;---------------------------------------------------------------------------
; Fly mode;Air jump
[Statedef 1003]
type    = A
movetype= A
physics = A
anim = 1003

[state 1003]
type = playsnd
trigger1 = time = 0
volume = 255
value = F70,1

[state 1003]
type = turn
trigger1 = p2dist X < -10

[state 1003]
type = velset
trigger1 = command != "holdfwd" && command != "holdback"
x = 0

[state 1003]
type = veladd
trigger1 = command = "holdback" && vel X > -2
x = -0.5

[state 1003]
type = veladd
trigger1 = command = "holdfwd" && vel X < 2
x = 0.5

[state 1003]
type = velset
trigger1 = 1
y = 0.3

[state 1003]
type = changestate
trigger1 = pos Y > -2
value = 52
ctrl = 1

;---------------------------------------------------------------------------
; Solid knuckle
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 215

[State 410, 2]
type = PlaySnd
trigger1 = Time = 0
value = F70, 6
volume = 200

[State 215, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = light
damage    = 10,5
guardflag = MA
pausetime = 3,11
sparkno = 0
sparkxy = 3,-18
hitsound   = ifelse(enemy, animexist(7997), 8,5),ifelse(enemy, animexist(7996), 1,0)
guardsound = 6,0
ground.type = high
ground.slidetime = 3
ground.hittime  = 20
ground.velocity = -2
air.velocity = -2.2,-3.2
getpower = 30,0
givepower = 0,30

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

; Electric stab
[Statedef 216]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = ifelse(prevstateno != 215, 216, 410)

[State 410, 2]
type = PlaySnd
trigger1 = Time = 0
value = F70, 6
volume = 200

[State 216, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = light
damage    = 15
guardflag = MA
pausetime = 3,11
sparkno = 0
sparkxy = 2,-19
hitsound   = ifelse(enemy, animexist(7997), 8,5),ifelse(enemy, animexist(7996), 1,0)
guardsound = 6,0
ground.type = high
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
air.velocity = -2.2,-3.2
getpower = 40,0
givepower = 0,40

[State 216, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; paralyze cut
[Statedef 217]
type    = S
movetype= A
physics = S
juggle  = 8
ctrl = 0
velset = 0,0,0
anim = ifelse(prevstateno != 216, 217, 411)

[State 410, 2]
type = PlaySnd
trigger1 = Time = 0
value = F70, 3
volume = 200

[state 217]
type = targetveladd
trigger1 = (movecontact) && moveguarded = 0
trigger1 = time < 44
x = 0
y = -0.5

[State 217, 2]
type = HitDef
trigger1 = time = 20
trigger2 = time = 26
trigger3 = time = 32
trigger4 = time = 38
attr = S, NA
animtype  = up
damage    = 6
hitflag = MAF
guardflag = MA
sparkno = 0
sparkxy = -1,-17
pausetime = 3,11
hitsound   = ifelse(enemy, animexist(7997), 8,5),ifelse(enemy, animexist(7996), 1,0)
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 50
ground.velocity = 0,-4
air.velocity = -2.2,-3.2
fall = 1
fall.recover = 0
getpower = 12,0
givepower = 0,12

[State 217, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Electric shock
[Statedef 218]
type    = S
movetype= A
physics = S
juggle  = 7
ctrl = 0
anim = 218

[State 410, 2]
type = PlaySnd
trigger1 = Time = 0
value = F70, 3
volume = 255

[State 218, 2]
type = HitDef
trigger1 = time = 0 ;animelem = 15
attr = S, NA
animtype  = back
hitflag = MAF
damage    = 25
guardflag = MA
pausetime = 3,11
sparkxy = -4,-12
sparkno = 1
hitsound   = ifelse(enemy, animexist(7997), 8,5),ifelse(enemy, animexist(7996), 4,3)
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6,-8
air.velocity = -6,-8
p2stateno = 6025
p2getp1state = ifelse(p2name = "Robotnik and G-mel by Cyanide", 0, 1)
fall = 1
getpower = 60,0
givepower = 0,60

[State 218, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; Upper e shock
[Statedef 219]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
anim = 219

[State 410, 2]
type = PlaySnd
trigger1 = Time = 0
value = F70, 3
volume = 255

[state 217]
type = targetveladd
trigger1 = (movecontact) && moveguarded = 0
trigger1 = time < 31
x = 0
y = -0.5

[State 219, 2]
type = HitDef
trigger1 = Time = 15
trigger2 = Time = 20
trigger3 = Time = 25
trigger4 = Time = 30
attr = S, NA
damage    = 6
animtype  = up
hitflag = MAF
guardflag = MA
pausetime = 3,12
sparkxy = 0,-30
sparkno = 1
hitsound   = ifelse(enemy, animexist(7997), 8,5),ifelse(enemy, animexist(7996), 1,0)
guardsound = 6,0
ground.type = low
ground.slidetime = 10
ground.hittime  = 20
air.hittime = 30
ground.velocity = -0.2,-6.5
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20
fall = 1
fall.recover = 0
getpower = 12,0
givepower = 0,12

[State 219, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 400, 4]
type = ChangeState
trigger1 = command = "holdup" && (command != "holdfwd" || command != "holdback")
trigger1 = time > 20
value = 40
ctrl = 1

;---------------------------------------------------------------------------
; Air e shock
[Statedef 611]
type    = A
movetype= A
physics = A
juggle  = 6
ctrl = 0
velset = vel X, ifelse(vel Y> 0, vel Y, -6)
anim = 608

[State 410, 2]
type = PlaySnd
trigger1 = Time = 0
value = F70, 6
volume = 200

[State 608, 2]
type = HitDef
trigger1 = animelem = 2
attr = A, NA
damage    = 30
animtype  = light
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkxy = 0,-10
sparkno = 0
hitsound   = ifelse(enemy, animexist(7997), 8,5),ifelse(enemy, animexist(7996), 1,0)
guardsound = 6,0
ground.type = high
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -4,3
air.velocity = -1.3,3
down.velocity = -1.3,3
down.hittime = 20
air.fall = 1
fall = 0
getpower = 30,0
givepower = 0,30

[State 608, 4]
type = ChangeState
trigger1 = time > 60
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; buster drill
[Statedef 609]
type    = S
movetype= A
physics = S
juggle  = 6
ctrl = 0
velset = 0,0
anim = 609

[state 609]
type = turn
trigger1 = prevstateno = 105
trigger1 = time = 0

[state 609]
type = velset
trigger1 = 1
x = ifelse(time < 10, 4, 0)

[State 609, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
damage    = 30
animtype  = back
hitflag = MAF
guardflag = MA
pausetime = 10,12
sparkxy = 0,-10
sparkno = 0
hitsound   = ifelse(enemy, animexist(7997), 8,5),ifelse(enemy, animexist(7996), 1,0)
guardsound = 6,0
ground.type = high
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -5
air.velocity = -4,-3
down.velocity = -4,0
down.hittime = 20
fall = 1
getpower = 30,0
givepower = 0,30

[State 609, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; air knuckle
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
velset = 0,0
anim = 610

[State 410, 2]
type = PlaySnd
trigger1 = Time = 0
value = F70, 6
volume = 200

[state 610]
type = velset
trigger1 = 1
x = 0
y = 0

[State 610, 2]
type = HitDef
trigger1 = animelem = 2
attr = A, NA
damage    = 30
animtype  = medium
hitflag = MAF
guardflag = MA
pausetime = 3,3
sparkxy = 0,-5
sparkno = 0
hitsound   = ifelse(enemy, animexist(7997), 8,5),ifelse(enemy, animexist(7996), 1,0)
guardsound = 6,0
ground.type = high
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -2, 9
air.velocity = -2,9
down.velocity = -2,9
down.hittime = 20
fall = 1
air.fall = 1
down.bounce = 1
getpower = 20,0
givepower = 20,0

[State 610, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; devastator
[Statedef 1190]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 1180

[state 1190]
type = poweradd
trigger1 = time = 1
value = ifelse(power >= 1000, -1000, -50)

[state 1190]
type = varset
trigger1 = time = 0
v = 20
value = ifelse(power >= 1000, 1190, 0)

[State 410, 2]
type = PlaySnd
trigger1 = Time <= 10
value = F70, 3
volume = 255
channel = 2

[state 1190]
type = stopsnd
trigger1 = time < 10
channel = 2
persistent = 2

[state 1180]
type = helper
trigger1 = command != "hold_x"
trigger1 = anim != 1181
helpertype = normal
name = "energy"
ID = 1190
pos = 9,-15
stateno = 1191

[state 1190]
type = varset
trigger1 = time = 0
v = 5
value = 1

[state 1190]
type = varadd
trigger1 = time = 20
trigger2 = time = 40 
trigger3 = time = 60 
trigger4 = time = 80 
trigger5 = time = 100
trigger6 = time = 120
trigger7 = time = 140
v = 5
value = 1

[state 1190]
type = changeanim
trigger1 = command != "hold_x" && anim != 1181
value = 1181

[state 1190]
type = changestate
trigger1 = animtime = 0 && anim = 1181
value = 0
ctrl = 1

;energy ball
[statedef 1191]
type = S
movetype = A
physics = S
ctrl = 0
anim = 6000
vel = (parent, var(5)), 0

[state 1010]
type = playsnd
trigger1 = uniqhitcount = 1 && (movehit)
trigger1 = parent, var(20) > 0
trigger1 = numexplod(410) = 0
value = F31,2
volume = 200
persistent = 0

[state 1010]
type = Explod
trigger1 = uniqhitcount = 1 && (movehit)
trigger1 = parent, var(20) > 0
trigger1 = numexplod(410) = 0
anim = F410
ID = 410
pos = 0,-10
bindtime = -1
postype = p2
facing = -1
removetime = -2
sprpriority = 1
ontop = 1
ignorehitpause = 1
persistent = 0

[state 1191]
type = attackmulset
trigger1 = parent, var(20) = 1190
value = 2

[State 410, 2]
type = PlaySnd
trigger1 = Time = 0
value = F70, 4
volume = 255

[state 1191]
type = assertspecial
trigger1 = 1
flag = invisible

[state 1191]
type = explod
trigger1 = time = 0
removetime = -2
removeongethit = 1
bindtime = -1
ID = 250
pos = 0,-7
anim = F250
ontop = 1
;vel = 2,0
;accel = 0.2,0

[state 1191]
type = explod
trigger1 = (movecontact) || (moveguarded)
trigger2 = numexplod(250) = 0
removetime = -2
removeongethit = 1
bindtime = 1
ID = 251
pos = 0,-7
anim = F251
ontop = 1
vel = 1,0
accel = 0,0

[state 1191]
type = removeexplod
trigger1 = (movecontact) || (moveguarded)
ID = 250

[state 1191]
type = velset
trigger1 = 1
x = (parent, var(5))
y = 0

[State 1091, 2]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage    = (parent, var(5))*30
animtype  = back
hitflag = MA
guardflag = MA
pausetime = 0,12
sparkxy = 0,-15
sparkno = 1
hitsound   = ifelse(enemy, animexist(7997), 8,5),ifelse(enemy, animexist(7996), 4,3)
guardsound = 6,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4,-5
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20
fall = 1
getpower = ifelse(parent,var(20) > 0, 200,70),0
givepower = 0,ifelse(parent,var(20) > 0, 800,70)

[state 1071]
type = destroyself
trigger1 = frontedgebodydist < -10
trigger2 = (movecontact) || (moveguarded)
trigger3 = numexplod(250) = 0

;---------------------------------------------------------------------------
; air devastator
[Statedef 1200]
type    = A
movetype= A
physics = A
juggle  = 2
ctrl = 0
velset = 0,0
anim = 1190

[state 1190]
type = poweradd
trigger1 = time = 1
value = ifelse(power >= 1000, -1000, -50)

[state 1190]
type = varset
trigger1 = time = 0
v = 20
value = ifelse(power >= 1000, 1190, 0)

[State 410, 2]
type = PlaySnd
trigger1 = Time <= 10
value = F70, 3
volume = 255
channel = 2

[state 1190]
type = stopsnd
trigger1 = time < 10
channel = 2
persistent = 2

[State 410, 2]
type = PlaySnd
trigger1 = Time = 0
value = F70, 1
volume = 255

[state 1200]
type = velset
trigger1 = 1
x = 0
y = 0.3

[state 1200]
type = helper
trigger1 = command != "hold_x"
trigger1 = anim != 1191
helpertype = normal
name = "energy"
ID = 1190
pos = 9,-15
stateno = 1191

[state 1200]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state 1200]
type = varadd
trigger1 = time = 20
trigger2 = time = 40 
trigger3 = time = 60 
trigger4 = time = 80 
trigger5 = time = 100
trigger6 = time = 120
trigger7 = time = 140
v = 5
value = 1

[state 1200]
type = changeanim
trigger1 = command != "hold_x" && anim != 1191
value = 1191

[state 1200]
type = changestate
trigger1 = animtime = 0 && anim = 1191
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;meltdown timer helper
[statedef 1337]
type = S
movetype = I
physics = S
anim = 6000
ctrl = 0

[state 1337]
type = poweradd
trigger1 = time = 1
value = ifelse(power >= 1000, -1000, -50)

[state 1337]
type = parentvarset
trigger1 = time = 0
v = 21
value = ifelse(power >= 1000, 1, 0)

[state 1337]
type = parentvarset
trigger1 = time = 0
v = 8
value = 0

[state 1337]
type = varset
trigger1 = time = 0
v = 9
value = 50

[state 1137]
type = changestate
trigger1 = time = 2
value = 1338
ctrl = 0

;meltdown timer helper
[statedef 1338]
type = S
movetype = I
physics = S
anim = 6000
ctrl = 0

[state 1337]
type = varadd
trigger1 = time%var(9) = 1
v = 9
value = -1

[state 1337]
type = playsnd
trigger1 = time%var(9) = 0
value = F70,9
volume = 200
channel = 2

[state 1338]
type = parentvarset
trigger1 = var(9) <= 26
v = 8
value = 50

[state 1337]
type = displaytoclipboard
trigger1 = 1
params = var(9)
text = "var(9) = %d"

[state 1338]
type = destroyself
trigger1 = parent, var(8) = 50
trigger2 = winko
trigger3 = lose

;---------------------------------------------------------------------------
;meltdown
[statedef 1230]
type = S
movetype = A
physics = N
velset = 0,0
anim = 1212

[state 1230]
type = attackmulset
trigger1 = var(21) > 0
value = 2

[state 1010]
type = playsnd
trigger1 = uniqhitcount = 1 && (movehit)
trigger1 = var(21) > 0
trigger1 = numexplod(410) = 0
value = F31,2
volume = 200
persistent = 0

[state 1010]
type = Explod
trigger1 = uniqhitcount = 1 && (movehit)
trigger1 = var(21) > 0
trigger1 = numexplod(410) = 0
anim = F410
ID = 410
pos = 0,-10
bindtime = -1
postype = p2
facing = -1
removetime = -2
sprpriority = 1
ontop = 1
ignorehitpause = 1
persistent = 0

[state 1230]
type = playsnd
trigger1 = time = 0
value = 11,0
volume = 255

[state 1230]
type = gravity
trigger1 = pos Y!= 0

[state 1230]
type = posset
trigger1 = pos Y>= -5
y = 0

[state 1230]
type = velset
trigger1 = pos Y= 0
x = 0
y = 0

[State 1230, 3]
type = Explod
trigger1 = time = 0
anim = F220
ID = 220
pos = 0,-10
bindtime = 1
removetime = -2
ontop = 1
ownpal = 1
supermove = 1

[State 1230, 3]
type = Explod
trigger1 = time = 1
anim = F220
ID = 220
pos = -20,-20
bindtime = 1
removetime = -2
ontop = 1
ownpal = 1
supermove = 1

[State 1230, 3]
type = Explod
trigger1 = time = 2
anim = F220
ID = 220
pos = 20,-20
bindtime = 1
removetime = -2
ontop = 1
ownpal = 1
supermove = 1

[state 1230]
type = lifeadd
trigger1 = time = 0
trigger1 = life != 1
value = -40
kill = 0

[state 1230]
type = lifeadd
trigger1 = time = 0
trigger1 = life = 1
value = -40
kill = 1

[state 1230]
type = varset
trigger1 = time = 0
v = 8
value = 0

[State 1230, 2]
type = HitDef
trigger1 = time = 0
trigger2 = time = 20
trigger3 = time = 40
attr = S, SP
damage    = 80
animtype  = back
hitflag = MA
guardflag = MA
pausetime = 0,12
sparkxy = 0,-25
sparkno = 1
hitsound   = ifelse(enemy, animexist(7997), 8,5),ifelse(enemy, animexist(7996), 4,3)
guardsound = 6,0
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -7,-8
air.velocity = -7,-8
down.hittime = 20
fall = 1
p2stateno = 6025
p2getp1state = ifelse(p2name = "Robotnik and G-mel by Cyanide", 0, 1)
getpower = ifelse(var(21) > 0, 150,70),0
givepower = 0,ifelse(var(21) > 0, 300,70)
persistent = 0

[state 1230]
type = changestate
trigger1 = time > 90
value = 5120
ctrl = 1

;---------------------------------------------------------------------------
;Blinker
[statedef 1210]
type = S
movetype = A
physics = S
anim = 1200
velset = 0,0
ctrl = 0

[state 1190]
type = poweradd
trigger1 = time = 1
value = ifelse(power >= 1000, -1000, -50)

[state 1190]
type = varset
trigger1 = time = 0
v = 20
value = ifelse(power >= 1000, 1210, 0)

[state 1210]
type = helper
trigger1 = time > 25
trigger1 = command != "hold_z" && anim != 1201
helpertype = normal
name = "mine"
ID = 1210
pos = 0,-25
stateno = 1211
keyctrl = 0
ownpal = 1

[state 1210]
type = varadd
trigger1 = time = 0
trigger2 = time = 30
trigger3 = time = 60
v = 6
value = 1

[state 1220]
type = varset
trigger1 = time = 0
v = 6
value = 0

[state 1210]
type = changeanim
trigger1 = command != "hold_z" && anim = 1200 && time > 25
value = 1201

[state 1210]
type = changestate
trigger1 = animtime = 0 && anim = 1201
value = 0
ctrl = 1

;air blinker
[statedef 1220]
type = A
movetype = A
physics = A
anim = 1210
velset = 0,0
ctrl = 0

[state 1190]
type = poweradd
trigger1 = time = 1
value = ifelse(power >= 1000, -1000, -50)

[state 1190]
type = varset
trigger1 = time = 0
v = 20
value = ifelse(power >= 1000, 1210, 0)

[State 410, 2]
type = PlaySnd
trigger1 = Time = 0
value = F70, 1
volume = 255

[state 1220]
type = helper
trigger1 = time > 25
trigger1 = command != "hold_z" && anim != 1211
helpertype = normal
name = "mine"
ID = 1210
pos = 0,-25
stateno = 1211
keyctrl = 0
ownpal = 1

[state 1220]
type = velset
trigger1 = 1
x = 0
y = 0.3

[state 1220]
type = varadd
trigger1 = time = 0
trigger2 = time = 30
trigger3 = time = 60
v = 6
value = 1

[state 1220]
type = varset
trigger1 = time = 0
v = 6
value = 0

[state 1220]
type = changeanim
trigger1 = command != "hold_z" && anim = 1210 && time > 25
value = 1211

[state 1210]
type = changestate
trigger1 = animtime = 0 && anim = 1211
value = 50
ctrl = 1

;mine
[statedef 1211]
type = S
movetype = I
physics = S
ctrl = 0
anim = 6000

[state 1211]
type = varset
trigger1 = time = 0
v = 21
value = ifelse(parent, var(20) = 1210, 1, 0)

[State 410, 2]
type = PlaySnd
trigger1 = Time = 0
value = F70, 5
volume = 255

[state 1211]
type = velset
trigger1 = time > 0 && parent, var(6) = 1 && pos Y!= 0
x = 3

[state 1211]
type = velset
trigger1 = time > 0 && parent, var(6) = 2 && pos Y!= 0
x = 5

[state 1211]
type = velset
trigger1 = time > 0 && parent, var(6) = 3 && pos Y!= 0
x = 7

[state 1211]
type = velset
trigger1 = time = 0
y = -7

[state 1211]
type = explod
trigger1 = time = 0
removetime = -1
removeongethit = 1
bindtime = -1
ontop = 1
ID = 1115
pos = 0,0
anim = F260

[state 1211]
type = gravity
trigger1 = pos Y< -5

[state 1211]
type = removeexplod
trigger1 = numhelper(1210) != 1 && time > 5
ID = 1115

[state 1211]
type = posset
trigger1 = pos Y> -10
y = -5

[state 1211]
type = velset
trigger1 = pos Y= -5
x = (parent, var(6))
y = 0

[state 1211]
type = null;changestate
trigger1 = pos Y>= -10
value = 1212
ctrl = 0

[state 1211]
type = changestate
trigger1 = p2dist X< 20 && p2dist X> -20
trigger1 = p2dist Y< 20 && p2dist Y> -20
trigger2 = time = 60
value = 1056
ctrl = 0

;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------
;Gamma rocket dash
[statedef 30100]
type = S
movetype = I
physics = S
anim = 30100
ctrl = 0

[state 1003]
type = playsnd
trigger1 = time = 0
volume = 255
value = F70,8

[state 30100]
type = assertspecial
trigger1 = 1
flag = nowalk
flag2 = noautoturn

[state 30100]
type = turn
trigger1 = command = "holdback"

[state 30100]
type = velset
trigger1 = time > 5
x = 5

[State 30100, 3]
type = Explod
trigger1 = time = 0
anim = F170
ID = 170
pos = 0,5
bindtime = 1
removetime = -2
ontop = 1
ownpal = 1
supermove = 1

[state 30100]
type = changestate
trigger1 = time > 90
value = 0
ctrl = 1

;gamma rocket dash back
[statedef 30105]
type = S
movetype = I
physics = S
anim = 30105
ctrl = 0

[state 1003]
type = playsnd
trigger1 = time = 0
volume = 255
value = F70,8

[state 30100]
type = assertspecial
trigger1 = 1
flag = nowalk
flag2 = noautoturn

[state 30100]
type = turn
trigger1 = command = "holdfwd"

[state 30100]
type = velset
trigger1 = time > 5
x = -5

[State 30100, 3]
type = Explod
trigger1 = time = 0
anim = F170
ID = 170
pos = 0,5
bindtime = 1
removetime = -2
ontop = 1
ownpal = 1
facing = -1
supermove = 1

[state 30100]
type = changestate
trigger1 = time > 90
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

