[Statedef 0]
type=S
physics=S
sprpriority=0
[State ]
type=Stopsnd
trigger1=1
channel=1
[State ]
type=ChangeAnim
trigger1=Anim!=0&&Anim!=5
trigger2=Anim=5&&!AnimTime
value=0
[State ]
type=Explod
trigger1=!NumExplod(1)
trigger1=time>=12
trigger1=timemod=140,0
anim=1
id=1
pos=0,0
postype=p1
removeongethit=1
bindtime=999
sprpriority=1
[State ]
type=VelSet
trigger1=!time
y=0
[State ]
type=VelSet
trigger1=abs(vel x)<2
trigger2=time=4
x=0
[State ]
type=ChangeState
trigger1=!Alive
value=5050

[Statedef 10]
type=C
physics=C
anim=10
[State ]
type=Turn
trigger1=!time
trigger1=p2statetype!=L
trigger1=p2movetype!=H
trigger1=facing=enemy,facing
[State ]
type=ChangeState
trigger1=!animtime
value=11
[Statedef 11]
type=C
physics=C
anim=11
sprpriority=0
[State ]
type=ChangeAnim
trigger1=Anim=6&&!AnimTime
value=11
[Statedef 12]
type=S
physics=S
anim=12
[State ]
type=ChangeState
trigger1=!AnimTime
value=0

[Statedef 20]
type=S
physics=S
sprpriority=0
[State ]
type=VelSet
trigger1=command="holdfwd"
x=const(velocity.walk.fwd.x)
[State ]
type=VelSet
trigger1=command="holdback"
x=const(velocity.walk.back.x)
[State ]
type=ChangeAnim
triggerall=vel x>0
trigger1=Anim!=20&&Anim!=5
trigger2=Anim=5&&!AnimTime
value=20
[State ]
type=ChangeAnim
triggerall=vel x<0
trigger1=Anim!=21&&Anim!=5
trigger2=Anim=5&&!AnimTime
value=21

[Statedef 40]
type=S
physics=S
ctrl=0
sprpriority=1
[State ]
type=NotHitBy
trigger1=!time
value=SCA,AT
time=4
[State ]
type=HitBy
trigger1=!time
value=SCA,AA
time=4
[State ]
type=VarSet
trigger1=!Time
sysvar(1)=0
[State ];AI-40
type=VarSet
trigger1=!var(59)
trigger1=command="holdfwd"
Trigger2=var(59)=1
Trigger2=EnemyNear,StateType != L || P2BodyDist X >=30 || BackEdgeBodyDist<=60
Trigger2=EnemyNear,MoveType = H || Random <= 333 || EnemyNear,StateType = L
sysvar(1)=1
[State ];AI-40
type=VarSet
trigger1=!var(59)
trigger1=command="holdback"
Trigger2=var(59)=1
Trigger2=EnemyNear,StateType != L
Trigger2=EnemyNear,MoveType != H
Trigger2=BackEdgeBodyDist>60
Trigger2=Random <= 500
sysvar(1)=-1
[State ]
type=ChangeAnim
trigger1=!time
trigger1=!sysvar(1)
value=39
[State ]
type=ChangeAnim
trigger1=!time
trigger1=sysvar(1)=1
value=40
[State ]
type=ChangeAnim
trigger1=!time
trigger1=sysvar(1)=-1
value=4
[State ]
type=VelSet
trigger1=animtime=-5
x=ifelse(sysvar(1)=0, const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))
y=const(velocity.jump.y)
[State ]
type=VelSet
trigger1=animtime=-5
trigger1=prevstateno=100
trigger1=sysvar(1)=1
x=const(velocity.runjump.fwd.x)
[State ]
type=PlaySnd
trigger1=animtime=-5
value=100,0
channel=0
[State ]
type=ChangeState
trigger1=animtime=-5
value=50
ctrl=1

[Statedef 45]
type=A
physics=N
ctrl=0
velset=0,0
[State ]
type=ChangeAnim
trigger1=SelfAnimExist(44)
value=44
[State ]
type=ChangeAnim
trigger1=!SelfAnimExist(44)
value=41
[State ]
type=VarSet
trigger1=!Time
sysvar(1)=0
[State ]
type=VarSet
trigger1=command="holdfwd"
sysvar(1)=1
[State ]
type=VarSet
trigger1=command="holdback"
sysvar(1)=-1
[State ]
type=VelSet
trigger1=Time=2
x=ifelse(sysvar(1)=0,const(velocity.airjump.neu.x),ifelse(sysvar(1)=1,const(velocity.airjump.fwd.x),const(velocity.airjump.back.x)))
y=const(velocity.airjump.y)
[State ]
type=ChangeState
trigger1=Time=2
value=50
ctrl=1

[Statedef 50]
type=A
physics=A
[State ]
type=VarSet
trigger1=!time
sysvar(1)=0
[State ]
type=ChangeAnim
trigger1=!time
value=ifelse((vel x)=0,41,ifelse((vel x)>0,42,43))
[State ]
type=ChangeAnim
trigger1=Vel y>-2
trigger1=SelfAnimExist(anim+3)
value=Anim+3
persistent=0
[Statedef 51]
type=A
physics=A
[State ]
type=Null
trigger1=1
[Statedef 52]
type=S
physics=S
ctrl=0
[State ]
type=PlaySnd
trigger1=!time
value=20,0
[State ]
type=ChangeAnim
trigger1=!time
trigger1=!(vel x)
value=48
[State ]
type=ChangeAnim
trigger1=!time
trigger1=vel x>0
value=47
[State ]
type=ChangeAnim
trigger1=!time
trigger1=vel x<0
value=49
[State ]
type=VelSet
trigger1=!time
x=0
y=0
[State ]
type=PosSet
trigger1=!time
y=0
[State ]
type=CtrlSet
trigger1=time=1
value=1
[State ]
type=ChangeState
trigger1=!AnimTime
value=0
ctrl=1

[Statedef 100]
type=S
physics=S
anim=100
sprpriority=1
[State ]
type=PlaySnd
trigger1=time=1
value=100,8
channel=0
[State ]
type=PlaySnd
trigger1=time=6
value=20,4
[State ]
type=VelSet
trigger1=time<=6
x=0
[State ]
type=VelSet
trigger1=time>=7
x=const(velocity.run.fwd.x)+1
[State ]
type=AssertSpecial
trigger1=1
flag=NoWalk
flag2=NoAutoTurn
[State ];AI-100
type=ChangeState
trigger1=!var(59)
trigger1=command!="holdfwd"
value=101
[State ];AI-100
type=ChangeState
TriggerAll=var(59)=1
Trigger1=time>60 && inguarddist
Trigger2=time>60 && EnemyNear,MoveType!=H
Trigger2=P2BodyDist X<=90
Trigger2=P2BodyDist Y>=-120
Trigger3=P2BodyDist X<=30
Trigger4=facing=(enemynear,facing)
Trigger5=FrontEdgeBodyDist<=10
value=101
[Statedef 101]
type=S
physics=S
anim=101
sprpriority=1
ctrl=0
[State ]
type=PlaySnd
trigger1=!time
value=20,3
[State ]
type=VelSet
trigger1=!time
trigger1=!(vel X)
x=4.7
[State ]
type=VelSet
trigger1=time>=9
x=0
[State ]
type=ChangeState
trigger1=!animtime
value=0
ctrl=1
[Statedef 103]
type=S
physics=S
anim=100
ctrl=0
sprpriority=1
[State ]
type=PlaySnd
trigger1=time=1
value=100,8
channel=0
[State ]
type=PlaySnd
trigger1=time=6
value=20,4
[State ]
type=VelSet
trigger1=time<=6
x=0
[State ]
type=VelSet
trigger1=time>=7
x=const(velocity.run.fwd.x)+1
[State ]
type=AssertSpecial
trigger1=1
flag=NoWalk
flag2=NoAutoTurn
[State ]
type=ChangeState
trigger1=P2bodydist X<0
trigger2=FrontEdgeBodyDist<15
trigger3=P2bodydist X<=15
value=101

[Statedef 105]
type=A
physics=N
ctrl=0
anim=105
velset=0,0
sprpriority=1
[State ]
type=NotHitBy
trigger1=time>=0&&time<=12
value=SCA
[State ]
type=PlaySnd
trigger1=animelem=5
value=100,38
channel=0
[State ]
type=VelSet
trigger1=!vel X
trigger1=animelemtime(5)=1
x=-6.5
y=-1.5
persistent=0
[State ]
type=VelAdd
trigger1=time>=14
y=.5
[State ]
type=ChangeState
trigger1=Vel Y>0
trigger1=Pos Y>=0
value=106
[Statedef 106]
type=S
physics=S
ctrl=0
velset=-2,0
anim=106
[State ]
type=PlaySnd
trigger1=!time
value=20,0
[State ]
type=VelSet
trigger1=time=10
x=0
[State ]
type=VelSet
trigger1=!time
y=0
[State ]
type=PosSet
trigger1=!time
y=0
[State ]
type=MakeDust
trigger1=time=2
pos=-5,-2
spacing=1
[State ]
type=CtrlSet
trigger1=animtime=-3
value=1
[State ]
type=ChangeState
trigger1=!animtime
trigger1=command!="holddown"
value=0
ctrl=1
[State ]
type=ChangeState
trigger1=!animtime
trigger1=command="holddown"
value=11
ctrl=1

[Statedef 120]
type=U
physics=U
[State ]
type=ChangeAnim
trigger1=!Time
value=120+(statetype=C)+(statetype=A)*2
[State ]
type=StateTypeSet
trigger1=!Time&&statetype=S
physics=S
[State ]
type=StateTypeSet
trigger1=!Time&&statetype=C
physics=C
[State ]
type=StateTypeSet
trigger1=!Time&&statetype=A
physics=A
[State ]
type=StateTypeSet
TriggerAll=statetype=S
trigger1=!var(59)
trigger1=command="holddown"
Trigger2=var(59)=1
Trigger2=EnemyNear,StateType!=A
Trigger2=Random <= 200
statetype=C
physics=C
[State ]
type=StateTypeSet
TriggerAll=statetype=C
trigger1=!var(59)
trigger1=command!="holddown"
Trigger2=var(59)=1
Trigger2=EnemyNear,StateType=A
Trigger2=Random <= 200
statetype=S
physics=S
[State ]
type=ChangeState
trigger1=!AnimTime
value=130+(statetype=C)+(statetype=A)*2
[State ]
type=ChangeState
trigger1=!var(59)
trigger1=command!="holdback"
trigger2=!inguarddist
Trigger3=var(59)=1
Trigger3=P2BodyDist X<0
Trigger3=Random <= 40
value=140
[Statedef 130]
type=S
physics=S
[State ]
type=ChangeAnim
trigger1=Anim!=130
value=130
[State ]
type=ChangeState
trigger1=!var(59)
trigger1=command="holddown"
Trigger2=var(59)=1
Trigger2=Random <= 200
value=131
[State ]
type=ChangeState
trigger1=!var(59)
trigger1=command!="holdback"
trigger2=!inguarddist
Trigger3=var(59)=1
Trigger3=P2BodyDist X<0
Trigger3=Random <= 40
value=140
[Statedef 131]
type=C
physics=C
[State ]
type=ChangeAnim
trigger1=Anim!=131
value=131
[State ]
type=ChangeState
trigger1=!var(59)
trigger1=command!="holddown"
Trigger2=var(59)=1
Trigger2=EnemyNear,StateType=A
Trigger2=Random <= 200
value=130
[State ]
type=ChangeState
trigger1=!var(59)
trigger1=command!="holdback"
trigger2=!inguarddist
Trigger3=var(59)=1
Trigger3=P2BodyDist X<0
Trigger3=Random <= 40
value=140
[Statedef 132]
type=A
physics=N
[State ]
type=ChangeAnim
trigger1=Anim!=132
value=132
[State ]
type=VelAdd
trigger1=1
y=Const(movement.yaccel)
[State ]
type=VarSet
trigger1=1
sysvar(0)=(pos y>=0)&&(vel y>0)
[State ]
type=VelSet
trigger1=sysvar(0)
y=0
[State ]
type=PosSet
trigger1=sysvar(0)
y=0
[State ]
type=ChangeState
trigger1=sysvar(0)
trigger1=command="holdback"
trigger1=inguarddist
value=130
[State ]
type=ChangeState
trigger1=sysvar(0)
value=52
[State ]
type=ChangeState
trigger1=!var(59)
trigger1=command!="holdback"
trigger2=!inguarddist
Trigger3=var(59)=1
Trigger3=P2BodyDist X<0
Trigger3=Random <= 40
value=140
[Statedef 140]
type=U
physics=U
ctrl=1
[State ]
type=ChangeAnim
trigger1=!Time
value=140+(statetype=C)+(statetype=A)*2
[State ]
type=StateTypeSet
trigger1=!Time&&statetype=S
physics=S
[State ]
type=StateTypeSet
trigger1=!Time&&statetype=C
physics=C
[State ]
type=StateTypeSet
trigger1=!Time&&statetype=A
physics=A
[State ]
type=StateTypeSet
triggerall=statetype=S
trigger1=!var(59)
trigger1=command="holddown"
Trigger2=var(59)=1
Trigger2=EnemyNear,StateType!=A
Trigger2=Random <= 200
statetype=C
physics=C
[State ]
type=StateTypeSet
triggerall=statetype=C
trigger1=!var(59)
trigger1=command!="holddown"
Trigger2=var(59)=1
Trigger2=EnemyNear,StateType=A
Trigger2=Random <= 200
statetype=S
physics=S
[Statedef 150]
type=S
movetype=H
physics=N
velset=0,0
[State ]
type=ChangeAnim
trigger1=1
value=150
[State ]
type=ChangeState
triggerall=!Ishelper
trigger1=HitShakeOver
value=151+2*(command="holddown")
[State ]
type=StateTypeSet
triggerall=!Ishelper
triggerall=statetype=S
trigger1=!var(59)
trigger1=command="holddown"
Trigger2=var(59)=1
Trigger2=EnemyNear,StateType!=A
Trigger2=Random <= 200
statetype=C
physics=C
[State ]
type=StateTypeSet
triggerall=!Ishelper
triggerall=statetype=C
trigger1=!var(59)
trigger1=command!="holddown"
Trigger2=var(59)=1
Trigger2=EnemyNear,StateType=A
Trigger2=Random <= 200
statetype=S
physics=S
[State ]
type=ForceFeedback
triggerall=!Ishelper
trigger1=!time
waveform=square
time=3

[Statedef 151]
type=S
movetype=H
physics=S
anim=150
[State ]
type=HitVelSet
trigger1=!Ishelper
trigger1=!Time
x=1
[State ]
type=VelSet
trigger1=Time=GetHitVar(slidetime)
trigger1=!Ishelper
trigger2=HitOver
x=0
[State ]
type=CtrlSet
trigger1=!Ishelper
trigger1=Time=GetHitVar(ctrltime)
value=1
[State ]
type=StateTypeSet
triggerall=!Ishelper
triggerall=statetype=S
trigger1=!var(59)
trigger1=command="holddown"
Trigger2=var(59)=1
Trigger2=EnemyNear,StateType!=A
Trigger2=Random <= 200
statetype=C
physics=C
[State ]
type=StateTypeSet
triggerall=!Ishelper
triggerall=statetype=C
trigger1=!var(59)
trigger1=command!="holddown"
Trigger2=var(59)=1
Trigger2=EnemyNear,StateType=A
Trigger2=Random <= 200
statetype=S
physics=S
[State ]
type=ChangeState
trigger1=!Ishelper
trigger1=HitOver
value=130
ctrl=1

[Statedef 152]
type=C
movetype=H
physics=N
velset=0,0
[State ]
type=ChangeAnim
trigger1=1
value=151
[State ]
type=ChangeState
trigger1=HitShakeOver
trigger1=!Ishelper
value=151+2*(command="holddown")
[State ]
type=StateTypeSet
triggerall=!Ishelper
triggerall=statetype=S
trigger1=!var(59)
trigger1=command="holddown"
Trigger2=var(59)=1
Trigger2=EnemyNear,StateType!=A
Trigger2=Random <= 200
statetype=C
physics=C
[State ]
type=StateTypeSet
triggerall=!Ishelper
triggerall=statetype=C
trigger1=!var(59)
trigger1=command!="holddown"
Trigger2=var(59)=1
Trigger2=EnemyNear,StateType=A
Trigger2=Random <= 200
statetype=S
physics=S
[State ]
type=ForceFeedback
trigger1=!Ishelper
trigger1=!time
waveform=square
time=4

[Statedef 153]
type=C
movetype=H
physics=C
anim=151
[State ]
type=HitVelSet
trigger1=!Time
x=1
[State ]
type=VelSet
trigger1=Time=GetHitVar(slidetime)
trigger2=HitOver
x=0
[State ]
type=CtrlSet
trigger1=Time=GetHitVar(ctrltime)
value=1
[State ]
type=StateTypeSet
triggerall=statetype=S
trigger1=!var(59)
trigger1=command="holddown"
Trigger2=var(59)=1
Trigger2=EnemyNear,StateType!=A
Trigger2=Random <= 200
statetype=C
physics=C
[State ]
type=StateTypeSet
triggerall=statetype=C
trigger1=!var(59)
trigger1=command!="holddown"
Trigger2=var(59)=1
Trigger2=EnemyNear,StateType=A
Trigger2=Random <= 200
statetype=S
physics=S
[State ]
type=ChangeState
trigger1=HitOver
value=131
ctrl=1
[Statedef 154]
type=A
movetype=H
physics=N
velset=0,0
[State ]
type=ChangeAnim
trigger1=1
value=152
[State ]
type=ChangeState
trigger1=HitShakeOver
value=155
[State ]
type=ForceFeedback
trigger1=!time
waveform=square
time=4

[Statedef 155]
type=A
movetype=H
physics=N
anim=152
[State ]
type=HitVelSet
trigger1=!Time
x=1
y=1
[State ]
type=VelAdd
trigger1=1
y=Const(movement.yaccel)
[State ]
type=CtrlSet
trigger1=Time=GetHitVar(ctrltime)
value=1
[State ]
type=VarSet
trigger1=1
sysvar(0)=(pos y>=0)&&(vel y>0)
[State ]
type=VelSet
trigger1=sysvar(0)
y=0
[State ]
type=PosSet
trigger1=sysvar(0)
y=0
[State ]
type=ChangeState
trigger1=sysvar(0)
trigger1=command="holdback"
trigger1=inguarddist
value=130
[State ]
type=ChangeState
trigger1=sysvar(0)
value=52

[Statedef 170]
type=S
ctrl=0
anim=170
velset=0,0
[State ]
type=NotHitBy
trigger1=1
value=SCA
[Statedef 175]
type=S
ctrl=0
velset=0,0
[State ]
type=ChangeState
trigger1=!Time
trigger1=!SelfAnimExist(175)
value=170
[State ]
type=ChangeAnim
trigger1=!Time
value=175
[State ]
type=NotHitBy
trigger1=1
value=SCA

[Statedef 180]
type=S
ctrl=0
anim=0
velset=0,0
[State ]
type=VarRandom
trigger1=!Time
v=0
range=0,4
[State ]
type=ChangeState
trigger1=!var(0)&&!Time
value=181
[State ]
type=ChangeState
trigger1=var(0)=1&&!Time
value=182
[State ]
type=ChangeState
trigger1=var(0)=2&&!Time
value=183
[State ]
type=ChangeState
trigger1=var(0)=3&&!Time
value=184
[State ]
type=ChangeState
trigger1=var(0)=4&&!Time
value=185

[Statedef 181]
type=S
ctrl=0
anim=181
velset=0,0
[State ]
type=PlaySnd
trigger1=time=16
value=100,27
[State ]
type=AssertSpecial
trigger1=time=[0,200]
flag=RoundNotOver
[Statedef 182]
type=S
ctrl=0
anim=182
velset=0,0
[State ]
type=PlaySnd
trigger1=time=1
value=100,47
channel=0
[State ]
type=AssertSpecial
trigger1=time=[0,200]
flag=RoundNotOver
[Statedef 183]
type=S
ctrl=0
anim=183
velset=0,0
[State ]
type=PlaySnd
trigger1=time=1
value=100,48
channel=0
[State ]
type=AssertSpecial
trigger1=time=[0,200]
flag=RoundNotOver
[Statedef 184]
type=S
ctrl=0
anim=182
velset=0,0
[State ]
type=PlaySnd
trigger1=time=1
value=100,50
channel=0
[State ]
type=AssertSpecial
trigger1=time=[0,200]
flag=RoundNotOver
[Statedef 185]
type=S
ctrl=0
anim=185
velset=0,0
[State ]
type=PlaySnd
trigger1=time=16
value=100,44
channel=0
[State ]
type=PlaySnd
trigger1=time=176
value=100,45
channel=0
[State ]
type=AssertSpecial
trigger1=time=[0,350]
flag=RoundNotOver

[Statedef 190]
type=S
ctrl=0
anim=0
velset=0,0
[State ]
type=VarRandom
trigger1=!Time
v=0
range=0,2
[State ]
type=AssertSpecial
trigger1=1
flag=intro
[State ]
type=ChangeState
trigger1=!var(0)
value=191
[State ]
type=ChangeState
trigger1=var(0)=1
value=192
[State ]
type=ChangeState
trigger1=var(0)=2
value=193

[Statedef 191]
type=S
ctrl=0
anim=191
velset=0,0
[State ]
type=AssertSpecial
trigger1=1
flag=intro
[State ]
type=PlaySnd
trigger1=time=50
value=100,2
channel=0
[State ]
type=ChangeState
trigger1=!Animtime
value=0

[Statedef 192]
type=S
ctrl=0
anim=191
velset=0,0
[State ]
type=AssertSpecial
trigger1=1
flag=intro
[State ]
type=PlaySnd
trigger1=time=125
value=100,3
[State ]
type=ChangeState
trigger1=!Animtime
value=0

[Statedef 193]
type=S
ctrl=0
anim=191
velset=0,0
[State ]
type=AssertSpecial
trigger1=1
flag=intro
[State ]
type=PlaySnd
trigger1=time=6
value=100,49
[State ]
type=ChangeState
trigger1=!Animtime
value=0

[Statedef 5000]
type=S
movetype=H
physics=N
velset=0,0
[State ]
type=ChangeAnim
trigger1=!Time
trigger1=GetHitVar(animtype)!=[3,5]
value=ifelse((GetHitVar(groundtype)=1),5000,5010)+GetHitVar(animtype)
[State ]
type=ChangeAnim
trigger1=!Time
trigger1=GetHitVar(animtype)=[3,5]
value=5030
[State ]
type=ChangeAnim
trigger1=!Time
trigger1=(GetHitVar(animtype)=[4,5])&&(SelfAnimExist(5047+GetHitVar(animtype)))
value=5047+GetHitVar(animtype)
[State ]
type=ChangeAnim
trigger1=Time>0
value=anim
[State ]
type=StateTypeSet
trigger1=!Time
trigger1=GetHitVar(yvel)!=0||GetHitVar(fall)
trigger2=Pos Y!=0
statetype=A
[State ]
type=ChangeState
trigger1=HitShakeOver
trigger1=!GetHitVar(yvel)&&!GetHitVar(fall)
value=5001
[State ]
type=ChangeState
trigger1=HitShakeOver
value=5030
[State ]
type=ForceFeedback
trigger1=anim=5000
trigger2=anim=5010
time=6
waveform=square
persistent=0
[State ]
type=ForceFeedback
trigger1=anim=5001
trigger2=anim=5011
time=8
waveform=sinesquare
ampl=110,-1,-.3
persistent=0
[State ]
type=ForceFeedback
trigger1=anim=5012
trigger2=anim=5002
trigger3=anim=5030
time=15
waveform=sinesquare
ampl=140
persistent=0
[Statedef 5001]
type=S
movetype=H
physics=S
[State ]
type=HitVelSet
trigger1=!Time
x=1
[State ]
type=ChangeAnim
trigger1=!AnimTime
value=5005+GetHitVar(animtype)+(GetHitVar(groundtype)=2)*10
[State ]
type=VelMul
trigger1=Time>=GetHitVar(slidetime)
x=.6
[State ]
type=VelSet
trigger1=HitOver
x=0
[State ]
type=DefenceMulSet
trigger1=HitOver
value=1
[State ]
type=ChangeState
trigger1=HitOver
value=0
ctrl=1
[Statedef 5010]
type=C
movetype=H
physics=N
velset=0,0
[State ]
type=ChangeAnim
trigger1=!Time
trigger1=GetHitVar(animtype)!=[3,5]
value=5020+GetHitVar(animtype)
[State ]
type=ChangeAnim
trigger1=!Time
trigger1=GetHitVar(animtype)=[3,5]
value=5030
[State ]
type=ChangeAnim
trigger1=!Time
trigger1=(GetHitVar(animtype)=[4,5])&&(SelfAnimExist(5047+GetHitVar(animtype)))
value=5047+GetHitVar(animtype)
[State ]
type=ChangeAnim
trigger1=Time>0
value=anim
[State ]
type=StateTypeSet
triggerall=!Time
trigger1=GetHitVar(yvel)!=0||GetHitVar(fall)
trigger2=Pos Y!=0
statetype=A
[State ]
type=ChangeState
trigger1=HitShakeOver
trigger1=!GetHitVar(yvel)&&!GetHitVar(fall)
value=5011
[State ]
type=ChangeState
trigger1=HitShakeOver
value=5030
[State ]
type=ForceFeedback
trigger1=anim=5020
time=6
waveform=square
persistent=0
[State ]
type=ForceFeedback
trigger1=anim=5021
time=8
waveform=sinesquare
ampl=110,-1,-.3
persistent=0
[State ]
type=ForceFeedback
trigger1=anim=5022
time=15
waveform=sinesquare
ampl=140
persistent=0
[Statedef 5011]
type=C
movetype=H
physics=C
[State ]
type=HitVelSet
trigger1=!Time
x=1
[State ]
type=ChangeAnim
trigger1=!AnimTime
value=5025+GetHitVar(animtype)
[State ]
type=VelMul
trigger1=Time>=GetHitVar(slidetime)
x=.6
[State ]
type=VelSet
trigger1=HitOver
x=0
[State ]
type=DefenceMulSet
trigger1=HitOver
value=1
[State ]
type=ChangeState
trigger1=HitOver
value=11
ctrl=1
[Statedef 5020]
type=A
movetype=H
physics=N
velset=0,0
[State ]
type=ChangeAnim
trigger1=!Time
trigger1=GetHitVar(animtype)!=[3,5]
value=ifelse((GetHitVar(airtype)=1),5000,5010)+GetHitVar(animtype)
[State ]
type=ChangeAnim
trigger1=!Time
trigger1=GetHitVar(animtype)=[3,5]
value=5030
[State ]
type=ChangeAnim
trigger1=!Time
trigger1=(GetHitVar(animtype)=[4,5])&&(SelfAnimExist(5047+GetHitVar(animtype)))
value=5047+GetHitVar(animtype)
[State ]
type=ChangeAnim
trigger1=Time>0
value=anim
[State ]
type=ChangeState
trigger1=HitShakeOver
value=5030
[State ]
type=ForceFeedback
trigger1=anim=5000
trigger2=anim=5010
time=6
waveform=square
persistent=0
[State ]
type=ForceFeedback
trigger1=anim=5001
trigger2=anim=5011
time=8
waveform=sinesquare
ampl=110,-1,-.3
persistent=0
[State ]
type=ForceFeedback
trigger1=anim=5012
trigger2=anim=5002
trigger3=anim=5030
trigger4=anim=[5051,5059]
time=15
waveform=sinesquare
ampl=140
persistent=0
[Statedef 5030]
type=A
movetype=H
physics=N
ctrl=0
[State ]
type=VelAdd
trigger1=1
y=GetHitVar(yaccel)
[State ]
type=HitVelSet
trigger1=!Time
x=1
y=1
[State ]
type=ChangeState
triggerall=!HitFall
trigger1=HitOver
trigger2=Vel Y>0
trigger2=Pos Y>= 0
value=5040
[State ]
type=ChangeState
triggerall=HitFall
trigger1=HitOver
trigger2=Vel Y>0
trigger2=Pos Y>=10
value=5050
[State ]
type=ChangeState
trigger1=!AnimTime
value=5035
[Statedef 5035]
type=A
movetype=H
physics=N
[State ]
type=ChangeAnim
trigger1=!Time
trigger1=SelfAnimExist(5035)
trigger1=Anim!=[5051,5059]
trigger1=Anim!=5090
value=5035
[State ]
type=VelAdd
trigger1=1
y=GetHitVar(yaccel)
[State ]
type=ChangeState
triggerall=!HitFall
trigger1=HitOver
trigger2=!AnimTime
trigger3=Vel Y>0
trigger3=Pos Y>=10
trigger4=!Time
trigger4=Anim!=5035
value=5040
[State ]
type=ChangeState
triggerall=HitFall
trigger1=HitOver
trigger2=!AnimTime
trigger3=Vel Y>0
trigger3=Pos Y>=10
trigger4=!Time
trigger4=Anim!=5035
value=5050
[Statedef 5040]
type=A
movetype=H
physics=N
[State ]
type=ChangeState
trigger1=!Alive
value=5050
[State ]
type=ChangeAnim
trigger1=!AnimTime
trigger1=Anim!=5040
trigger2=!Time
trigger2=Anim!=5035
value=5040
[State ]
type=CtrlSet
trigger1=HitOver
value=1
[State ]
type=StateTypeSet
trigger1=HitOver
movetype=I
[State ]
type=VelAdd
trigger1=1
y=GetHitVar(yaccel)
[State ]
type=ChangeState
trigger1=Vel Y>0
trigger1=Pos Y>=0
value=52
[Statedef 5050]
type=A
movetype=H
physics=N
[State ]
type=ChangeAnim
trigger1=!AnimTime
trigger1=Anim=5035
trigger2=!Time
trigger2=Anim!=5035
trigger2=(Anim!=[5051,5059])&&(Anim!=[5061,5069])
trigger2=Anim!=5090
value=5050
[State ]
type=ChangeAnim
trigger1=anim=[5050,5059]
trigger1=Vel Y>=ifelse(anim=5050,1,-2)
trigger1=SelfAnimExist(anim+10)
value=anim+10
persistent=0
[State ]
type=VelAdd
trigger1=1
y=GetHitVar(yaccel)
[State ]
type=ChangeState
triggerall=Vel Y>0
triggerall=Pos Y>=-20
triggerall=alive
trigger1=!var(59)
trigger1=Command="recovery"
Trigger2=var(59)=1
Trigger2=Random <= 900
value=5200
[State ]
type=ChangeState
triggerall=Vel Y>-1
triggerall=alive
triggerall=CanRecover
trigger1=Command="recovery"
value=5210
[State ]
type=ChangeState
trigger1=Vel Y>0
trigger1=Pos Y>=ifelse((anim=[5051,5059])||(anim=[5061,5069]),0,25)
value=5100
[Statedef 5070]
type=A
movetype=H
physics=N
velset=0,0
anim=5070
[State ]
type=ChangeState
trigger1=HitShakeOver
value=5071
[State ]
type=ForceFeedback
trigger1=!time
time=12
waveform=sinesquare
ampl=140
[Statedef 5071]
type=A
movetype=H
physics=N
[State ]
type=HitVelSet
trigger1=!Time
x=1
y=1
[State ]
type=VelAdd
trigger1=1
y=GetHitVar(yaccel)
[State ]
type=ChangeState
trigger1=Vel Y>0
trigger1=Pos Y>= 5
value=5110
[Statedef 5080]
type=L
movetype=H
physics=N
velset=0,0
[State ]
type=VarSet
trigger1=!time
sysvar(2)=ifelse(GetHitVar(yvel)=0,5080,5090)
[State ]
type=VarAdd
trigger1=!time
trigger1=(anim=[5081,5089])||(anim=[5111,5119])
trigger1=SelfAnimExist(sysvar(2)+(anim%10))
sysvar(2)=anim%10
[State ]
type=VarSet
trigger1=!time
trigger1=sysvar(2)=5090
trigger1=!SelfAnimExist(5090)
sysvar(2)=5030
[State ]
type=ChangeAnim
trigger1=1
value=sysvar(2)
[State ]
type=ChangeState
trigger1=HitShakeOver
trigger1=!GetHitVar(yvel)
value=5081
[State ]
type=ChangeState
trigger1=HitShakeOver
trigger1=GetHitVar(yvel)!=0
value=5030
[Statedef 5081]
type=L
movetype=H
physics=C
[State ]
type=HitVelSet
trigger1=!Time
x=1
[State ]
type=VelSet
trigger1=HitOver
x=0
[State ]
type=VarSet
trigger1=!Time
sysvar(0)=1
[State ]
type=ChangeState
trigger1=HitOver
value=5110

[Statedef 5100]
type=L
movetype=H
physics=N
[State ]
type=EnvShake
trigger1=!time
time=10
freq=80
ampl=4
[State ]
type=PlaySnd
trigger1=Time=1
value=0,1
[State ]
type=VelSet
trigger1=!Time
trigger1=!GetHitVar(fall.yvel)
trigger1=vel x>1
x=1
[State ]
type=FallEnvShake
trigger1=!Time
[State ]
type=VarSet
trigger1=!Time
sysvar(1)=floor(vel y)
[State ]
type=ChangeAnim
triggerall=!time
trigger1=(anim!=[5051,5059])&&(anim!=[5061,5069])
trigger2=!SelfAnimExist(5100+(anim%10))
value=5100
[State ]
type=ChangeAnim
trigger1=!time
trigger1=(anim=[5051,5059])||(anim=[5061,5069])
trigger1=SelfAnimExist(5100+(anim%10))
value=5100+(anim%10)
[State ]
type=PosSet
trigger1=!Time
y=0
[State ]
type=VelSet
trigger1=!Time
y=0
[State ]
type=VelMul
trigger1=!Time
x=.75
[State ]
type=ChangeState
trigger1=!Time
trigger1=!GetHitVar(fall.yvel)
value=5110
[State ]
type=PosFreeze
trigger1=1
[State ]
type=ChangeState
trigger1=!AnimTime
value=5101
[State ]
type=ForceFeedback
trigger1=!Time
waveform=sinesquare
ampl=128,-3,-.2,.005
time=20
[Statedef 5101]
type=L
movetype=H
physics=N
[State ]
type=ChangeAnim
trigger1=!time
trigger1=anim=5111
value=5112
[State ]
type=ChangeAnim
triggerall=!time
triggerall=anim!=5112
trigger1=anim!=[5101,5109]
trigger2=!SelfAnimExist(5160+(anim%10))
value=5160
[State ]
type=ChangeAnim
triggerall=!time
triggerall=anim!=5112
trigger1=anim=[5101,5109]
trigger1=SelfAnimExist(5160+(anim%10))
value=5160+(anim%10)
[State ]
type=VelAdd
trigger1=1
y=.98
[State ]
type=ChangeState
trigger1=Vel Y>0
trigger1=Pos Y>=12
value=5110
[Statedef 5110]
type=L
movetype=H
physics=N
[State ]
type=FallEnvShake
trigger1=!Time
[State ]
type=PlaySnd
trigger1=prevstateno=5050||prevstateno=5071
trigger1=time=1
value=0,1
[State ]
type=EnvShake
trigger1=prevstateno=5050||prevstateno=5071
trigger1=time=1
time=10
freq=80
ampl=4
[State ]
type=Turn
trigger1=anim=5070
trigger1=!Time
[State ]
type=ChangeAnim
trigger1=!time
trigger1=anim=5112
value=5113
[State ]
type=ChangeAnim
trigger1=SelfAnimExist(5110+(anim%10))
trigger1=anim=[5081,5089]
value=5110+(anim%10)
persistent=0
[State ]
type=ChangeAnim
triggerall=!time
triggerall=anim!=[5110,5119]
trigger1=anim!=[5161,5169]
trigger2=!SelfAnimExist(5170+(anim%10))
value=5170
[State ]
type=ChangeAnim
triggerall=!time
triggerall=anim!=[5110,5119]
trigger1=anim=[5161,5169]
trigger1=SelfAnimExist(5170+(anim%10))
value=5170+(anim%10)
[State ]
type=PosSet
trigger1=!Time
y=0
[State ]
type=VarSet
trigger1=!Time
trigger1=GetHitVar(fall.yvel)!=0
sysvar(1)=floor(vel y)
[State ]
type=VelSet
trigger1=!Time
y=0
[State ]
type=ChangeAnim
triggerall=anim=[5171,5179]
triggerall=SelfAnimExist(5110+(anim%10))
trigger1=!AnimTime
trigger2=SysVar(0)
value=5110+(anim%10)
persistent=0
[State ]
type=ChangeAnim
triggerall=Anim!=[5111,5119]
trigger1=!AnimTime
trigger2=sysVar(0)
value=5110
persistent=0
[State ]
type=ChangeState
triggerall=!alive
trigger1=!AnimTime
trigger2=sysVar(0)
trigger3=Anim=[5110,5119]
value=5150
[State ]
type=VarSet
trigger1=SysVar(0)
trigger1=!Time
sysvar(0)=0
[State ]
type=VelMul
trigger1=1
x=.85

[Statedef 5120]
type=L
movetype=I
physics=N
[State ]
type=ChangeAnim
trigger1=!time
trigger1=anim=5113
value=5121
[State ]
type=ChangeAnim
triggerall=!time
triggerall=anim!=5121
trigger1=anim!=[5111,5119]
trigger2=!SelfAnimExist(5120+(anim%10))
value=5120
[State ]
type=ChangeAnim
triggerall=!time
triggerall=anim!=5121
trigger1=anim=[5111,5119]
trigger1=SelfAnimExist(5120+(anim%10))
value=5120+(anim%10)
[State ]
type=VelSet
trigger1=!Time
x=0
[State ]
type=NotHitBy
trigger1=1
value=SCA
[State ]
type=HitFallSet
trigger1=!AnimTime
value=1
[State ]
type=NotHitBy
trigger1=!AnimTime
value=,NT,ST,HT
time=12
[State ]
type=NotHitBy
trigger1=!AnimTime
value2=SCA
time=3
[State ]
type=ChangeState
trigger1=!AnimTime
value=0
ctrl=1

[Statedef 5150]
type=L
movetype=H
physics=N
sprpriority=3
[State ]
type=ChangeAnim
triggerall=!Time
triggerall=SelfAnimExist(5140)
trigger1=(anim!=[5111,5119])&&(anim!=[5171,5179])
trigger2=!SelfAnimExist(5140+(anim%10))
value=5140
[State ]
type=ChangeAnim
trigger1=!Time
trigger1=(anim=[5111,5119])||(anim=[5171,5179])
trigger1=SelfAnimExist(5140+(anim%10))
value=5140+(anim%10)
[State ]
type=ChangeAnim
trigger1=MatchOver=1
trigger1=Anim=[5140,5149]
trigger1=SelfAnimExist(anim+10)
value=anim+10
persistent=0
[State ]
type=ChangeAnim
trigger1=!Time
trigger1=Anim!=[5140,5159]
trigger1=Anim!=[5110,5119]
value=5110
[State ]
type=VelMul
trigger1=1
x=.85
[State ]
type=VelSet
trigger1=Vel x<.05
x=0
persistent=0
[State ]
type=PosSet
trigger1=1
y=0
[State ]
type=NotHitBy
trigger1=1
value=SCA

[Statedef 5200]
type=A
movetype=I
physics=N
anim=5200
[State ]
type=PosSet
trigger1=!time
y=0
[State ]
type=Turn
trigger1=!Time
trigger1=p2dist X<-5
[State ]
type=NotHitBy
trigger1=!Time
value=SCA
time=ifelse(command="holdfwd",25,ifelse(command="holdback",24,20))
[State ]
type=PlayerPush
trigger1=1
value=0
[State ]
type=PalFX
trigger1=time<=10
trigger1=!(time%2)
time=1
add=222,222,222
[State ]
type=PosFreeze
trigger1=!time
value=1
[State ]
type=VelSet
trigger1=time=1
x=ifelse(command="holdfwd",4.4,ifelse(command="holdback",-3.4,0))
y=ifelse(command="holdup",-7.4,-8.5)
[State ]
type=VelAdd
trigger1=time>=1
y=.64
[State ]
type=PlaySnd
trigger1=!(random%3)
trigger1=!time
value=100,40
channel=0
[State ]
type=PlaySnd
trigger1=random%3=1
trigger1=!time
value=100,53
[State ]
type=PlaySnd
trigger1=random%3=2
trigger1=!time
value=100,65
[State ]
type=PlaySnd
trigger1=!time
value=20,2
[State ]
type=EnvShake
trigger1=!time
time=10
freq=80
ampl=3
[State ]
type=ChangeAnim
trigger1=Anim=5035
trigger1=!AnimTime
value=5050
[State ]
type=ChangeState
trigger1=time>4
trigger1=Vel Y>0
trigger1=Pos Y>=0
value=5201
[Statedef 5201]
type=S
movetype=I
physics=N
velset=0,0
anim=49
[State ]
type=PlaySnd
trigger1=!time
value=20,0
[State ]
type=PosSet
trigger1=!Time
y=0
[State ]
type=CtrlSet
trigger1=time=1
value=1
[State ]
type=ChangeState
trigger1=!animtime
value=0
ctrl=1

[Statedef 5210]
type=A
movetype=I
physics=N
anim=5210
ctrl=0
[State ]
type=Turn
trigger1=!time
trigger1=p2dist X<-20
[State ]
type=PalFX
trigger1=Time<=10
trigger1=!(time%2)
time=1
add=222,222,222
[State ]
type=PlaySnd
trigger1=!(random%3)
trigger1=!time
value=100,40
[State ]
type=PlaySnd
trigger1=random%3=1
trigger1=!time
value=100,53
[State ]
type=PlaySnd
trigger1=random%3=1
trigger1=!time
value=100,65
[State ]
type=PosFreeze
trigger1=!Time
value=4
[State ] 
type=VelSet
trigger1=Time=4
x=ifelse(command="holdfwd",2.4,ifelse(command="holdback",-1.7,-.8))
y=ifelse(command="holdfwd",-11.6,ifelse(command="holdback",-11.6,-7))
[State ]
type=VelAdd
trigger1=1
y=.32
[State ] 
type=VelMul
trigger1=Time=4
trigger1=Vel Y>0
y=.5
[State ]
type=VelAdd
trigger1=Time=4
trigger1=Vel Y>-3
y=-2
[State ]
type=VelAdd
trigger1=Time=4
trigger1=Vel Y>-2
y=-1
[State ]
type=VelAdd
trigger1=Time=4
trigger1=Command="holdup"
y=-2
[State ]
type=VelAdd
trigger1=Time=4
trigger1=Command="holddown"
y=1.5
[State ]
type=VelMul
trigeer1=Time=4
trigger1=Command="holdfwd"
x=1
[State ]
type=VelAdd
trigger1=Time=4
trigger1=Command="holdback"
x=-1
[State ]
type=NotHitBy
trigger1=!Time
value=SCA
time=ifelse(command="holdfwd",18,ifelse(command="holdback",26, 22))
[State ]
type=CtrlSet
trigger1=command="holdfwd"
trigger1=Time=3
value=1
[State ]
type=CtrlSet
trigger1=command="holdback"
trigger1=Time=9
value=1
[State ]
type=CtrlSet
trigger1=command!="holdfwd"
trigger1=command!="holdback"
trigger1=Time=20
value=1
[State ]
type=VelAdd
trigger1=Time>=4
y=.35
[State ]
type=ChangeState
trigger1=Vel Y>0
trigger1=Pos Y>=0
value=52
ctrl=1

[Statedef 5500]
type=S
ctrl=0
anim=5300
velset=0,0
[State ]
type=ChangeAnim
trigger1=!time
trigger1=SelfAnimExist(5500)
value=5500

[Statedef 5900]
type=S
[State ]
type=VarRangeSet
trigger1=!roundsexisted
value=0
[State ]
type=VarRangeSet
trigger1=!roundsexisted
fvalue=0
[State ]
type=ChangeState
trigger1=roundno=1
value=190
[State ]
type=ChangeState
triggerall=!(enemy,name="Arcueid_MA"&&enemy,palno=[5,8])
trigger1=roundno!=1
value=5901
[State ]
type=ChangeState
triggerall=enemy,name="Arcueid_MA"&&enemy,palno=[5,8]
trigger1=roundno=2
value=5902

[Statedef 5901]
type=S
ctrl=0
anim=5901
[State ]
type=Allpalfx
triggerall=!Ishelper
trigger1=animelem=271
add=255,255,255
time=5
invertall=0
[State ]
type=Playsnd
trigger1=!Time
value=10000,0
volume=255
loop=1
channel=1
[State ]
type=Playsnd
trigger1=!Time
value=100,77
volume=255
[State ]
type=Playsnd
trigger1=animelem=272
value=10000,1
volume=255
[State ]
type=Playsnd
trigger1=animelem=272
value=10000,2
volume=255
[State ]
type=Playsnd
triggerall=!Ishelper
trigger1=animelem=200
value=100,78
volume=255
[State ]
type=EnvShake
triggerall=!(Time%4)
trigger1=animelemtime(272)<=0
time=5
ampl=-5
freq=40
phase=95
[State ]
type=EnvShake
trigger1=animelemtime(272)=1
time=50
ampl=-8
freq=160
[State ]
type=Explod
trigger1=animelemtime(272)<=0
trigger1=!(Time%9)
anim=10000
sprpriority=2147483647
postype=p1
pos=-8,0
bindtime=1
ownpal=1
ontop=1
facing=ifelse(random%2=0,1,-1)
trans=add
[State ]
type=Explod
trigger1=!Time
anim=10001
sprpriority=-2147483647
postype=p1
pos=0,-3
bindtime=1
ownpal=1
trans=add
removetime=275
scale=.5,.5
[State ]
type=Explod
trigger1=!Time
anim=10002
sprpriority=-2147483647
postype=p1
pos=-7,0
bindtime=1
ownpal=1
trans=add
removetime=275
[State ]
type=Explod
trigger1=!Time
anim=10002
sprpriority=-2147483647
postype=p1
pos=7,0
bindtime=1
ownpal=1
trans=add
facing=-1
removetime=275
[State ]
type=Explod
trigger1=animelem=272
anim=10004
sprpriority=-2147483647
postype=p1
pos=-10,20
bindtime=1
ownpal=1
trans=add
[State ]
type=Explod
trigger1=animelem=272
anim=10005
sprpriority=-2147483647
postype=p1
pos=10,20
bindtime=1
ownpal=1
trans=add
[State ]
type=Explod
trigger1=animelem=272
anim=10006
sprpriority=2147483647
postype=p1
pos=-0,-30
bindtime=1
ownpal=1
trans=add
[State ]
type=Explod
trigger1=animelem=272
anim=10007
sprpriority=2147483647
postype=p1
pos=0,-30
bindtime=1
ownpal=1
trans=add
[State ]
type=Explod
trigger1=animelemtime(272)<=0
anim=10003
sprpriority=10
postype=p1
pos=-70+random%140,5-random%10
bindtime=1
ownpal=1
trans=add
vel=0,-1-random%7
scale=.4,.4
[State ]
type=Explod
trigger1=animelemtime(272)<=0
anim=10003
sprpriority=10
postype=p1
pos=0,5-random%10
bindtime=1
ownpal=1
trans=add
vel=-2+random%4,-1-random%7
scale=.5,.5
[State ]
type=Explod
trigger1=animelemtime(272)<=0
anim=10003
sprpriority=10
postype=p1
pos=-70+random%140,5-random%10
bindtime=1
ownpal=1
trans=add
vel=0,-1-random%7
scale=.5,.5
[State ]
type=Stopsnd
trigger1=animelem=272
channel=1
[State ] 
type=AssertSpecial
trigger1=1
flag=Intro
[State ]
type=ChangeState
trigger1=!AnimTime
value=0

[Statedef 5902]
type=S
ctrl=0
anim=60000
[State ] 
type=AssertSpecial
trigger1=1
flag=Intro
[State ]
type=Helper
trigger1=!Time
stateno=5903
id=5902
name="intro"
pos=0,0
helpertype=normal
postype=p2
ownpal=1
keyctrl=0
ignorehitpause=1
supermovetime=2147483647
pausemovetime=2147483647
[State ]
type=Explod
trigger1=Time=1855
anim=10010
sprpriority=2147483647
postype=back
pos=0,0
bindtime=-1
supermove=0
ownpal=1
ontop=1
trans=add
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647
[State ]
type=Explod
trigger1=Time=1855
anim=10010
sprpriority=2147483647
postype=back
pos=0,240
bindtime=-1
supermove=0
ownpal=1
ontop=1
vfacing=-1
trans=add
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647
[State ]
type=ChangeState
trigger1=Time=1856
value=5906

[Statedef 5903]
type=S
ctrl=0
anim=5902
[State ]
type=Playsnd
trigger1=!Time
value=40000,0
volume=255
lowpriority=1
loop=1
ignorehitpause=1
[State ]
type=Playsnd
trigger1=!Time
value=10000,0
volume=255
loop=1
channel=1
[State ]
type=Playsnd
trigger1=Time=750
value=100,49
volume=255
[State ]
type=EnvShake
trigger1=!(Time%4)
time=5
ampl=-5
freq=40
phase=95
[State ]
type=EnvShake
trigger1=animelemtime(272)=1
time=50
ampl=-8
freq=160
[State ]
type=Explod
trigger1=!(Time%7)
anim=10000
sprpriority=2147483647
postype=p1
pos=0,0
bindtime=1
ownpal=1
trans=add
[State ]
type=Explod
trigger1=!Time
anim=10001
sprpriority=-2147483647
postype=p1
pos=0,-3
bindtime=1
ownpal=1
trans=add
removetime=1000
scale=.5,.5
[State ]
type=Explod
trigger1=!Time
anim=10002
sprpriority=-2147483647
postype=p1
pos=-7,0
bindtime=1
ownpal=1
trans=add
removetime=1000
[State ]
type=Explod
trigger1=!Time
anim=10002
sprpriority=-2147483647
postype=p1
pos=7,0
bindtime=1
ownpal=1
trans=add
facing=-1
removetime=1000
[State ]
type=Explod
trigger1=1
anim=10003
sprpriority=10
postype=p1
pos=-70+random%140,5-random%10
bindtime=1
ownpal=1
trans=add
vel=0,-1-random%7
scale=.4,.4
[State ]
type=Explod
trigger1=1
anim=10003
sprpriority=10
postype=p1
pos=0,5-random%10
bindtime=1
ownpal=1
trans=add
vel=-2+random%4,-1-random%7
scale=.5,.5
[State ]
type=Explod
trigger1=1
anim=10003
sprpriority=10
postype=p1
pos=-70+random%140,5-random%10
bindtime=1
ownpal=1
trans=add
vel=0,-1-random%7
scale=.5,.5
[State ] 
type=AssertSpecial
trigger1=1
flag=Intro
[State ]
type=ChangeState
trigger1=Time>=1000
value=5904
[Statedef 5904]
type=S
ctrl=0
anim=5903
[State ]
type=Playsnd
trigger1=!Time
value=10000,1
volume=255
[State ]
type=Playsnd
trigger1=!Time
value=10000,2
volume=255
[State ]
type=Playsnd
trigger1=animelem=2
value=100,48
volume=255
[State ]
type=Allpalfx
trigger1=!Time
add=255,255,255
time=5
invertall=0
[State ]
type=EnvShake
trigger1=!Time
time=50
ampl=-8
freq=160
[State ]
type=Explod
trigger1=!Time
anim=10004
sprpriority=-2147483647
postype=p1
pos=-10,20
bindtime=1
ownpal=1
trans=add
[State ]
type=Explod
trigger1=!Time
anim=10005
sprpriority=-2147483647
postype=p1
pos=10,20
bindtime=1
ownpal=1
trans=add
[State ]
type=Explod
trigger1=!Time
anim=10006
sprpriority=2147483647
postype=p1
pos=-0,-30
bindtime=1
ownpal=1
trans=add
[State ]
type=Explod
trigger1=!Time
anim=10007
sprpriority=2147483647
postype=p1
pos=0,-30
bindtime=1
ownpal=1
trans=add
[State ]
type=Stopsnd
trigger1=!Time
channel=1
[State ] 
type=AssertSpecial
trigger1=1
flag=Intro
[State ]
type=ChangeState
trigger1=Time>=730
value=5905

[Statedef 5905]
type=S
ctrl=0
anim=5904
[State ] 
type=AssertSpecial
trigger1=1
flag=Intro
[State ]
type=Helper
trigger1=!Time
stateno=30000
name="cutin"
id=30000
pos=60,0
helpertype=normal
postype=back
ownpal=1
keyctrl=0
supermovetime=2147483647
pausemovetime=2147483647
[State ]
type=Velset
trigger1=animelemtime(14)>=0
x=20
[State ]
type=Explod
trigger1=Time=68
anim=10008
sprpriority=2147483647
postype=back
pos=0,0
bindtime=-1
supermove=0
ownpal=1
ontop=1
trans=add
scale=1.3,1.0
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647
[State ]
type=Explod
trigger1=Time=119
anim=10009
sprpriority=2147483647
postype=back
pos=0,-30
bindtime=-1
supermove=0
ownpal=1
ontop=1
trans=add
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647
[State ]
type=Explod
trigger1=Time=120
anim=10009
sprpriority=2147483647
postype=back
pos=0,-30
bindtime=-1
supermove=0
ownpal=1
ontop=1
trans=add
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647
[State ]
type=Explod
trigger1=Time=121
anim=10009
sprpriority=2147483647
postype=back
pos=0,-30
bindtime=-1
supermove=0
ownpal=1
ontop=1
trans=add
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647
[State ]
type=Explod
trigger1=Time=119
anim=10009
sprpriority=2147483647
postype=back
pos=0,220
bindtime=-1
supermove=0
ownpal=1
ontop=1
vfacing=-1
trans=add
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647
[State ]
type=Explod
trigger1=Time=120
anim=10009
sprpriority=2147483647
postype=back
pos=0,220
bindtime=-1
supermove=0
ownpal=1
ontop=1
vfacing=-1
trans=add
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647
[State ]
type=Explod
trigger1=Time=121
anim=10009
sprpriority=2147483647
postype=back
pos=0,220
bindtime=-1
supermove=0
ownpal=1
ontop=1
vfacing=-1
trans=add
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647
[State ]
type=Destroyself
trigger1=!Animtime

[Statedef 5906]
type=S
ctrl=0
anim=5905
[State ]
type=AssertSpecial
trigger1=1
flag=Intro
[State ]
type=Envshake
trigger1=!time
time=34
freq=255
ampl=-5
ignorehitpause=1
[State ]
type=ChangeState
trigger1=!Animtime
value=0

