; Special States

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

;jokerbomb
[Statedef 5356]
type    = S
movetype= A
physics = S
poweradd= 100
velset = 0,0
anim = 53566
ctrl = 0
sprpriority = 2



[State 5356, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 6004
pos = 50, -90
ontop = 1

[State 5355, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = s60,20


[State 5356, Batarang]
type = Helper
trigger1 = AnimElem = 5
helpertype = normal
name = "jbomb"
ID = 5355
pos = 60,0
postype = p1
stateno = 5355
ownpal = 1

[State 5356,sound]
type = Playsnd
trigger1 = time = 0
value = 9,0

[State 1015, Spark]
type = Explod
trigger1 = ProjContact1015 = 1
trigger1 = !AnimExist(7696)
anim = 1026
pos = -50, 0
postype = p2
sprpriority = 3
bindtime = -1
ownpal = 1
ontop = 1
persistent = 0

[State 5356, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Fire Batarang Helper
[Statedef 5355]
type    = S
movetype = A
physics = N
anim = 44555
velset = 2





[State 5355,sound]
type = Playsnd
trigger1 = AnimElem = 3
value = 4000,1

[State 5355,sound]
type = Playsnd
trigger1 = AnimElem = 7
value = 4000,1


[State 99, Velset]
type = VelSet
trigger1 = Time >= 1
x = 3

[State 5355, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, SP
projID = 44555
projanim = 44555
damage = 160,40
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,10
hitsound   = S9,4
guardsound = s120,1
guard.sparkno = S906
sparkno = -1
sparkxy = 20,-20
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
fall = 0
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
air.fall = 1
down.velocity = -5,-6
down.hittime = 30
down.bounce = 0
p2stateno = 7697


[State 5355,4]
type = ChangeState
trigger1 = movehit = 1
trigger2 = movecontact = 1
value = 10266

[State 99]
type = DestroySelf
trigger1 = time = 120

;---------------------------------------------------------------------------
;call PENGUIN
[Statedef 8999]
type    = S
movetype= I
physics = N
anim = 195
ctrl = 0

[State 8999, s1]
type = PlaySnd
trigger1 = AnimElem = 7
value = s60,18

[State 8999, s2]
type = PlaySnd
trigger1 = AnimElem = 5
value = s60,17

[State 8999, 1]
type = velset
trigger1 = time >= 0
x = 0
y = 0

[State 8999, 1]
type = poweradd
trigger1 = time = 0
value = -500

[State 8999, 1]
type = Helper
trigger1 = Time = 0
trigger1 = facing = 1
trigger1 = numhelper(8999) = 0
helpertype = normal
name = "PENGUIN"
id = 8999
postype = left
facing = 1
pos = 0,0
stateno = 8998
keyctrl = 0
ownpal = 1

[State 8999, 1]
type = Helper
trigger1 = Time = 0
trigger1 = facing = -1
trigger1 = numhelper(8999) = 0
helpertype = normal
name = "PENGUIN"
id = 8999
postype = right
facing = -1
pos = 0,0
stateno = 8998
keyctrl = 0
ownpal = 1

[State 8999, End1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 8999, End2]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = P2BodyDist X <= 100
value = 0
ctrl = 1

[State 8999, End3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = P2BodyDist X > 100
value = 1

;---------------------------------------------------------------------------
;enters
[Statedef 8998]
type = S
anim = 8998
velset = 2,0
movetype = A
physics = N
sprpriority = 3

[State 8998, 1]
type = HitOverride
trigger1 = Time = 0
attr = SCA, AA, AP, AT
stateno = 8995
time = -1


[state 8998,2]
type = posset
trigger1 = time = 0
y = 0

[State 8998, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 8997

;---------------------------------------------------------------------------
;Fire the Gatling Gun.
[Statedef 8997]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 8999
ctrl = 0

;[State 8997, effect]
;type = Explod
;trigger1 = animelem = 7
;anim = 8999
;postype = p1
;pos = 0,0
;scale = .6,.6
;sprpriority = 2
;bindtime = 1
;ownpal = 1



[State 8997,2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 8,2

[State 8997, 4]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
trigger3 = AnimElem = 10
trigger4 = AnimElem = 12
trigger5 = AnimElem = 14
attr = A, NA
animtype = hard
damage = 153
guardflag = H
pausetime = 0,8
sparkno = s901
guard.sparkno = s905
sparkxy = -10,-58
hitsound   = s200,28
guardsound = s120,1
ground.type = high
ground.slidetime = 15
ground.hittime = 15
guard.velocity = -5.8
ground.velocity = -3,-3
air.type = trip
air.velocity = -3.1,-3.5
fall = 1

[State 8997, Win]
type = changestate
triggerall = time >= 60
trigger1 = win
trigger2 = RoundState = 4
value = 8989
ctrl = 0

[State 8997, 5]
type = ChangeState
trigger1 = animtime = 0
value = 8996

;---------------------------------------------------------------------------
; exits
[Statedef 8996]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 8995

[State 8996, fly off]
type = PlaySnd
trigger1 = animelem = 3
value = S60,19
volume = 175
channel = 0

[State 8996, 1]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = 0

[State 8996, 3]
type = DestroySelf
trigger1 = Time = 55

;---------------------------------------------------------------------------
; PENGUIN gets hit
[Statedef 8995]
type    = A
movetype= H
physics = N

[State 4300, 5]
type = playsnd
trigger1 = time = 0
value = 91,4

[State 4300, 1]
type = VelSet
trigger1 = Time >= 0
x = 0
y = 0

[State 4300, PalFX]
type = PalFX
trigger1 = time = 15
time = 15
add = 200,0,0
mul = 200,0,0
;sinadd = 0,0,0,10
invertall = 0
color = 256
;ignorehitpause =
;persistent =


[State 4300, 2]
type = ChangeAnim
trigger1 = Time >= 0
value = 8995

[State 4300, 3]
type = ChangeState
trigger1 = Time = 4
trigger2 = HitShakeOver = 1
value = 8994

;---------------------------------------------------------------------------
; PENGUIN falls
[Statedef 8994]
type    = A
movetype= H
physics = N
velset = 0,0

[State 4301, 1]
type = VelAdd
trigger1 = Time >= 0
y = .35

[State 4301, 2]
type = ChangeState
trigger1 = Vel y > 0
trigger1 = Pos y >= 0
value = 8993

;---------------------------------------------------------------------------
; PENGUIN hit bounce
[Statedef 8993]
type    = L
movetype= H
physics = N
anim = 8994

[State 4302, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 4302, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 4302, 3]
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 4302, 4]
type = GameMakeAnim
trigger1 = Time = 1
value = 61
pos = 0, 0
under = 1

[State 4302, 5]
type = HitFallDamage
trigger1 = Time = 3

[State 4302, 6]
type = PosFreeze
trigger1 = Time >= 0

[State 4302, 7]
type = ChangeState
trigger1 = Time = 3
value = 8992

[State 4302, 8]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
[Statedef 8992]
type    = L
movetype= H
physics = N

[State 4303, 0]
type = HitFallVel
trigger1 = Time = 0

[State 4303, 1]
type = PosSet
trigger1 = Time = 0
y = 20

[State 4303, 3]
type = VelAdd
trigger1 = Time >= 0
y = .4

[State 4303, 4]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 8991

;---------------------------------------------------------------------------
;  lie down
[Statedef 8991]
type    = L
movetype= H
physics = N
anim = 8994
velset = 0,0

[State 4303, 4]
trigger1 = animtime = 0
type = ChangeState
value = 8990

;---------------------------------------------------------------------------
;  getup
[Statedef 8990]
type    = L
movetype= H
physics = N
anim = 8990
velset = 0,0

[State 8990, 1]
trigger1 = animtime = 0
type = ChangeState
value = 8996

;-------------------------------------------------
; Smokes
[Statedef 8989]
type = S
anim = 8990
velset = 0,0
ctrl = 0

[State 8989, effect]
type = Explod
trigger1 = animelem = 4
anim = F2
postype = p1
pos = 0,0
scale = .6,.6
sprpriority = 2
bindtime = 1
ownpal = 1

[State 8989, effect]
type = Explod
trigger1 = animelem = 7
anim = F2
postype = p1
pos = 0,0
scale = .6,.6
sprpriority = 2
bindtime = 1
ownpal = 1

;----------------------------------------------------------------
;acid attack
[Statedef 1984]
type = S
movetype = A
physics = S
velset = 0,0
anim = 10300
poweradd= 72
ctrl = 0
sprpriority = 3

[State 1984, acid snd]
type = PlaySnd
trigger1 = animelem = 1
value = S60,24



[State 1984, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,1

[State 1984, 2]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
name = "ACID SPIT"
ID = 1551
pos = 10,-95
postype = p1
stateno = 1551
ownpal = 1

[State 1984, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;-----------------------------------------------
;Spit Stream
[Statedef 1551]
type    = S
movetype= A
physics = N
poweradd= 120
velset = 9,0
anim = 1551
ctrl = 0
sprpriority = 4

[State 1551,1-1]
type = Hitdef
trigger1 = AnimElem >= 1
attr = S, SA
damage = 110,35
priority = 6
guardflag = MA
pausetime = 0,0
hitsound = S2,6
sparkno = -1
sparkxy = -10,-60
;guardsound = S4000,15
guard.ctrltime = 30
p2stateno = 7671
p2facing = 1
p1stateno = 1553
fall = 0
kill = (root, Var(9) = 0)
fall.kill  = (root, Var(9) = 0)
guard.kill = (root, Var(9) = 0)
palfx.add  = 40,248,10
palfx.sinadd = 70,70,70,15
palfx.time = 60
color = 0

[State 1551,1-2]
type = Hitdef
trigger1 = AnimElem >= 1
trigger1 = root,Var(7) >= 2
attr = S, SA
damage = 110,35
priority = 6
guardflag = MA
pausetime = 0,0
hitsound = S2,6
sparkno = -1
sparkxy = -10,-60
;guardsound = S4000,15
guard.ctrltime = 30
palfx.add  = 40,248,10
palfx.sinadd = 70,70,70,15
palfx.time = 60
color = 0

[State 1551, 3]
Type = Changestate
trigger1 = MoveGuarded = 1
trigger2 = Movetype = H
trigger3 = MoveContact = 1
trigger3 = root,Var(7) >= 2
value = 1552

[State 1551, 4]
type = Destroyself
trigger1 = time = 100

;-----------------------------------------------
;Acid Droplets
[Statedef 1554]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1553
ctrl = 0
sprpriority = 4

[State 1554, 1]
type = VelSet
trigger1 = anim = 1554
X = 0
Y = 0

[State 1554, 2-1]
type = VelSet
trigger1 = anim = 1553
trigger1 = time = 0
X = -6
Y = -3

[State 1554, 2-2]
type = VelSet
trigger1 = anim = 1553
trigger1 = time >= 3
trigger1 = time <= 5
X = -4
Y = -2

[State 1554, 2-3]
type = VelSet
trigger1 = anim = 1553
trigger1 = time >= 6
trigger1 = time <= 8
X = -2
Y = -1

[State 1554, 2-4]
type = VelSet
trigger1 = anim = 1553
trigger1 = time >= 9
trigger1 = time <= 11
X = 0
Y = 2

[State 1554, 2-5]
type = VelSet
trigger1 = anim = 1553
trigger1 = time >= 12
X = 0
Y = 4

[State 1554, CHANGING TO MAKE IT GO AWAY]
type = Changeanim
trigger1 = Pos Y > 3
trigger1 = anim = 1553
value = 1554

[State 1554, GO BYE BYE]
type = DestroySelf
trigger1 = anim = 1554
trigger1 = animtime = 0

;-----------------------------------------------
;Bye Acid Spit (Blocked)
[Statedef 1552]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1552
ctrl = 0
sprpriority = 4

[State 1552, Drop1]
type = helper
trigger1 = time = 0
stateno = 1554
name = "Acid Droplet1"
id = 1554
pos = 20,15
postype = p1
sprpriority = 4
ontop = 1

[State 1552, Drop2]
type = helper
trigger1 = time = 0
stateno = 1554
name = "Acid Droplet2"
id = 1554
pos = 1,0
postype = p1
sprpriority = 4
ontop = 1

[State 1552, Drop3]
type = helper
trigger1 = time = 0
stateno = 1554
name = "Acid Droplet3"
id = 1554
pos = 9,30
postype = p1
sprpriority = 4
ontop = 1

[State 1552, Drop4]
type = helper
trigger1 = time = 0
stateno = 1554
name = "Acid Droplet4"
id = 1554
pos = 25,-5
postype = p1
sprpriority = 4
ontop = 1

[State 1552, Drop5]
type = helper
trigger1 = time = 0
stateno = 1554
name = "Acid Droplet5"
id = 1554
pos = 24,35
postype = p1
sprpriority = 4
ontop = 1

[State 1552, Drop6]
type = helper
trigger1 = time = 0
stateno = 1554
name = "Acid Droplet6"
id = 1554
pos = 2,42
postype = p1
sprpriority = 4
ontop = 1

[State 1552, Drop7]
type = helper
trigger1 = time = 0
stateno = 1554
name = "Acid Droplet7"
id = 1554
pos = 26,51
postype = p1
sprpriority = 4
ontop = 1

[State 1552, 1]
type = VelSet
trigger1 = time = 3
X = 0

[State 1552, CHANGING TO MAKE IT GO AWAY]
type = Changeanim
trigger1 = time = 0
value = 1552

[State 1552, GO BYE BYE]
type = DestroySelf
trigger1 = animtime = 0

;-----------------------------------------------
;Acid Spit Hit
[Statedef 1553]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1552
ctrl = 0
sprpriority = 4

[State 1553, Drop1]
type = helper
trigger1 = time = 0
stateno = 1554
name = "Acid Droplet1"
id = 1554
pos = 30,15
postype = p1
sprpriority = 4
ontop = 1

[State 1553, Drop2]
type = helper
trigger1 = time = 0
stateno = 1554
name = "Acid Droplet2"
id = 1554
pos = 1,0
postype = p1
sprpriority = 4
ontop = 1

[State 1553, Drop3]
type = helper
trigger1 = time = 0
stateno = 1554
name = "Acid Droplet3"
id = 1554
pos = 9,30
postype = p1
sprpriority = 4
ontop = 1

[State 1553, Drop4]
type = helper
trigger1 = time = 0
stateno = 1554
name = "Acid Droplet4"
id = 1554
pos = 25,-5
postype = p1
sprpriority = 4
ontop = 1

[State 1553, Drop5]
type = helper
trigger1 = time = 0
stateno = 1554
name = "Acid Droplet5"
id = 1554
pos = 24,35
postype = p1
sprpriority = 4
ontop = 1

[State 1553, Drop6]
type = helper
trigger1 = time = 0
stateno = 1554
name = "Acid Droplet6"
id = 1554
pos = 2,42
postype = p1
sprpriority = 4
ontop = 1

[State 1553, Drop7]
type = helper
trigger1 = time = 0
stateno = 1554
name = "Acid Droplet7"
id = 1554
pos = 16,51
postype = p1
sprpriority = 4
ontop = 1

[State 1553, GO BYE BYE]
type = DestroySelf
trigger1 = animtime = 0


;----------------
; Hit by acid
[Statedef 7671]
type    = A
physics = N
movetype = H
ctrl = 0
anim = 5300

[State 0, ]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 0, ]
type = PowerAdd
trigger1 = 1
value = -5

[State 7696, 6]
type = SelfState
trigger1 = Time = 50
ctrl = 1
value = 5070

;---------------------------------------------------------------------------
; Smilex Gas
[Statedef 1040]
type = S
movetype= A
physics = S
poweradd= 120
ctrl = 0
anim = 1030
velset = 0,0

[State 1040, gas snd]
type = PlaySnd
trigger1 = animelem = 1
value = S60,23



[state 1040, 2]
type = helper
trigger1 = AnimElem = 3
helpertype = normal
name = "Gas"
id = 1045
pos = 40, -70
postype = P1
stateno = 1045
ownpal = 1



[State 1040, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 55555
ctrl = 1

;---------------------------------------------------------------------------
; Gas States
[Statedef 1045]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1031
sprpriority = 4

[state 1045, 1]
type = hitoverride
trigger1 = 1
time = -1
attr= SCA,NP,SP,HP
stateno = 1046
ignorehitpause = 1

[State 1045, 2]
type = hitby
trigger1 = 1
time = -1
value = SCA,NP,SP,HP
ignorehitpause = 1

[State 1045, 3]
type = playsnd
trigger1 = time = 0
value = s1004,1

[State 1045, 4]
type = VelSet
trigger1 = time = 0
x = ifelse (root, var(6) = 0, 5.5, 7)





[State 1045, 8]
type = HitDef
trigger1 = time = 0
attr = S,SP
animtype = Hard
damage = 68,10
getpower = 50,25
givepower = 25,12
guardflag = MA
hitflag = MAF
pausetime = 2,4
sparkxy = 0,0
sparkno = s900
guard.sparkno = S906
hitsound = s1004,3
guardsound = s120,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 14
ground.velocity = -10
air.type = High
air.velocity = -13,10
air.fall = 1
air.hittime = 25
p2stateno = 10210
palfx.add  = 40,248,10
palfx.sinadd = 70,70,70,15
palfx.time = 125
color = 0
getpower = 0
givepower = 0




[state 1045, 10]
type = ScreenBound
trigger1 = 1
value = 0
MoveCamera = 0, 0



[state 1045, 12]
type = destroyself
trigger1 = Movecontact
trigger2 = Frontedgedist<-80 || Backedgedist<0

; Air Card
; CNS difficulty: medium
[Statedef 13011]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 110
anim = 5915
ctrl = 0
sprpriority = 2

[State 0,sound1]
type = Playsnd
trigger1 = time = 1
value = 60,25

[State 0,sound]
type = Playsnd
trigger1 = time = 10
value = 9,1

[State 10011, 2]
type = VarSet
trigger1 = time = 0
fvar(10) = ifelse(command = "z", 20.0, ifelse(command = "y",12.0, 6.0))

[State 13011, 3]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1026
projhitanim = 10277
offset = 58, -54
velocity = (2.05 + fvar(10)), (2.0 + (const(movement.yaccel)* time))
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = S, SP
damage    = 52,8
animtype = Hard
guardflag = MA
pausetime = 0,9
sparkno = s910
guard.sparkno = s8840
sparkxy = 10, 0
hitsound = s1004,3
guardsound = s120,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
projid = 1000


;----------------------------------------------------------------
; Smilex + gun attack
[Statedef 10040]
type = S
movetype= A
physics = S
poweradd= 120
ctrl = 0
anim = 1030
velset = 0,0

[State 10040, gas snd]
type = PlaySnd
trigger1 = animelem = 1
value = S60,23


[state 10040, 2]
type = helper
trigger1 = AnimElem = 3
helpertype = normal
name = "Gas&Gun"
id = 10045
pos = 40, -70
postype = P1
stateno = 10045
ownpal = 1


[State 10040, next]
type = changestate
trigger1 = animelem = 5
value = 1773
ctrl = 0


;---------------------------------------------------------------------------
; Hatter States
[Statedef 10045]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1031
sprpriority = 4

[state 10045, 1]
type = hitoverride
trigger1 = 1
time = -1
attr= SCA,NP,SP,HP
stateno = 1046
ignorehitpause = 1

[State 10045, 2]
type = hitby
trigger1 = 1
time = -1
value = SCA,NP,SP,HP
ignorehitpause = 1

[State 10045, 3]
type = playsnd
trigger1 = time = 0
value = s1004,1

[State 10045, 4]
type = VelSet
trigger1 = time = 0
x = ifelse (root, var(6) = 0, 5.5, 7)





[State 10045, 8]
type = HitDef
trigger1 = time = 0
attr = S,SP
animtype = Hard
damage = 68,10
getpower = 50,25
givepower = 25,12
guardflag = MA
hitflag = MAF
pausetime = 2,4
sparkxy = 0,0
sparkno = s900
guard.sparkno = S906
hitsound = s1004,3
guardsound = s120,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 14
ground.velocity = -10
air.type = High
air.velocity = -13,10
air.fall = 1
air.hittime = 25
p2stateno = 10210
palfx.add  = 40,248,10
palfx.sinadd = 70,70,70,15
palfx.time = 125
color = 0
getpower = 0
givepower = 0





[state 10045, 10]
type = ScreenBound
trigger1 = 1
value = 0
MoveCamera = 0, 0


[state 10045, 12]
type = destroyself
trigger1 = Movecontact
trigger2 = Frontedgedist<-80 || Backedgedist<0






;Handgun Low
[StateDef 1773]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7722
poweradd = 20



[State 1773, Explod]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
anim = 723
pos = 70,-77
ontop = 1
postype = p1

[State 1773, 2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
value = 8000, 15

[State 1773, 1]
type = Projectile
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
projanim = 702
projhitanim = 702
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 70,-79
velocity = 5
attr = S, SP
damage   = 50
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
sparkxy = 85,0
sparkno = s900
guard.sparkno = s905
hitsound = s5,2
guardsound = s120,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -2
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1773, 1.5]
type = Projectile
trigger1 = AnimElem = 6
projanim = 702
projhitanim = 702
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 70,-79
velocity = 5
attr = S, SP
damage   = 50
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
sparkxy = 85,0
sparkno = s900
guard.sparkno = s905
hitsound = s5,2
guardsound = s120,0
ground.type = High
ground.slidetime = 6
ground.hittime = 18
ground.velocity = -4, -4
air.velocity = -4,-4
air.hittime = 14
priority = 4,hit
fall = 1
color = 0
getpower = 0
givepower = 0



[State 1773, 6]
type = Explod
triggerall = numexplod(910) = 0
trigger1 = movehit
persistent = 1
id = 910
anim = 910
postype = p2
pos = -10, -30
velocity = 3,-10
accel = .2,.45
sprpriority = 1
bindtime = 1
removetime = 60

[State 1773, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 55555
ctrl = 1


;;----------------
[Statedef 10210]
type    = S
movetype= H
physics = S
velset = 0,0,0
ctrl = 0

[State 10210, 1]
type = Changeanim
trigger1 = animexist(5300)
trigger1 = anim != 5300
trigger1 = Vel Y = 0
trigger1 = statetype != A
value = 5300

[State 10210, 2]
type = Changeanim2
trigger1 = !animexist(5300)
trigger1 = anim != 9010
trigger1 = Vel Y = 0
trigger1 = statetype != A
value = 9010


[State 9010, 034.1]
type = PosSet
trigger1 = p2stateno =[0,9999]
Y = 0

[State 9010, 034.12]
type = VELSet
trigger1 = p2stateno =[0,9999]
Y = 0


[State 10210, 3]
type = Selfstate
trigger1 = time = 88
value = 5070
ctrl = 1

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = roundstate = 3
trigger1 = time = 100
value = 5050
ctrl = 1

;;----------------
[Statedef 10211]
type    = s
movetype= H
physics = S
velset = 0,0
ctrl = 0

[State 10211, 1]
type = Changeanim
trigger1 = animexist(5300)
trigger1 = anim != 5300
trigger1 = Vel Y = 0
trigger1 = statetype != A
value = 5300

[State 9010, 034.1]
type = PosSet
trigger1 = p2stateno =[0,9999]
Y = 0

[State 9010, 034.12]
type = VELSet
trigger1 = p2stateno =[0,9999]
Y = 0

[State 10211, 2]
type = Changeanim2
trigger1 = !animexist(5300)
trigger1 = anim != 9010
trigger1 = Vel Y = 0
trigger1 = statetype != A
value = 9010

[State 10211, 22]
type = LifeAdd
trigger1 = time = 1
value = -50

[State 10211, 22]
type = Playsnd
trigger1 = time = 1
value = 3,10
channel = 1
lowpriority = 1

[State 10211, 22]
type = Playsnd
trigger1 = time = 1
value = 14,0
channel = 2
lowpriority = 2

[State 10211, 3]
type = Selfstate
trigger1 = time = 220
value = 0
ctrl = 1

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = roundstate = 3
trigger1 = time = 100
value = 5050
ctrl = 1

;------------------------------
; flag shot
[StateDef 2765]
type = S
movetype = A
physics = S
anim = 2754
poweradd = 15
ctrl = 0
velset = 0,0

[State 5356, Explod]
type = Explod
trigger1 = AnimElem = 8
anim = 8883
pos = 100, -75
ontop = 1


; sfx
[State 2765, 1]
type = PlaySnd
trigger1 = AnimElem = 8
value = S60,15





[State 2765, 2]
type = Projectile
trigger1 = AnimElem = 8
ProjID = 2765
projanim = 2765
projhitanim = 2764
projremanim = 2764
projcancelanim = 2764
velocity = 16,(1- random/500)
offset = 90, -90
; HitDef
attr = S,SP
hitflag = MAF
guardflag = MA
animtype = low
priority = 4,Hit
damage = 65,10
pausetime = 0,15
sparkno = s739
guard.sparkno = s905
sparkxy = 25,5
hitsound = S60,16
guardsound = S3,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8,-9
air.type = Low
air.velocity = -3.5,-2.75
air.juggle = 3
fall.animtype = Hard
air.fall = 1
fall = 1




[State 2765, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------
;Handgun
[StateDef 773]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 722
poweradd = 20



[State 773, Explod]
type = Explod
trigger1 = animelem = 2
anim = 723
pos = 70,-77
ontop = 1
postype = p1

[State 773, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 8000, 15

[State 773, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 702
projhitanim = 702
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 70,-79
velocity = 5
attr = S, SP
damage   = 90
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
sparkxy = 85,0
sparkno = s900
guard.sparkno = s905
hitsound = s5,2
guardsound = s120,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -2
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 773, blood]
type = Explod
triggerall = numexplod(910) = 0
trigger1 = movehit
persistent = 1
id = 910
anim = 910
postype = p2
pos = -10, -30
velocity = 73,-80
accel = .2,.45
sprpriority = 1
bindtime = 1
removetime = 60


[State 773, 6]
type = Explod
triggerall = numexplod(910) = 0
trigger1 = movehit
persistent = 1
id = 910
anim = 910
postype = p2
pos = -10, -30
velocity = 3,-10
accel = .2,.45
sprpriority = 1
bindtime = 1
removetime = 60

[State 773, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Joker Card
[Statedef 1030]
type = S
movetype= A
physics = S
poweradd= 120
ctrl = 0
anim = 1025
velset = 0,0

[State 1030,sound1]
type = Playsnd
trigger1 = time = 1
value = 60,25

[State 1030, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s200,4

[state 1030, 2]
type = helper
trigger1 = AnimElem = 4
helpertype = normal
name = "card"
id = 1035
pos = 50, -80
postype = P1
stateno = 1035
ownpal = 1

[State 1030, 3]
type = VarSet
trigger1 = Time = 0
var(5) = ifelse (Command = "cardproj1", 0, 1)

[State 1030, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Card States
[Statedef 1035]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1026
sprpriority = 4

[State 1035, 18 ]
type = AfterImage
trigger1 = time = 0
time = 32
FrameGap = 2
timegap = 3
length = 10
PalBright   =   50,  50,  50
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[state 1035, 1]
type = hitoverride
trigger1 = 1
time = -1
attr= SCA,NP,SP,HP
stateno = 1036
ignorehitpause = 1

[State 1035, 2]
type = hitby
trigger1 = 1
time = -1
value = SCA,NP,SP,HP
ignorehitpause = 1

[State 1035, 3]
type = playsnd
trigger1 = time = 0
value = s1004,2

[State 1035, 4]
type = VelSet
trigger1 = time = 0
x = ifelse (root, var(5) = 0, 3, 4.5)

[State 1035, 5]
type = HitDef
trigger1 = time = 0
attr = S,SP
animtype = Hard
damage = 68,10
getpower = 50,25
givepower = 25,12
guardflag = MA
hitflag = MAF
pausetime = 2,4
sparkxy = 0,0
sparkno = s910
guard.sparkno = s905
hitsound = s1004,3
guardsound = s120,0
ground.type = High
ground.slidetime = 6
ground.hittime = 18
ground.velocity = -6
air.velocity = -4.5,-4
air.hittime = 14
priority = 4,hit


[State 1035, 6]
type = Explod
triggerall = numexplod(910) = 0
trigger1 = movehit
persistent = 1
id = 910
anim = 910
postype = p2
pos = -10, -30
velocity = 73,-80
accel = .2,.45
sprpriority = 1
bindtime = 1
removetime = 60

[state 1035, 7]
type = ScreenBound
trigger1 = 1
value = 0
MoveCamera = 0, 0

[state 1035, 8]
type = helper
trigger1 = movecontact
helpertype = normal
name = "falling card"
id = 1036
pos = 0, 0
postype = P1
stateno = 1036
ownpal = 1

[state 1035, 9]
type = destroyself
trigger1 =  movecontact
trigger2 = Frontedgedist<-80 || Backedgedist<0
[Statedef 1036]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 1027
sprpriority = 0

[State 1036, 18 ]
type = AfterImage
trigger1 = stateno = 1036
trigger1 = time = 1
time = 100
length = 32
framegap = 8
trans = add1
ignorehitpause = 0

[State 1036, 1]
type = VelSet
trigger1 = time = 0
x = -4
y = -7

[state 1036, 2]
type = destroyself
trigger1 = animtime = 0
;---------------------------------------------------------------------------
; joker fish
[Statedef 1050]
type = S
movetype= A
physics = S
poweradd= 120
ctrl = 0
anim = 1025
velset = 0,0

[State 1050, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s200,4

[state 1050, 2]
type = helper
trigger1 = AnimElem = 4
helpertype = normal
name = "jokerfishproj"
id = 1055
pos = 50, -80
postype = P1
stateno = 1055
ownpal = 1



[State 1050, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; fish states
[Statedef 1055]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7000
sprpriority = 4

[state 1055, 1]
type = hitoverride
trigger1 = 1
time = -1
attr= SCA,NP,SP,HP
stateno = 1056
ignorehitpause = 1

[State 1055, 2]
type = hitby
trigger1 = 1
time = -1
value = SCA,NP,SP,HP
ignorehitpause = 1

[State 1055, 3]
type = playsnd
trigger1 = time = 0
value = s1004,2

[State 1055, 4]
type = VelSet
trigger1 = time = 0
x = ifelse (root, var(5) = 0, 3, 4.5)

[State 1055, 5]
type = HitDef
trigger1 = time = 0
attr = S,SP
animtype = Hard
damage = 88,20
getpower = 50,25
givepower = 25,12
guardflag = MA
hitflag = MAF
pausetime = 2,4
sparkxy = 0,0
sparkno = s900
guard.sparkno = s905
hitsound = s1004,3
guardsound = s120,0
ground.type = High
ground.slidetime = 6
ground.hittime = 18
ground.velocity = -6
air.velocity = -4.5,-4
air.hittime = 14
priority = 4,hit
palfx.mul = 200,256,200
palfx.add = 0,40,0
palfx.time = 30


[state 1055, 7]
type = ScreenBound
trigger1 = 1
value = 0
MoveCamera = 0, 0

[state 1055, 8]
type = helper
trigger1 = movecontact
helpertype = normal
name = "falling fish"
id = 1056
pos = 0, 0
postype = P1
stateno = 1056
ownpal = 1

[state 1055, 9]
type = destroyself
trigger1 =  movecontact
trigger2 = Frontedgedist<-80 || Backedgedist<0

[Statedef 1056]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 9027
sprpriority = 0

[State 1056, 1]
type = VelSet
trigger1 = time = 0
x = -4
y = -7

[State 1056, 18 ]
type = AfterImage
trigger1 = stateno = 1056
trigger1 = time = 1
time = 100
length = 32
framegap = 8
trans = add1
ignorehitpause = 0


[state 1056, 2]
type = destroyself
trigger1 = animtime = 0

 ;----------------------------------------------------------------------------------------------------------------------------------------------------------
; Weak Electric thunder
[Statedef 1051]
type    = C
movetype= A
physics = C
juggle  = 4
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2

[State 0, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0,0
guardsound = 3, 0
volume = 110


[State 0, 3]
type = HitDef
trigger1 = TimeMod = 20, 5
attr = S, SA
hitflag = MAF
animtype  = Medium
damage    = 40, 20
priority  = 4
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S1501
guard.sparkno = S905
sparkxy = 40,-100
hitsound = S9,3
guardsound = 3, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-3.5
air.velocity = -4,-3
fall = 1
p2stateno = 7600



[State 0, 6]
type = VarAdd
trigger1 = Time > 3
trigger1 = Var(2) < 2
trigger1 = Command = "Weak Electricity"
var(2) = 1

[State 0, 7]
type = VarAdd
trigger1 = Var(2) > 0
trigger1 = TimeMod = 25, 7
var(2) = -1

[State 0, End]
type = ChangeState
trigger1 = animtime=0
trigger1 = BackEdgeBodyDist > -1
value = 0
ctrl = 1

; Counter States
; Pause
[State 0, 9]
type = SuperPause
trigger1 = PrevStateNo = [150, 153]
trigger1 = Time = 0
pos = 31, -36
darken = 1
anim = -1
time = 15
movetime = 15
poweradd = -300



;---------------------------------------------------------------------------
; Medium Electricity
[Statedef 10551]
type    = C
movetype= A
physics = C
juggle  = 4
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2


[State 0, 2]
type = PlaySnd
trigger1 = TimeMod = 8, 0
value = 0, 0

[State 0, 3]
type = HitDef
trigger1 = TimeMod = 18, 5
attr = S, SA
hitflag = MAF
animtype  = Medium
damage    = 60, 30
priority  = 5, Hit
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S1501
guard.sparkno = S905
sparkxy = 40,-100
hitsound = S9,3
guardsound = 3, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-3.5
air.velocity = -4,-3
fall = 1
p2stateno = 7600



[State 0, 6]
type = VarAdd
trigger1 = Time > 3
trigger1 = Var(2) < 2
trigger1 = Command = "Medium Electricity"
var(2) = 1

[State 0, 7]
type = VarAdd
trigger1 = TimeMod = 23, 7
trigger1 = var(2) > 0
var(2) = -1

[State 0, End]
type = ChangeState
trigger1 = animtime=0
trigger1 = BackEdgeBodyDist > -1
value = 0
ctrl = 1

; Counter States
; Pause
[State 0, 9]
type = SuperPause
trigger1 = PrevStateNo = [150, 153]
trigger1 = Time = 0
pos = 31, -36
darken = 1
time = 15
anim = -1
movetime = 15
poweradd = -350


;---------------------------------------------------------------------------
; Strong Electric Thunder
[Statedef 10511]
type    = C
movetype= A
physics = C
juggle  = 4
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2


[State 0, 2]
type = PlaySnd
trigger1 = TimeMod = 8, 0
value = 0, 0

[State 0, 3]
type = HitDef
trigger1 = TimeMod = 15, 5
attr = S, SA
hitflag = MAF
animtype  = Hard
damage    = 80, 40
priority  = 5
guardflag = MA
getpower = (Var(10)=0)* 30
pausetime = 15,15
sparkno = S1501
guard.sparkno = S905
sparkxy = 40,-100
hitsound = S9,3
guardsound = 3, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-3.5
air.velocity = -4,-3
fall = 1
p2stateno = 7600



[State 0, 6]
type = VarAdd
trigger1 = Time > 3
trigger1 = Command = "Strong Electricity"
var(2) = 1

[State 0, 7]
type = VarAdd
trigger1 = AnimElem = 6
trigger1 = Var(2) > 0
var(2) = -1


[State 0, End]
type = ChangeState
trigger1 = animtime=0
trigger1 = BackEdgeBodyDist > -1
value = 0
ctrl = 1

; Counter States
; Pause
[State 0, 9]
type = SuperPause
trigger1 = PrevStateNo = [150, 153]
trigger1 = Time = 0
pos = 31, -36
darken = 1
time = 15
anim = -1
movetime = 15
poweradd = -400

;---------------------------------------------------------------------------
; Bloody Parasol
[Statedef 1010]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 120
velset = 0,0
anim = 1010
ctrl = 0
sprpriority = 2

[State 1010, 1]
type = PlaySnd
trigger1 = Time = 1
value = s11, 0

[State 1010, 2]
type = PosAdd
trigger1 = time = 0
y = -17

[State 1010, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1011
ctrl = 0

[Statedef 1011]
type    = A
movetype= A
physics = N
juggle  = 5
velset = 4,4
anim = 1011
ctrl = 0
sprpriority = 2



[State 1011, 2]
type = HitDef
triggerall = hitcount < 6
trigger1 = animElem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
attr = A, SA
animtype  = Hard
damage    = 20, 4
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-70
sparkno = s910
guard.sparkno = s905
hitsound   = s200,25 + (random%2)
guardsound = s120,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-3.5
air.velocity = -4,-3
fall = 1

[State 1011, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1012
ctrl = 0

[Statedef 1012]
type    = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
anim = 1012
ctrl = 0
sprpriority = 2

[State 1012, 1]
type = Posset
trigger1 = time = 0
y = 0

[State 1012, 2]
type = PlaySnd
trigger1 = animelem = 3
value = s10,0

[State 1012, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------
; boxing glove
[Statedef 1080]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 40
ctrl = 0
anim = 211

[State 1080, ]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1080, a]
type = playsnd
trigger1 = animelem = 2
value = s10000,7
channel = 1

[state 1080, 0]
type = Explod
trigger1 = animelem = 3
anim = 10022
pos = 0,0
ontop = 1
postype = p1

[State 1080, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = high
damage    = 82
priority = 6, Hit
getpower = 162,162
guardflag = MA
pausetime = 11,12
sparkno = s902
guard.sparkno = s906
sparkxy = -10,-70
hitsound   = s200,29
guardsound = s120,2
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5,-6.5
air.velocity = -5,-6.8
yaccel = 0.45
fall = 1
fall.recover = 0

[State 1080, 3]
type = PlaySnd
trigger1 = time = 1
value = 200,0 + (random%6)

[State 1080, 4]
type = PlaySnd
trigger1 = time = 1
value = s200,10

[State 1080, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; boxing glove2
[Statedef 728]
type = C
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 728

[State 728, a]
type = playsnd
trigger1 = animelem = 2
value = s10000,7
channel = 1


[State 728, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = C, NA
animtype  = high
damage    = 82
priority = 6, Hit
getpower = 162,162
guardflag = MA
pausetime = 11,12
sparkno = s902
guard.sparkno = s906
sparkxy = -10,-70
hitsound   = s200,29
guardsound = s120,2
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -5
air.velocity = -2,-3
fall = 1

[State 728, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; Dodge
[Statedef 1200]
type = S
movetype = I
physics = N
ctrl = 0
anim = 1200
velset = 0, 0
sprpriority = -2

[State 1200, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 1200, 2]
type = HitBy
trigger1 = Time >= 0
value = SC, NT, ST, HT

[State 1200, 3]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1200, 4]
type = PlaySnd
trigger1 = Time = 1
value = s200, 5

[State 1200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Dodge (Dash Type)
[Statedef 1205]
type = S
movetype = I
physics = N
ctrl = 0
anim = 1205
velset = 0, 0
sprpriority = 8

[State 1205, 1]
type = NotHitBy
trigger1 = AnimElemTime(19) < 0
value = SCA

[State 1205, 2]
type = velset
trigger1 = Time = 0
x = 6

[State 1205, 3]
type = velset
trigger1 = animelem = 18
x = 0

[State 1205, 4]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1205, 5]
type = PlaySnd
trigger1 = Time = 1
value = s10000, 24

[State 1205, 6]
type = turn
trigger1 = animelem = 19

[State 1205, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;----------------------------------------------------------------
; Electricity
[Statedef 7600]
type = A
physics = N
movetype = H
velset = 0,0
ctrl = 0
anim = 3000
juggle = 0

[State 7600, Shock Animation]
type = ChangeAnim
trigger1 = AnimExist(7696)
trigger1 = Anim != 7696
value = 7696

[State 7600, Fau-Shock]
type = Palfx
trigger1 = !AnimExist(7696) && TimeMod = 3, 1
time = 2
mul = 199,198,226

[State 7600, Fau-Shock]
type = Palfx
trigger1 = !AnimExist(7696) && TimeMod = 4, 2
time = 3
mul = 50,26,50

[State 7600, No hit]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 7600, Fall Back]
type = velset
trigger1 = Time = 30
x = -1.8
y = -9.4

[State 7600, Fall Back]
type = gravity
trigger1 = Time >= 30

[State 7600, Change]
type = Selfstate
trigger1 = Pos Y > 0
value = 5100

; SuperMan Hit by Kryptonite Batarang
[Statedef 7670]
type    = A
physics = N
movetype = H
ctrl = 0
anim = 5300

[State 0, ]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 0, ]
type = PowerAdd
trigger1 = 1
value = -5

[State 7697, Green_FX]
type = PalFX
trigger1 = Anim = 5300
trigger1 = Time = 1
time = 200
add = -150,-40,-100
sinadd = 0,80,15,20
color = 0
invertall = 1

[State 7696, 6]
type = SelfState
trigger1 = Time = 200
ctrl = 1
value = 5070


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



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


;laughing 1
[Statedef 5555]
type    = S
movetype= A
physics = S
poweradd= 100
velset = 0,0
anim = 4
ctrl = 0
sprpriority = 2

[State 5555, aa]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noFG
ignorehitpause = 1


[State 5555,sound]
type = Playsnd
trigger1 = AnimElem = 2
value = 60,17


[State 5555, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;laughing 2
[Statedef 55555]
type    = S
movetype= A
physics = S
poweradd= 100
velset = 0,0
anim = 444
ctrl = 0
sprpriority = 2


[State 55555,sound]
type = Playsnd
trigger1 = AnimElem = 2
value = 60,17


[State 55555, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
