; _______________________________________
;| Shadow Lady by Jmorphman              |
; ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
;==============================================================================================
;========================================<SUPER STATES>========================================
;==============================================================================================

;========================<HYPER PENGUIN BEAM>=============================
[StateDef 3000]
type = S
physics = S
moveType = A
anim = 3000
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = -1000
faceP2 = 1

[State 3000, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = ((PrevStateNo = [1000, 2999]) && var(7)) || var(20)

[State 3000, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(8)

[State 3000, Custom Combo Reset]
type = PalFX
trigger1 = !Time
trigger1 = !(var(20) := 0)
time = 1

[State 3000, Corner Push]
type = VarSet
trigger1 = Time = 3
fvar(5) = 0

[State 3000, Unguardable]
type = VarSet
trigger1 = Time = 3 && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 43

[State 3000, Super Cancel Flash]
type = PalFX
trigger1 = var(21) || var(22)
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3000, Super Cancel Juggle]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(2) < 0
time = 1
value = SCA

[State 3000, SuperPause FX]
type = Helper
trigger1 = Time = 4
helperType = Normal
stateNo = 8500
ID = 8500
name = "Superpause FX"
posType = P1
pos = 28,-75
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3000, SuperPause]
type = SuperPause
trigger1 = Time = 4
time = 43
moveTime = 43
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8500,0
darken = 0

[State 3000, Voice]
type = PlaySnd
trigger1 = !Time
value = 3000,0
channel = 0

[State 3000, Laser Bean Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000,1
channel = 1

[State 3000, Jesus Christ why is this gun this big]
type = Helper
trigger1 = !Time
helperType = Normal
stateNo = 3005
ID = 3005
name = "Jesus Christ why is this gun this big"
posType = P1
pauseMoveTime = 255
superMoveTime = 255
ownPal = 1

[State 3000, PENGUINS]
type = Helper
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(2) < 75
trigger1 = Time % 5 = 0
helperType = Normal
stateNo = 3015
ID = 3015
name = "PENGUIN"
posType = P1
pos = 80,-91
size.xScale = 0.5
size.yScale = 0.5
ownPal = 1

[State 3000, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;========================<HYPER ASS MISSLES>=============================
[StateDef 3100]
type = S
physics = S
moveType = A
anim = 3100
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = -1000
faceP2 = 1

[State 3100, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = ((PrevStateNo = [1000,2999]) && var(7)) || var(20)

[State 3100, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(8)

[State 3100, Custom Combo Reset]
type = PalFX
trigger1 = !Time
trigger1 = !(var(20) := 0)
time = 1

[State 3100, Corner Push]
type = VarSet
trigger1 = Time = 3
fvar(5) = 0

[State 3100, Unguardable]
type = VarSet
trigger1 = Time = 3 && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 43

[State 3100, Super Cancel Flash]
type = PalFX
trigger1 = var(21) || var(22)
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3100, Super Cancel Juggle]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3100, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(7) < 0
time = 1
value = SCA

[State 3100, Super Pause FX]
type = Helper
trigger1 = Time = 3
helperType = Normal
stateNo = 8500
ID = 8500
name = "Superpause FX"
posType = P1
pos = 18,-64
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3100, SuperPause]
type = SuperPause
trigger1 = Time = 3
time = 40
moveTime = 40
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8500,0
darken = 0

[State 3100, AMURO! IKIMASU!!!!!!!!!!!!]
type = PlaySnd
trigger1 = !Time
value = 3100,1
channel = 0

[State 3100, Missile]
type = Helper
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(10) < 0
trigger1 = Time % 5 = 0
helperType = Normal
stateNo = 3105
ID = 3105
name = "Missile"
posType = P1
pos = 15,-64
ownPal = 1

[State 1110, Missile Sound]
type = PlaySnd
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(10) < 0
trigger1 = Time % 5 = 0
value = 1110,0

[State 3100, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;========================<OROCHI SERVBOT>=============================
[StateDef 3200]
type = S
physics = S
moveType = A
anim = 3200
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = -1000
faceP2 = 1

[State 3200, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = ((PrevStateNo = [1000,2999]) && var(7)) || var(20)

[State 3200, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(8)

[State 3200, Custom Combo Reset]
type = PalFX
trigger1 = !Time
trigger1 = !(var(20) := 0)
time = 1

[State 3200, Corner Push]
type = VarSet
trigger1 = Time = 3
fvar(5) = 0

[State 3200, Unguardable]
type = VarSet
trigger1 = Time = 3 && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 43

[State 3200, Super Cancel Flash]
type = PalFX
trigger1 = var(21) || var(22)
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3200, Super Cancel Juggle]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3200, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(22) < 0
time = 1
value = SCA

[State 3200, Super Pause FX]
type = Helper
trigger1 = Time = 3
helperType = Normal
stateNo = 8500
ID = 8500
name = "Superpause FX"
posType = P1
pos = 3,-66
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3200, SuperPause]
type = SuperPause
trigger1 = Time = 3
time = 43
moveTime = 43
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8500,0
darken = 0

[State 3200, PalFX]
type = PalFX
trigger1 = !Time
time = 43
sinAdd = 255, 255, 255, 172

[State 3200, Voice 1]
type = PlaySnd
trigger1 = AnimElem = 22
value = 3200,0
channel = 0

[State 3200, Holy Sound]
type = PlaySnd
trigger1 = AnimElem = 26
trigger2 = AnimElem = 27
value = 3200,1

[State 3200, EnvColor]
type = EnvColor
trigger1 = !Time
value = 0,0,0
time = 111
under = 1
ignoreHitPause = 1

[State 3200, EnvColor]
type = EnvColor
trigger1 = AnimElemTime(27) = 8
value = 16,56,32
time = 2
under = 1
ignoreHitPause = 1

[State 3200, EnvColor]
type = EnvColor
trigger1 = AnimElemTime(27) = 10
value = 48,104,72
time = 2
under = 1
ignoreHitPause = 1

[State 3200, EnvColor]
type = EnvColor
trigger1 = AnimElemTime(27) = 12
value = 96,152,120
time = 2
under = 1
ignoreHitPause = 1

[State 3200, EnvColor]
type = EnvColor
trigger1 = AnimElemTime(27) = 14
value = 152,208,176
time = 2
under = 1
ignoreHitPause = 1

[State 3200, EnvColor]
type = EnvColor
trigger1 = AnimElemTime(27) = 16
value = 255,255,255
time = 60
under = 1
ignoreHitPause = 1

[State 3200, EnvColor]
type = EnvColor
trigger1 = AnimElemTime(27) = 76
value = 0,48,24
time = 2
under = 1
ignoreHitPause = 1

[State 3200, EnvColor]
type = EnvColor
trigger1 = AnimElemTime(27) = 78
value = 0,0,0
time = 8
under = 1
ignoreHitPause = 1

[State 3200, EnvColor]
type = EnvColor
trigger1 = AnimElemTime(27) = 86
value = 0,0,0
time = 70
under = 1
ignoreHitPause = 1

[State 3200, Fade to Nothingness FX]
type = Explod
trigger1 = AnimElem = 27
anim = 3205
sprPriority = -20
posType = Back
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 1

[State 3200, Fade to Nothingness]
type = Helper
trigger1 = AnimElem = 27
helperType = Normal
stateNo = 3206
ID = 3206
name = "Fade to Nothingness"
posType = Back
ownPal = 1

[State 3200, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;========================<SGS>=============================
[StateDef 4000]
type = S
physics = N
moveType = A
anim = 4000
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = -3000
faceP2 = 1

[State 4000, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = ((PrevStateNo = [1000,2999]) && var(7)) || var(20)

[State 4000, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(8)

[State 4000, Custom Combo Reset]
type = PalFX
trigger1 = !Time
trigger1 = !(var(20) := 0)
time = 1

[State 4000, Corner Push]
type = VarSet
trigger1 = 1
fvar(5) = 0

[State 4000, Unguardable]
type = VarSet
trigger1 = Time = 3 && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 43

[State 4000, Super Cancel Flash]
type = PalFX
trigger1 = var(21) || var(22)
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 4000, Super Cancel Juggle]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 4000, NotHitBy]
type = NotHitBy
trigger1= AnimElemTime(6) < 0
time = 1
value = SCA

[State 4000, Super Pause FX]
type = Helper
trigger1 = Time = 2
helperType = Normal
stateNo = 8520
ID = 8500
name = "Superpause FX"
posType = p1
pos = 8,-83
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownpal = 1

[State 4000, Super Pause]
type = SuperPause
trigger1 = !Time
time = 43
moveTime = 43
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8500,0
darken = 0

[State 4000, Teleport Sound]
type = PlaySnd
trigger1 = AnimElem = 6
value = 4000,0

[State 4000, VelSet]
type = VelSet
trigger1 = AnimElem = 6
x = 12
y = ifElse(Enemy, pos y < 0, P2Dist y / (P2Dist x / 12), 0)

[State 4000, HitDef]
type = HitDef
trigger1 = AnimElem = 6
ID = 4000
attr = S, HA
damage = 0,0
animType = Hard
guardFlag =
hitFlag = MAFD
priority = 4, Hit
hitSound = -1 + 0 * (var(31) := 800)
sparkNo = -1 + 0 * (var(33) := -1)
guard.sparkNo = -1 + 0 * (var(34) := -1)
sparkXY = -10 + 0 * (var(35) := 51), var(36) := -80
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 4000, TargetState]
type = TargetState
trigger1 = MoveHit && NumTarget
value = 4005
ID = 4000
ignoreHitPause = 1
persistent = 0

[State 4000, ChangeState]
type = ChangeState
trigger1 = NumTarget
trigger1 = MoveHit
value = 4001 + (Random % 3) * 100

[State 4000, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1


;Satanic
[StateDef 4001]
type = S
physics = N
moveType = A
anim = 4001
ctrl = 0
velSet = 0,0
sprPriority = 1
faceP2 = 1

[State 4001, TargetBind]
type = TargetBind
trigger1 = !Time && NumTarget
pos = 40,0

[State 4001, Fadeout]
type = AllPalFX
trigger1 = AnimElemTime(1) = 10
time = 20
sinAdd = -255, -255, -255, 120

[State 4001, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 4010


;Target
[StateDef 4005]
type = A
moveType = H
physics = N
velSet = 0,0
sprPriority = 0

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

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



;Satanic
[StateDef 4010]
type = S
physics = N
moveType = A
anim = 1
ctrl = 0
velSet = 0,0
sprPriority = 1
faceP2 = 1

[State 4010, PosSet]
type = PosSet
trigger1 = 1
x = 0
y = 0

[State 4010, TargetBind]
type = TargetBind
trigger1 = !Time && NumTarget
pos = 40,0

[State 4010, TargetState]
type = TargetState
trigger1 = !Time && NumTarget
value = 4015

[State 4010, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
add = -256,-256,-256

[State 4010, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze
flag2 = NoMusic
flag3 = NoBarDisplay

[State 4010, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG

[State 4010, VarSet]
type = VarSet
trigger1 = Time % 2 = 0
var(10) = 10 + (Random % 10)

[State 4010, VarSet]
type = VarSet
trigger1 = var(10) + var(13) > 666
var(10) = 666 - var(13)

[State 4010, HitAdd]
type = HitAdd
trigger1 = Time % 2 = 0
value = var(10)

[State 4010, VarAdd]
type = VarAdd
trigger1 = Time % 2 = 0
var(13) = var(10)

[State 4010, HitSound]
type = PlaySnd
trigger1 = Time % 2 = 0
value = 2,2
channel = 2

[State 4010, Hit Sparks]
type = Helper
trigger1 = Time % 2 = 0
helperType = Normal
stateNo = 8014
ID = 8000
name = "Spark"
sprPriority = 5
posType = Back
pos = Random % ceil(GameWidth), ceil(pos y - ScreenPos y) + Random % ceil(GameHeight)
ownPal = 1
onTop = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1

[State 4010, ChangeState]
type = ChangeState
trigger1 = var(13) >= 666
value = 4011


;Finish
[StateDef 4011]
type = S
physics = N
moveType = A
anim = 4011
ctrl = 0
velSet = 0,0
sprPriority = 1
faceP2 = 1

[State 4011, Damage]
type = TargetLifeAdd
trigger1 = !Time
value = -666

[State 4011, TargetState]
type = TargetState
trigger1 = !Time && NumTarget
value = 4016

[State 4011, YAY]
type = PlaySnd
trigger1 = !Time
value = 4011,0

[State 4011, Landing Sound]
type = PlaySnd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 19
trigger3 = AnimElem = 28
trigger4 = AnimElem = 37
trigger5 = AnimElem = 46
trigger6 = AnimElem = 55
value = 52,0
channel = 1

[State 4011, Landing Dust Explod]
type = Explod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 19
trigger3 = AnimElem = 28
trigger4 = AnimElem = 37
trigger5 = AnimElem = 46
trigger6 = AnimElem = 55
anim = 8102
sprPriority = -3
posType = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 4011, PENGUIN CHEER SQUAD ONE]
type = Helper
trigger1 = !Time
helperType = Normal
stateNo = 14011
ID = 14011
name = "PENGUIN CHEER SQUAD ONE"
posType = P1
pos = -100,0
size.xScale = 0.5
size.yScale = 0.5
ownPal = 1

[State 4011, PENGUIN CHEER SQUAD TWO]
type = Helper
trigger1 = !Time
helperType = Normal
stateNo = 14011
ID = 14011
name = "PENGUIN CHEER SQUAD TWO"
posType = P1
pos = 100,0
size.xScale = 0.5
size.yScale = 0.5
ownPal = 1

[State 4010, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1


;Target
[StateDef 4015]
type = A
moveType = H
physics = N
velSet = 0,0
sprPriority = 0

[State 4015, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
value = 1

[State 4015, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
moveCamera = 0,0
ignoreHitPause = 1


;Finish
[StateDef 4016]
type = A
moveType = H
physics = N
velSet = 0,0
sprPriority = 0

[State 4016, PosSet]
type = PosSet
trigger1 = !Time
y = 0

[State 4016, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = 5110

[State 4016, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
moveCamera = 0,0
ignoreHitPause = 1

[State 4016, SelfState]
type = SelfState
trigger1 = Time = 165
value = ifElse(Alive, 5120, 5150)



;Death by snu snu
[StateDef 4101]
type = S
physics = N
moveType = A
anim = 4101
ctrl = 0
velSet = 0,0
sprPriority = 1
faceP2 = 1

[State 4101, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze
flag2 = NoMusic
flag3 = NoFG

[State 4101, bad boy]
type = PlaySnd
trigger1 = !Time
value = 4101,0
channel = 0

[State 4101, TargetBind]
type = TargetBind
trigger1 = NumTarget && !Time
pos = 40,0

[State 4101, Curtain Helper (Left)]
type = Helper
trigger1 = !Time
helperType = Normal
stateNo = 14101
ID = 14101
name = "Curtain"
posType = p1
facing = 1
ownPal = 1

[State 4101, Curtain Helper (Right)]
type = Helper
trigger1 = !Time
helperType = Normal
stateNo = 14101
ID = 14102
name = "Curtain"
posType = p1
facing = -1
ownPal = 1

[State 4001, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 4110


;SNU SNU
[StateDef 4110]
type = S
physics = N
moveType = A
anim = 4110
ctrl = 0
velSet = 0,0
sprPriority = 1
faceP2 = 1

[State 4110, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze
flag2 = NoMusic
flag3 = NoBarDisplay

[State 4110, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG

[State 4110, PosSet]
type = PosSet
trigger1 = !Time
x = ifElse(Facing = 1, -60, 60)
y = 0

[State 4110, TargetState]
type = TargetState
trigger1 = !Time && NumTarget
value = 4115

[State 4110, TargetBind]
type = TargetBind
trigger1 = !Time && NumTarget
pos = 120,-28

[State 4110, PalFX]
type = PalFX
trigger1 = 1
time = 1
mul = 0,0,0

[State 4110, EnvShake]
type = EnvShake
trigger1 = AnimElem = 6
time = 140
ampl = -4
freq = 120

[State 4110, AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA]
type = PlaySnd
trigger1 = AnimElem = 6
value = 4110,0
channel = 0

[State 4110, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 4111


;Finish
[StateDef 4111]
type = S
physics = N
moveType = A
anim = 4111
ctrl = 0
velSet = 0,0
sprPriority = 1
faceP2 = 1

[State 4111, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG

[State 4111, HitAdd]
type = HitAdd
trigger1 = !Time
value = 68

[State 4111, VarAdd]
type = VarAdd
trigger1 = !Time
var(13) = 68

[State 4111, Damage]
type = TargetLifeAdd
trigger1 = !Time
value = -534

[State 4111, TargetState]
type = TargetState
trigger1 = !Time && NumTarget
value = 4116

[State 4111, YOU'VE BEEN NAUGHTY]
type = PlaySnd
trigger1 = !Time
value = 4111,0
channel = 0

[State 4010, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1


;Target
[StateDef 4115]
type = A
moveType = H
physics = N
velSet = 0,0
sprPriority = 0

[State 4115, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
value = 4115

[State 4115, PalFX]
type = PalFX
trigger1 = 1
time = 1
mul = 0,0,0

[State 4115, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
moveCamera = 0,0
ignoreHitPause = 1


;Finish
[StateDef 4116]
type = A
moveType = H
physics = N
velSet = 0,0
sprPriority = 0

[State 4116, PosSet]
type = PosSet
trigger1 = !Time
y = 0

[State 4116, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = 5110

[State 4116, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
moveCamera = 0,0
ignoreHitPause = 1

[State 4116, SelfState]
type = SelfState
trigger1 = Time = 65
value = ifElse(Alive, 5120, 5150)



;Sweet Bro and Hella Lady
[StateDef 4201]
type = S
physics = N
moveType = A
anim = 4001
ctrl = 0
velSet = 0,0
sprPriority = 1
faceP2 = 1

[State 4201, TargetBind]
type = TargetBind
trigger1 = !Time && NumTarget
pos = 40,0

[State 4201, Fadeout]
type = AllPalFX
trigger1 = AnimElemTime(1) = 10
time = 19
sinAdd = 255, 255, 255, 120

[State 4201, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 4210


;I WARNED YOU ABOUT STAIRS BRO!!!!
[StateDef 4210]
type = S
physics = N
moveType = A
anim = 1
ctrl = 0
velSet = 0,0
sprPriority = 1
faceP2 = 1

[State 4210, EnvColor]
type = EnvColor
trigger1 = Time < 240
value = 255,255,255
time = 1
under = 1
ignoreHitPause = 1

[State 4210, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze
flag2 = NoMusic
flag3 = NoBarDisplay

[State 4210, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG

[State 4210, I WARNED YOU ABOUT STAIRS BRO!!!!]
type = Explod
trigger1 = !Time
anim = 14210
ID = 20
sprPriority = 3
posType = Back
pos = 160, floor((1.3333333 * GameHeight / GameWidth) * 120)
facing = ifElse(Facing = -1, -1, 1)
scale = 0.5, 0.5
superMoveTime = -1

[State 4210, FUCK I'M FALING DOWN THESE STAIRS]
type = Explod
trigger1 = !Time
anim = 14215
ID = 20
sprPriority = 4
posType = Back
pos = 160, floor((1.3333333 * GameHeight / GameWidth) * 120)
facing = ifElse(Facing = -1, -1, 1)
scale = 0.5, 0.5
superMoveTime = -1

[State 4210, PosSet]
type = PosSet
trigger1 = !Time
x = 0
y = 0

[State 4210, TargetState]
type = TargetState
trigger1 = !Time && NumTarget
value = 4215

[State 4210, TargetBind]
type = TargetBind
trigger1 = !Time && NumTarget
pos = ifElse(Facing = -1, -85, 85),-130

[State 4210, TargetBind]
type = TargetBind
trigger1 = Time = 120 && NumTarget
pos = ifElse(Facing = -1, 85, -85),-110

[State 4210, what]
type = PlaySnd
trigger1 = !Time
value = 4210,0
channel = 0

[State 4210, ChangeState]
type = ChangeState
trigger1 = Time = 240
value = 4211


;Finish
[StateDef 4211]
type = S
physics = N
moveType = A
anim = 4211
ctrl = 0
velSet = 0,0
sprPriority = 1

[State 4211, TargetBind]
type = TargetBind
trigger1 = !Time && NumTarget
pos = 40,0

[State 4211, HitAdd]
type = HitAdd
trigger1 = !Time
value = 41

[State 4211, VarAdd]
type = VarAdd
trigger1 = !Time
var(13) = 41

[State 4111, Damage]
type = TargetLifeAdd
trigger1 = !Time
value = -2

[State 4211, TargetState]
type = TargetState
trigger1 = !Time && NumTarget
value = 4116

[State 4211, THE SGS RUSE WAS A................... DISTACTION]
type = Explod
trigger1 = !Time
anim = 14211
sprPriority = -16
facing = ifElse(Facing = -1, -1, 1)
removeTime = 120
posType = P1
pos = ifElse(Facing = -1, FrontEdgeDist, -BackEdgeDist),0
vel = ifElse(Facing = -1, -4, 4),0
scale = 0.5, 0.5

[State 4211, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1


;Target
[StateDef 4215]
type = A
moveType = H
physics = N
velSet = 0,0
sprPriority = 5

[State 4215, Turn]
type = Turn
trigger1 = !Time && Facing = 1

[State 4215, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
value = 4215

[State 4215, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 120
value = 4216

[State 4215, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
moveCamera = 0,0
ignoreHitPause = 1

