;================================================================================
;Hammer Mountain
;================================================================================
[Statedef 3000]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
poweradd=  ifelse(var(51),0,-1000)     
ctrl = 0
anim = 3000
sprpriority = 2
;=======================================;Superpause and Effects
[State 300, End MAXMODE]
type = VarSet
trigger1 = !time
var(51) = 0
ignorehitpause = 1

[State 2000, VarSet]
type = VarSet
trigger1 = time = 0 ;Superpause tick error fix.
var(6) = 30

[State -2, PalFX]
type = PalFX
triggerall = var(31) = 0
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 220,0,10;255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2

[State -2, PalFX]
type = PalFX
triggerall = var(31) = 1
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2

[State 1000: Helper]
type = Helper
triggerall = var(31) = 0
trigger1 = !numhelper(40000)
trigger1 = prevstateno = [1000,1500]
helpertype = Normal
name = "SuperCancel"
id = 40000
pos = 0, 0 ;50
postype = left
facing = 1
stateno = 40000
keyctrl = 0
ownpal = 1
ontop = 1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
ignorehitpause = 1
persistent = 0

[State 2010, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,30]
flag = noBG
flag2 = noFG

[State 13000, EnvColor]
type = EnvColor
trigger1 = time = 1
value = 255,255,255
time = 4
under = 1
ignorehitpause = 1
persistent = 0

[State 2010, Pause]
Type = SuperPause
Trigger1 = time = 1
Time = 28
movetime = 28
anim = -1
sound = s3+(var(32)*2),10
Pos = 14, -88
Darken = 0
UnHittAble = 1
p2defmul = 1

[State 6001, pause]
type = Explod
trigger1 = time = 1
anim = 15200-(var(31)*200)
pos = 20,-90
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = -2
ownpal = 1
[State 6001, pause]
type = Explod
trigger1 = time = 1
anim = 15201-(var(31)*200)
pos = 20,-90
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = 4
ownpal = 1

[State 2000, 0]
type = NotHitBy
trigger1 = animelemtime(1) < 0
trigger1 = anim = 3000
value = SCA
;=======================================;Variables
[State 1000, VarSet]
type = VarSet
trigger1 = !time
var(5) = ifelse((helper(10371), var(0) = [1,3]),0,1) 
[State 1000, VarSet]
type = VarSet
trigger1 = !time
var(22) = 0
;=======================================;Effects
[State 3035, 1]
type = AfterImage
trigger1 = anim = 3000
trigger1 = AnimElem = 1, =4
time = 999
length = 4
timegap = 2
framegap = 1
palbright = 0,0,32
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
palcolor = 0
trans = add1

[State 3303, Explod]
type = Explod
trigger1 = anim = 3000 && animelem = 2
anim = 12006
pos = -24,0
postype = p1  ;p2,front,back,left,right
sprpriority = 3
ownpal = 1
facing = 1
persistent = 0
persistent = 0
[State 3000, EnvShake]
type = EnvShake
triggerall = anim = 3001 
trigger1 = animelem = 2
trigger2 = animelem = 6
trigger3 = animelem = 9
trigger4 = animelem = 13
time = 4
freq = 180
ampl = -4
[State 300, Land]
type = PlaySnd
triggerall = anim = 3001 
trigger1 = animelem = 2
trigger2 = animelem = 6
trigger3 = animelem = 9
trigger4 = animelem = 13
channel = 4
value = 2+(var(32)*10),9

[State 5100, 10]
type = PlaySnd
triggerall = anim = 3002 
trigger1 = animelem = 3
trigger2 = animelem = 10
trigger3 = animelem = 18
trigger4 = animelem = 20
trigger5 = animelem = 27
value = 3+(var(32)*2),8-(var(32)*2)
channel = 4

[State 200, snd]
type=playsnd
triggerall = anim = 3002 
trigger1 = animelem = 5
value=200,12
channel=0  
;=======================================;
[State 1001, Go to Run]
type = ChangeAnim
trigger1 = !var(5) && command = "hold_x"  
trigger2 = var(5) && command = "hold_y"
triggerall = Anim = 3000 && AnimTime = 0
value = 3001
[State 1001, end]
type = ChangeAnim
triggerall = command != "hold_x" || command != "hold_y"
trigger1 = Anim = 3000 && AnimTime = 0
value = 3002

[State 1001, end]
type = ChangeAnim
triggerall = Anim = 3001
trigger1 = !var(5) && command != "hold_x"
trigger2 = var(5) && command != "hold_y"
value = 3002
;=======================================; Vels && Movement
[State 1300, VelSet]
type = VelSet
trigger1 = anim = 3001 && animelem = 1
x = 7
[State 1300, VelSet]
type = VelSet
trigger1 = anim = 3002 && animelem = 1
x = 2.5
[State 1300, VelSet]
type = VelSet
trigger1 = anim = 3002 && animelem = 25
x = 0
;=======================================;Hitdef
[State 210, 1]
type = HitDef
Triggerall = anim = 3002
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(4) >= 0 && animelemtime(5) < 0
attr = S, HA
damage = floor(66*ifelse(var(56),1.25,1)),8
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-92
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2),13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = low
pausetime = 12,24
guard.pausetime = 12,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
envshake.ampl = -4      
envshake.freq = 180
envshake.time = 14 

[State 210, 1]
type = HitDef
Triggerall = anim = 3002
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(11) >= 0 && animelemtime(12) < 0
attr = S, HA
damage = floor(50*ifelse(var(56),1.25,1)),8
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-84
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2),13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 12,24
guard.pausetime = 12,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0

[State 210, 1]
type = HitDef
Triggerall = anim = 3002
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(19) >= 0 && animelemtime(20) < 0
attr = S, HA
damage = floor(50*ifelse(var(56),1.25,1)),8
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-84
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2),13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = low
pausetime = 12,24
guard.pausetime = 12,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0

[State 210, 1]
type = HitDef
Triggerall = anim = 3002
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(21) >= 0 && animelemtime(22) < 0
attr = S, HA
damage = floor(33*ifelse(var(56),1.25,1)),8
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-84
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2),13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 12,24
guard.pausetime = 12,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0

[State 210, 1]
type = HitDef
Triggerall = anim = 3002
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(29) >= 0 && animelemtime(30) < 0
attr = S, HA
damage = floor(33*ifelse(var(56),1.25,1)),8
animtype = Up
air.animtype = Up
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 16, 16
guard.pausetime = 16,16
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-84
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2),13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-17.25
guard.velocity = -14.90625
air.type = High
air.velocity = -2,-17.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
p2stateno = 10030
envshake.ampl = -4      
envshake.freq = 180
envshake.time = 14 
persistent = 0
;=======================================;End
[State 1001, end]
type = ChangeState
trigger1 = Anim = 3001 || Anim = 3002
trigger1 = animtime = 0
value = 0
ctrl = 1

;================================================================================
;Megaton Press
;================================================================================
[Statedef 3100]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
poweradd=  ifelse(var(51),0,-1000)     
ctrl = 0
anim = 3100
sprpriority = 2
;=======================================;Superpause and Effects
[State 300, End MAXMODE]
type = VarSet
trigger1 = !time
var(51) = 0
ignorehitpause = 1

[State 2000, VarSet]
type = VarSet
trigger1 = time = 0 ;Superpause tick error fix.
var(6) = 30

[State -2, PalFX]
type = PalFX
triggerall = var(31) = 0
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 220,0,10;255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2

[State -2, PalFX]
type = PalFX
triggerall = var(31) = 1
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2

[State 1000: Helper]
type = Helper
triggerall = var(31) = 0
trigger1 = !numhelper(40000)
trigger1 = prevstateno = [1000,1500]
helpertype = Normal
name = "SuperCancel"
id = 40000
pos = 0, 0 ;50
postype = left
facing = 1
stateno = 40000
keyctrl = 0
ownpal = 1
ontop = 1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
ignorehitpause = 1
persistent = 0

[State 2010, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,30]
flag = noBG
flag2 = noFG

[State 13000, EnvColor]
type = EnvColor
trigger1 = time = 1
value = 255,255,255
time = 4
under = 1
ignorehitpause = 1
persistent = 0

[State 2010, Pause]
Type = SuperPause
Trigger1 = time = 1
Time = 28
movetime = 28
anim = -1
sound = s3+(var(32)*2),10
Pos = 14, -88
Darken = 0
UnHittAble = 1
p2defmul = 1

[State 6001, pause]
type = Explod
trigger1 = time = 1
anim = 15200-(var(31)*200)
pos = 20,-120
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = -2
ownpal = 1
[State 6001, pause]
type = Explod
trigger1 = time = 1
anim = 15201-(var(31)*200)
pos = 20,-120
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = 4
ownpal = 1

[State 2000, 0]
type = NotHitBy
trigger1 = animelemtime(2) < 0
value = SCA
;=======================================;Variables
[State 1000, VarSet]
type = VarSet
trigger1 = !time
var(5) = ifelse((helper(10371), var(3) = [1,3]),0,1) 
;=======================================;Effects
[State 3035, 1]
type = AfterImage
trigger1 = AnimElem = 1, =4
time = 999
length = 4
timegap = 2
framegap = 1
palbright = 0,0,32
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
palcolor = 0
trans = add1

[State 3303, Explod]
type = Explod
trigger1 = animelem = 2
anim = 12006
pos = -24,0
postype = p1  ;p2,front,back,left,right
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State 40, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 12,4
;=======================================; Vels && Movement
[State 1023, Air]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A

[State 1300, VelSet]
type = VelSet
trigger1 = animelem = 2
x = ifelse(var(5),6,2.5)
y = -7.5
[State 1300, VelAdd]
type = VelAdd
trigger1 = animelemtime(2) > 0
y = 0.375
;=======================================;Hitdef
[State 11040, 1]
type = HitDef
triggerall = p2stateno != 40 && p2stateno !=52 ; Cannot grab during jump start / jump land
triggerall = var(19) = 0 ; Opponent isn't in guarding state
Trigger1 = animelemtime(3)>= 0 
attr = A, HT          
hitflag = AF        
priority = 1, Miss   
sparkno = -1         
p1sprpriority = 1                     
p1facing = 1
p2facing = 1          
p1stateno = 3102
p2stateno = 3110
ground.velocity = 0,0
guard.dist = 0       
fall = 1              
ID = 3100
numhits=0
air.animtype = back
fall.xvelocity = -2.5
fall.yvelocity = -4
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
;=======================================;End
[State 1001, end]
type = ChangeState
trigger1 = Anim = 3001 || Anim = 3002
trigger1 = animtime = 0
value = 0
ctrl = 1
;=======================================;End
[State 1000, 6]
type = ChangeState
triggerall = statetype = A
trigger1 = Vel Y + Pos Y >= 0
value = stateno+1
ctrl = 0
;================================================================================
;Megaton Press Landing
;================================================================================
[Statedef 3101]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
;=======================================;Animations
[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3106
;=======================================;Movements
[State 852, PosSet]
type = PosSet
trigger1 = !time
y = 0
;=======================================;Effects
[State -3, land]
type = PlaySnd
trigger1 = !time
value =  (2+(var(32)*10))+var(41),2
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 14
ampl = -4
freq = 180
[State 3303, Explod]
type = Explod
trigger1 = animelem = 1
anim = 12000
pos = 0,0
id = 12000
postype = p1  ;p2,front,back,left,right
sprpriority = 0
ownpal = 1
persistent = 0
[State 300, Land]
type = PlaySnd
trigger1 = animelem = 1
value = 2+(var(32)*10),9
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;MEGAT...GRAGH....
;================================================================================
[StateDef 3102]
type = A
MoveType = A
Physics = N
VelSet = 0,0
Anim = 3101
SprPriority = 0
ctrl = 0
;=======================================;Binds/Width
[State 801, fly p2]
type = TargetState
trigger1 = time = 22
value = 3111
ignorehitpause = 1
ID = 3100

[State 801, fly p2]
type = TargetState
trigger1 = anim = 3102
trigger1 = animelem = 38
value = 3112
ignorehitpause = 1
ID = 3100

;3101
[State 801, fat]
type = Width
trigger1 = anim = 3101
trigger1 = animelem = 1
edge = 56,40
[State 810, target]
type = targetbind
triggerall = anim = 3101
trigger1 = animelemno(0) = 1
trigger2 = animelemtime(1) >= 0 && animelemtime(2) < 0
pos = 40, -140
ID = 3100
[State 810, target]
type = targetbind
triggerall = anim = 3101
trigger1 = animelemtime(2) >= 0 && animelemtime(2) < 19
pos = 15, -109
ID = 3100

[State 810, target]
type = targetbind
triggerall = anim = 3102
trigger1 = animelemno(0) = [1,2]
trigger2 = animelemtime(1) >= 0 && animelemtime(2) < 0
trigger3 = animelemtime(11) >= 0 && animelemtime(12) < 0
trigger4 = animelemtime(21) >= 0 && animelemtime(22) < 0
trigger5 = animelemtime(31) >= 0 && animelemtime(32) < 0
pos = 2, -123
ID = 3100

[State 810, target]
type = targetbind
triggerall = anim = 3102
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
trigger2 = animelemtime(12) >= 0 && animelemtime(13) < 0
trigger3 = animelemtime(22) >= 0 && animelemtime(23) < 0
trigger4 = animelemtime(32) >= 0 && animelemtime(33) < 0
pos = -14, -128
ID = 3100

[State 810, target]
type = targetbind
triggerall = anim = 3102
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
trigger2 = animelemtime(13) >= 0 && animelemtime(14) < 0
trigger3 = animelemtime(23) >= 0 && animelemtime(24) < 0
trigger4 = animelemtime(33) >= 0 && animelemtime(34) < 0
pos = -36, -122
ID = 3100

[State 810, target]
type = targetbind
triggerall = anim = 3102
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
trigger2 = animelemtime(14) >= 0 && animelemtime(15) < 0
trigger3 = animelemtime(24) >= 0 && animelemtime(25) < 0
trigger4 = animelemtime(34) >= 0 && animelemtime(35) < 0
pos = -46, -102
ID = 3100

[State 810, target]
type = targetbind
triggerall = anim = 3102
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
trigger2 = animelemtime(15) >= 0 && animelemtime(16) < 0
trigger3 = animelemtime(25) >= 0 && animelemtime(26) < 0
trigger4 = animelemtime(35) >= 0 && animelemtime(36) < 0
pos = -56, -80
ID = 3100

[State 810, target]
type = targetbind
triggerall = anim = 3102
trigger1 = animelemtime(6) >= 0 && animelemtime(7) < 0
trigger2 = animelemtime(16) >= 0 && animelemtime(17) < 0
trigger3 = animelemtime(26) >= 0 && animelemtime(27) < 0
trigger4 = animelemtime(36) >= 0 && animelemtime(37) < 0
pos = -44, -60
ID = 3100

[State 810, target]
type = targetbind
triggerall = anim = 3102
trigger1 = animelemtime(7) >= 0 && animelemtime(8) < 0
trigger2 = animelemtime(17) >= 0 && animelemtime(18) < 0
trigger3 = animelemtime(27) >= 0 && animelemtime(28) < 0
trigger4 = animelemtime(37) >= 0 && animelemtime(38) < 0
pos = 19, -33
ID = 3100

[State 810, target]
type = targetbind
triggerall = anim = 3102
trigger1 = animelemtime(8) >= 0 && animelemtime(9) < 0
trigger2 = animelemtime(18) >= 0 && animelemtime(19) < 0
trigger3 = animelemtime(28) >= 0 && animelemtime(29) < 0
pos = 37, -30
ID = 3100

[State 810, target]
type = targetbind
triggerall = anim = 3102
trigger1 = animelemtime(9) >= 0 && animelemtime(10) < 0
trigger2 = animelemtime(19) >= 0 && animelemtime(20) < 0
trigger3 = animelemtime(29) >= 0 && animelemtime(30) < 0
pos = 44, -50
ID = 3100

[State 810, target]
type = targetbind
triggerall = anim = 3102
trigger1 = animelemtime(10) >= 0 && animelemtime(11) < 0
trigger2 = animelemtime(20) >= 0 && animelemtime(21) < 0
trigger3 = animelemtime(30) >= 0 && animelemtime(31) < 0
pos = 58, -70
ID = 3100

[State 810, target]
type = targetbind
triggerall = anim = 3102
trigger1 = animelemtime(38) >= 0 && animelemtime(38) < 1
pos = 12, 12
ID = 3100
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
triggerall = !animtime
trigger1 = anim = 3101 || anim = 3102 
value = anim+1
;=======================================; Vels && Movement
[State 1300, VelSet]
type = VelSet
trigger1 = anim = 3101 && animelem = 1
y = -8
[State 1300, VelSet]
type = VelSet
trigger1 = anim = 3102 && animelem = 1
y = 0
[State 1300, VelSet]
type = VelSet
trigger1 = anim = 3103 && animelem = 1
y = 4.5
[State 1300, VelAdd]
type = VelAdd
trigger1 = anim = 3103 && animelemtime(1) > 0
y = 0.5
;=======================================;Effects
[State 805, hitspark]
type = Explod
trigger1 = anim = 3101
trigger1 = animelem = 1
anim = 20001
pos = 80, -108
postype = p1
SprPriority = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999
[State 5100, Grabsnd]
type = PlaySnd
trigger1 = anim = 3101
trigger1 = animelem = 1
value = 2+(var(32)*10), 0

[State 200, snd]
type=playsnd
trigger1 = anim = 3101
trigger1 = animelem = 1
value=200,13
channel=0 

[State 200, Sound]
type = Playsnd
triggerall = anim = 3102
trigger1 = animelem = 1
trigger2 = animelem = 11
trigger3 = animelem = 21
trigger4 = animelem = 31
trigger5 = animelem = 41
trigger6 = animelem = 51
value = 2+(var(32)*10),10
channel = 4
;=======================================;End
[State 801, 10]
type = ChangeState
Triggerall = anim = 3103
Triggerall = animelemtime(1) > 0 
trigger1 = Vel Y + Pos Y >= 0
value = stateno + 1
;================================================================================
;PRESS!!
;================================================================================
[StateDef 3103]
type = s
MoveType = A
Physics = N
VelSet = 0,0
SprPriority = 0
ctrl = 0
;=======================================;Animations and Statetype
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3104
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 3104 || anim = 3105
trigger1 = animtime = 0
value = anim + 1
;=======================================;Binds/Width
[State 801, Width]
type = Width
trigger1 = anim = 3104
trigger1 = animelem = 1
edge = 64,64
[State 801, fly p2]
type = TargetState
trigger1 = anim = 3104
trigger1 = animelem = 1
value = 3667
ignorehitpause = 1
ID = 3100
[State 810, target]
type = targetbind
trigger1 = anim = 3104
trigger1 = animelemtime(1) >= 0 && animelemtime(1) < 3
pos = 8, 0
ID = 3100
;=======================================;Damage
[State 801, Damage]
Type = TargetLifeAdd
trigger1 = anim = 3104
trigger1 = animelem = 1
value = (ifelse(var(51),-225,-280))+(var(23)*70)
ID = 3100
;=======================================;Movements
[State 852, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 852, PosAdd]
type = PosAdd
triggerall = anim = 3105
trigger1 = animelem = 8
trigger2 = animelem = 9
trigger3 = animelem = 10
trigger4 = animelem = 11
trigger5 = animelem = 12
x = -16
;=======================================;Effects
[State 1201, HitAdd]
type = HitAdd
Trigger1 = anim = 3104
Trigger1 = animelem = 1
value = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = anim = 3104
trigger1 = animelem = 1
time = 30
ampl = -4
freq = 180

[State 200, snd]
type=playsnd
trigger1 = anim = 3104
trigger1 = animelem = 1
value=200,14
channel=0 

[State 5100, Grabsnd]
type = PlaySnd
trigger1 = anim = 3104
trigger1 = animelem = 1
value = 1000, 0
[State 5100, Grabsnd]
type = PlaySnd
trigger1 = anim = 3104
trigger1 = animelem = 1
value = 1000, 1

[State 200, Sound]
type = Playsnd
trigger1 = anim = 3104
trigger1 = animelem = 1
value = 3+(var(32)*2),3
[State 300, Land]
type = PlaySnd
trigger1 = anim = 3104
trigger1 = animelem = 1
value = 2+(var(32)*10),9
[State 3303, Explod]
type = Explod
trigger1 = anim = 3104
trigger1 = animelem = 1
anim = 12001+(var(31)*10000)
pos = 0,0
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ownpal = 1
persistent = 0
[State 3303, Explod]
type = Explod
trigger1 = anim = 3104
trigger1 = animelem = 1
anim = 12002+(var(31)*10000)
pos = 0,0
postype = p1  ;p2,front,back,left,right
sprpriority = 0
ownpal = 1
persistent = 0

[State -3, hop]
type = PlaySnd
trigger1 = anim = 3105
trigger1 = animelem = 8
value = 2+(var(32)*10),12

[State -3, land]
type = PlaySnd
trigger1 = anim = 3106
trigger1 = animelem = 1
value =  2+(var(32)*10),2
;=======================================;End
[State 801, 10]
type = ChangeState
trigger1 = anim = 3106
Trigger1 = animtime = 0
value = 0
ctrl = 1 

[StateDef 3110]
Type = A
MoveType =  H
VelSet = 0, 0
sprpriority = -1 
Ctrl = 0

[State 811]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 811, Anim]
Type = ChangeAnim2
Trigger1 = !time 
value = 3110

[State 820, 2];Escape if throw breaks
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050

[StateDef 3111]
Type = A
MoveType =  H
VelSet = 0, 0
sprpriority = -1 
Ctrl = 0

[State 811]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 811, Anim]
Type = ChangeAnim2
Trigger1 = !time 
value = 3111

[State 820, 2];Escape if throw breaks
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050

;================================================================================
[StateDef 3112]
Type = A
MoveType =  H
sprpriority = -1 
Ctrl = 0
;=======================================;ScreenBound/HitBy
[State 811]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0
;=======================================;Animations
[State 811, Anim]
Type = ChangeAnim
Trigger1 = time < 9
Value = 5030
[State 811, Anim]
Type = ChangeAnim
Trigger1 = time = 9
Value = 5050
;=======================================;Movements
[State 1040, go]
type = PosAdd
Trigger1 = !time
y = -1
[State 903, VelSet]
type = VelSet
trigger1 = time = 0
x = -1
y = 10
[State 1040, go]
type = VelAdd
trigger1 = time > 0
y = 1
;=======================================;End
[State 811, 2]
type = ChangeState
Trigger1 = vel y > 0 && pos y >= 0
value = 3666


[StateDef 3666]
Type = A
MoveType =  H
VelSet = 0, 0
sprpriority = -1 
Ctrl = 0

[State 3000, EnvShake]
type = EnvShake
Trigger1 = !time 
time = 14
freq = 180
ampl = -6
persistent = 0

[State 1031, 0]
type = PosSet
trigger1 = 1
y = 0

[State 811, Anim]
Type = LifeAdd
Trigger1 = !time 
value = -120
kill = 0

[State 811, Anim]
Type = ChangeAnim2
Trigger1 = !time 
value = 3112

[State 5110, 11] ;If just died
type = SelfState
triggerall = !alive
trigger1 = AnimTime = 0
value = 5150

[State 5110, 11] ;If just died
type = SelfState
trigger1 = AnimTime = 0
value = 5120

[StateDef 3667]
Type = A
MoveType =  H
VelSet = 0, 0
sprpriority = -1 
Ctrl = 0

[State 1031, 0]
type = PosSet
trigger1 = 1
y = 0

[State 811, Anim]
Type = ChangeAnim2
Trigger1 = !time 
value = 1408

[State 5110, 11] ;If just died
type = SelfState
triggerall = !alive
trigger1 = AnimTime = 0
value = 5150

[State 5110, 11] ;If just died
type = SelfState
trigger1 = AnimTime = 0
value = 5120
;================================================================================
;Gigas Breaker
;================================================================================
[Statedef 3199]
type    = S
movetype= A
physics = N
poweradd= ifelse(var(51),-1000,-3000)    
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3199
;=======================================;Muteki
[State 2000, 0]
type = NotHitBy
trigger1 = animelemtime(2) < 0
value = SCA
;=======================================;Effects
[State -2, PalFX]
type = PalFX
triggerall = var(31) = 0
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 220,0,10;255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2

[State -2, PalFX]
type = PalFX
triggerall = var(31) = 1
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2

[State 1000: Helper]
type = Helper
triggerall = var(31) = 0
trigger1 = !numhelper(40000)
trigger1 = prevstateno = [1000,1500]
helpertype = Normal
name = "SuperCancel"
id = 40000
pos = 0, 0 ;50
postype = left
facing = 1
stateno = 40000
keyctrl = 0
ownpal = 1
ontop = 1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
ignorehitpause = 1
persistent = 0
;=======================================;Hitdef
[State 11040, 1]
type = HitDef
triggerall = p2stateno != 40 && p2stateno !=52 ; Cannot grab during jump start / jump land
triggerall = var(19) = 0 ; Opponent isn't in guarding state
Trigger1 = animelem = 1
attr = S, HT          
hitflag = M         
priority = 1, Miss   
sparkno = -1         
p1sprpriority = 1                     
p1facing = 1
p2facing = 1          
p1stateno = 3201
p2stateno = 3220
ground.velocity = 0,0
guard.dist = 0       
fall = 1              
ID = 3200
numhits=0
air.animtype = back
fall.xvelocity = -2.5
fall.yvelocity = -4
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
;=======================================;End
[State 1000, 6]
type = ChangeState
trigger1 = animtime = 0
value = 3200
;================================================================================
;Gigas Breaker Whiff
;================================================================================
[Statedef 3200]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
poweradd=  0;   
ctrl = 0
anim = 3200
sprpriority = 2
;=======================================;Superpause and Effects
[State 300, End MAXMODE]
type = VarSet
trigger1 = !time
var(51) = 0
ignorehitpause = 1

[State 2000, VarSet]
type = VarSet
trigger1 = time = 0 ;Superpause tick error fix.
var(6) = 30

[State 2010, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,30]
flag = noBG
flag2 = noFG

[State 13000, EnvColor]
type = EnvColor
trigger1 = time = 1
value = 255,255,255
time = 4
under = 1
ignorehitpause = 1
persistent = 0

[State 2010, Pause]
Type = SuperPause
Trigger1 = time = 1
Time = 28
movetime = 28
anim = -1
sound = s3,11+(var(32)*6)
Pos = 14, -88
Darken = 0
UnHittAble = 1
poweradd = 0
p2defmul = 1

[State 6001, pause]
type = Explod
trigger1 = time = 1
anim = 15300-(var(31)*200)
pos = 40,-120
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = -2
ownpal = 1
[State 6001, pause]
type = Explod
trigger1 = time = 1
anim = 15301-(var(31)*200)
pos = 40,-120
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = 4
ownpal = 1

[State 2000, 0]
type = NotHitBy
trigger1 = animelemtime(2) < 0
value = SCA
;=======================================;Movement
[State 1040, go]
type = PosAdd
Trigger1 = animelem = 3
x = 5
[State 1040, go]
type = PosAdd
Trigger1 = animelem = 4
Trigger2 = animelem = 5
x = 10
;=======================================;End
[State 1001, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;================================================================================
;EINS......
;================================================================================
[Statedef 3201]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
poweradd=  0;   
ctrl = 0
anim = 3201
sprpriority = -2
;=======================================;Superpause and Effects
[State 300, End MAXMODE]
type = VarSet
trigger1 = !time
var(51) = 0
ignorehitpause = 1

[State 2000, VarSet]
type = VarSet
trigger1 = time = 0 ;Superpause tick error fix.
var(6) = 30

[State 2010, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,30]
flag = noBG
flag2 = noFG

[State 13000, EnvColor]
type = EnvColor
trigger1 = time = 1
value = 255,255,255
time = 4
under = 1
ignorehitpause = 1
persistent = 0

[State 2010, Pause]
Type = SuperPause
Trigger1 = time = 1
Time = 28
movetime = 28
anim = -1
sound = s3,11+(var(32)*6)
Pos = 14, -88
Darken = 0
UnHittAble = 1
poweradd = 0
p2defmul = 1

[State 6001, pause]
type = Explod
trigger1 = time = 1
anim = 15300-(var(31)*200)
pos = 40,-120
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = -2
ownpal = 1
[State 6001, pause]
type = Explod
trigger1 = time = 1
anim = 15301-(var(31)*200)
pos = 40,-120
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = 4
ownpal = 1
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 3201 && animtime = 0
value = anim+1

[State 1300, ChangeAnim]
type = StateTypeSet
trigger1 = anim = 3201 && animelem = 9
Statetype = A
;=======================================;TargetState
[State 801, fly p2]
type = TargetState
trigger1 = anim = 3202
trigger1 = animelem = 1
value = 3221
ID = 3200
ignorehitpause = 1
;=======================================;Binds/Width
[State 801, Width]
type = Width
trigger1 = animelem = 1
edge = 56,40
[State 810, target]
type = targetbind
trigger1 = anim = 3201
trigger1 = animelemtime(1) >= 0 && animelemtime(3) < 0
pos = 44, 0
ID = 3200
[State 810, target]
type = targetbind
trigger1 = anim = 3201
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
pos = 20, 0
ID = 3200
[State 810, target]
type = targetbind
trigger1 = anim = 3201
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
pos = -20, 0
ID = 3200
[State 810, target]
type = targetbind
trigger1 = anim = 3201
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
pos = -4, 0
ID = 3200
[State 810, target]
type = targetbind
trigger1 = anim = 3201
trigger1 = animelemtime(6) >= 0 && animelemtime(7) < 0
pos = -12, -8
ID = 3200
[State 810, target]
type = targetbind
trigger1 = anim = 3201
trigger1 = animelemtime(7) >= 0 && animelemtime(8) < 0
pos = -12, -16
ID = 3200
[State 810, target]
type = targetbind
trigger1 = anim = 3201
trigger1 = animelemtime(8) >= 0 && animelemtime(9) < 0
pos = -28, -80
ID = 3200
[State 810, target]
type = targetbind
trigger1 = anim = 3201
trigger1 = animelemtime(9) >= 0 && animelemtime(10) < 0
pos = -1, -156
ID = 3200
[State 810, target]
type = targetbind
trigger1 = anim = 3201
trigger1 = animelemtime(10) >= 0 && animelemtime(11) < 0
pos = 22, -153
ID = 3200
[State 810, target]
type = targetbind
triggerall = anim = 3201
trigger1 = animelemtime(11) >= 0 && animelemtime(12) < 0
pos = -1, -130
ID = 3200
[State 810, target]
type = targetbind
triggerall = anim = 3201
trigger1 = animelemtime(12) >= 0 && animelemtime(13) < 0
pos = -12, -130
ID = 3200
[State 810, target]
type = targetbind
triggerall = anim = 3201
trigger1 = animelemtime(13) >= 0 && animelemtime(14) < 2
pos = -52, -130
ID = 3200

[State 810, target]
type = targetbind
triggerall = anim = 3202
trigger1 = animelemtime(1) >= 0 && animelemtime(2) < 0
pos = 40, -123
ID = 3200
[State 810, target]
type = targetbind
triggerall = anim = 3202
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
pos = 11, -154
ID = 3200
[State 810, target]
type = targetbind
triggerall = anim = 3202
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
pos = 5, -155
ID = 3200
[State 810, target]
type = targetbind
triggerall = anim = 3202
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
pos = 2, -168
ID = 3200
[State 810, target]
type = targetbind
triggerall = anim = 3202
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
pos = 15, -189
ID = 3200
[State 810, target]
type = targetbind
triggerall = anim = 3202
trigger1 = animelemtime(6) >= 0
pos = 2, -200
ID = 3200
;=======================================;Priority
[State 1031, 0]
type = SprPriority
trigger1 = anim = 3201
trigger1 = animelem = 2
trigger2 = anim = 3201
trigger2 = animelem = 11
value = 1
[State 1031, 0]
type = SprPriority
trigger1 = anim = 3201
trigger1 = animelem = 8
trigger2 = anim = 3201
trigger2 = animelem = 14
trigger3 = anim = 3202
trigger3 = animelem = 1
value = -2
;=======================================;Vels and Movement
[State 1030, 1]
type = VelSet
triggerall = anim = 3201
trigger1 = animelem = 9
X = 0.5
y = -6.5
[State 1030, 1]
type = VelAdd
trigger1 = anim = 3201
trigger1 = animelemtime(9) > 0 
trigger2 = anim = 3202
trigger2 = animelemtime(1) > 0 
Y = 0.2421875
;=======================================;Effects
[State 3303, Layer~]
type = Explod
trigger1 = anim = 3201
trigger1 = animelem = 8
anim = 3212
pos = 0,0
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ownpal = 1
persistent = 0
bindtime = -1
[State 805, hitspark]
type = Explod
trigger1 = anim = 3201
trigger1 = animelem = 2
anim = 20001
pos = 45, -83
postype = p1
SprPriority = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999
[State 5100, Grabsnd]
type = PlaySnd
trigger1 = anim = 3201
trigger1 = animelem = 2
value = 2+(var(32)*10), 0

[State 40, PlaySnd]
type = PlaySnd
trigger1 = anim = 3201
trigger1 = animelem = 8
value = 12,4

[State 200, Sound]
type = Playsnd
triggerall = anim = 3201
trigger1 = animelem = 8
trigger2 = animelem = 13
value = 2+(var(32)*10),10
channel = 4

[State 3035, 1]
type = AfterImage
trigger1 = anim = 3201
trigger1 = AnimElem = 1, =4
time = 999
length = 4
timegap = 2
framegap = 1
palbright = 0,0,32
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
palcolor = 0
trans = add1

[State 200, snd]
type=playsnd
trigger1 = anim = 3201
trigger1 = animelem = 6
value=200,15
channel=0 
;=======================================;End
[State 801, 10]
type = ChangeState
triggerall = statetype = A
trigger1 = Vel Y + Pos Y >= 0
value = stateno+1
;================================================================================
;ZWEI.....
;================================================================================
[StateDef 3202]
type = s
MoveType = A
Physics = N
VelSet = 0,0
SprPriority = -2
ctrl = 0
;=======================================;I feel like if this doesn't go first, he'll just fall through the floor....
[State 852, PosSet]
type = PosSet
trigger1 = !time
y = 0
;=======================================;Animations and Statetype
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3203
[State 1300, ChangeAnim]
type = ChangeAnim
triggerall = animtime = 0
trigger1 = anim = 3203 || anim = 3204
value = anim+1

;=======================================;Binds/Width
[State 801, fly p2]
type = TargetState
trigger1 = anim = 3203
trigger1 = animelem = 1
value = 3222
ID = 3200
ignorehitpause = 1
[State 810, bind]
type = TargetBind
trigger1 = anim = 3203
trigger1 = animelemtime(1) >= 0 && animelemtime(2) < 0
pos = 9, -100
ID = 3200
[State 810, bind]
type = TargetBind
trigger1 = anim = 3203
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
pos = 9, -116
ID = 3200
[State 810, bind]
type = TargetBind
trigger1 = anim = 3203
trigger1 = animelemtime(3) >= 0 && animelemtime(5) < 0
pos = 9, -122
ID = 3200
[State 810, bind]
type = TargetBind
trigger1 = anim = 3203
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
pos = 17, -126
ID = 3200
[State 810, bind]
type = TargetBind
trigger1 = anim = 3203
trigger1 = animelemtime(6) >= 0 && animelemtime(7) < 0
pos = 70, -88
ID = 3200
[State 810, bind]
type = TargetBind
trigger1 = anim = 3203
trigger1 = animelemtime(7) >= 0 && animelemtime(7) < 4
pos = 65, -93
ID = 3200

[State 801, fly p2]
type = TargetState
trigger1 = anim = 3204
trigger1 = animelem = 1
value = 3223
ID = 3200
ignorehitpause = 1

[State 810, target]
type = targetbind
trigger1 = anim = 3204
trigger1 = animelemtime(1) >= 0 && animelemtime(2) < 0
pos = 44, 0
ID = 3200
[State 810, target]
type = targetbind
trigger1 = anim = 3204
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
pos = 20, 0
ID = 3200
[State 810, target]
type = targetbind
trigger1 = anim = 3204
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
pos = -20, 0
ID = 3200
[State 810, target]
type = targetbind
trigger1 = anim = 3204
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
pos = -4, 0
ID = 3200
[State 810, target]
type = targetbind
trigger1 = anim = 3204
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
pos = -12, -8
ID = 3200
[State 810, target]
type = targetbind
trigger1 = anim = 3204
trigger1 = animelemtime(6) >= 0 && animelemtime(7) < 0
pos = -12, -16
ID = 3200
[State 810, target]
type = targetbind
trigger1 = anim = 3204
trigger1 = animelemtime(7) >= 0 && animelemtime(8) < 0
pos = -28, -80
ID = 3200
[State 810, target]
type = targetbind
trigger1 = anim = 3204
trigger1 = animelemtime(8) >= 0 && animelemtime(9) < 0
pos = -1, -156
ID = 3200
[State 810, target]
type = targetbind
trigger1 = anim = 3204
trigger1 = animelemtime(9) >= 0 && animelemtime(10) < 0
pos = 22, -153
ID = 3200
[State 810, target]
type = targetbind
trigger1 = anim = 3204
trigger1 = animelemtime(10) >= 0 && animelemtime(11) < 0
pos = -1, -130
ID = 3200
[State 810, target]
type = targetbind
trigger1 = anim = 3204
trigger1 = animelemtime(11) >= 0 && animelemtime(12) < 0
pos = -12, -130
ID = 3200
[State 810, target]
type = targetbind
trigger1 = anim = 3204
trigger1 = animelemtime(12) >= 0 && animelemtime(13) < 0
pos = -52, -130
ID = 3200
[State 810, target]
type = targetbind
trigger1 = anim = 3204
trigger1 = animelemtime(13) >= 0 && animelemtime(14) < 0
pos = -38, -130
ID = 3200
[State 810, target]
type = targetbind
trigger1 = anim = 3204
trigger1 = animelemtime(14) >= 0 && animelemtime(15) < 0
pos = 10, -130
ID = 3200
[State 810, target]
type = targetbind
trigger1 = anim = 3204
trigger1 = animelemtime(15) >= 0 && animelemtime(15) < 2
pos = 20, -130
ID = 3200


[State 801, fly p2]
type = TargetState
trigger1 = anim = 3205
trigger1 = animelem = 1
value = 3224
ID = 3200
ignorehitpause = 1
[State 810, target]
type = targetbind
triggerall = anim = 3205
trigger1 = animelemtime(1) >= 0 && animelemtime(2) < 0
pos = 40, -123
ID = 3200
[State 810, target]
type = targetbind
triggerall = anim = 3205
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
pos = 11, -154
ID = 3200
[State 810, target]
type = targetbind
triggerall = anim = 3205
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
pos = 5, -155
ID = 3200
[State 810, target]
type = targetbind
triggerall = anim = 3205
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
pos = 2, -168
ID = 3200
[State 810, target]
type = targetbind
triggerall = anim = 3205
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
pos = 15, -189
ID = 3200
[State 810, target]
type = targetbind
triggerall = anim = 3205
trigger1 = animelemtime(6) >= 0
pos = 2, -200
ID = 3200
;=======================================;Priority
[State 1031, 0]
type = SprPriority
trigger1 = anim = 3203
trigger1 = animelem = 6
trigger2 = anim = 3204
trigger2 = animelem = 10
trigger3 = anim = 3204
trigger3 = animelem = 15
value = 1
[State 1031, 0]
type = SprPriority
trigger1 = anim = 3204
trigger1 = animelem = 7
trigger2 = anim = 3204
trigger2 = animelem = 13
trigger3 = anim = 3205
trigger3 = animelem = 1
value = -2
;=======================================;Effects
[State 1201, HitAdd]
type = HitAdd
trigger1 = anim = 3203
Trigger1 = animelem = 1
value = 1

[State 220, Explod]
type = Explod
trigger1 = anim = 3203
Trigger1 = animelem = 1
anim = 17002+(var(31)*10000)
pos = -8, -130
postype = p1  ;p2,front,back,left,right
facing = -1
bindtime = 1
removetime = -2
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = anim = 3203
trigger1 = animelem = 1
time = 14
ampl = -4
freq = 180

[State 200, snd]
type=playsnd
trigger1 = anim = 3203
trigger1 = animelem = 1
value=200,16
channel=0 

[State 200, Sound]
type = Playsnd
trigger1 = anim = 3203
trigger1 = animelem = 1
value = 3+(var(32)*2),3

[State 300, Land]
type = PlaySnd
trigger1 = anim = 3203
trigger1 = animelem = 1
value = 2+(var(32)*10),9

[State 3303, Explod]
type = Explod
trigger1 = anim = 3203
trigger1 = animelem = 1
anim = 12001+(var(31)*10000)
pos = -4,0
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ownpal = 1
persistent = 0
[State 3303, Explod]
type = Explod
trigger1 = anim = 3203
trigger1 = animelem = 1
anim = 12002+(var(31)*10000)
pos = -4,0
postype = p1  ;p2,front,back,left,right
sprpriority = -3
ownpal = 1
persistent = 0

[State 3303, Layer~]
type = Explod
trigger1 = anim = 3204
trigger1 = animelem = 7
anim = 3213
pos = 0,0
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ownpal = 1
persistent = 0
bindtime = -1

[State 40, PlaySnd]
type = PlaySnd
trigger1 = anim = 3204
trigger1 = animelem = 8
value = 12,4

[State 200, Sound]
type = Playsnd
triggerall = anim = 3204
trigger1 = animelem = 7
trigger2 = animelem = 12
value = 2+(var(32)*10),10
channel = 4
;=======================================;Damage
[State 801, Damage]
Type = TargetLifeAdd
trigger1 = anim = 3203
trigger1 = animelem = 1
value = (ifelse(var(51),-100,-180))+(var(23)*40)
kill = 0
;=======================================;Vels and Movement
[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 3204 || anim = 3205
type = A
[State 1030, 1]
type = VelSet
triggerall = anim = 3204
trigger1 = animelem = 8
X = -0.5
y = -7.5
[State 1030, 1]
type = VelAdd
trigger1 = anim = 3204
trigger1 = animelemtime(8) > 0 
trigger2 = anim = 3205
trigger2 = animelemtime(1) > 0 
Y = 0.2421875
;=======================================;End
[State 801, 10]
type = ChangeState
triggerall = anim = 3205
trigger1 = Vel Y + Pos Y >= 0
value = Stateno+1
;================================================================================
;DREI.....
;================================================================================
[StateDef 3203]
type = s
MoveType = A
Physics = N
VelSet = 0,0
SprPriority = -2
ctrl = 0
;=======================================;I feel like if this doesn't go first, he'll just fall through the floor....
[State 852, PosSet]
type = PosSet
trigger1 = !time
y = 0
;=======================================;Animations and Statetype
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3206
[State 1300, ChangeAnim]
type = ChangeAnim
triggerall = animtime = 0
trigger1 = anim = 3206 || anim = 3207
value = anim+1

;=======================================;Binds/Width
[State 801, fly p2]
type = TargetState
trigger1 = anim = 3206
trigger1 = animelem = 1
value = 3225
ID = 3200
ignorehitpause = 1
[State 810, bind]
type = TargetBind
trigger1 = anim = 3206
trigger1 = animelemtime(1) >= 0 && animelemtime(2) < 0
pos = 9, -100
ID = 3200
[State 810, bind]
type = TargetBind
trigger1 = anim = 3206
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
pos = 9, -116
ID = 3200
[State 810, bind]
type = TargetBind
trigger1 = anim = 3206
trigger1 = animelemtime(3) >= 0 && animelemtime(5) < 0
pos = 9, -122
ID = 3200
[State 810, bind]
type = TargetBind
trigger1 = anim = 3206
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
pos = 17, -126
ID = 3200
[State 810, bind]
type = TargetBind
trigger1 = anim = 3206
trigger1 = animelemtime(6) >= 0 && animelemtime(7) < 0
pos = 70, -88
ID = 3200
[State 810, bind]
type = TargetBind
trigger1 = anim = 3206
trigger1 = animelemtime(7) >= 0 && animelemtime(7) < 4
pos = 65, -93
ID = 3200

[State 801, fly p2]
type = TargetState
trigger1 = anim = 3207
trigger1 = animelem = 1
value = 3226
ID = 3200
ignorehitpause = 1

[State 810, target]
type = targetbind
trigger1 = anim = 3207
trigger1 = animelemtime(1) >= 0 && animelemtime(2) < 0
pos = 44, 0
ID = 3200
[State 810, target]
type = targetbind
trigger1 = anim = 3207
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
pos = 20, 0
ID = 3200
[State 810, target]
type = targetbind
trigger1 = anim = 3207
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
pos = -20, 0
ID = 3200
[State 810, target]
type = targetbind
trigger1 = anim = 3207
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
pos = -4, 0
ID = 3200
[State 810, target]
type = targetbind
trigger1 = anim = 3207
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
pos = -12, -8
ID = 3200
[State 810, target]
type = targetbind
trigger1 = anim = 3207
trigger1 = animelemtime(6) >= 0 && animelemtime(7) < 0
pos = -12, -16
ID = 3200
[State 810, target]
type = targetbind
trigger1 = anim = 3207
trigger1 = animelemtime(7) >= 0 && animelemtime(8) < 0
pos = -28, -80
ID = 3200
[State 810, target]
type = targetbind
trigger1 = anim = 3207
trigger1 = animelemtime(8) >= 0 && animelemtime(9) < 0
pos = -1, -156
ID = 3200
[State 810, target]
type = targetbind
trigger1 = anim = 3207
trigger1 = animelemtime(9) >= 0 && animelemtime(10) < 0
pos = 22, -153
ID = 3200
[State 810, target]
type = targetbind
triggerall = anim = 3207
trigger1 = animelemtime(10) >= 0 && animelemtime(11) < 0
trigger2 = animelemtime(16) >= 0 && animelemtime(17) < 0
pos = -1, -130
ID = 3200
[State 810, target]
type = targetbind
triggerall = anim = 3207
trigger1 = animelemtime(11) >= 0 && animelemtime(12) < 0
trigger2 = animelemtime(17) >= 0 && animelemtime(18) < 0
pos = -12, -130
ID = 3200
[State 810, target]
type = targetbind
triggerall = anim = 3207
trigger1 = animelemtime(12) >= 0 && animelemtime(13) < 0
trigger2 = animelemtime(18) >= 0 && animelemtime(19) < 0
pos = -52, -130
ID = 3200
[State 810, target]
type = targetbind
triggerall = anim = 3207
trigger1 = animelemtime(13) >= 0 && animelemtime(14) < 0
trigger2 = animelemtime(19) >= 0 && animelemtime(19) < 2
pos = -38, -130
ID = 3200

[State 810, target]
type = targetbind
triggerall = anim = 3207
trigger1 = animelemtime(14) >= 0 && animelemtime(15) < 0
pos = 10, -130
ID = 3200
[State 810, target]
type = targetbind
triggerall = anim = 3207
trigger1 = animelemtime(15) >= 0 && animelemtime(16) < 0
pos = 20, -130
ID = 3200

[State 801, fly p2]
type = TargetState
trigger1 = anim = 3208
trigger1 = animelem = 1
value = 3227
ID = 3200
ignorehitpause = 1
[State 810, target]
type = targetbind
triggerall = anim = 3208
trigger1 = animelemtime(1) >= 0 && animelemtime(2) < 0
pos = 12, -108
ID = 3200
[State 810, target]
type = targetbind
triggerall = anim = 3208
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
pos = -2, -120
ID = 3200
[State 810, target]
type = targetbind
triggerall = anim = 3208
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
pos = -22, -126
ID = 3200
[State 810, target]
type = targetbind
triggerall = anim = 3208
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
pos = -36, -120
ID = 3200
[State 810, target]
type = targetbind
triggerall = anim = 3208
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
pos = -35, -120
ID = 3200
[State 810, target]
type = targetbind
triggerall = anim = 3208
trigger1 = animelemtime(6) >= 0 && animelemtime(7) < 0
pos = -55, -80
ID = 3200
[State 810, target]
type = targetbind
triggerall = anim = 3208
trigger1 = animelemtime(7) >= 0 && animelemtime(8) < 0
pos = -45, -60
ID = 3200
[State 810, target]
type = targetbind
triggerall = anim = 3208
trigger1 = animelemtime(8) >= 0 && animelemtime(9) < 0
pos = -12, -44
ID = 3200
[State 810, target]
type = targetbind
triggerall = anim = 3208
trigger1 = animelemtime(9) >= 0 && animelemtime(10) < 0
pos = 12, -45
ID = 3200
[State 810, target]
type = targetbind
triggerall = anim = 3208
trigger1 = animelemtime(10) >= 0 && animelemtime(11) < 0
pos = 26, -58
ID = 3200
[State 810, target]
type = targetbind
triggerall = anim = 3208
trigger1 = animelemtime(11) >= 0 && animelemtime(12) < 0
pos = 26, -10
ID = 3200
[State 810, target]
type = targetbind
triggerall = anim = 3208
trigger1 = animelemtime(12) >= 0
pos = 26, -20
ID = 3200
;=======================================;Priority
[State 1031, 0]
type = SprPriority
trigger1 = anim = 3206
trigger1 = animelem = 6
trigger2 = anim = 3207
trigger2 = animelem = 10
trigger3 = anim = 3207
trigger3 = animelem = 15
trigger4 = anim = 3208
trigger4 = animelem = 1
value = 1
[State 1031, 0]
type = SprPriority
trigger1 = anim = 3207
trigger1 = animelem = 7
trigger2 = anim = 3207
trigger2 = animelem = 13
trigger3 = anim = 3207
trigger3 = animelem = 19
value = -2
;=======================================;Effects
[State 1201, HitAdd]
type = HitAdd
trigger1 = anim = 3206
Trigger1 = animelem = 1
value = 1

[State 220, Explod]
type = Explod
trigger1 = anim = 3206
Trigger1 = animelem = 1
anim = 17002+(var(31)*10000)
pos = -8, -130
postype = p1  ;p2,front,back,left,right
facing = -1
bindtime = 1
removetime = -2
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = anim = 3206
trigger1 = animelem = 1
time = 14
ampl = -4
freq = 180

[State 200, snd]
type=playsnd
trigger1 = anim = 3206
trigger1 = animelem = 1
value=200,17
channel=0 

[State 200, Sound]
type = Playsnd
trigger1 = anim = 3206
trigger1 = animelem = 1
value = 3+(var(32)*2),3

[State 300, Land]
type = PlaySnd
trigger1 = anim = 3206
trigger1 = animelem = 1
value = 2+(var(32)*10),9

[State 3303, Explod]
type = Explod
trigger1 = anim = 3206
trigger1 = animelem = 1
anim = 12001+(var(31)*10000)
pos = -4,0
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ownpal = 1
persistent = 0
[State 3303, Explod]
type = Explod
trigger1 = anim = 3206
trigger1 = animelem = 1
anim = 12002+(var(31)*10000)
pos = -4,0
postype = p1  ;p2,front,back,left,right
sprpriority = -3
ownpal = 1
persistent = 0

[State 3303, Layer~]
type = Explod
trigger1 = anim = 3207
trigger1 = animelem = 7
anim = 3214
pos = 0,0
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ownpal = 1
persistent = 0
bindtime = -1

[State 40, PlaySnd]
type = PlaySnd
trigger1 = anim = 3207
trigger1 = animelem = 8
value = 12,4

[State 200, Sound]
type = Playsnd
triggerall = anim = 3207
trigger1 = animelem = 7
trigger2 = animelem = 12
trigger3 = animelem = 17
value = 2+(var(32)*10),10
channel = 4
;=======================================;Damage
[State 801, Damage]
Type = TargetLifeAdd
trigger1 = anim = 3206
trigger1 = animelem = 1
value = (ifelse(var(51),-92,-166))+(var(23)*30)
kill = 0
;=======================================;Vels and Movement
[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 3207 || anim = 3208
type = A
[State 1030, 1]
type = VelSet
triggerall = anim = 3207
trigger1 = animelem = 8
X = 0
y = -8.7578125
[State 1030, 1]
type = VelAdd
trigger1 = anim = 3207
trigger1 = animelemtime(8) > 0 
trigger2 = anim = 3208
trigger2 = animelemtime(1) > 0 
Y = 0.2421875
;=======================================;End
[State 801, 10]
type = ChangeState
triggerall = anim = 3208
trigger1 = Vel Y + Pos Y >= 0
value = Stateno+1
;================================================================================
;ENDE!
;================================================================================
[StateDef 3204]
type = s
MoveType = A
Physics = N
VelSet = 0,0
SprPriority = 0
ctrl = 0
;=======================================;Animations and Statetype
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3209
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 3209 || anim = 3210
trigger1 = animtime = 0
value = anim + 1
;=======================================;Binds/Width
[State 801, Width]
type = Width
trigger1 = anim = 3209
trigger1 = animelem = 1
edge = 64,64
[State 801, fly p2]
type = TargetState
trigger1 = anim = 3209
trigger1 = animelem = 1
value = 3667
ignorehitpause = 1
ID = 3200
[State 810, target]
type = targetbind
trigger1 = anim = 3209
trigger1 = animelemtime(1) >= 0 && animelemtime(1) < 3
pos = 8, 0
ID = 3100
;=======================================;Damage
[State 801, Damage]
Type = TargetLifeAdd
trigger1 = anim = 3209
trigger1 = animelem = 1
value = (ifelse(var(51),-175,-200))+(var(23)*30)
ID = 3200
;=======================================;Movements
[State 852, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 852, PosAdd]
type = PosAdd
triggerall = anim = 3210
trigger1 = animelem = 8
trigger2 = animelem = 9
trigger3 = animelem = 10
trigger4 = animelem = 11
trigger5 = animelem = 12
x = -16
;=======================================;Effects
[State 1201, HitAdd]
type = HitAdd
trigger1 = anim = 3209
Trigger1 = animelem = 1
value = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = anim = 3209
trigger1 = animelem = 1
time = 30
ampl = -4
freq = 180

[State 200, snd]
type=playsnd
trigger1 = anim = 3209
trigger1 = animelem = 1
value=200,18
channel=0 

[State 5100, Grabsnd]
type = PlaySnd
trigger1 = anim = 3209
trigger1 = animelem = 1
value = 1000, 0
[State 5100, Grabsnd]
type = PlaySnd
trigger1 = anim = 3209
trigger1 = animelem = 1
value = 1000, 1

[State 200, Sound]
type = Playsnd
trigger1 = anim = 3209
trigger1 = animelem = 1
value = 3+(var(32)*2),3
[State 300, Land]
type = PlaySnd
trigger1 = anim = 3209
trigger1 = animelem = 1
value = 2+(var(32)*10),9
[State 3303, Explod]
type = Explod
trigger1 = anim = 3209
trigger1 = animelem = 1
anim = 12001+(var(31)*10000)
pos = 0,0
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ownpal = 1
persistent = 0
[State 3303, Explod]
type = Explod
trigger1 = anim = 3209
trigger1 = animelem = 1
anim = 12002+(var(31)*10000)
pos = 0,0
postype = p1  ;p2,front,back,left,right
sprpriority = 0
ownpal = 1
persistent = 0

[State -3, hop]
type = PlaySnd
trigger1 = anim = 3210
trigger1 = animelem = 8
value = 2+(var(32)*10),12

[State -3, land]
type = PlaySnd
trigger1 = anim = 3211
trigger1 = animelem = 1
value =  2+(var(32)*10),2
;=======================================;End
[State 801, 10]
type = ChangeState
trigger1 = anim = 3211
Trigger1 = animtime = 0
value = 0
ctrl = 1 
;================================================================================
;Gigas Breaker Get Hits
;================================================================================
;=======================================;Grabbed 
[StateDef 3220]
Type = A
MoveType =  H
VelSet = 0, 0
sprpriority = -1
Ctrl = 0
;=======================================;Animations
[State 9] 
type = ChangeAnim2
trigger1 = !time
value = 3220
;=======================================;ScreenBound
;=======================================;End
[State 811, 2]
type = SelfState
trigger1 = time = 1000
value = 5050
;=======================================;Land
[StateDef 3221]
Type = A
MoveType =  H
VelSet = 0, 0
sprpriority = -1
Ctrl = 0
;=======================================;Animations
[State 9] 
type = ChangeAnim2
trigger1 = !time
value = 3221
;=======================================;ScreenBound
;=======================================;End
[State 811, 2]
type = SelfState
trigger1 = time = 1000
value = 5050
;=======================================;Land
[StateDef 3222]
Type = A
MoveType =  H
VelSet = 0, 0
sprpriority = -1
Ctrl = 0
;=======================================;Animations
[State 9] 
type = ChangeAnim2
trigger1 = !time
value = 3222
;=======================================;ScreenBound
;=======================================;End
[State 811, 2]
type = SelfState
trigger1 = time = 1000
value = 5050
;=======================================;Land
[StateDef 3223]
Type = A
MoveType =  H
VelSet = 0, 0
sprpriority = -1
Ctrl = 0
;=======================================;Animations
[State 9] 
type = ChangeAnim2
trigger1 = !time
value = 3223
;=======================================;ScreenBound
;=======================================;End
[State 811, 2]
type = SelfState
trigger1 = time = 1000
value = 5050
;=======================================;Land
[StateDef 3224]
Type = A
MoveType =  H
VelSet = 0, 0
sprpriority = -1
Ctrl = 0
;=======================================;Animations
[State 9] 
type = ChangeAnim2
trigger1 = !time
value = 3221
;=======================================;ScreenBound
;=======================================;End
[State 811, 2]
type = SelfState
trigger1 = time = 1000
value = 5050
;=======================================;Land
[StateDef 3225]
Type = A
MoveType =  H
VelSet = 0, 0
sprpriority = -1
Ctrl = 0
;=======================================;Animations
[State 9] 
type = ChangeAnim2
trigger1 = !time
value = 3222
;=======================================;ScreenBound
;=======================================;End
[State 811, 2]
type = SelfState
trigger1 = time = 1000
value = 5050
;=======================================;Land
[StateDef 3226]
Type = A
MoveType =  H
VelSet = 0, 0
sprpriority = -1
Ctrl = 0
;=======================================;Animations
[State 9] 
type = ChangeAnim2
trigger1 = !time
value = 3224
;=======================================;ScreenBound
;=======================================;End
[State 811, 2]
type = SelfState
trigger1 = time = 1000
value = 5050
;=======================================;Land
[StateDef 3227]
Type = A
MoveType =  H
VelSet = 0, 0
sprpriority = -1
Ctrl = 0
;=======================================;Animations
[State 9] 
type = ChangeAnim2
trigger1 = !time
value = 1407
;=======================================;ScreenBound
;=======================================;End
[State 811, 2]
type = SelfState
trigger1 = time = 1000
value = 5050
;=======================================;Grabbed 
[StateDef 3320]
Type = A
MoveType =  H
VelSet = 0, 0
sprpriority = -1
Ctrl = 0
;=======================================;Animations
[State 9] 
type = ChangeAnim2
trigger1 = !time
value = 3304
;=======================================;ScreenBound
;=======================================;End
[State 811, 2]
type = SelfState
trigger1 = time = 1000
value = 5050
;================================================================================
;Gigas Cross Breaker
;================================================================================
[Statedef 3300]
type    = S                      
movetype= A                    
physics = N                     
juggle  = 0             
ctrl = 0                       
poweradd=  ifelse(var(51),-1000,-3000)                       
sprpriority = 2 
velset=0,0
facep2 = 1
anim = 3300
;================================================================================;Superpause and Effects
[State 300, End MAXMODE]
type = VarSet
trigger1 = !time
var(51) = 0
ignorehitpause = 1

[State 2000, VarSet]
type = VarSet
trigger1 = time = 0 ;Superpause tick error fix.
var(6) = 30

[State -2, PalFX]
type = PalFX
triggerall = var(31) = 0
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 220,0,10;255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2

[State -2, PalFX]
type = PalFX
triggerall = var(31) = 1
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2

[State 1000: Helper]
type = Helper
triggerall = var(31) = 0
trigger1 = !numhelper(40000)
trigger1 = prevstateno = [1000,1500]
helpertype = Normal
name = "SuperCancel"
id = 40000
pos = 0, 0 ;50
postype = left
facing = 1
stateno = 40000
keyctrl = 0
ownpal = 1
ontop = 1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
ignorehitpause = 1
persistent = 0

[State 2010, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,30]
flag = noBG
flag2 = noFG

[State 13000, EnvColor]
type = EnvColor
trigger1 = time = 1
value = 255,255,255
time = 4
under = 1
ignorehitpause = 1
persistent = 0

[State 2010, Pause]
Type = SuperPause
trigger1 = time = 1
Time = 28
movetime = 28
anim = -1
sound = s3,11+(var(32)*4)
Pos = 14, -88
Darken = 0
UnHittAble = 1
p2defmul = 1

[State 6001, pause]
type = Explod
trigger1 = time = 1
anim = 15400+(var(31)*100)
pos = 16,-92
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = -2
ownpal = 1
[State 6001, pause]
type = Explod
trigger1 = time = 1
anim = 15401+(var(31)*100)
pos = 16,-92
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = 4
ownpal = 1

[State -2, Helper]
type = Helper
triggerall = !numhelper(40001)
trigger1 = time = 29
helpertype = normal
name = "HSDM"
ID = 40001
stateno = 40001
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !numhelper(40003)
trigger1 = time = 13
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1
ignorehitpause = 1

[State 2000, 0]
type = NotHitBy
trigger1 = anim = 3300
value = SCA
;================================================================================;Animations and Statetype
[State 1300, ChangeAnim]
type = ChangeAnim
triggerall = !animtime
trigger1 = anim = 3300
value = anim+1
[State 1300, ChangeAnim]
type = ChangeAnim
triggerall = !animtime || animelemtime(1)>0 && P2bodydist X <= 90
trigger1 = anim = 3301 
value = anim+1
[State 1500, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 3302 && animelem = 5
movetype = I
;=======================================;Effects
[State 200, snd]
type=playsnd
trigger1 = anim = 3400
trigger1= animelem=1 
value=200,31
channel=0 

[State 3303, Explod]
type = Explod
trigger1 = anim = 3301 && animelem = 1
anim = 12004
pos = -24,0
postype = p1  ;p2,front,back,left,right
sprpriority = 3
ownpal = 1
facing = 1
persistent = 0
persistent = 0
[State 3000, EnvShake]
type = EnvShake
triggerall = anim = 3301
trigger1 = animelem = 2
trigger2 = animelem = 6
trigger3 = animelem = 9
trigger4 = animelem = 13
time = 4
freq = 180
ampl = -4
[State 300, Land]
type = PlaySnd
triggerall = anim = 3301
trigger1 = animelem = 2
trigger2 = animelem = 6
trigger3 = animelem = 9
trigger4 = animelem = 13
channel = 4
value = 2+(var(32)*10),9
[State 5100, 10]
type = PlaySnd
trigger1 = anim = 3302 
trigger1 = animelem = 1
value = 3+(var(32)*2),8-(var(32)*2)
;=======================================; Vels && Movement
[State 1300, VelSet]
type = VelSet
trigger1 = anim = 3301 && animelem = 1
x = 10

[State 1300, PosAdd]
type = PosAdd
trigger1 = anim = 3302 && animelem = 1
x = 10

[State 1500, VelMul] 
type = VelMul
trigger1 = anim = 3302 && animelemtime(1)> 0
x = 0.920822143554688

[State 1300, VelSet]
type = VelSet
trigger1 = anim = 3302 && animelem = 7
x = 0
;=======================================;Hitdef
[State 210, 1]
type = HitDef
trigger1 = anim = 3302
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
;triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
attr = S, HA
damage = 0,0
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
sparkno = s17002+(var(31)*10001)
sparkxy = -20, -64
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = Low
pausetime = 12,13
guard.pausetime = 11,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 24
ground.velocity = -4.5,-7
guard.velocity = -11.1796875
air.type = High
air.velocity = -4.5,-7
fall.yvelocity = -3
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
air.fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0
id = 3300
p2facing = 1    

[State 1000, 7]
type = ChangeState
trigger1 = movehit && numtarget(3300)
value = 3301
ignorehitpause = 1
;================================================================================;End
[State 220,2]
type = ChangeState
trigger1 = Anim = 3302 && AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;EINS......
;================================================================================
[Statedef 3301]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
poweradd=  0;   
ctrl = 0
anim = 3303
sprpriority = -2
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 3303 && animtime = 0
value = 3202

[State 1300, ChangeAnim]
type = StateTypeSet
trigger1 = anim = 3303 && animelem = 8
Statetype = A
;=======================================;TargetState
[State 801, fly p2]
type = TargetState
trigger1 = anim = 3303
trigger1 = animelem = 1
value = 3320
ID = 3300
ignorehitpause = 1

[State 801, fly p2]
type = TargetState
trigger1 = anim = 3202
trigger1 = animelem = 1
value = 3221
ID = 3300
ignorehitpause = 1
;=======================================;Binds/Width
[State 801, Width]
type = Width
trigger1 = animelem = 1
edge = 56,40
[State 810, target]
type = targetbind
trigger1 = anim = 3303
trigger1 = animelemtime(1) >= 0 && animelemtime(2) < 0
pos = 44, 0
ID = 3300
[State 810, target]
type = targetbind
trigger1 = anim = 3303
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
pos = 20, 0
ID = 3300
[State 810, target]
type = targetbind
trigger1 = anim = 3303
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
pos = -20, 0
ID = 3300
[State 810, target]
type = targetbind
trigger1 = anim = 3303
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
pos = -4, 0
ID = 3300
[State 810, target]
type = targetbind
trigger1 = anim = 3303
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
pos = -12, -8
ID = 3300
[State 810, target]
type = targetbind
trigger1 = anim = 3303
trigger1 = animelemtime(6) >= 0 && animelemtime(7) < 0
pos = -12, -16
ID = 3300
[State 810, target]
type = targetbind
trigger1 = anim = 3303
trigger1 = animelemtime(7) >= 0 && animelemtime(8) < 0
pos = -28, -80
ID = 3300
[State 810, target]
type = targetbind
trigger1 = anim = 3303
trigger1 = animelemtime(8) >= 0 && animelemtime(9) < 0
pos = -1, -156
ID = 3300
[State 810, target]
type = targetbind
trigger1 = anim = 3303
trigger1 = animelemtime(9) >= 0 && animelemtime(10) < 0
pos = 22, -153
ID = 3300
[State 810, target]
type = targetbind
triggerall = anim = 3303
trigger1 = animelemtime(10) >= 0 && animelemtime(11) < 0
pos = -1, -130
ID = 3300
[State 810, target]
type = targetbind
triggerall = anim = 3303
trigger1 = animelemtime(11) >= 0 && animelemtime(12) < 0
pos = -12, -130
ID = 3300
[State 810, target]
type = targetbind
triggerall = anim = 3303
trigger1 = animelemtime(12) >= 0 && animelemtime(13) < 2
pos = -52, -130
ID = 3300

[State 810, target]
type = targetbind
triggerall = anim = 3202
trigger1 = animelemtime(1) >= 0 && animelemtime(2) < 0
pos = 40, -123
ID = 3300
[State 810, target]
type = targetbind
triggerall = anim = 3202
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
pos = 11, -154
ID = 3300
[State 810, target]
type = targetbind
triggerall = anim = 3202
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
pos = 5, -155
ID = 3300
[State 810, target]
type = targetbind
triggerall = anim = 3202
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
pos = 2, -168
ID = 3300
[State 810, target]
type = targetbind
triggerall = anim = 3202
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
pos = 15, -189
ID = 3300
[State 810, target]
type = targetbind
triggerall = anim = 3202
trigger1 = animelemtime(6) >= 0
pos = 2, -200
ID = 3300
;=======================================;Priority
[State 1031, 0]
type = SprPriority
trigger1 = anim = 3303
trigger1 = animelem = 1
trigger2 = anim = 3303
trigger2 = animelem = 10
value = 1
[State 1031, 0]
type = SprPriority
trigger1 = anim = 3303
trigger1 = animelem = 7
trigger2 = anim = 3303
trigger2 = animelem = 13
trigger3 = anim = 3202
trigger3 = animelem = 1
value = -2
;=======================================;Vels and Movement
[State 1030, 1]
type = VelSet
triggerall = anim = 3303
trigger1 = animelem = 8
X = 0.5
y = -6.5
[State 1030, 1]
type = VelAdd
trigger1 = anim = 3303
trigger1 = animelemtime(8) > 0 
trigger2 = anim = 3202
trigger2 = animelemtime(1) > 0 
Y = 0.2421875
;=======================================;Effects
[State 3303, Layer~]
type = Explod
trigger1 = anim = 3303
trigger1 = animelem = 7
anim = 3212
pos = 0,0
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ownpal = 1
persistent = 0
bindtime = -1

[State 200, snd]
type=playsnd
trigger1 = anim = 3303
trigger1 = animelem = 6
value=200,19
channel=0 

[State 40, PlaySnd]
type = PlaySnd
trigger1 = anim = 3303
trigger1 = animelem = 8
value = 12,4

[State 200, Sound]
type = Playsnd
triggerall = anim = 3303
trigger1 = animelem = 1
trigger2 = animelem = 8
trigger3 = animelem = 13
value = 2+(var(32)*10),10
channel = 4

[State 3035, 1]
type = AfterImage
trigger1 = anim = 3303
trigger1 = AnimElem = 1, =4
time = 999
length = 4
timegap = 2
framegap = 1
palbright = 0,0,32
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
palcolor = 0
trans = add1
;=======================================;End
[State 801, 10]
type = ChangeState
triggerall = statetype = A
trigger1 = Vel Y + Pos Y >= 0
value = stateno+1
;================================================================================
;ZWEI.....
;================================================================================
[StateDef 3302]
type = s
MoveType = A
Physics = N
VelSet = 0,0
SprPriority = -2
ctrl = 0
;=======================================;I feel like if this doesn't go first, he'll just fall through the floor....
[State 852, PosSet]
type = PosSet
trigger1 = !time
y = 0
;=======================================;Animations and Statetype
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3203
[State 1300, ChangeAnim]
type = ChangeAnim
triggerall = animtime = 0
trigger1 = anim = 3203 || anim = 3204
value = anim+1

;=======================================;Binds/Width
[State 801, fly p2]
type = TargetState
trigger1 = anim = 3203
trigger1 = animelem = 1
value = 3222
ID = 3300
ignorehitpause = 1
[State 810, bind]
type = TargetBind
trigger1 = anim = 3203
trigger1 = animelemtime(1) >= 0 && animelemtime(2) < 0
pos = 9, -100
ID = 3300
[State 810, bind]
type = TargetBind
trigger1 = anim = 3203
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
pos = 9, -116
ID = 3300
[State 810, bind]
type = TargetBind
trigger1 = anim = 3203
trigger1 = animelemtime(3) >= 0 && animelemtime(5) < 0
pos = 9, -122
ID = 3300
[State 810, bind]
type = TargetBind
trigger1 = anim = 3203
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
pos = 17, -126
ID = 3300
[State 810, bind]
type = TargetBind
trigger1 = anim = 3203
trigger1 = animelemtime(6) >= 0 && animelemtime(7) < 0
pos = 70, -88
ID = 3300
[State 810, bind]
type = TargetBind
trigger1 = anim = 3203
trigger1 = animelemtime(7) >= 0 && animelemtime(7) < 4
pos = 65, -93
ID = 3300

[State 801, fly p2]
type = TargetState
trigger1 = anim = 3204
trigger1 = animelem = 1
value = 3223
ID = 3300
ignorehitpause = 1

[State 810, target]
type = targetbind
trigger1 = anim = 3204
trigger1 = animelemtime(1) >= 0 && animelemtime(2) < 0
pos = 44, 0
ID = 3300
[State 810, target]
type = targetbind
trigger1 = anim = 3204
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
pos = 20, 0
ID = 3300
[State 810, target]
type = targetbind
trigger1 = anim = 3204
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
pos = -20, 0
ID = 3300
[State 810, target]
type = targetbind
trigger1 = anim = 3204
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
pos = -4, 0
ID = 3300
[State 810, target]
type = targetbind
trigger1 = anim = 3204
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
pos = -12, -8
ID = 3300
[State 810, target]
type = targetbind
trigger1 = anim = 3204
trigger1 = animelemtime(6) >= 0 && animelemtime(7) < 0
pos = -12, -16
ID = 3300
[State 810, target]
type = targetbind
trigger1 = anim = 3204
trigger1 = animelemtime(7) >= 0 && animelemtime(8) < 0
pos = -28, -80
ID = 3300
[State 810, target]
type = targetbind
trigger1 = anim = 3204
trigger1 = animelemtime(8) >= 0 && animelemtime(9) < 0
pos = -1, -156
ID = 3300
[State 810, target]
type = targetbind
trigger1 = anim = 3204
trigger1 = animelemtime(9) >= 0 && animelemtime(10) < 0
pos = 22, -153
ID = 3300
[State 810, target]
type = targetbind
trigger1 = anim = 3204
trigger1 = animelemtime(10) >= 0 && animelemtime(11) < 0
pos = -1, -130
ID = 3300
[State 810, target]
type = targetbind
trigger1 = anim = 3204
trigger1 = animelemtime(11) >= 0 && animelemtime(12) < 0
pos = -12, -130
ID = 3300
[State 810, target]
type = targetbind
trigger1 = anim = 3204
trigger1 = animelemtime(12) >= 0 && animelemtime(13) < 0
pos = -52, -130
ID = 3300
[State 810, target]
type = targetbind
trigger1 = anim = 3204
trigger1 = animelemtime(13) >= 0 && animelemtime(14) < 0
pos = -38, -130
ID = 3300
[State 810, target]
type = targetbind
trigger1 = anim = 3204
trigger1 = animelemtime(14) >= 0 && animelemtime(15) < 0
pos = 10, -130
ID = 3300
[State 810, target]
type = targetbind
trigger1 = anim = 3204
trigger1 = animelemtime(15) >= 0 && animelemtime(15) < 2
pos = 20, -130
ID = 3300


[State 801, fly p2]
type = TargetState
trigger1 = anim = 3205
trigger1 = animelem = 1
value = 3224
ID = 3300
ignorehitpause = 1
[State 810, target]
type = targetbind
triggerall = anim = 3205
trigger1 = animelemtime(1) >= 0 && animelemtime(2) < 0
pos = 40, -123
ID = 3300
[State 810, target]
type = targetbind
triggerall = anim = 3205
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
pos = 11, -154
ID = 3300
[State 810, target]
type = targetbind
triggerall = anim = 3205
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
pos = 5, -155
ID = 3300
[State 810, target]
type = targetbind
triggerall = anim = 3205
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
pos = 2, -168
ID = 3300
[State 810, target]
type = targetbind
triggerall = anim = 3205
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
pos = 15, -189
ID = 3300
[State 810, target]
type = targetbind
triggerall = anim = 3205
trigger1 = animelemtime(6) >= 0
pos = 2, -200
ID = 3300
;=======================================;Priority
[State 1031, 0]
type = SprPriority
trigger1 = anim = 3203
trigger1 = animelem = 6
trigger2 = anim = 3204
trigger2 = animelem = 10
trigger3 = anim = 3204
trigger3 = animelem = 15
value = 1
[State 1031, 0]
type = SprPriority
trigger1 = anim = 3204
trigger1 = animelem = 7
trigger2 = anim = 3204
trigger2 = animelem = 13
trigger3 = anim = 3205
trigger3 = animelem = 1
value = -2
;=======================================;Effects
[State 1201, HitAdd]
type = HitAdd
trigger1 = anim = 3203
Trigger1 = animelem = 1
value = 1

[State 220, Explod]
type = Explod
trigger1 = anim = 3203
Trigger1 = animelem = 1
anim = 17002+(var(31)*10000)
pos = -8, -130
postype = p1  ;p2,front,back,left,right
facing = -1
bindtime = 1
removetime = -2
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = anim = 3203
trigger1 = animelem = 1
time = 14
ampl = -4
freq = 180

[State 200, Sound]
type = Playsnd
trigger1 = anim = 3203
trigger1 = animelem = 1
value = 3+(var(32)*2),3

[State 300, Land]
type = PlaySnd
trigger1 = anim = 3203
trigger1 = animelem = 1
value = 2+(var(32)*10),9

[State 3303, Explod]
type = Explod
trigger1 = anim = 3203
trigger1 = animelem = 1
anim = 12001+(var(31)*10000)
pos = -4,0
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ownpal = 1
persistent = 0
[State 3303, Explod]
type = Explod
trigger1 = anim = 3203
trigger1 = animelem = 1
anim = 12002+(var(31)*10000)
pos = -4,0
postype = p1  ;p2,front,back,left,right
sprpriority = -3
ownpal = 1
persistent = 0

[State 200, snd]
type=playsnd
trigger1 = anim = 3204
trigger1 = animelem = 6
value=200,20
channel=0 

[State 3303, Layer~]
type = Explod
trigger1 = anim = 3204
trigger1 = animelem = 7
anim = 3213
pos = 0,0
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ownpal = 1
persistent = 0
bindtime = -1

[State 40, PlaySnd]
type = PlaySnd
trigger1 = anim = 3204
trigger1 = animelem = 8
value = 12,4

[State 200, Sound]
type = Playsnd
triggerall = anim = 3204
trigger1 = animelem = 7
trigger2 = animelem = 12
value = 2+(var(32)*10),10
channel = 4
;=======================================;Damage
[State 801, Damage]
Type = TargetLifeAdd
trigger1 = anim = 3203
trigger1 = animelem = 1
value = (ifelse(var(51),-100,-208))+(var(23)*50)
kill = 0
;=======================================;Vels and Movement
[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 3204 || anim = 3205
type = A
[State 1030, 1]
type = VelSet
triggerall = anim = 3204
trigger1 = animelem = 8
X = -0.5
y = -7.5
[State 1030, 1]
type = VelAdd
trigger1 = anim = 3204
trigger1 = animelemtime(8) > 0 
trigger2 = anim = 3205
trigger2 = animelemtime(1) > 0 
Y = 0.2421875
;=======================================;End
[State 801, 10]
type = ChangeState
triggerall = anim = 3205
trigger1 = Vel Y + Pos Y >= 0
value = Stateno+1
;================================================================================
;DREI.....
;================================================================================
[StateDef 3303]
type = s
MoveType = A
Physics = N
VelSet = 0,0
SprPriority = -2
ctrl = 0
;=======================================;I feel like if this doesn't go first, he'll just fall through the floor....
[State 852, PosSet]
type = PosSet
trigger1 = !time
y = 0
;=======================================;Animations and Statetype
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3206
[State 1300, ChangeAnim]
type = ChangeAnim
triggerall = animtime = 0
trigger1 = anim = 3206 || anim = 3207
value = anim+1

;=======================================;Binds/Width
[State 801, fly p2]
type = TargetState
trigger1 = anim = 3206
trigger1 = animelem = 1
value = 3225
ID = 3300
ignorehitpause = 1
[State 810, bind]
type = TargetBind
trigger1 = anim = 3206
trigger1 = animelemtime(1) >= 0 && animelemtime(2) < 0
pos = 9, -100
ID = 3300
[State 810, bind]
type = TargetBind
trigger1 = anim = 3206
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
pos = 9, -116
ID = 3300
[State 810, bind]
type = TargetBind
trigger1 = anim = 3206
trigger1 = animelemtime(3) >= 0 && animelemtime(5) < 0
pos = 9, -122
ID = 3300
[State 810, bind]
type = TargetBind
trigger1 = anim = 3206
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
pos = 17, -126
ID = 3300
[State 810, bind]
type = TargetBind
trigger1 = anim = 3206
trigger1 = animelemtime(6) >= 0 && animelemtime(7) < 0
pos = 70, -88
ID = 3300
[State 810, bind]
type = TargetBind
trigger1 = anim = 3206
trigger1 = animelemtime(7) >= 0 && animelemtime(7) < 4
pos = 65, -93
ID = 3300

[State 801, fly p2]
type = TargetState
trigger1 = anim = 3207
trigger1 = animelem = 1
value = 3226
ID = 3300
ignorehitpause = 1

[State 810, target]
type = targetbind
trigger1 = anim = 3207
trigger1 = animelemtime(1) >= 0 && animelemtime(2) < 0
pos = 44, 0
ID = 3300
[State 810, target]
type = targetbind
trigger1 = anim = 3207
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
pos = 20, 0
ID = 3300
[State 810, target]
type = targetbind
trigger1 = anim = 3207
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
pos = -20, 0
ID = 3300
[State 810, target]
type = targetbind
trigger1 = anim = 3207
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
pos = -4, 0
ID = 3300
[State 810, target]
type = targetbind
trigger1 = anim = 3207
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
pos = -12, -8
ID = 3300
[State 810, target]
type = targetbind
trigger1 = anim = 3207
trigger1 = animelemtime(6) >= 0 && animelemtime(7) < 0
pos = -12, -16
ID = 3300
[State 810, target]
type = targetbind
trigger1 = anim = 3207
trigger1 = animelemtime(7) >= 0 && animelemtime(8) < 0
pos = -28, -80
ID = 3300
[State 810, target]
type = targetbind
trigger1 = anim = 3207
trigger1 = animelemtime(8) >= 0 && animelemtime(9) < 0
pos = -1, -156
ID = 3300
[State 810, target]
type = targetbind
trigger1 = anim = 3207
trigger1 = animelemtime(9) >= 0 && animelemtime(10) < 0
pos = 22, -153
ID = 3300
[State 810, target]
type = targetbind
triggerall = anim = 3207
trigger1 = animelemtime(10) >= 0 && animelemtime(11) < 0
trigger2 = animelemtime(16) >= 0 && animelemtime(17) < 0
pos = -1, -130
ID = 3300
[State 810, target]
type = targetbind
triggerall = anim = 3207
trigger1 = animelemtime(11) >= 0 && animelemtime(12) < 0
trigger2 = animelemtime(17) >= 0 && animelemtime(18) < 0
pos = -12, -130
ID = 3300
[State 810, target]
type = targetbind
triggerall = anim = 3207
trigger1 = animelemtime(12) >= 0 && animelemtime(13) < 0
trigger2 = animelemtime(18) >= 0 && animelemtime(19) < 0
pos = -52, -130
ID = 3300
[State 810, target]
type = targetbind
triggerall = anim = 3207
trigger1 = animelemtime(13) >= 0 && animelemtime(14) < 0
trigger2 = animelemtime(19) >= 0 && animelemtime(19) < 2
pos = -38, -130
ID = 3300

[State 810, target]
type = targetbind
triggerall = anim = 3207
trigger1 = animelemtime(14) >= 0 && animelemtime(15) < 0
pos = 10, -130
ID = 3300
[State 810, target]
type = targetbind
triggerall = anim = 3207
trigger1 = animelemtime(15) >= 0 && animelemtime(16) < 0
pos = 20, -130
ID = 3300


[State 801, fly p2]
type = TargetState
trigger1 = anim = 3208
trigger1 = animelem = 1
value = 3227
ID = 3300
ignorehitpause = 1
[State 810, target]
type = targetbind
triggerall = anim = 3208
trigger1 = animelemtime(1) >= 0 && animelemtime(2) < 0
pos = 12, -108
ID = 3300
[State 810, target]
type = targetbind
triggerall = anim = 3208
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
pos = -2, -120
ID = 3300
[State 810, target]
type = targetbind
triggerall = anim = 3208
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
pos = -22, -126
ID = 3300
[State 810, target]
type = targetbind
triggerall = anim = 3208
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
pos = -36, -120
ID = 3300
[State 810, target]
type = targetbind
triggerall = anim = 3208
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
pos = -35, -120
ID = 3300
[State 810, target]
type = targetbind
triggerall = anim = 3208
trigger1 = animelemtime(6) >= 0 && animelemtime(7) < 0
pos = -55, -80
ID = 3300
[State 810, target]
type = targetbind
triggerall = anim = 3208
trigger1 = animelemtime(7) >= 0 && animelemtime(8) < 0
pos = -45, -60
ID = 3300
[State 810, target]
type = targetbind
triggerall = anim = 3208
trigger1 = animelemtime(8) >= 0 && animelemtime(9) < 0
pos = -12, -44
ID = 3300
[State 810, target]
type = targetbind
triggerall = anim = 3208
trigger1 = animelemtime(9) >= 0 && animelemtime(10) < 0
pos = 12, -45
ID = 3300
[State 810, target]
type = targetbind
triggerall = anim = 3208
trigger1 = animelemtime(10) >= 0 && animelemtime(11) < 0
pos = 26, -58
ID = 3300
[State 810, target]
type = targetbind
triggerall = anim = 3208
trigger1 = animelemtime(11) >= 0 && animelemtime(12) < 0
pos = 26, -10
ID = 3300
[State 810, target]
type = targetbind
triggerall = anim = 3208
trigger1 = animelemtime(12) >= 0
pos = 26, -20
ID = 3300
;=======================================;Priority
[State 1031, 0]
type = SprPriority
trigger1 = anim = 3206
trigger1 = animelem = 6
trigger2 = anim = 3207
trigger2 = animelem = 10
trigger3 = anim = 3207
trigger3 = animelem = 15
trigger4 = anim = 3208
trigger4 = animelem = 1
value = 1
[State 1031, 0]
type = SprPriority
trigger1 = anim = 3207
trigger1 = animelem = 7
trigger2 = anim = 3207
trigger2 = animelem = 13
trigger3 = anim = 3207
trigger3 = animelem = 19
value = -2
;=======================================;Effects
[State 1201, HitAdd]
type = HitAdd
trigger1 = anim = 3206
Trigger1 = animelem = 1
value = 1

[State 220, Explod]
type = Explod
trigger1 = anim = 3206
Trigger1 = animelem = 1
anim = 17002+(var(31)*10000)
pos = -8, -130
postype = p1  ;p2,front,back,left,right
facing = -1
bindtime = 1
removetime = -2
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = anim = 3206
trigger1 = animelem = 1
time = 14
ampl = -4
freq = 180

[State 200, Sound]
type = Playsnd
trigger1 = anim = 3206
trigger1 = animelem = 1
value = 3+(var(32)*2),3

[State 300, Land]
type = PlaySnd
trigger1 = anim = 3206
trigger1 = animelem = 1
value = 2+(var(32)*10),9

[State 3303, Explod]
type = Explod
trigger1 = anim = 3206
trigger1 = animelem = 1
anim = 12001+(var(31)*10000)
pos = -4,0
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ownpal = 1
persistent = 0
[State 3303, Explod]
type = Explod
trigger1 = anim = 3206
trigger1 = animelem = 1
anim = 12002+(var(31)*10000)
pos = -4,0
postype = p1  ;p2,front,back,left,right
sprpriority = -3
ownpal = 1
persistent = 0

[State 3303, Layer~]
type = Explod
trigger1 = anim = 3207
trigger1 = animelem = 7
anim = 3214
pos = 0,0
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ownpal = 1
persistent = 0
bindtime = -1

[State 200, snd]
type=playsnd
trigger1 = anim = 3207
trigger1 = animelem = 6
value=200,21
channel=0 


[State 40, PlaySnd]
type = PlaySnd
trigger1 = anim = 3207
trigger1 = animelem = 8
value = 12,4

[State 200, Sound]
type = Playsnd
triggerall = anim = 3207
trigger1 = animelem = 7
trigger2 = animelem = 12
trigger3 = animelem = 17
value = 2+(var(32)*10),10
channel = 4
;=======================================;Damage
[State 801, Damage]
Type = TargetLifeAdd
trigger1 = anim = 3206
trigger1 = animelem = 1
value = (ifelse(var(51),-100,-176))+(var(23)*70)
kill = 0
;=======================================;Vels and Movement
[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 3207 || anim = 3208
type = A
[State 1030, 1]
type = VelSet
triggerall = anim = 3207
trigger1 = animelem = 8
X = 0
y = -8.7578125
[State 1030, 1]
type = VelAdd
trigger1 = anim = 3207
trigger1 = animelemtime(8) > 0 
trigger2 = anim = 3208
trigger2 = animelemtime(1) > 0 
Y = 0.2421875
;=======================================;End
[State 801, 10]
type = ChangeState
triggerall = anim = 3208
trigger1 = Vel Y + Pos Y >= 0
value = Stateno+1
;================================================================================
;END!
;================================================================================
[StateDef 3304]
type = s
MoveType = A
Physics = N
VelSet = 0,0
SprPriority = 0
ctrl = 0
;=======================================;Animations and Statetype
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3209
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 3209 || anim = 3210
trigger1 = animtime = 0
value = anim + 1
;=======================================;Binds/Width
[State 801, Width]
type = Width
trigger1 = anim = 3209
trigger1 = animelem = 1
edge = 64,64
[State 801, fly p2]
type = TargetState
trigger1 = anim = 3209
trigger1 = animelem = 1
value = 3667
ignorehitpause = 1
ID = 3300
[State 810, target]
type = targetbind
trigger1 = anim = 3209
trigger1 = animelemtime(1) >= 0 && animelemtime(1) < 3
pos = 8, 0
ID = 3100
;=======================================;Damage
[State 801, Damage]
Type = TargetLifeAdd
trigger1 = anim = 3209
trigger1 = animelem = 1
value = (ifelse(var(51),-175,-200))+(var(23)*70)
ID = 3300
;=======================================;Movements
[State 852, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 852, PosAdd]
type = PosAdd
triggerall = anim = 3210
trigger1 = animelem = 8
trigger2 = animelem = 9
trigger3 = animelem = 10
trigger4 = animelem = 11
trigger5 = animelem = 12
x = -16
;=======================================;Effects
[State 1201, HitAdd]
type = HitAdd
trigger1 = anim = 3209
Trigger1 = animelem = 1
value = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = anim = 3209
trigger1 = animelem = 1
time = 30
ampl = -4
freq = 180

[State 200, snd]
type=playsnd
trigger1 = anim = 3209
trigger1 = animelem = 1
value=200,22
channel=0 


[State 5100, Grabsnd]
type = PlaySnd
trigger1 = anim = 3209
trigger1 = animelem = 1
value = 1000, 0
[State 5100, Grabsnd]
type = PlaySnd
trigger1 = anim = 3209
trigger1 = animelem = 1
value = 1000, 1

[State 200, Sound]
type = Playsnd
trigger1 = anim = 3209
trigger1 = animelem = 1
value = 3+(var(32)*2),3
[State 300, Land]
type = PlaySnd
trigger1 = anim = 3209
trigger1 = animelem = 1
value = 2+(var(32)*10),9
[State 3303, Explod]
type = Explod
trigger1 = anim = 3209
trigger1 = animelem = 1
anim = 12001+(var(31)*10000)
pos = 0,0
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ownpal = 1
persistent = 0
[State 3303, Explod]
type = Explod
trigger1 = anim = 3209
trigger1 = animelem = 1
anim = 12002+(var(31)*10000)
pos = 0,0
postype = p1  ;p2,front,back,left,right
sprpriority = 0
ownpal = 1
persistent = 0

[State -3, hop]
type = PlaySnd
trigger1 = anim = 3210
trigger1 = animelem = 8
value = 2+(var(32)*10),12

[State -3, land]
type = PlaySnd
trigger1 = anim = 3211
trigger1 = animelem = 1
value =  2+(var(32)*10),2
;=======================================;End
[State 801, 10]
type = ChangeState
trigger1 = anim = 3211
Trigger1 = animtime = 0
value = 0
ctrl = 1 