger5 = Time = 230
trigger6 = Time = 240
trigger7 = Time = 250
trigger8 = Time = 260
trigger9 = Time = 270
trigger10 = Time = 280
trigger11 = Time = 300
time = 3
add = 999,999,999
mul = 999,999,999

[State 193, Tom] 
type = Explod
trigger1 = Time = 170
vel = 4,0
anim = 20
pos = -120,0
removetime = 130
id = 20
;shadow = -1,0,0
sprpriority = 7

[State 193, Black] 
type = Explod
trigger1 = Time = 190
vel = 0,0
anim = 2004
pos = 0,0
removetime = 120
id = 2004
;shadow = -1,0,0
sprpriority = 999

[State 193, Victims] 
type = Explod
trigger1 = Time = 0
anim = 2002
pos = 0,0
removetime = 250
id = 2002
;shadow = -1,0,0
sprpriority = -3

[State 193, Goo] 
type = Explod
trigger1 = Time = 290
anim = 2003
pos = 0,0
removetime = 700
id = 2003
;shadow = -1,0,0
sprpriority = -3

[State 193, Intro] 
type = AssertSpecial
trigger1 = Time = [0, 1000]
flag = intro
flag2 = NoMusic

[State 193, End]
type = ChangeState
trigger1 = Time = 700
value = 0

;---------------------------------------------------------------------------
; Magic Shoes
[Statedef 191]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 191, 0]
type = PlaySnd
trigger1 = Time = 0
channel = 7
value = 0, 3
volume = 255

[State 191, 0]
type = PlaySnd
trigger1 = Time = 280
value = 0, 17
volume = 255

[State 191, 1] 
type = Explod
trigger1 = Time = 120
anim = 191
vel = 1,1.1
pos = -120,-120
postype = P1
removetime = 105
supermovetime = 105

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = time = [0, 520]
flag = Intro

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = Time = 520
value = 0

;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 1
anim = 0
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 195, Laugh]
type = PlaySnd
triggerall = roundstate = 2
trigger1 = command = "start"
value = 0, 0
channel = 3
loop = 1
volume = 255
ignorehitpause = 1

[State 191, 0]
type = StopSnd
trigger1 = roundstate != 2
channel = 3
value = 0, 0

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Big Ground
[Statedef 200]
type    = S
movetype= A
physics = S
poweradd = 100
anim = ifelse(var(30)=0,0,6000)
ctrl = 0
velset = 0,0,0

[State 200, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2
volume = 255

[State 200, Helper]
type = Helper
trigger1 = NumHelper(201) < 1
trigger1 = Time = 2
helpertype = normal
name = "Big"
id = 201
postype = left
pos = 15,0
stateno = 201
keyctrl = 0
ownpal = 1
supermovetime = 0

[State 200, 3]
type = ChangeState
trigger1 = Time = 2
value = 0
ctrl = 1

;Big Air
[Statedef 203]
type    = A
movetype= A
poweradd= 100
anim = ifelse(var(30)=0,0,6000)
ctrl = 0
velset = 1,0,0

[State 203, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2
volume = 255

[State 203, Helper]
type = Helper
trigger1 = NumHelper(201) < 1
trigger1 = Time = 2
helpertype = normal
name = "Big"
id = 201
postype = left
pos = 15,0
stateno = 201
keyctrl = 0
ownpal = 0
supermovetime = 0

[State 203, 3]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Big
[Statedef 201]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0,0
anim = 201

[State 201, 1]
type = AfterImage
trigger1 = time = 0
time = 30
TimeGap  = 2
FrameGap = 1
length = 15
PalBright   = 0,0,0
PalContrast = 3000,0,0
Trans = add

[State 201, 2]
type = velset
trigger1 = time >= 0
x = 6
y = 0

[State 201, 3]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage   = 50*(root,fvar(39)), 8
animtype = Hard
sprpriority = 1
envshake.time = 7
guardflag = MA
hitflag   = MAF
pausetime = 0,4
sparkno = -1
sparkxy = 0,0
hitsound = S0,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.velocity = -2.5,-5.5
palfx.time = 15
palfx.add = 32,0,0
palfx.mul = 300,192,192

[State 201, 4]
type = ChangeState
;trigger1 = movecontact = 1
trigger1 = time = 120
value = 202
ctrl = 0

;---------------------------------------------------------------------------
;The Green Mile Ground
[Statedef 205]
type    = S
movetype= A
physics = S
poweradd = 100
anim = ifelse(var(30)=0,0,6000)
ctrl = 0
velset = 0,0,0

[State 205, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2
volume = 255

[State 205, Helper]
type = Helper
trigger1 = NumHelper(206) < 1
trigger1 = Time = 2
helpertype = normal
name = "Big"
id = 206
postype = left
pos = 90,80
stateno = 206
keyctrl = 0
ownpal = 1
supermovetime = 0

[State 205, 3]
type = ChangeState
trigger1 = Time = 2
value = 0
ctrl = 1

;The Green Mile Air
[Statedef 207]
type    = A
movetype= A
poweradd = 100
anim = ifelse(var(30)=0,0,6000)
ctrl = 0
velset = 1,0,0

[State 207, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2
volume = 255

[State 207, Helper]
type = Helper
trigger1 = NumHelper(206) < 1
trigger1 = Time = 2
helpertype = normal
name = "The Green Mile"
id = 206
postype = left
pos = 90,80
stateno = 206
keyctrl = 0
ownpal = 1
supermovetime = 0

[State 207, 3]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;The Green Mile
[Statedef 206]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0,0
anim = 206

[State 206, 1]
type = AfterImage
trigger1 = time = 0
time = 30
TimeGap  = 2
FrameGap = 1
length = 15
PalBright   = 0,0,0
PalContrast = 3000,0,0
Trans = add

[State 206, 2]
type = velset
trigger1 = time >= 0
x = 0
y = -6

[State 206, 3]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = 50*(root,fvar(39)), 8
animtype = Hard
sprpriority = 1
numhits = 2
envshake.time = 7
guardflag = MA
hitflag   = MAF
pausetime = 0,4
sparkno = -1
sparkxy = 0,0
hitsound = S0,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.velocity = -2.5,-5.5
palfx.time = 15
palfx.add = 32,0,0
palfx.mul = 300,192,192

[State 206, 4]
type = ChangeState
;trigger1 = movecontact = 1
trigger1 = time = 80
value = 202
ctrl = 0

;---------------------------------------------------------------------------
;Forest Gump
[Statedef 210]
type    = S
movetype= A
physics = S
poweradd = 100
anim = ifelse(var(30)=0,0,6000)
ctrl = 0
velset = 0,0,0

[State 210, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2
volume = 255

[State 210, Helper]
type = Helper
trigger1 = NumHelper(211) < 1
trigger1 = Time = 2
helpertype = normal
name = "Forest Gump"
id = 211
postype = left
pos = 235,-150
stateno = 211
keyctrl = 0
ownpal = 1
supermovetime = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 2
value = 0
ctrl = 1

;Forest Gump Air
[Statedef 212]
type    = A
movetype= A
poweradd = 100
anim = ifelse(var(30)=0,0,6000)
ctrl = 0
velset = 1,0,0

[State 212, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2
volume = 255

[State 212, Helper]
type = Helper
trigger1 = NumHelper(211) < 1
trigger1 = Time = 2
helpertype = normal
name = "Forest Gump"
id = 211
postype = left
pos = 235,-150
stateno = 211
keyctrl = 0
ownpal = 1
supermovetime = 0

[State 212, 3]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Forest Gump
[Statedef 211]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0,0
anim = 211

[State 211, 1]
type = AfterImage
trigger1 = time = 0
time = 30
TimeGap  = 2
FrameGap = 1
length = 15
PalBright   = 0,0,0
PalContrast = 3000,0,0
Trans = add

[State 211, 2]
type = velset
trigger1 = time >= 0
x = 0
y = 7

[State 211, 3]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = 50*(root,fvar(39)), 8
animtype = Hard
sprpriority = 1
numhits = 3
envshake.time = 7
guardflag = MA
hitflag   = MAF
pausetime = 0,4
sparkno = -1
sparkxy = 0,0
hitsound = S0,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.velocity = -2.5,-5.5
palfx.time = 15
palfx.add = 32,0,0
palfx.mul = 300,192,192

[State 211, 4]
type = ChangeState
;trigger1 = movecontact = 1
trigger1 = time = 50
value = 202
ctrl = 0

;---------------------------------------------------------------------------
;Sleepless in Seattle
[Statedef 215]
type    = S
movetype= A
physics = S
poweradd = 100
anim = ifelse(var(30)=0,0,6000)
ctrl = 0
velset = 0,0,0

[State 215, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2
volume = 255

[State 215, Helper]
type = Helper
trigger1 = NumHelper(216) < 1
trigger1 = Time = 2
helpertype = normal
name = "Sleepless in Seattle"
id = 216
postype = left
pos = 400,0
stateno = 216
keyctrl = 0
ownpal = 1
supermovetime = 0

[State 215, 3]
type = ChangeState
trigger1 = Time = 2
value = 0
ctrl = 1

;Sleepless in Seattle Air
[Statedef 217]
type = A
movetype = A
poweradd = 100
anim = ifelse(var(30)=0,0,6000)
ctrl = 0
velset = 1,0,0

[State 217, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2
volume = 255

[State 217, Helper]
type = Helper
trigger1 = NumHelper(216) < 1
trigger1 = Time = 2
helpertype = normal
name = "Sleepless in Seattle"
id = 216
postype = left
pos = 400,0
stateno = 216
keyctrl = 0
ownpal = 1
supermovetime = 0

[State 217, 3]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Sleepless in Seattle
[Statedef 216]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0,0
anim = 216

[State 216, 1]
type = AfterImage
trigger1 = time = 0
time = 30
TimeGap  = 2
FrameGap = 1
length = 15
PalBright   = 0,0,0
PalContrast = 3000,0,0
Trans = add

[State 216, 2]
type = velset
trigger1 = time >= 0
x = -6
y = 0

[State 216, 3]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = 50*(root,fvar(39)), 8
animtype = Hard
sprpriority = 1
envshake.time = 7
guardflag = MA
hitflag   = MAF
pausetime = 0,4
sparkno = -1
sparkxy = 0,0
hitsound = S0,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.velocity = -2.5,-5.5
palfx.time = 15
palfx.add = 32,0,0
palfx.mul = 300,192,192

[State 216, 4]
type = ChangeState
;trigger1 = movecontact = 1
trigger1 = time = 120
value = 202
ctrl = 0

;---------------------------------------------------------------------------
;Cast Away Ground
[Statedef 220]
type    = S
movetype= A
physics = S
poweradd = 100
anim = ifelse(var(30)=0,0,6000)
ctrl = 0
velset = 0,0,0

[State 220, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2
volume = 255

[State 220, Helper]
type = Helper
trigger1 = NumHelper(221) < 1
trigger1 = Time = 2
helpertype = normal
name = "Cast Away"
id = 221
postype = left
pos = 90,-150
stateno = 221
keyctrl = 0
ownpal = 1
supermovetime = 0

[State 220, 3]
type = ChangeState
trigger1 = Time = 2
value = 0
ctrl = 1

;Cast Away Air
[Statedef 222]
type    = A
movetype= A
poweradd = 100
anim = ifelse(var(30)=0,0,6000)
ctrl = 0
velset = 1,0,0

[State 222, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2
volume = 255

[State 222, Helper]
type = Helper
trigger1 = NumHelper(221) < 1
trigger1 = Time = 2
helpertype = normal
name = "Cast Away"
id = 221
postype = left
pos = 90,-150
stateno = 221
keyctrl = 0
ownpal = 1
supermovetime = 0

[State 222, 3]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Cast Away
[Statedef 221]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0,0
anim = 221

[State 221, 1]
type = AfterImage
trigger1 = time = 0
time = 30
TimeGap  = 2
FrameGap = 1
length = 15
PalBright   = 0,0,0
PalContrast = 3000,0,0
Trans = add

[State 221, 2]
type = velset
trigger1 = time >= 0
x = 0
y = 7

[State 221, 3]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = 50*(root,fvar(39)), 8
animtype = Hard
sprpriority = 1
numhits = 2
envshake.time = 7
guardflag = MA
hitflag   = MAF
pausetime = 0,4
sparkno = -1
sparkxy = 0,0
hitsound = S0,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.velocity = -2.5,-5.5
palfx.time = 15
palfx.add = 32,0,0
palfx.mul = 300,192,192

[State 221, 4]
type = ChangeState
;trigger1 = movecontact = 1
trigger1 = time = 50
value = 202
ctrl = 0

;---------------------------------------------------------------------------
;Saving Private Ryan
[Statedef 225]
type    = S
movetype= A
physics = N
poweradd = 100
anim = ifelse(var(30)=0,0,6000)
ctrl = 0
velset = 0,0,0

[State 225, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2
volume = 255

[State 225, Helper]
type = Helper
trigger1 = NumHelper(226) < 1
trigger1 = Time = 2
helpertype = normal
name = "Saving Private Ryan"
id = 226
postype = left
pos = 235,80
stateno = 226
keyctrl = 0
ownpal = 1
supermovetime = 0

[State 225, 3]
type = ChangeState
trigger1 = Time = 2
value = 0
ctrl = 1

;Saving Private Ryan Air
[Statedef 227]
type    = A
movetype= A
poweradd = 100
anim = ifelse(var(30)=0,0,6000)
ctrl = 0
velset = 1,0,0

[State 227, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2
volume = 255

[State 227, Helper]
type = Helper
trigger1 = NumHelper(226) < 1
trigger1 = Time = 2
helpertype = normal
name = "Saving Private Ryan"
id = 226
postype = left
pos = 235,80
stateno = 226
keyctrl = 0
ownpal = 1
supermovetime = 0

[State 227, 3]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Saving Private Ryan
[Statedef 226]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0,0
anim = 226

[State 226, 1]
type = AfterImage
trigger1 = time = 0
time = 30
TimeGap  = 2
FrameGap = 1
length = 15
PalBright   = 0,0,0
PalContrast = 3000,0,0
Trans = add

[State 226, 2]
type = velset
trigger1 = time >= 0
x = 0
y = -6

[State 226, 3]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = 50*(root,fvar(39)), 8
animtype = Hard
sprpriority = 1
numhits = 3
envshake.time = 7
guardflag = MA
hitflag   = MAF
pausetime = 0,4
sparkno = -1
sparkxy = 0,0
hitsound = S0,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.velocity = -2.5,-5.5
palfx.time = 15
palfx.add = 32,0,0
palfx.mul = 300,192,192

[State 226, 4]
type = ChangeState
;trigger1 = movecontact = 1
trigger1 = time = 80
value = 202
ctrl = 0

;---------------------------------------------------------------------------
;DVD Destroy
[Statedef 202]
type    = A
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 201

;[State 202, AfterImageTime]
;type = AfterImageTime
;trigger1 = time = 0
;time = 0

[state 202, 2]
type = destroyself
trigger1 = time = 30

;---------------------------------------------------------------------------
; Swatzika Bomb
[Statedef 1000]
type = S
phySicS = N
movetype = A
ctrl = 0
anim = ifelse(var(30)=0,0,6000)
velSet = 0,0

[State 1000, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 5
volume = 255

[State 1000, Helper]
type = Helper
trigger1 = NumHelper(1001) < 1
trigger1 = Time = 2
helpertype = normal
name = "Hooch"
id = 1001
postype = left
pos = 160,-200
stateno = 1001
keyctrl = 0
ownpal = 1
supermovetime = 0

[State 1000, 0]
type = ChangeState
trigger1 = Time = 2
value = 0
ctrl = 1

[Statedef 1001]
type    = A
movetype= A
physics = N
poweradd = -2000
ctrl = 0
velset = 0,0,0
anim = 1001

[State 1001, Explosion1] 
type = Explod
trigger1 = Time = 40
vel = 0,0
anim = 2010
pos = 0,65
removetime = 35
id = 2010
;shadow = -1,0,0
sprpriority = 7

[State 1001, Explosion2] 
type = Explod
trigger1 = Time = 40
vel = 0,0
anim = 2011
pos = -7,17
removetime = 98
id = 2011
;shadow = -1,0,0
sprpriority = 8

[State 1001, 0]
type = PlaySnd
trigger1 = Time = 40
value = 0, 6
volume = 255

[State 1001, 1]
type = AfterImage
trigger1 = time = 0
time = 30
TimeGap  = 2
FrameGap = 1
length = 15
PalBright   = 0,0,0
PalContrast = 3000,0,0
Trans = add

[State 1001, 2]
type = velset
trigger1 = time >= 0
x = 0
y = 3

[State 1001, 3]
type = HitDef
trigger1 = time = 0
trigger1 = parent,var(30) = 0
attr = A, SP
damage = 300, 10
animtype = Hard
sprpriority = 1
numhits = 1
envshake.time = 120
hitflag = MAF
guardflag = MA
pausetime = 0,4
sparkno = -1
sparkxy = 0,0
hitsound = S0,1
guardsound = 6,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 20
ground.velocity = -8
air.velocity = -2.5,-5.5
palfx.time = 15
palfx.add = 32,0,0
palfx.mul = 300,192,192
getpower = 0,0
givepower = 0,0

[State 1001, 3]
type = HitDef
trigger1 = time = 0
trigger1 = parent,var(30) = 1
attr = A, SP
damage = 99999,99999
animtype = Hard
sprpriority = 1
numhits = 1
envshake.time = 120
guardflag = N
hitflag = MAF
pausetime = 0,4
sparkno = -1
sparkxy = 0,0
hitsound = S0,1
guardsound = 6,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 20
ground.velocity = -8
air.velocity = -2.5,-5.5
palfx.time = 15
palfx.add = 32,0,0
palfx.mul = 300,192,192
getpower = 0,0
givepower = 0,0

[State 1001, 4]
type = ChangeState
;trigger1 = movecontact = 1
trigger1 = time = 48
value = 1002
ctrl = 0

[Statedef 1002]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0

[state 1002, 2]
type = destroyself
trigger1 = time = 5


;---------------------------------------------------------------------------
; Armageddon
[Statedef 3000]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1900                      ;Change animation (Def: no change)
sprpriority = 2                  ;Set layering priority to 2 (in front)

[State 0, ]
type = SuperPause
trigger1 = Time = 0
time = 30
anim = 100
sound = S0,4
poweradd = -4000
ignorehitpause = 1
volume = 255

[State 0, ]
type = Helper
trigger1 = Time = 5
helpertype = normal
name = "Bus"
ID = 3100
pos = 0,0
postype = p1
facing = 1
stateno = 3100
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = Time = 10
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Armageddon
[Statedef 3100]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= I                      ;Move-type: A-attack, I-idle, H-gethit
physics = N                      ;Physics: S-stand, C-crouch, A-air
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 9999                       ;Change animation (Def: no change)

[State 0, ]
type = VarRandom
trigger1 = 1
v = 10
range = 0,320
ignorehitpause = 1

[State 0, ]
type = VarRandom
trigger1 = 1
v = 11
range = -300,0
ignorehitpause = 1

[State You want a bomb?]
type = Helper
trigger1 = timemod = 20,1
trigger1 = root,var(30) = 0
helpertype = normal
name = "Bomb"
ID = 3105
pos = var(10),var(11)
postype = left
facing = 1
stateno = 3101
ownpal = 1
ignorehitpause = 1

[State You want a bomb?]
type = Helper
trigger1 = timemod = 15,1
trigger1 = root,var(30) = 1
helpertype = normal
name = "Bomb"
ID = 3105
pos = var(10),var(11)
postype = left
facing = 1
stateno = 3102
ownpal = 1
ignorehitpause = 1

[State 0, ]
type = DestroySelf
trigger1 = time >= 400
trigger2 = winko
ignorehitpause = 1
;---------------------------------------------------------------------------
; A BIGGER BOOM!
[Statedef 3101]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 3100
sprpriority = 10
velset = 0,0

[State 610, 3]
type = HitDef
trigger1 = Time = 0
animtype = Hard
attr = A, HA
damage = 300,10
guardflag = M
priority = 7
pausetime = 0,0
sparkno = -1
sparkxy = -10,-55
hitsound = -1
guardsound = -1
animtype = High
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5,-5
air.velocity = -7,-5
fall = 1
fall,recover = 0
envshake.time = 45
envshake.freq = 255
envshake.ampl = 10
getpower = 0,0
givepower = 0,0


[State 0, ]
type = PlaySnd
trigger1 = Time = 0
value = 44,ifelse(random>500,0,1)
volume = 255

[State 0, ]
type = EnvShake
trigger1 = Time = 0
time = 30
freq = 180
ampl = -7

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

[State 0, ]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; A BIGGER BOOM!
[Statedef 3102]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 3100
sprpriority = 10
velset = 0,0

[State 610, 3]
type = HitDef
trigger1 = 1
animtype = Hard
attr = A, HA
damage = 99999,99999
guardflag = N
priority = 7
pausetime = 0,10
sparkno = -1
sparkxy = -10,-55
hitsound = -1
guardsound = -1
animtype = High
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5,-5
air.velocity = -7,-5
yaccel = 2.5
fall = 1
fall,recover = 0
envshake.time = 45
envshake.freq = 255
envshake.ampl = 10
getpower = 0,0
givepower = 0,0


[State 0, ]
type = PlaySnd
trigger1 = Time = 0
value = 44,ifelse(random>500,0,1)
volume = 255

[State 0, ]
type = EnvShake
trigger1 = Time = 0
time = 30
freq = 180
ampl = -7

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

[State 0, ]
type = DestroySelf
trigger1 = AnimTime = 0

;BEAM ME UP, SCOTTIE
[statedef 3500]
type = S
movetype = A
anim  = 1900
poweradd= 0
ctrl = 0
velset = 0

[State 4000]
type = poweradd
trigger1 = Time = 0
value = -6000

[State 4000]
type = superpause
trigger1 = Time = 1
time = 30
anim = 101
pos = 0, -50
movetime = 30
darken = 3
SprPriority = -5

[State 4000]
type = PlaySnd
trigger1 = Time = 1
value = 0, 4
volume = 255

[State 4000]
type = Envcolor
trigger1 = Time = 0
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 60
under = 1
supermove = 1

[State 4000]
type = Helper
trigger1 = Time = 31
ID = 3520
name = "kougeki"
postype = back
pos = 0,0
sprpriority = 2
stateno = 3520
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4000]
type = Explod
trigger1 = Time = 31
anim = 3550
scale = 1.12,1.12
id = 3550
postype = back
pos = -17,-10
sprpriority = -1
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = -1

[State 4000]
type = RemoveExplod
trigger1 = movetype = H
id = 3550

[State 4000]
type = changestate
trigger1 = Time = 150
value = 0
ctrl = 1

;攻撃ヘルパー
[Statedef 3520]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 3555
sprpriority = -1

[State 4060]
type = PlayerPush
trigger1 = 1
value = 0

[State 4060]
type = bindtoroot
trigger1 = 1
pos = 0,0

[State 4060]
type = PlaySnd
trigger1 = Time = 0
value = 48,0
volume = 255

[State 2500,Hit]
type = HitDef
Trigger1 = time = [0,98]
trigger1 = root,var(30) = 0
attr = S, HP
hitflag = MAFD
guardflag = M
animtype = Hard
damage = 100+(random%100),0
pausetime = 0,0
sparkno = 2
guard.sparkno = 40
sparkxy = -5,-5
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 9
ground.hittime = 9
guard.hittime = 18
air.hittime = 13
ground.velocity = 0,0
air.velocity = 0,0
getpower = 0,0
givepower = 0,0
fall = 1

[State 2500,Hit]
type = HitDef
trigger1 = time = 99
trigger1 = root,var(30) = 0
attr = S, HP
hitflag = MAFD
guardflag = M
animtype = DiagUp
damage = 9999+(random%9999),0
pausetime = 0,0
sparkno = 2
guard.sparkno = 40
sparkxy = -5,-5
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 9
ground.hittime = 9
guard.hittime = 18
air.hittime = 13
ground.velocity = -0,-6
air.velocity = 0,-6
fall = 1
getpower = 0,0
givepower = 0,0

[State 2500,Hit]
type = HitDef
Trigger1 = time = [0,98]
trigger1 = root,var(30) = 1
attr = S, HP
hitflag = MAFP
guardflag = N
animtype = Hard
damage = 900+(random%900)
pausetime = 0,5
sparkno = 2
guard.sparkno = 40
sparkxy = -5,-5
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 9
ground.hittime = 9
guard.hittime = 18
air.hittime = 13
ground.velocity = 0,0
air.velocity = 0,0
getpower = 0,0
givepower = -10000,-10000
fall = 1

[State 2500,Hit]
type = HitDef
trigger1 = time = 99
trigger1 = root,var(30) = 1
attr = S, HP
hitflag = MAFP
guardflag = N
animtype = DiagUp
damage = 9999999
pausetime = 0,0
sparkno = 2
guard.sparkno = 40
sparkxy = -5,-5
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 9
ground.hittime = 9
guard.hittime = 18
air.hittime = 13
yaccel = 5
ground.velocity = -0,-300
air.velocity = 0,-300
fall = 1
getpower = 0,0
givepower = -10000,-10000

[State 4060]
type = destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; Nuclear Strike (LOL)!!!!
[Statedef 3900]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1900                      ;Change animation (Def: no change)
sprpriority = 2                  ;Set layering priority to 2 (in front)
poweradd = -8000

[State 0, ]
type = PowerSet
trigger1 = Time = 0
value = 0

[State 4000]
type = superpause
trigger1 = Time = 1
time = 30
anim = 102
pos = 0, -50
movetime = 30
darken = 3
SprPriority = -5

[State 4000]
type = PlaySnd
trigger1 = Time = 1
value = 0, 4
volume = 255

[State 4000]
type = Envcolor
trigger1 = Time = 0
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 50
under = 1
supermove = 1

[State 0, ]
type = Helper
trigger1 = Time = 75
helpertype = normal
name = "Bus"
ID = 3910
pos = 0,0
postype = p1
facing = 1
stateno = 3910
ownpal = 1
ignorehitpause = 1

[State 4000]
type = PlaySnd
trigger1 = Time = 75
value = 50, 0
volume = 255

[State 200, 7]
type = ChangeState
trigger1 = Time = 100
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Nuclear Strike (LOL)!!!!
[Statedef 3910]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= I                      ;Move-type: A-attack, I-idle, H-gethit
physics = N                      ;Physics: S-stand, C-crouch, A-air
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 9999                       ;Change animation (Def: no change)

[State 6600, Randomizer]
type = VarRandom
trigger1 = 1
v = 12
range = 0,320
ignorehitpause = 1

[State 6600, NUKES]
type = Helper
trigger1 = root,var(30) = 0
trigger1 = timemod = 500, 400
helpertype = normal
name = "NUKES"
ID = 3920
pos = var(12),-700
postype = left
facing = 1
stateno = 3920
ownpal = 1
size.xscale = 1.4
size.yscale = 1.4
ignorehitpause = 1


[State 6600, NUKES]
type = Helper
trigger1 = root,var(30) = 1
trigger1 = timemod = 500, 100
helpertype = normal
name = "NUKES"
ID = 3920
pos = var(12),-700
postype = left
facing = 1
stateno = 3920
ownpal = 1
size.xscale = 1.4
size.yscale = 1.4
ignorehitpause = 1

[State 6600, Disperse]
type = DestroySelf
trigger1 = parent,life = 0
trigger2 = !parent,alive
trigger3 = winko
ignorehitpause = 1
;---------------------------------------------------------------------------
; The NUKES!
[Statedef 3920]
type    = A                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = N                      ;Physics: S-stand, C-crouch, A-air
velset = 0,10                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 3910                      ;Change animation (Def: no change)
sprpriority = 0                  ;Set layering priority to 2 (in front)

[State 0, ]
type = null ;;;PlaySnd
trigger1 = Time = 0
value = S0,9

[State 0, ]
type = null ;;;PlaySnd
trigger1 = Time = 0
value = S0,9

[State 11620, pos]
type = veladd
trigger1 = 1
y = 0.1

[State 0, ]
type = ChangeState
trigger1 = pos y >= 0
value = 3930
;---------------------------------------------------------------------------
; Explosion that can harm...
[Statedef 3930]
type     = S
movetype = A
Physics  = N
velset   = 0,0
sprpriority = 25
anim = 3920

[State 8220, Explod]
type = Explod
trigger1 = Time = 0
postype = p1
anim = 3930
ownpal = 1
sprpriority = 20
removeongethit = 1
pos = 0,25
scale = 1.4,1.4
ontop = 1
bindtime = -1

[State 8210, Explosion]
type = Explod
trigger1 = Time = 0
anim = 3935
ownpal = 1
sprpriority = 36
postype = p1
removeongethit = 1
pos = 0,-10
scale = 1.5,1.5
ontop = 1

[State 8210, Explosion]
type = Explod
trigger1 = Time = 0
anim = 3935
ownpal = 1
sprpriority = 36
postype = p1
removeongethit = 1
pos = 0,-110
scale = 1.5,1.5
ontop = 1

[State 8210, Explosion]
type = Explod
trigger1 = Time = 0
anim = 3935
ownpal = 1
sprpriority = 36
postype = p1
removeongethit = 1
pos = 0,-210
scale = 1.5,1.5
ontop = 1

[State 8220, Sound]
type = PlaySnd
trigger1 = Time = 0
value = 50,1
channel = 7

[State 810,]
type = EnvShake
trigger1 = Time = 0
ampl = -20
freq = 255
time = 60

[State 8220, HOTopreventfromCounterWhoreChars]
type = HitOverRide
trigger1 = 1
time = 1
attr = SCA, AA, AP, AT
stateno = -1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 8220, Attack]
type = HitDef
trigger1 = MoveContact = 0
attr = A, HA
damage = 9999999
animtype = Hard
guardflag = N
priority = 8, Hit
pausetime = 0, 200
sparkno = S3415
sparkxy = 0,-60
hitsound = -1
guardsound = -1
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -0,-80
air.type = High
air.velocity = -0,-80
fall = 1
air.fall = 1
fall.recover = 0
fall.animtype = hard
getpower = 0
givepower = 0
ID = 6666
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0

[State 8210, TargetState]
type = targetstate
trigger1 = numtarget > 0
trigger1 = Target,isHelper = 0
value = 3988

[State 8210, LifeAddDeduct]
type = TargetLifeAdd
trigger1 = numtarget > 0
trigger1 = Target,isHelper = 0
value = Ceil(-9*enemy,const(data.life))
absolute = 1

[State 8220, Duh]
type = AllPalFX
trigger1 = Time = [0,10]
time = 1
mul = 255,255,255

[State 8220, Immune]
type = NotHitBy
trigger1 = 1
value = SCA, AA, AP, AT

[State 8220, NoShadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 40024, 画面暗転]
type = BGPalFX
trigger1 = 1
time = 1
color = 256
mul = fvar(3),fvar(3),fvar(3)
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 8220, Disperse]
type = DestroySelf
trigger1 = AnimTime = 0
;---------------------------------------------------------------------------
;叩き付け
[Statedef 3988]
type = A
movetype = H
physics = N
ctrl = 0

[State 3430, brilho]
type = PalFX
trigger1 = time = 0
time = -1
add = 0,0,0
add = 80,-70,-200
sinadd = 0,30,0,10
color = 1
ignorehitpause = 1

[State 20300, 0]
type = ChangeAnim
trigger1 = 1
value = 5010

[State 20300, 1]
type = VelSet
trigger1 = time = 0
x = -10
y = 0

[State 20300, 2]
type = PosSet
trigger1 = time = 0
y = 999

[State 20300, 2]
type = LifeSet
trigger1 = 1
value = 0

[State 31600, 12]
type = PlaySnd
trigger1 = time = 0
trigger1 = life = 0
value = f19,1
channel = 8
volume = 255

[State 20300, 3]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 20300, 4]
type = PlayerPush
trigger1 = 1
value = 0

[State 20300, 5]
type = ChangeState
triggerall = Alive
trigger1 = BackEdgeBodyDist <= 0
trigger2 = FrontEdgeBodyDist <= 0
value = 3989

[State 20300, 6]
type = ChangeState
trigger1 = !Alive
value = 5150

;---------------------------------------------------------------------------
;落下
[Statedef 3989]
type = A
movetype = H
physics = N
ctrl = 0

[State 3430, brilho]
type = PalFX
trigger1 = time = 0
time = -1
add = 0,0,0
add = 80,-70,-200
sinadd = 0,30,0,10
color = 1
ignorehitpause = 1

[State 20310, 0]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[State 20310, 1]
type = VelSet
trigger1 = time = 0
x = 3
y = 0

[State 20300, 2]
type = LifeSet
trigger1 = 1
value = 0

[State 20310, 2]
type = VelAdd
trigger1 = Vel X > 0
x = -0.3

[State 20310, 3]
type = VelSet
trigger1 = Vel X < 0
x = 0

[State 20310, 7]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 20310, 8]
type = PlayerPush
trigger1 = 1
value = 0

[State 20310, 9]
type = SelfState
trigger1 = Alive
trigger1 = Pos Y = 0
value = 5100

[State 20310, 10]
type = ChangeState
trigger1 = !Alive
value = 5150
;---------------------------------------------------------------------------
;; GET NUKED
;---------------------------------------------------------------------------
[StateDef 3950]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 9999

[State 40024, 振動]
type = EnvShake
trigger1 = Time = 0
time = 1
ampl = 0
freq = 0

[State 40024, ライフバー消去]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = globalnoshadow

[State 40024, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 13,0
volume = 255
ignorehitpause = 1

[State 40024, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 13,1
volume = 255
ignorehitpause = 1


[State 40024, GotKano]
type = Explod
trigger1 = Time = 0
anim = 3966
ID = 3966
postype = left
pos = 0,0
facing = 1
bindtime = -1
removetime = 200
ownpal = 0
ontop = 1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5

[State 40024, 消失処理]
type = VarSet
trigger1 = Time = 0
fvar(1) = 255

[State 40024, 消失処理]
type = VarSet
trigger1 = Time = 0
fvar(2) = 255

[State 40024, 消失処理]
type = VarSet
trigger1 = Time = 0
fvar(3) = 50

[State 40024, 消失処理]
type = VarAdd
trigger1 = Time = [0,50]
fvar(1) = -5

[State 40024, 消失処理]
type = VarAdd
trigger1 = Time = [150,200]
fvar(2) = -5

[State 40024, 消失処理]
type = VarAdd
trigger1 = Time = [201,251]
fvar(2) = 5

[State 40024, 暗転処理]
type = VarAdd
trigger1 = Time = [150,199]
fvar(3) = -1

[State 40024, 暗転処理]
type = VarAdd
trigger1 = Time = [200,225]
fvar(3) = 10

[State 40024, 消失処理]
type = PalFX
trigger1 = Time = [0,50]
time = 1
add = fvar(1),fvar(1),fvar(1)

[State 40024, 消失処理]
type = AllPalFX
trigger1 = Time = [150,251]
time = 1
mul = fvar(2),fvar(2),fvar(2)

[State 40024, 画面暗転]
type = BGPalFX
trigger1 = 1
time = 1
color = 256
mul = fvar(3),fvar(3),fvar(3)
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
;;==========================================================
[Statedef -2]

[State -2, vs_Normal]
type = VarSet
trigger1 = 1
var(30) = 0

[State -2, CHEAPMODEEnabled]
type = varset
trigger1 = enemy, authorname = "Tako&RomaSagaEX"
trigger2 = enemy, name = "Elque"
trigger3 = enemy, authorname = "zinseinogomi&tako"
trigger4 = enemy, authorname = "fhqwhgads7"
trigger5 = P2name = "Ikkyu" || P4name = "Ikkyu"
trigger6 = enemy, authorname = "EasyChar"
trigger7 = enemy, authorname = "Actarus"
trigger8 = enemy, authorname = "Actarus, maxim"
trigger9 = enemy, authorname = "GohanSSM2"
trigger10 = enemy, authorname = "gulthor"
trigger11 = enemy, authorname = "supermystery" 
trigger12 = p2name = "Giygas" || p4name = "Giygas"
trigger13 = p2name = "La=Gooth" || p4name = "La=Gooth"
trigger14 = enemy, authorname = "Zero_Col"
trigger15 = enemy, authorname = "Drowin"
trigger16 = enemy, authorname = "YOUKAI"
trigger17 = enemy, authorname = "Reu"
trigger18 = enemy, authorname = "Slayer"
trigger19 = P2name = "Kuromaru" || P4name = "Kuromaru"
trigger20 = P2name = "Missingno" || P4name = "Missingno"
trigger21 = P2name = "jinmen" || P4name = "jinmen"
trigger22 = P2name = "RaveEx" || P4name = "RaveEx"
trigger23 = P2name = "Dirty Kung Fu Man" || P4name = "Dirty Kung Fu Man"
trigger24 = P2name = "Sonic Machine" || P4name = "Sonic Machine"
trigger25 = P2name = "War Machine" || P4name = "War Machine"
trigger26 = P2name = "Iron Man" || P4name = "Iron Man"
trigger27 = P2name = "Bola" || P4name = "Bola"
trigger28 = P2name = "Dialog" || P4name = "Dialog"
trigger29 = P2name = "Developer Fags You Imbecile" || P4name = "Developer Fags You Imbecile"
trigger30 = P2name = "Kung Fu Marvel" || P4name = "Kung Fu Marvel"
trigger31 = P2name = "Rion" || P4name = "Rion"
trigger32 = P2name = "Sonso" || P4name = "Sonso"
trigger33 = P2name = "Blue" || P4name = "Blue"
trigger34 = P2name = "NEW NI66A" || P4name = "NEW NI66A"
trigger35 = enemy, authorname = "tako"
trigger36 = enemy, authorname = "zinseinogomi"
trigger37 = enemy, authorname = "RAIKOU"
trigger38 = P2name = "niggah" || P4name = "niggah"
trigger39 = p2name = "slime" || p4name = "slime"
trigger40 = p2name = "Zeeky H. Bomb" || p4name = "Zeeky H. Bomb"
trigger41 = p2name = "Dink Smallwood" || p4name = "Dink Smallwood"
trigger42 = p2name = "Batman" || p4name = "Batman"
trigger43 = p2name = "Lucy Fernandez" || p4name = "Lucy Fernandez"
trigger44 = p2name = "cvsyoko" || p4name = "cvsyoko"
trigger45 = p2name = "ming-vase" || p4name = "ming-vase"
trigger46 = p2name = "BDI_CvS2Mai" || p4name = "BDI_CvS2Mai"
trigger47 = p2name = "Mai" || p4name = "Mai"
trigger48 = p2name = "Mai Shiranui" || p4name = "Mai Shiranui"
trigger49 = p2name = "Rorschach" || p4name = "Rorschach"
trigger50 = p2name = "Sakuya Izayoi" || p4name = "Sakuya Izayoi"
trigger51 = p2name = "Kung Fu Bender" || p4name = "Kung Fu Bender"
trigger52 = p2name = "Kung Fu Fan"  || p4name = "Kung Fu Fan"
trigger53 = enemy,authorname = "googoo64"
trigger54 = P2name = "Evil Soul" || P4name = "Evil Soul"
var(30) = 1

[State -2, Stop]
type = StopSnd
triggerall = var(30) = 0
trigger1 = stateno = 0 && prevstateno = 191
channel = 7

[State -2, Stop]
type = StopSnd
triggerall = var(30) = 0
trigger1 = stateno = 0 && prevstateno = 193
channel = 13

[State -2, Stop]
type = StopSnd
trigger1 = roundstate = 3 
trigger2 = life = 0
trigger3 = var(30) = 0
channel = 3

[State -2, Laugh]
type = PlaySnd
trigger1 = var(30) = 1 && prevstateno = 191 && time = 1
trigger2 = var(30) = 1 && roundsexisted = 1 && (GameTime%1000)=0 && roundstate = 2
trigger3 = var(30) = 1 && prevstateno = 193 && time = 1
value = 0, 0
channel = 3
loop = 1
volume = 255
ignorehitpause = 1

[State -2]
type = NotHitBy
trigger1 = var(30) = 1
value = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP, AA, AP, AT
time = -1

[State -2]
Type = PowerAdd
Trigger1 = timemod = 10, 0
Trigger1 = var(30) = 0
Trigger2 = timemod = 5, 0
Trigger2 = var(30) = 1
value = 10*ifelse(var(30)=1,10,1)

[State -2]
Type = PowerSet
Trigger1 = time = 0
Trigger1 = var(30) = 1
value = 10000

[State -2]
Type = DefenceMulSet
Trigger1 = var(30) = 0
Trigger1 = power < 9000
value = 1

[State -2]
Type = DefenceMulSet
Trigger1 = var(30) = 0
Trigger1 = power >= 9000
value = 0.25

[State -2]
Type = DefenceMulSet
Trigger1 = var(30) = 1
value = 0.0000001

[State -2]
Type = LifeSet
Trigger1 = var(30) = 1
value = 3000

[State -2]
Type = varset
Trigger1 = var(30) = 0
fv = 39
value = 1

[State -2]
Type = varset
Trigger1 = var(30) = 1
fv = 39
value = 2

[State -2, Nuked]
type = Helper
triggerall = NumHelper(3950) <= 0
triggerall = roundstate = 3
triggerall = Winko
trigger1 = NumHelper(3920) >= 1
helpertype = normal
name = "NUKED"
ID = 3950
stateno = 3950
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State -2, NoGuard]
type = AssertSpecial
trigger1 = var(30) = 1
flag = noairguard
flag2 = nostandguard
flag3 = nocrouchguard
