; ____________________________________________________________________________________________________
;/ Apocalypse © OnslaughtX

; ____________________________________________________________________________________________________
;/ Integer Variable Index
; Var(0) = Life
; Var(1) = Controls arm anim and bindpos
; Var(2) = Controls hand anim and bindpos
; Var(3) = Controls shoulder cannon on/off
; Var(4) = Controls Arm2(unused)
; Var(9) = Intro vs?
; Var(10) = AI
; Var(11) = Walking pos y
; Var(13) = Voice randomizer
; Var(14) = Move toggeler(to prevent turning)
; Var(15) = KO allpalfx
; Var(19) = Shockwave wavetype decider
; Var(20) = AI move randomizer
; Var(21) = Satellite Pos start randomizer

; ____________________________________________________________________________________________________
;/ Float Variable Index
; FVar(0) = Visor Pos X
; FVar(1) = Visor Pos Y
; FVar(2) = Visor2 Pos X
; FVar(3) = Visor2 Pos Y

; ____________________________________________________________________________________________________
;/ Constants
[Data]
life = 1000
attack = 100
defence = 120
fall.defence_up = 50
liedown.time = 60
power = 5000
airjuggle = 15
sparkno = 2
guard.sparkno = 40
ko.echo = 0
volume = 0
intpersistindex = 50
floatpersistindex = 40

[Size]
xscale = 1
yscale = 1
ground.back = 15
ground.front = 16
air.back = 12
air.front = 12
z.width = 3
height = 60
attack.width = 4,4
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
head.pos = -5,-90
mid.pos = -5,-60
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd = 1.7
walk.back = -1.7
run.fwd = 7
run.back = -7
jump.neu = 0,-8.4
jump.back = -2.55
jump.fwd = 2.5
runjump.back = -2.55,-8.1
runjump.fwd = 4,-8.1
airjump.neu = 0,-8.1
airjump.back = -2.55
airjump.fwd = 2.5

[Movement]
airjump.num = 0
airjump.height = 35
yaccel = .44
stand.friction = .85
crouch.friction = .82

; ____________________________________________________________________________________________________
;/ State -2
[Statedef -2]

[State -2, Debug0]
type = DisplayToClipboard
trigger1 = 1
text = "ai=%d maxlife=%d p2maxlife=%d p2attack=%d p2defence=%d"
params = Var(10),Const(data.life)-1,Enemy,Const(data.life),Enemy,Const(data.attack),Enemy,Const(data.defence)

[State -2, 0]
type = Explod
trigger1 = Abs(Floor(Pos Z)) = 5
anim = 10000
postype = left
removetime = -1
pos = 160, 0
sprpriority = -7
persistent = 0

[State -2, Screenbound]
type = Screenbound
trigger1 = 1
value = 1
movecamera = 1,0

[State -2, AI Deactivate]
type = VarSet
trigger1 = Var(10)
trigger1 = RoundState = 3
var(10) = 0

[State -2, Walk]
type = PosSet
trigger1 = Var(11) = 1
trigger1 = RoundState = 2
y = -1

[State -2, Walk 2]
type = PosSet
trigger1 = Var(11) = 4
trigger1 = RoundState = 2
y=-2

[State -2, Walk 3]
type = PosSet
trigger1 = Var(11) = 7
trigger1 = RoundState = 2
y = -3

[State -2, Walk 4]
type = PosSet
trigger1 = Var(11) = 10
trigger1 = RoundState = 2
y = -2

[State -2, Walk 5]
type = PosSet
trigger1 = Var(11) = 13
trigger1 = RoundState = 2
y = -1

[State -2, Walk 6]
type = PosSet
trigger1 = var(11) = 16
trigger1 = RoundState = 2
y = 0

[State -2, Walk 7]
type = PlaySnd
trigger1 = Var(11) = 16
trigger1 = RoundState = 2
value = 0,12

[State -2, Walk 8]
type = EnvShake
trigger1 = Var(11) = 16
trigegr1 = RoundState = 2
time = 37
freq = 70;60

[State -2, Walk 9]
type = VarAdd
trigger1 = Var(11) = 16
var(11) = 1

[State -2, Walk 10]
type = VarSet
trigger1 = Var(11) >= 40
trigger1 = RoundState = 2
var(11) = 0

[State -2, VarRandom]
type = VarRandom
trigger1 = 1
v = 13
range = 7,10

[State -2, VarRandom 2]
type = VarRandom
trigger1 = 1
v = 21
range = -100,100

[State -2, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoStandGuard
flag2 = NoCrouchGuard
flag3 = NoAirGuard

[State -2, AssertSpecial 2]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
flag2 = NoShadow

[State -2, SprPriority]
type = SprPriority
trigger1 = 1
value = -10 + (Anim = [5120, 5150]) * 10

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(1)
trigger1 = StateNo != 193
trigger2 = NumHelper(1)
trigger2 = StateNo = 193
trigger2 = Time = 500
id = 1

[State -2, StopSnd]
type = StopSnd
trigger1 = StateNo != [193, 194]
trigger1 = PrevStateNo = 193 || PrevStateNo = 194
trigger2 = StateNo = 194
trigger2 = Time = 8
channel = 1

[State -2, LifeSet]
type = LifeSet
trigger1 = RoundState < 2
value = (Const(data.life)-1)/(NumPartner+1)*IfElse(!NumPartner,1,NumEnemy)

[State -2, LifeSet 2]
type = LifeSet
trigger1 = RoundState > 1
value = Var(0)

[State -2, Head]
type = Helper
trigger1 = !NumHelper(2)
trigger1 = Life
trigger1 = !Lose
name = "Head"
id = 2
stateno = 200
ownpal = 1

[State -2, Shoulder Pad]
type = Helper
trigger1 = !NumHelper(3)
trigger1 = Life
trigger1 = !Lose
name = "Shoulder Pad"
id = 3
stateno = 210
ownpal = 1

[State -2, Arm]
type = Helper
trigger1 = !NumHelper(4)
trigger1 = Life
trigger1 = !Lose
name = "Arm"
id = 4
stateno = 220
ownpal = 1

[State -2, Hand]
type = Helper
trigger1 = !NumHelper(5)
trigger1 = Life
trigger1 = !Lose
name = "Hand"
id = 5
stateno = 230
ownpal = 1

[State -2, Shoulder]
type = Helper
trigger1 = !Numhelper(6)
trigger1 = Var(3) = 1
trigger1 = Life
trigger1 = !Lose
name = "Shoulder"
id = 6
stateno = 240
ownpal = 1

[State -2, Dummy]
type = Helper
trigger1 = !NumHelper(7)
trigger1 = Life
trigger1 = !Lose
name = "Dummy"
id = 7
stateno = 250
ownpal = 1

[State -2, Dummy 2]
type = Helper
trigger1 = !NumHelper(14)
trigger1 = NumHelper(4)
trigger1 = Helper(4), Anim = 324
trigger1 = Life
trigger1 = !Lose
name = "Dummy 2"
id = 14
stateno = 251
ownpal = 1

[State -2, Satellite]
type = Helper
trigger1 = !NumHelper(13)
trigger1 = Random <= 10
trigger1 = RoundState = 2
trigger1 = Life
trigger1 = !Lose
name = "Satellite"
id = 13
pos = Var(21),100
stateno = 260
ownpal = 1

[State -2, Satellite 2]
type = Helper
trigger1 = !NumHelper(14)
trigger1 = Random <= 10
trigger1 = RoundState = 2
trigger1 = Life
trigger1 = !Lose
name = "Satellite"
id = 14
pos = Var(21),100
stateno = 260
ownpal = 1

; ____________________________________________________________________________________________________
;/ Stand
[Statedef 0]
physics = S
velset = 0,0
anim = IfElse(PrevStateNo = 193,300,Anim)
facep2 = 0

[State 0, Win]
type = ChangeState
trigger1 = Win
trigger1 = Life > 0
value = 180

[State 0, Lose]
type = ChangeState
trigger1 = Lose
trigger2 = Life = 0
value = 5050

; ____________________________________________________________________________________________________
;/ Crouch
[Statedef 10]

[State 10, ChangeState]
type = ChangeState
trigger1 = 1
value = 0
ctrl = 1

; ____________________________________________________________________________________________________
;/ Walk
[Statedef 20]
physics = S

[State 20, VelSet]
type = VelSet
trigger1 = Command = "holdfwd"
trigger1 = Pos Y != 0
x = Const(velocity.walk.fwd.x)

[State 20, VelSet 2]
type = VelSet
trigger1 = Command = "holdback"
trigger1 = Pos Y != 0
x = Const(velocity.walk.back.x)

[State 20, VarAdd]
type = VarAdd
trigger1 = Command = "holdfwd"
trigger2 = Command="holdback"
var(11) = 1

[State 20, VarSet]
type = VarSet
trigger1 = Pos Y = 0
trigger1 = Command != "holdfwd"
trigger1 = Command != "holdback"
trigger1 = RoundState = 2
var(11) = 0

[State 20, Win]
type = ChangeState
trigger1 = Win
trigger1 = Life > 0
value = 180

[State 20, Lose]
type = ChangeState
trigger1 = Lose
trigger2 = Life = 0
value = 5050

; ____________________________________________________________________________________________________
;/ Jump
[Statedef 40]

[State 40, ChangeState]
type = ChangeState
trigger1 = 1
value = 0
ctrl = 1

; ____________________________________________________________________________________________________
;/ Run Fwd
[Statedef 100]
physics = S
ctrl = 0

[State 100, VelSet]
type = VelSet
trigger1 = Time < 40
x = Const(velocity.run.fwd.x)

[State 100, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 50
freq = 30
ampl = -2

[State 100, VarSet]
type = VarSet
trigger1 = Time = 80
var(14) = 0

[State 100, ChangeState]
type = ChangeState
trigger1 = Time = 80
value = 0
ctrl = 1

[State 100, Lose]
type = ChangeState
trigger1 = Lose
trigger2 = Life = 0
value = 5050

; ____________________________________________________________________________________________________
;/ Run Backwards
[Statedef 105]
physics = S
ctrl = 0

[State 105, VelSet]
type = VelSet
trigger1 = Time < 40
x = Const(velocity.run.back.x)

[State 105, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 105, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 50
freq = 30
ampl = -2

[State 105, VarSet]
type = VarSet
trigger1 = Time = 80
var(14) = 0

[State 105, ChangeState]
type = ChangeState
trigger1 = Time = 80
value = 0
ctrl = 1

[State 105, Lose]
type = ChangeState
trigger1 = Lose
trigger2 = Life = 0
value = 5050

; ____________________________________________________________________________________________________
;/ Win
[Statedef 180]
type = U
velset = 0,0
ctrl = 1

[State 180, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

; ____________________________________________________________________________________________________
;/ Intro 0
[Statedef 190]
velset = 0,0
ctrl = 0

[State 190, Vs Akuma]
type = VarSet
trigger1 = P2Name = "Akuma"
trigger2 = P2Name = "Cyber Akuma"
trigger3 = P2Name = "Gouki"
trigger4 = P2Name = "Cyber Gouki"
var(9) = 1

[State 190, Vs Bison]
type = VarSet
trigger1 = P2Name = "Bison"
trigger2 = P2Name = "M.Bison"
trigger3 = P2Name = "M. Bison"
trigger4 = P2Name = "Vega"
var(9) = 2

[State 190, Vs Blackheart]
type = VarSet
trigger1 = P2Name = "Blackheart"
trigger2 = P2Name = "[o_O]'s Blackheart"
trigger3 = P2Name = "Mephisto"
var(9) = 3

[State 190, Vs Captain America]
type = VarSet
trigger1 = P2Name = "Captain America"
trigger2 = P2Name = "Captain-America"
trigger3 = P2Name = "Captain_America"
trigger4 = P2Name = "UsAgent"
trigger5 = P2Name = "U.S.Agent"
trigger6 = P2Name = "U.S. Agent"
var(9) = 4

[State 190, Vs Chun Li]
type = VarSet
trigger1 = P2Name = "Chun-Li"
trigger2 = P2Name = "Chun_Li"
trigger3 = P2Name = "Chun Li"
trigger4 = P2Name = "Dark Chun Li"
var(9) = 5

[State 190, Vs Cyclops]
type = VarSet
trigger1 = P2Name = "Cyclops"
trigger2 = P2Name = "Scott Summers"
trigger3 = P2Name = "[Vanessa]'s Cyclops"
var(9) = 6

[State 190, Vs Dan]
type = VarSet
trigger1 = P2Name = "Dan"
trigger2 = P2Name = "Dan Hibiki"
trigger3 = P2Name = "Cyber Dan"
var(9) = 7

[State 190, Vs Dhalsim]
type = VarSet
trigger1 = P2Name = "Dhalsim"
var(9) = 8

[State 190, Vs Hulk]
type = VarSet
trigger1 = P2Name = "Hulk"
var(9) = 9

[State 190, Vs Ken]
type = VarSet
trigger1 = P2Name = "Ken"
trigger2 = P2Name = "Ken-X"
trigger3 = P2Name = "Ken & Gang"
trigger4 = P2Name = "Evil Ken"
var(9) = 10

[State 190, Vs Omega Red]
type = VarSet
trigger1 = P2Name = "Omega Red"
trigger2 = P2Name = "Arkady Rossovich"
var(9) = 11

[State 190, Vs Ryu]
type = VarSet
trigger1 = P2Name = "Ryu"
trigger2 = P2Name = "Ryu-X"
trigger3 = P2Name = "Evil Ryu"
var(9) = 12

[State 190, Vs Sakura]
type = VarSet
trigger1 = P2Name = "Sakura"
trigger2 = P2Name = "Dark Sakura"
trigger3 = P2Name = "Evil Sakura"
var(9) = 13

[State 190, Vs Shuma-Gorath]
type = VarSet
trigger1 = P2Name = "Shuma Gorath"
trigger2 = P2Name = "Shuma-Gorath"
trigger3 = P2Name = "Shuma_Gorath"
trigger4 = P2Name = "Shuma Gorath by Qkrtkf!"
var(9) = 14

[State 190, Vs Spiderman]
type = VarSet
trigger1 = P2Name = "Spiderman"
trigger2 = P2Name = "Spider-Man"
trigger3 = P2Name = "Spider Man"
trigger4 = P2Name = "Armored Spiderman"
trigger5 = P2Name = "Armored Spider-Man"
trigger6 = P2Name = "Armored Spider Man"
var(9) = 15

[State 190, Vs Wolverine]
type = VarSet
trigger1 = P2Name = "Wolverine"
trigger2 = P2Name = "Logan"
var(9) = 16

[State 190, Vs Zangief]
type = VarSet
trigger1 = P2Name = "Zangief"
trigger2 = P2Name = "Mech Zangief"
trigger3 = P2Name = "Mech-Zangief"
var(9) = 17

[State 190, Vs Norimaro]
type = VarSet
trigger1 = P2Name = "Norimaro"
trigger2 = P2Name = "Norimaro by Akiraz"
var(9) = 18

[State 190, Small Apocalypse]
type = Helper
trigger1 = 1
name = "Intro"
id = 1
stateno = 191
ownpal = 1

[State 190, ChangeState]
type = ChangeState
trigger1 = 1
value = 193

; ____________________________________________________________________________________________________
;/ Small Apocalypse Intro 0
[Statedef 191]
anim = 190
ctrl = 0

[State 191, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,1

[State 191, ChangeState]
type = ChangeState
trigger1 = Time = 500
trigger2 = Time = 175
trigger2 = !Parent, Var(9)
value = 192

; ____________________________________________________________________________________________________
;/ Small Apocalypse Intro 1
[Statedef 192]

[State 192, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,2

[State 192, AssertSpecial]
type = AssertSpecial
trigger1 = Time%2
flag = Invisible

[State 192, DestroySelf]
type = DestroySelf
trigger1 = Time = 50

; ____________________________________________________________________________________________________
;/ Intro 1
[Statedef 193]
anim = 302

[State 193, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = NoMusic
flag3 = TimerFreeze

[State 193, IntroMusic]
type = PlaySnd
trigger1 = Time = 0
value = 0,0
channel = 1
loop = 1
abspan = 1

[State 193, PosSet]
type = PosSet
trigger1 = Time = 0
y = 300

[State 193, Explod]
type = Explod
triggerall = Time = 0
trigger1 = Var(9)
anim = 191
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Akuma0]
type = Explod
trigger1 = Time = 1
trigger1 = Var(9) = 1
anim = 193
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Akuma1]
type = Explod
trigger1 = Time = 200
trigger1 = Var(9) = 1
anim = 194
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Bison0]
type = Explod
trigger1 = Time = 1
trigger1 = Var(9) = 2
anim = 195
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Bison1]
type = Explod
trigger1 = Time = 200
trigger1 = Var(9) = 2
anim = 195
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Blackheart0]
type = Explod
trigger1 = Time = 1
trigger1 = Var(9) = 3
anim = 197
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Blackheart1]
type = Explod
trigger1 = Time = 200
trigger1 = Var(9) = 3
trigger1 = P2Name != "Mephisto"
anim = 198
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Mephisto0]
type = Explod
trigger1 = Time = 200
trigger1 = Var(9) = 3
trigger1 = P2Name = "Mephisto"
anim = 213
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Captain America0]
type = Explod
trigger1 = Time = 1
trigger1 = Var(9) = 4
anim = 199
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Captain America1]
type = Explod
trigger1 = Time = 200
trigger1 = Var(9) = 4
trigger1 = P2Name != "UsAgent"
trigger1 = P2Name != "U.S.Agent"
trigger1 = P2Name != "U.S. Agent"
anim = 200
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs U.S.Agent0]
type = Explod
triggerall = Time = 200
triggerall = Var(9) = 4
trigger1 = P2Name = "UsAgent"
trigger2 = P2Name = "U.S.Agent"
trigger3 = P2Name = "U.S. Agent"
anim = 224
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Chun Li0]
type = Explod
trigger1 = Time = 1
trigger1 = Var(9) = 5
anim = 201
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Chun Li1]
type = Explod
trigger1 = Time = 200
trigger1 = Var(9) = 5
anim = 202
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Cyclops0]
type = Explod
trigger1 = Time = 1
trigger1 = Var(9) = 6
anim = 203
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Cyclops1]
type = Explod
trigger1 = Time = 200
trigger1 = Var(9) = 6
anim = 204
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Dan0]
type = Explod
trigger1 = Time = 1
trigger1 = Var(9) = 7
anim = 205
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Dan1]
type = Explod
trigger1 = Time = 200
trigger1 = Var(9) = 7
anim = 206
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Dhalsim0]
type = Explod
trigger1 = Time = 1
trigger1 = Var(9) = 8
anim = 207
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Dhalsim1]
type = Explod
trigger1 = Time = 200
trigger1 = Var(9) = 8
anim = 208
id = 1
pos = 0,30
postype = left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Hulk0]
type = Explod
trigger1 = Time = 1
trigger1 = Var(9) = 9
anim = 209
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Hulk1]
type = Explod
trigger1 = Time = 200
trigger1 = Var(9) = 9
anim = 210
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Ken0]
type = Explod
trigger1 = Time = 1
trigger1 = Var(9) = 10
anim = 211
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Ken1]
type = Explod
trigger1 = Time = 200
trigger1 = Var(9) = 10
anim = 212
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Omega Red0]
type = Explod
trigger1 = Time = 1
trigger1 = Var(9) = 11
anim = 214
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Omega Red1]
type = Explod
trigger1 = Time = 200
trigger1 = Var(9) = 11
anim = 215
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Ryu0]
type = Explod
trigger1 = Time = 1
trigger1 = Var(9) = 12
anim = 216
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Ryu1]
type = Explod
trigger1 = Time = 200
trigger1 = Var(9) = 12
anim = 217
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Sakura0]
type = Explod
trigger1 = Time = 1
trigger1 = Var(9) = 13
anim = 218
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Sakura1]
type = Explod
trigger1 = Time=200
trigger1 = Var(9) = 13
anim=219
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Shuma-Gorath0]
type = Explod
trigger1 = Time = 1
trigger1 = Var(9) = 14
anim = 220
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Shuma-Gorath1]
type = Explod
trigger1 = Time = 200
trigger1 = Var(9) = 14
anim = 221
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Spiderman0]
type = Explod
trigger1 = Time = 1
trigger1 = Var(9) = 15
anim = 222
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Spiderman1]
type = Explod
trigger1 = Time = 200
trigger1 = Var(9) = 15
anim = 223
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Wolverine0]
type = Explod
trigger1 = Time = 1
trigger1 = Var(9) = 16
anim = 225
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Wolverine1]
type = Explod
trigger1 = Time = 200
trigger1 = Var(9) = 16
anim = 226
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Zangief0]
type = Explod
trigger1 = Time = 1
trigger1 = Var(9) = 17
anim = 227
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Zangief1]
type = Explod
trigger1 = Time = 200
trigger1 = Var(9) = 17
anim = 228
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Norimaro0]
type = Explod
trigger1 = Time = 1
trigger1 = Var(9) = 18
anim = 229
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Vs Norimaro1]
type = Explod
trigger1 = Time = 200
trigger1 = Var(9) = 18
anim = 230
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, Explod 2]
type = Explod
trigger1 = Time = 400
trigger1 = Var(9)
anim = 192
id = 1
pos = 0,30
postype = Left
bindtime = -1
removetime = -1
ontop = 1
ownpal = 1

[State 193, VelSet]
type = VelSet
triggerall = Pos Y != 0
trigger1 = Time >= 550
trigger2 = Time >= 225
trigger2 = !Var(9)
y = -1

[State 193, ChangeState]
type = ChangeState
trigger1 = Time = 850
trigger2 = Pos Y = 0
value = 194

; ____________________________________________________________________________________________________
;/ Intro 2
[Statedef 194]
type = U
anim = 302
velset = 0,0

[State 194, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 194, AssertSpecial]
type = Assertspecial
trigger1 = 1
flag = Intro
flag2 = NoMusic
flag3 = TimerFreeze

[State 194, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 301

[State 194, ChangeAnim 2]
type = ChangeAnim
trigger1 = Time = 8
value = 300

[State 194, ChangeState]
type = ChangeState
trigger1 = Time = 8
value = 0

; ____________________________________________________________________________________________________
;/ Head
[Statedef 200]
type = A
anim = 360
ctrl = 0
sprpriority = -6

[State -2, 0]
type = SprPriority
trigger1 = Parent, StateNo = 193
value = -9

[State -2, 0]
type = SprPriority
trigger1 = Parent, StateNo != 193
value = -6

[State 200, BindToParent]
type = BindToParent
trigger1 = 1
time = -1
facing = 1
pos = 33,-131

[State 200, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
flag2 = NoShadow

[State 200, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA, AA, AT, AP
stateno = 201
time = -1

[State 200, ChangeAnim]
type = ChangeAnim
trigger1 = P2Dist X <= 0
trigger1 = P2Dist Y >= 0
value = 363

[State 200, ChangeAnim 2]
type = ChangeAnim
trigger1 = P2Dist X = [0, 120]
trigger1 = P2Dist Y >= 0
value = 362

[State 200, ChangeAnim 3]
type = ChangeAnim
trigger1 = P2Dist X = [120, 220]
trigger1 = P2Dist Y >= 0
trigger2 = P2Dist X = [0, 120]
trigger2 = P2Dist Y = [-50, 0]
value = 360

[State 200, ChangeAnim 4]
type = ChangeAnim
trigger1 = P2Dist X = [0, 40]
trigger1 = P2Dist Y = [-60, -40]
value = 368

[State 200, ChangeAnim 5]
type = ChangeAnim
trigger1 = P2Dist X >= 220
trigger1 = P2Dist Y >= 0
trigger2 = P2Dist X >= 0
trigger2 = P2Dist Y = [-300, -60]
value = 361

[State 200, ChangeAnim 6]
type = ChangeAnim
trigger1 = P2Dist X <= 0
trigger1 = P2Dist Y = [-300, 0]
value = 364

[State 200, Lose]
type = ChangeState
trigger1 = !Parent, Life
trigger2 = Parent, Lose
value = 206

[State 200, Win]
type = ChangeState
trigger1 = Parent, Win
trigger1 = Helper(5), StateNo = 230
value = 205

[State 200, DestroySelf]
type = DestroySelf
trigger1 = Parent, StateNo = 5150
trigger1 = Parent, Time = 60

[State 200, NotHitBy]
type = NotHitBy
trigger1 = Parent, StateNo = 5150
value = SCA

; ____________________________________________________________________________________________________
;/ Head - Hurt
[Statedef 201]
type = A
movetype = H
sprpriority = -6
ctrl = 0

[State 201, BindToParent]
type = BindToParent
trigger1 = 1
time = -1
facing = 1
pos = 33,-131

[State 201, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
flag2 = NoShadow

[State 201, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA, AA, AT, AP
stateno = 203
time = -1

[State 201, VarRandom]
type = VarRandom
trigger1 = 1
v = 0
range = 4,6
ignorehitpause = 1

[State 201, PlaySnd]
type = PlaySnd
trigger1 = Anim = 366
trigger1 = Random < 300
value = 0,Var(0)
persistent = 0

[State 201, ParentVarAdd]
type = ParentVarAdd
trigger1 = Time = 0
var(0) = -Floor(GetHitVar(damage))
ignorehitpause = 1

[State 201, VarSet]
type = VarSet
trigger1 = Anim = 366
trigger1 = Var(2) >= 10
var(2) = 0

[State 201, VarAdd]
type = VarAdd
trigger1 = Time = 0
var(2) = GetHitVar(animtype) + 1

[State 201, ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 366
trigger1 = GetHitVar(animtype) > 1
trigger1 = Var(2) >= 10
value = 366

[State 201, ChangeState]
type = ChangeState
trigger1 = Anim != 366
trigger1 = AnimTime = 0
value = 200

[State 201, Lose]
type = ChangeState
trigger1 = !Parent, Life
trigger2 = Parent, Lose
value = 206

[State 201, ChangeState]
type = ChangeState
trigger1 = Anim = 366
trigger1 = Time = 4
value = 202

[State 201, DestroySelf]
type = DestroySelf
trigger1 = Parent, StateNo = 5150
trigger1 = Parent, Time = 60

[State 201, NotHitBy]
type = NotHitBy
trigger1 = Parent, StateNo = 5150
value = SCA

; ____________________________________________________________________________________________________
;/ Head - Hurt 2
[Statedef 202]
type = A
movetype = H
anim = 367
sprpriority = -6
ctrl = 0

[State 202, BindToParent]
type = BindToParent
trigger1 = 1
time = -1
facing = 1
pos = 33,-131

[State 202, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
flag2 = NoShadow

[State 202, Lose]
type = ChangeState
trigger1 = !Parent, Life
trigger2 = parent, Lose
value = 206

[State 202, ChangeState]
type = ChangeState
trigger1 = HitOver
value = 204

[State 202, ParentVarAdd]
type = ParentVarAdd
trigger1 = Time = 0
var(0) = -Floor(GetHitVar(damage))
ignorehitpause = 1

[State 202, DestroySelf]
type = DestroySelf
trigger1 = Parent, StateNo = 5150
trigger1 = Parent, Time = 60

[State 202, NotHitBy]
type = NotHitBy
trigger1 = Parent, StateNo = 5150
value = SCA

; ____________________________________________________________________________________________________
;/ Head - Hurt 3
[Statedef 203]
type = A
movetype = H
anim = 367
sprpriority = -6
ctrl = 0

[State 203, BindToParent]
type = BindToParent
trigger1 = 1
time = -1
facing = 1
pos = 33,-131

[State 203, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
flag2 = NoShadow

[State 203, VarRandom]
type = VarRandom
trigger1 = 1
v = 0
range = 4,6
ignorehitpause = 1

[State 203, PlaySnd]
type = PlaySnd
trigger1 = Random < 300
trigger1 = Time = 0
value = 0,Var(0)

[State 203, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = 0

[State 203, ParentVarAdd]
type = ParentVarAdd
trigger1 = Time = 0
var(0) = -Floor(GetHitVar(damage))
ignorehitpause = 1

[State 203, Lose]
type = ChangeState
trigger1 = !Parent, Life
trigger2 = Parent, Lose
value = 206

[State 203, ChangeState]
type = ChangeState
trigger1 = Hitover
value = 204

[State 203, DestroySelf]
type = DestroySelf
trigger1 = Parent, StateNo = 5150
trigger1 = Parent, Time = 60

[State 203, NotHitBy]
type = NotHitBy
trigger1 = Parent, StateNo = 5150
value = SCA

; ____________________________________________________________________________________________________
;/ Head - Recover
[Statedef 204]
type = A
movetype = H
anim = 369
sprpriority = -6
ctrl = 0

[State 204, BindToParent]
type = BindToParent
trigger1 = 1
time = -1
facing = 1
pos = 33,-131

[State 204, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
flag2 = NoShadow

[State 204, HitOverride]
type = Hitoverride
trigger1 = 1
attr = SCA, AA, AT, AP
stateno = 201
time = -1

[State 204, Lose]
type = ChangeState
trigger1 = !Parent, Life
trigger2 = Parent, Lose
value = 206

[State 204, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 200

[State 204, ParentVarAdd]
type = ParentVarAdd
trigger1 = Time = 0
var(0) = -Floor(GetHitVar(damage))
ignorehitpause = 1

[State 204, DestroySelf]
type = DestroySelf
trigger1 = Parent, StateNo = 5150
trigger1 = Parent, Time = 60

[State 204, NotHitBy]
type = NotHitBy
trigger1 = Parent, StateNo = 5150
value = SCA

; ____________________________________________________________________________________________________
;/ Head - Win
[Statedef 205]
type = A
anim = 365
sprpriority = -6
ctrl = 0

[State 205, BindToParent]
type = BindToparent
trigger1 = 1
time = -1
facing = 1
pos = 33,-131

[State 205, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
flag2 = NoShadow

[State 205, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 205, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 8,11

[State 205, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,Var(2)

[State 205, DestroySelf]
type = DestroySelf
trigger1 = Parent, StateNo = 5150
trigger1 = Parent, Time = 60

; ____________________________________________________________________________________________________
;/ Head - KO
[Statedef 206]
type = A
anim = 367
sprpriority = -6
ctrl = 0

[State 206, BindToParent]
type = BindToParent
trigger1 = 1
time = -1
facing = 1
pos = 33,-131

[State 206, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
flag2 = NoShadow

[State 206, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 206, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,3

[State 206, DestroySelf]
type = DestroySelf
trigger1 = Parent, StateNo = 5150
trigger1 = Parent, Time = 60

; ____________________________________________________________________________________________________
;/ Shoulder Pad
[Statedef 210]
anim = 310
ctrl = 0
sprpriority = -9

[State 210, BindToParent]
type = BindToparent
trigger1 = 1
time = -1
facing = 1
pos = -94,-181

[State 210, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
flag2 = NoShadow

[State 210, ChangeAnim]
type = ChangeAnim
trigger1 = Parent, Anim = 300
trigger2 = Parent, Anim = 304
value = 310

[State 210, ChangeAnim 2]
type = ChangeAnim
trigger1 = Parent, Anim = 301
value = 311

[State 210, ChangeAnim 3]
type = ChangeAnim
trigger1 = Parent, Anim = 302
value = 312

[State 210, ChangeAnim 4]
type = ChangeAnim
trigger1 = Parent, Anim = 303
value = 313

[State 210, DestroySelf]
type = DestroySelf
trigger1 = Parent, Stateno = 5150
trigger1 = Parent, Time = 60

; ____________________________________________________________________________________________________
;/ Arm
[Statedef 220]
anim = IfElse(Anim = 324,324,320)
ctrl = 0
;sprpriority = IfElse(Anim = 324,5,-7)

[State -2, 0]
type = SprPriority
trigger1 = Parent, StateNo = 193
value = -9

[State -2, 0]
type = SprPriority
trigger1 = Parent, StateNo != 193
trigger1 = Anim != 324
value = -7

[State -2, 0]
type = SprPriority
trigger1 = Anim = 324
value = 5

[State 220, ChangeAnim]
type = ChangeAnim
trigger1 = !Parent, Var(1)
value = 320

[State 220, ChangeAnim 2]
type = ChangeAnim
trigger1 = Parent, Var(1) = 1
value = 321

[State 220, ChangeAnim 3]
type = ChangeAnim
trigger1 = Parent, Var(1) = 2
value = 322

[State 220, ChangeAnim 4]
type = ChangeAnim
trigger1 = Parent, Var(1) = 3
value = 323

[State 220, ChangeAnim 5]
type = ChangeAnim
trigger1 = Parent, Var(1) = 4
value = 324

[State 220, BindToParent]
type = BindToParent
trigger1 = Parent, StateNo = 193
time = -1
facing = 1
pos = -117,-67

[State 220, BindToParent 2]
type = BindToParent
trigger1 = Parent, StateNo = 194
trigger1 = Parent, Time = [0, 7]
time = -1
facing = 1
pos = -117,-35

[State 220, BindToParent 3]
type = BindToParent
trigger1 = Anim = 320
trigger1 = Parent, StateNo != [193, 194]
time = -1
facing = 1
pos = -117,-3

[State 220, BindToParent 4]
type = BindToParent
trigger1 = Anim = 321
time = -1
facing = 1
pos = -104,-48

[State 220, BindToParent 5]
type = BindToParent
trigger1 = Anim = 322
time = -1
facing = 1
pos = -108,-84

[State 220, BindToParent 6]
type = BindToParent
trigger1 = Anim = 323
time = -1
facing = 1
pos = -101,-116

[State 220, BindToParent 7]
type = BindToParent
trigger1 = Parent, Var(1) = 4
time = -1
facing = 1
pos = -122,-18

[State 220, BindToParent 8]
type = BindToParent
trigger1 = Parent, Var(1) = 5
time = -1
facing = 1
pos = -128,2

[State 220, BindToParent 9]
type = BindToParent
trigger1 = Parent, Var(1) = 6
time = -1
facing = 1
pos = -37,-2

;[State 220, SprPriority]
;type = SprPriority
;trigger1 = Anim != 324
;value = -7

;[State 220, SprPriority 2]
;type = SprPriority
;trigger1 = Anim = 324
;value = 5

[State 220, HitOverride]
type = HitOverride
trigger1 = Anim = 324
attr = SCA, AA, AT, AP
stateno = 221
time = -1

[State 220, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
flag2 = NoShadow

[State 220, PalFx]
type = PalFx
trigger1 = Parent, Time = 0
trigger1 = Parent, StateNo = 310
time = 6
add = 170,68,68

[State 220, PalFx 2]
type = PalFx
trigger1 = Parent, Time = 3
trigger1 = Parent, StateNo = 310
trigger2 = Parent, Time = 14
trigger2 = Parent, StateNo = 310
trigger3 = Parent, Time = 181
trigger3 = Parent, StateNo = 310
trigger4 = Parent, Time = 3
trigger4 = Parent, StateNo = 340
trigger5 = Parent, Time = 16
trigger5 = Parent, StateNo = 340
trigger6 = Parent, Time = 224
trigger6 = Parent, StateNo = 342
time = 6
add = 136,136,136

[State 220, PalFx 3]
type = PalFx
trigger1 = Parent, Time = 5
trigger1 = Parent, StateNo = 310
trigger2 = Parent, Time = 12
trigger2 = Parent, StateNo = 310
trigger3 = Parent, Time = 179
trigger3 = Parent, StateNo = 310
trigger4 = Parent, Time = 6
trigger4 = Parent, StateNo = 340
trigger5 = Parent, Time = 12
trigger5 = Parent, StateNo = 340
trigger6 = Parent, Time = 227
trigger6 = Parent, StateNo = 342
trigger7 = Parent, Time = 232
trigger7 = Parent, StateNo = 342
time = 6
add = 187,187,187

[State 220, PalFx 4]
type = PalFx
trigger1 = Parent, Time = 8
trigger1 = Parent, StateNo = 310
trigger2 = Parent, Time = 173
trigger2 = Parent, StateNo = 310
trigger3 = Parent, Time = 8
trigger3 = Parent, StateNo = 340
trigger4 = Parent, Time = 230
trigger4 = Parent, StateNo = 342
time = 6
add = 255,255,255

[State 220, PalFx 5]
type = Palfx
trigger1 = Parent, Time = 17
trigger1 = Parent, StateNo = 310
trigger2 = Parent, Time = 183
trigger2 = Parent, StateNo = 310
trigger3 = Parent, Time = 17
trigger3 = Parent, StateNo = 340
trigger4 = Parent, Time = 242
trigger4 = Parent, StateNo = 342
time = 1

[State 220, PalFx 6]
type = PalFx
trigger1 = Parent, StateNo = 310
trigger1 = Parent, Time = 170
trigger2 = Parent, Time = 0
trigger2 = Parent, StateNo = 340
trigger3 = Parent, Time = 222
trigger3 = Parent, StateNo = 342
time = 6
add = 204,204,187

[State 220, DestroySelf]
type = DestroySelf
trigger1 = Parent, StateNo = 5150
trigger1 = Parent, Time = 60

[State 220, NotHitBy]
type = NotHitBy
trigger1 = !Parent, Life
trigger2 = Parent, Lose
trigger3 = Parent, Win
value = SCA
time = -1

; ____________________________________________________________________________________________________
;/ Arm - Hurt
[Statedef 221]
ctrl = 0
sprpriority = 5

[State 221, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
flag2 = NoShadow

[State 221, BindToParent]
type = BindToParent
trigger1 = Parent, Var(1) = 4
time = -1
facing = 1
pos = -122,-18

[State 221, BindToParent 2]
type = BindToParent
trigger1 = Parent, Var(1) = 5
time = -1
facing = 1
pos = -128,2

[State 221, BindToParent 3]
type = BindToParent
trigger1 = Parent, Var(1) = 6
time = -1
facing = 1
pos = -37,-2

[State 221, ParentVarAdd]
type = ParentVarAdd
trigger1 = Time = 0
var(0) = -Floor(GetHitVar(damage))

[State 221, ChangeState]
type = ChangeState
trigger1 = Time = 1
value = 220

[State 221, DestroySelf]
type = DestroySelf
trigger1 = Parent, StateNo = 5150
trigger1 = Parent, Time = 60

[State 221, NotHitBy]
type = NotHitBy
trigger1 = !Parent, Life
trigger2 = Parent, Lose
trigger3 = Parent, Win
value = SCA
time = -1

; ____________________________________________________________________________________________________
;/ Hand
[Statedef 230]
ctrl = 0
sprpriority = 5

[State -2, 0]
type = SprPriority
trigger1 = Parent, StateNo = 193
value = -8

[State -2, 0]
type = SprPriority
trigger1 = Parent, StateNo != 193
value = 5

[State 230, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
flag2 = NoShadow

[State 230, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = StateNo

[State 230, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA, AA, AT, AP
stateno = 231
time = -1

[State 230, ChangeAnim]
type = ChangeAnim
trigger1 = !Parent, Var(2)
value = 330

[State 230, ChangeAnim 2]
type = ChangeAnim
trigger1 = Parent, Var(2) = 1
value = 331

[State 230, ChangeAnim 3]
type = ChangeAnim
trigger1 = Parent, Var(2) = 2
value = 332

[State 230, ChangeAnim 4]
type = ChangeAnim
trigger1 = Parent, Var(2) = 3
value = 333

[State 230, ChangeAnim 5]
type = ChangeAnim
trigger1 = Parent, Var(2) = 4
value = 334

[State 230, BindToParent]
type = BindToParent
trigger1 = Parent, StateNo = 193
time = -1
facing = 1
pos = 0,-64

[State 230, BindToParent 2]
type = BindToParent
trigger1 = Parent, StateNo = 194
trigger1 = Parent, Time = [0, 7]
time = -1
facing = 1
pos = 0,-32

[State 230, BindToParent 3]
type = BindToParent
trigger1 = Anim = 330
trigger1 = Parent, StateNo != [193, 194]
time = -1
facing = 1

[State 230, BindToParent 4]
type = BindToParent
trigger1 = Anim = 331
time = -1
facing = 1
pos = 10,-70

[State 230, BindToParent 5]
type = BindToParent
trigger1 = Anim = 332
time = -1
facing = 1
pos = -5,-134

[State 230, BindToParent 6]
type = BindToParent
trigger1 = Anim = 333
time = -1
facing = 1
pos = -3,5

[State 230, BindToParent 7]
type = BindToParent
trigger1 = Parent, Var(2) = 4
time = -1
facing = 1
pos = 3,6

[State 230, BindToParent 8]
type = BindToParent
trigger1 = Parent, Var(2) = 5
time = -1
facing = 1
pos = 15,-64

[State 230, BindToParent 9]
type = BindToParent
trigger1 = Parent, Var(2) = 6
time = -1
facing = 1
pos = 7,-132

[State 230, BindToParent 10]
type = BindToParent
trigger1 = Parent, Var(2) = 7
time = -1
facing = 1
pos = -30,-188

[State 230, BindToParent 11]
type = BindToParent
trigger1 = Parent, Var(1) = 4
time = -1
facing = 1
pos = -75,-79

[State 230, BindToParent 12]
type = BindToParent
trigger1 = Parent, Var(1) = 5
time = -1
facing = 1
pos = -81,-59

[State 230, BindToParent 13]
type = BindToParent
trigger1 = Parent, Var(1) = 6
time = -1
facing = 1
pos = 10,-63

[State 230, EnvShake]
type = EnvShake
trigger1 = Parent, StateNo = 194
trigger1 = Parent, Time = 7
time = 40
freq = 80
phase = 10

[State 230, PlaySnd]
type = PlaySnd
trigger1 = Parent, StateNo = 194
trigger1 = Parent, Time = 7
value = 0,13

[State 230, Shockwave]
type = ChangeState
trigger1 = Parent, StateNo = 300
value = 232

[State 230, Spike]
type = ChangeState
trigger1 = Parent, StateNo = 310
value = 233

[State 230, ChangeState 3]
type = ChangeState
trigger1 = Parent, StateNo = 340
value = 234

[State 230, DestroySelf]
type = DestroySelf
trigger1 = Parent, StateNo = 5150
trigger1 = Parent, Time = 60

[State 230, NotHitBy]
type = NotHitBy
trigger1 = !Parent, Life
trigger2 = Parent, Lose
trigger3 = Parent, Win
value = SCA
time = -1

; ____________________________________________________________________________________________________
;/ Hand - Hurt
[Statedef 231]
type = U
ctrl = 0
sprpriority = 5

[State 231, BindToParent]
type = BindToParent
trigger1 = Anim = 330
time = -1
facing = 1

[State 231, BindToParent 2]
type = BindToParent
trigger1 = Anim = 331
time = -1
facing = 1
pos = 10,-70

[State 231, BindToParent 3]
type = BindToParent
trigger1 = Anim = 332
time = -1
facing = 1
pos = -5,-134

[State 231, BindToParent 4]
type = BindToParent
trigger1 = Anim = 333
time = -1
facing = 1
pos = -3,5

[State 231, BindToParent 5]
type = BindToParent
trigger1 = Parent, Var(2) = 4
time = -1
facing = 1
pos = 3,6

[State 231, BindToParent 6]
type = BindToParent
trigger1 = Parent, Var(2) = 5
time = -1
facing = 1
pos = 15,-64

[State 231, BindToParent 7]
type = BindToParent
trigger1 = Parent, Var(2) = 6
time = -1
facing = 1
pos = 7,-132

[State 231, BindToParent 8]
type = BindToParent
trigger1 = Parent, Var(2) = 7
time = -1
facing = 1
pos = -30,-188

[State 231, BindToParent 9]
type = BindToParent
trigger1 = Parent, Var(1) = 4
time = -1
facing = 1
pos = -75,-79

[State 231, BindToParent 10]
type = BindToParent
trigger1 = Parent, Var(1) = 5
time = -1
facing = 1
pos = -81,-59

[State 231, BindToParent 11]
type = BindToParent
trigger1 = Parent, Var(1) = 6
time = -1
facing = 1
pos = 10,-63

[State 231, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
flag2 = NoShadow

[State 231, ParentVarAdd]
type = ParentVarAdd
trigger1 = Time = 0
var(0) = -Floor(GetHitVar(damage))

[State 231, ChangeState]
type = ChangeState
trigger1 = Time = 1
value = Var(2)

[State 231, DestroySelf]
type = DestroySelf
trigger1 = Parent, StateNo = 5150
trigger1 = Parent, Time = 60

[State 231, NotHitBy]
type = NotHitBy
trigger1 = !Parent, Life
trigger2 = Parent, Lose
trigger3 = Parent, Win
value = SCA
time = -1

; ____________________________________________________________________________________________________
;/ Hand - Shock Wave
[Statedef 232]
movetype = A
ctrl = 0
sprpriority = 5

[State 232, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
flag2 = NoShadow

[State 232, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = StateNo

[State 232, Changeanim]
type = ChangeAnim
trigger1 = !Parent, Var(2)
value = 330

[State 232, ChangeAnim 2]
type = ChangeAnim
trigger1 = Parent, Var(2) = 1
value=331

[State 232, ChangeAnim 3]
type = ChangeAnim
trigger1 = Parent, Var(2) = 2
value = 332

[State 232, ChangeAnim 4]
type = ChangeAnim
trigger1 = Parent, Var(2) = 3
value = 333

[State 232, BindToParent]
type = BindToParent
trigger1 = Anim = 330
time = -1
facing = 1

[State 232, bindToParent 2]
type = BindToParent
trigger1 = Anim = 331
time = -1
facing = 1
pos = 10,-70

[State 232, BindToParent 3]
type = BindToParent
trigger1 = Anim = 332
time = -1
facing = 1
pos = -5,-134

[State 232, BindToParent 4]
type = BindToParent
trigger1 = Anim = 333
time = -1
facing = 1
pos = -3,5

[State 232, HitDef]
type = HitDef
;trigger1 = Parent, Time = 2
;trigger2 = Parent, Time = 12
trigger1 = Parent, Time = 49
trigger2 = Parent, Time = 54
attr = SCA, NA
guardflag = MA
animtype = Hard
damage = 50,10
sparkxy = -5,-10
hitsound = s5,0
guardsound = s6,0
air.type = Low
ground.slidetime = 15
ground.hittime = 15
air.hittime = 15
ground.velocity = -4 + (P2Dist X < 0) * 8,-2
guard.velocity = -3 + (P2Dist X < 0) * 6
air.velocity = -4 + (P2Dist X < 0) * 8,-2
airguard.velocity = -3 + (P2Dist X < 0) * 6,-2
ground.cornerpush.veloff = 0
forcestand = 1
air.fall = 1
getpower = 10;damage*.6,damage*.6/2
givepower = 10;damge*.7,damage*.7/2

[State 232, AllPalFx]
type = AllPalFx
trigger1 = MoveHit
time = 1
add = 256,256,256
persistent = 0

[State 232, EnvShake]
type = EnvShake
trigger1 = Parent, Time = 54
time = 40
freq = 80
ampl = -5
phase = 10

[State 232, PlaySnd]
type = PlaySnd
trigger1 = Parent, Time = 54
value = 0,13

[State 232, ChangeState]
type = ChangeState
trigger1 = Parent, StateNo != 300
value = 230

[State 232, DestroySelf]
type = DestroySelf
trigger1 = Parent, StateNo = 5150
trigger1 = Parent, Time = 60

[State 232, NotHitBy]
type = NotHitBy
trigger1 = !Parent, Life
trigger2 = Parent, Lose
trigger3 = Parent, Win
value = SCA
time = -1

; ____________________________________________________________________________________________________
;/ Hand - Spike
[Statedef 233]
movetype = A
ctrl = 0
sprpriority = 5

[State 233, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
flag2 = NoShadow

[State 233, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = StateNo

[State 233, ChangeAnim]
type = ChangeAnim
trigger1 = !Parent, Var(2)
value = 330

[State 233, ChangeAnim 2]
type = ChangeAnim
trigger1 = Parent, Var(2) = 1
value = 331

[State 233, ChangeAnim 3]
type = ChangeAnim
trigger1 = Parent, Var(2) = 2
value = 332

[State 233, ChangeAnim 4]
type = ChangeAnim
trigger1 = Parent, Var(2) = 3
value = 333

[State 233, ChangeAnim 5]
type = ChangeAnim
trigger1 = Parent, Var(2) = 4
value = 334

[State 233, BindToParent]
type = BindToParent
trigger1 = Parent, StateNo = 193
time = -1
facing = 1
pos = 0,-64

[State 233, BindToParent 2]
type = BindToParent
trigger1 = Parent, StateNo = 194
trigger1 = Parent, Time = [0, 7]
time = -1
facing = 1
pos = 0,-32

[State 233, BindToParent 3]
type = BindToparent
trigger1 = Anim = 330
trigger1 = Parent, StateNo != [193, 194]
time = -1
facing = 1

[State 233, BindToParent 4]
type = BindToParent
trigger1 = Anim = 331
time = -1
facing = 1
pos = 10,-70

[State 233, BindToParent 5]
type = BindToParent
trigger1 = Anim = 332
time = -1
facing = 1
pos = -5,-134

[State 233, BindToParent 6]
type = BindToParent
trigger1 = Anim = 333
time = -1
facing = 1
pos = -3,5

[State 233, BindToParent 7]
type = BindToParent
trigger1 = Parent, Var(2) = 4
time = -1
facing = 1
pos = 3,6

[State 233, BindToParent 8]
type = BindToParent
trigger1 = Parent, Var(2) = 5
time = -1
facing = 1
pos = 15,-64

[State 233, BindToParent 9]
type = BindToparent
trigger1 = Parent, Var(2) = 6
time = -1
facing = 1
pos = 7,-132

[State 233, BindToParent 10]
type = BindToParent
trigger1 = Parent, Var(2) = 7
time = -1
facing = 1
pos = -30,-188

[State 233, PalFx]
type = PalFx
trigger1 = Parent, Time = 0
time = 6
add = 170,68,68

[State 233, PalFx 2]
type = PalFx
trigger1 = Parent, Time = 3
trigger2 = Parent, Time = 14
trigger3 = Parent, Time = 181
time = 6 - (Parent, Time = 181) * 4
add = 136,136,136

[State 233, PalFx 3]
type = PalFx
trigger1 = Parent, Time = 5
trigger2 = Parent, Time = 12
trigger3 = Parent, Time = 179
time = 6
add = 187,187,187

[State 233, PalFx 4]
type = PalFx
trigger1 = Parent, Time = 8
trigger2 = Parent, Time = 173
time = 6
add = 255,255,255

[State 233, PalFx 5]
type = PalFx
trigger1 = Parent, Time = 17
trigger2 = Parent, Time = 183
trigger2 = Parent, StateNo != 310
time = 1

[State 233, PalFx 6]
type = PalFx
trigger1 = Parent, Time = 170
time = 6
add = 204,204,187

[State 233, HitDef]
type = HitDef
;trigger2 = Parent, Time = 29
;trigger3 = Parent, Time = 36
;trigger4 = Parent, Time = 47
trigger1 = Parent, Time = 10
trigger2 = Parent, Time = 102
trigger3 = Parent, Time = 107
trigger4 = Parent, Time = 111
attr = SCA,NA
hitflag = HAF
guardflag = HA
animtype = Hard
damage = 50,10
sparkxy = -5,-10
hitsound = s5,0
guardsound = s6,0
air.type = Low
ground.slidetime = 15
ground.hittime = 15
air.hittime = 15
ground.velocity = -4 + (P2Dist X < 0) * 8,-2
guard.velocity = -3 + (P2Dist X < 0) * 6
air.velocity = -4 + (P2Dist X < 0) * 8,-2
airguard.velocity = -3 + (P2Dist X < 0) * 6,-2
ground.cornerpush.veloff = 0
forcestand = 1
air.fall = 1
getpower = 10
givepower = 10

[State 233, AllPalFx]
type = AllPalFx
trigger1 = MoveHit
time = 1
add = 256,256,256
persistent = 0

[State 233, PlaySnd]
type = PlaySnd
trigger1 = Parent, Time = 111
value = 0,13

[State 233, EnvShake]
type = EnvShake
trigger1 = Parent, Time = 111
time = 60;88
phase = 23

[State 233, ChangeState]
type = ChangeState
trigger1 = Parent, StateNo != 310
value = 230

[State 233, DestroySelf]
type = DestroySelf
trigger1 = Parent, StateNo = 5150
trigger1 = Parent, Time = 60

[State 233, NotHitBy]
type = NotHitBy
trigger1 = !Parent, Life
trigger2 = Parent, Lose
trigger3 = Parent, Win
value = SCA
time = -1

; ____________________________________________________________________________________________________
;/ Hand - Drill
[Statedef 234]
movetype = A
ctrl = 0

[State 234, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
flag2 = NoShadow

[State 234, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = StateNo

[State 234, ChangeAnim]
type = ChangeAnim
trigger1 = !Parent, Var(2)
value = 330

[State 234, ChangeAnim 2]
type = ChangeAnim
trigger1 = Parent, Var(2) = 8
value = 335

[State 234, ChangeAnim 3]
type = ChangeAnim
trigger1 = Parent, Var(2) = 9
trigger1 = Anim != 336
value = 336

[State 234, BindToParent]
type = BindToParent
trigger1 = Anim = 330
time = -1
facing = 1

[State 234, BindToParent 2]
type = BindToParent
trigger1 = Parent, Var(1) = 4
time = -1
facing = 1
pos = -75,-79

[State 234, BindToParent 3]
type = BindToParent
trigger1 = Parent, Var(1) = 5
time = -1
facing = 1
pos = -81,-59

[State 234, BindToParent 4]
type = BindToParent
trigger1 = Parent, Var(1) = 6
time = -1
facing = 1
pos = 10,-63

[State 234, SprPriority]
type = SprPriority
trigger1 = Anim = [335, 336]
value = -7

[State 234, SprPriority 2]
type = SprPriority
trigger1 = Anim != [335, 336]
value = 5

[State 234, PalFx]
type = PalFx
trigger1 = Parent, Time = 0
trigger1 = Parent, StateNo = 340
trigger2 = Parent, Time = 222
trigger2 = Parent, StateNo = 342
time = 6
add = 204,204,187

[State 234, PalFx 2]
type = PalFx
trigger1 = Parent, Time = 3
trigger1 = Parent, StateNo = 340
trigger2 = Parent, Time = 16
trigger2 = Parent, StateNo = 340
trigger3 = Parent, Time = 224
trigger3 = Parent, StateNo = 342
time = 6
add = 136,136,136

[State 234, PalFx 3]
type = PalFx
trigger1 = Parent, Time = 6
trigger1 = Parent, StateNo = 340
trigger2 = Parent, Time = 12
trigger2 = Parent, StateNo = 340
trigger3 = Parent, Time = 227
trigger3 = Parent, StateNo = 342
trigger4 = Parent, Time = 232
trigger4 = Parent, StateNo = 342
time = 6
add = 187,187,187

[State 234, PalFx 4]
type = PalFx
trigger1 = Parent, Time = 8
trigger1 = Parent, StateNo = 340
trigger2 = Parent, Time = 230
trigger2 = Parent, StateNo = 342
time = 6
add = 255,255,255

[State 234, PalFx 5]
type = PalFx
trigger1 = Parent, Time = 17
trigger1 = Parent, StateNo = 340
trigger2 = Parent, Time = 242
trigger2 = Parent, StateNo = 342
time = 1

[State 234, HitDef]
type = HitDef
triggerall = Parent, Var(2) = 9
trigger1 = AnimElem=1
trigger2 = AnimElem=4
attr = SCA,HA
guardflag = MA
animtype = Hard
priority = 7
damage = 9,5
hitsound = s5,1
guardsound = s6,0
air.type = Low
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
ground.velocity = -4,0
guard.velocity = -3
air.velocity = -3,-1
airguard.velocity = -4,-2
ground.cornerpush.veloff = 0
forcestand=1
getpower = 0
givepower = 10

[State 234, AllPalFx]
type = AllPalFx
trigger1 = MoveHit
time = 1
add = 256,256,256
persistent = 0

[State 234, ChangeState]
type = ChangeState
trigger1 = Parent, StateNo = 342
trigger1 = Parent, Time = 237
trigger2 = Parent, Var(2) != [8,9]
trigger2 = Parent, StateNo != 340
value = 230

[State 234, DestroySelf]
type = DestroySelf
trigger1 = Parent, StateNo = 5150
trigger1 = Parent, Time = 60

[State 234, NotHitBy]
type = NotHitBy
trigger1 = !Parent, Life
trigger2 = Parent, Lose
trigger3 = Parent, Win
value = SCA
time = -1

; ____________________________________________________________________________________________________
;/ Shoulder
[Statedef 240]
anim = 340
ctrl = 0
sprpriority = -9

[State 240, BindToParent]
type = BindToParent
trigger1 = 1
time = -1
facing = 1
pos = 11,-117

[State 240, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
flag2 = NoShadow

[State 240, DestroySelf]
type = DestroySelf
trigger1 = !Parent, Var(3)
trigger2 = Parent, StateNo = 5150
trigger2 = Parent, Time = 60

; ____________________________________________________________________________________________________
;/ Dummy (Purpose: To prevent enemy from pushing Apocalypse's hand)
[Statedef 250]
physics = S
ctrl = 0
sprpriority = 0

[State 250, PlayerPush]
type = PlayerPush
trigger1 = Parent, StateNo != 100
trigger2 = Parent, StateNo != 105
value = 1

[State 250, PlayerPush 2]
type = PlayerPush
trigger1 =Parent, StateNo = 100 || Parent, Stateno = 105
trigger1 =Parent, Time < 30
trigger1 =Parent, ScreenPos X <= 50 || Parent, ScreenPos X >= 280
value = 0

[State 250, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
flag2 = NoShadow
flag3 = Invisible

[State 250, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1

[State 250, BindToParent]
type = BindToParent
trigger1 = Anim = 330
time = -1
facing = 1

[State 250, BindToParent 2]
type = BindToParent
trigger1 = Anim = 331
time = -1
facing = 1
pos = 10,-70

[State 250, BindToParent 3]
type = BindToParent
trigger1 = Anim = 332
time = -1
facing = 1
pos = -5,-134

[State 250, BindToParent 4]
type = BindToParent
trigger1 = Anim = 333
time = -1
facing = 1
pos = -3,5

[State 250, BindToParent 5]
type = BindToParent
trigger1 = Parent, Var(2) = 4
time = -1
facing = 1
pos = 3,6

[State 250, BindToParent 6]
type = BindToParent
trigger1 = Parent, Var(2) = 5
time = -1
facing = 1
pos = 15,-64

[State 250, BindToParent 7]
type = BindToparent
trigger1 = Parent, Var(2) = 6
time = -1
facing = 1
pos = 7,-132

[State 250, BindToParent 8]
type = BindToparent
trigger1 = Parent, Var(2) = 7
time = -1
facing = 1
pos = -30,-188

[State 250, BindToParent 9]
type = BindToparent
trigger1 = Parent, Var(1) = 4
time = -1
facing = 1
pos = -75,-79

[State 250, BindToParent 10]
type = BindToParent
trigger1 = Parent, Var(1) = 5
time = -1
facing = 1
pos = -81,-59

[State 250, BindToParent 11]
type = BindToParent
trigger1 = Parent, Var(1) = 6
time = -1
facing = 1
pos = 10,-63

[State 250, ChangeAnim]
type = ChangeAnim
trigger1 = !Parent, Var(2)
value = 330

[State 250, ChangeAnim 2]
type = ChangeAnim
trigger1 = Parent, Var(2) = 1
value = 331

[State 250, ChangeAnim 3]
type = ChangeAnim
trigger1 = Parent, Var(2) = 2
value = 332

[State 250, ChangeAnim 4]
type = ChangeAnim
trigger1 = Parent, Var(2) = 3
value = 333

[State 250, ChangeAnim 5]
type = ChangeAnim
trigger1 = Parent, Var(2) = 4
value = 334

[State 250, ChangeAnim 6]
type = ChangeAnim
trigger1 = Parent, Var(2) = 8
value = 335

[State 250, ChangeAnim 7]
type = ChangeAnim
trigger1 = Parent, Var(2) = 9
value = 336

[State 250, DestroySelf]
type = DestroySelf
trigger1 = Parent, StateNo = 5150
trigger1 = Parent, Time = 60

; ____________________________________________________________________________________________________
;/ Dummy 2 (Purpose: To prevent enemy from pushing Apocalypse's arm)
[Statedef 251]
anim = 324
ctrl = 0
sprpriority = 0

[State 251, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
flag2 = NoShadow
flag3 = Invisible

[State 251, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 251, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1

[State 251, BindToParent]
type = BindToParent
trigger1 = Parent, Var(1) = 4
time = -1
facing = 1
pos = -122,-18

[State 251, BindToParent 2]
type = BindToParent
trigger1 = Parent, Var(1) = 5
time = -1
facing = 1
pos = -128,2

[State 251, BindToParent 3]
type = BindToParent
trigger1 = Parent, Var(1) = 6
time = -1
facing = 1
pos = -37,-2

[State 251, DestroySelf]
type = DestroySelf
trigger1 = Parent, StateNo = 5150
trigger1 = Parent, Time = 60
trigger2 = Helper(4), Anim != 324

; ____________________________________________________________________________________________________
;/ Satellite Start
[Statedef 260]
type = A
anim = 420
ctrl = 0
sprpriority = -5

[State 260, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
flag2 = NoShadow

[State 260, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA, AA, AT, AP
stateno = 262
time = -1

[State 260, VarSet]
type = VarSet
trigger1 = Time = 0
var(1) = StateNo

[State 260, VelSet]
type = VelSet
trigger1 = 1
x = -4 + (Random < 500) * 8
y = -7

[State 260, ChangeState]
type = ChangeState
trigger1 = Pos Y <= -70
value = 261

; ____________________________________________________________________________________________________
;/ Satellite - Floating
[Statedef 261]
type = A
velset = 0,0

[State 261, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
flag2 = NoShadow

[State 261, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA, AA, AT, AP
stateno = 262
time = -1

[State 261, VarSet]
type = VarSet
trigger1 = Time = 0
var(1) = StateNo

[State 261, VarAdd]
type = VarAdd
trigger1 = 1
var(2) = 1

[State 261, VelSet]
type = VelSet
trigger1 = Var(2) <= 20
y = -.5

[State 261, VelSet 2]
type = VelSet
trigger1 = Var(2) >= 30
y = .5

[State 261, VelSet 3]
type = VelSet
trigger1 = var(2) = [20, 30]
y = 0

[State 261, VarSet 2]
type = VarSet
trigger1 = Var(2) = 50
var(2) = 0

[State 261, DestroySelf]
type = DestroySelf
trigger1 = Parent, StateNo = 5150
trigger1 = Parent, Time = 60

[State 261, ChangeState]
type = ChangeState
trigger1 = Random = [0, 100]
value = 264

[State 261, Satellite Beam]
type = Null;ChangeState
trigger1 = Random = [100, 200]
trigger1 = NumHelper(13)
trigger1 = NumHelper(14)
trigger1 = !NumHelper(15)
value = 265

; ____________________________________________________________________________________________________
;/ Satellite - Hurt
[Statedef 262]
type = A
movetype = H
sprpriority = -5

[State 262, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
flag2 = NoShadow
ignorehitpause = 1

[State 262, Damage]
type = VarAdd
trigger1 = Time = 0
var(3) = 1

[State 262, Destroyed]
type = ChangeState
trigger1 = Var(3) >= 3
value = 263

[State 262, ChangeState]
type = ChangeState
trigger1 = Time = 0
value = 261

[State 262, DestroySelf]
type = DestroySelf
trigger1 = Parent, StateNo = 5150
trigger1 = Parent, Time = 60

; ____________________________________________________________________________________________________
;/ Satellite - Destroyed
[Statedef 263]
type = A
movetype = H
velset = 0,0

[State 263, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
flag2 = NoShadow

[State 263, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 263, AssertSpecial]
type = AssertSpecial
trigger1 = Time%2
flag = Invisible

[State 263, Explode Explod]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 10
trigger3 = Time = 20
anim = 421
id = 0
bindtime = 1
random = 10,10
sprpriority = 3 + NumExplod(0)
ownpal = 1

[State 263, Fall]
type = VelSet
trigger1 = Time >= 30
y = 5

[State 263, DestroySelf]
type = DestroySelf
trigger1 = Pos Y >= 50
trigger2 = Parent, StateNo = 5150
trigger2 = Parent, Time = 60

; ____________________________________________________________________________________________________
;/ Satellite - Moving
[Statedef 264]
type = A

[State 264, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
flag2 = NoShadow

[State 264, VarSet]
type = VarSet
trigger1 = Time = 0
var(1) = StateNo

[State 264, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 4
range = -7,7

[State 264, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 5
range = -7,7

[State 264, On Screen]
type = VelSet
trigger1 = BackEdgeDist = [5, 235]
trigger1 = Screenpos Y = [50, 200]
x = Var(4)
y = Var(5)

[State 264, Off Screen X]
type = VelSet
trigger1 = BackEdgeDist != [5, 235]
x = -7 + (BackEdgeDist < 5) * 14

[State 264, Off Screen Y]
type = VelSet
trigger1 = ScreenPos Y != [10, 200]
y = -7 + (ScreenPos Y < 10) * 14

[State 264, ChangeState]
type = ChangeState
trigger1 = Time = 10
value = 261

[State 264, DestroySelf]
type = DestroySelf
trigger1 = Parent, StateNo = 5150
trigger1 = Parent, Time = 60

; ____________________________________________________________________________________________________
;/ Satellite - Satellite Beam
[Statedef 265]
type = A
movetype = A
velset = 0,0

[State 265, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
flag2 = NoShadow

[State 265, Satellite Beam]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Satellite Beam"
id = 15
stateno = 270
ownpal = 1

[State 265, ChangeState]
type = ChangeState
trigger1 = Time = 0
value = 261

[State 265, DestroySelf]
type = DestroySelf
trigger1 = Parent, StateNo = 5150
trigger1 = Parent, Time = 60

; ____________________________________________________________________________________________________
; Shockwave
[Statedef 300]
type = U
movetype = A
physics = U
velset = 0,0
ctrl = 0
poweradd = 200

[State 300, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,Var(13)

[State 300, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger2 = Time = 54
value = 300

[State 300, ArmSet]
type = VarSet
trigger1 = Time = 0
trigger2 = Time = 54
var(1) = 0

[State 300, HandSet]
type = VarSet
trigger1 = Time = 0
trigger2 = Time = 110
var(2) = 0

[State 300, ChangeAnim 2]
type = ChangeAnim
trigger1 = Time = 2
trigger2 = Time = 49
value = 301

[State 300, ArmSet 2]
type = VarSet
trigger1 = Time = 2
trigger2 = Time = 49
var(1) = 1

[State 300, HandSet 2]
type = VarSet
trigger1 = Time = 2
trigger2 = Time = 49
var(2) = 1

[State 300, ChangeAnim 3]
type = ChangeAnim
trigger1 = Time = 12
value = 302

[State 300, ArmSet 3]
type = VarSet
trigger1 = Time = 12
var(1) = 2

[State 300, HandSet 3]
type = VarSet
trigger1 = Time = 12
var(2) = 2

[State 300, HandSet 4]
type = VarSet
trigger1 = Time = 54
var(2) = 3

[State 300, Shockwave]
type = Helper
trigger1 = Time = 57
name = "Shockwave"
id = 12
pos = 87,-5
stateno = 301
ownpal = 1

[State 300, MoveSet]
type = VarSet
trigger1 = Time = 110
trigger2 = Lose
trigger3 = !Life
var(14) = 0

[State 300, AllPalFx]
type = AllPalFx
trigger1 = ProjHit1 = 1
time = 1
add = 256,256,256
persistent = 0

[State 300, ChangeState]
type = ChangeState
trigger1 = Time = 110
value = 0
ctrl = 1

[State 300, Lose]
type = ChangeState
trigger1 = Lose
trigger2 = !Life
value = 5050

; ____________________________________________________________________________________________________
;/ Shockwave Itself
[Statedef 301]
movetype = A
velset = 0,0
anim = 400
ctrl = 0
sprpriority = -3 + NumHelper(12)

[State 301, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Parent, StateNo = 5150
trigger2 = Parent, Time = 60
trigger3 = FrontEdgeDist <= -50
trigger4 = BackEdgeDist <= -50

[State 301, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
flag2 = NoShadow

[State 301, Wave Type]
type = VarSet
trigger1 = Time = 0
var(19) = Parent, Var(19)

[State 301, Projectile]
type = Projectile
trigger1 = Time = 2
projid = 1
projanim = 401 + Parent, Var(19)
projremove = 0
projremovetime = 29
projpriority = 7
projsprpriority = -2 + NumProjId(1)
attr = SCA, SP
guardflag = MA
animtype = Hard
damage = 30,10
sparkxy = 0,-25
hitsound = s5,1
guardsound = s6,0
air.type = Low
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
ground.velocity = -4,0
guard.velocity = -3
air.velocity = -4,-2
airguard.velocity = -3,-2
ground.cornerpush.veloff = 0
forcestand = 1
getpower = 10
givepower = 10

[State 301, Shockwave]
type = Helper
trigger1 = Time = 8
name = "Shockwave"
id = 12
pos = 47,0
stateno = 301
ownpal = 1

; ____________________________________________________________________________________________________
;/ Spike
[Statedef 310]
type = U
movetype = A
physics = U
velset = 0,0
ctrl = 0
poweradd = 200

[State 310, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,Var(13)

[State 310, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger2 = Time = 111
value = 300

[State 310, ArmSet]
type = VarSet
trigger1 = Time = 0
trigger2 = Time = 111
var(1) = 0

[State 310, HandSet]
type = VarSet
trigger1 = Time = 0
trigger2 = Time = 176
var(2) = 0

[State 310, HandSet 2]
type = VarSet
trigger1 = Time = 10
trigger2 = Time = 111
var(2) = 4

[State 310, ChangeAnim 2]
type = ChangeAnim
trigger1 = Time = 29
trigger2 = Time = 107
value = 301

[State 310, ArmSet 2]
type = VarSet
trigger1 = Time = 29
trigger2 = Time = 107
var(1) = 1

[State 310, HandSet 2]
type = VarSet
trigger1 = Time = 29
trigger2 = Time = 107
var(2) = 5

[State 310, ChangeAnim 3]
type = ChangeAnim
trigger1 = Time = 36
trigger2 = Time = 102
value = 302

[State 310, ArmSet 3]
type = VarSet
trigger1 = Time = 36
trigger2 = Time = 102
var(1) = 2

[State 310, HandSet 3]
type = VarSet
trigger1 = Time = 36
trigger2 = Time = 102
var(2) = 6

[State 310, ChangeAnim 4]
type = ChangeAnim
trigger1 = Time = 47
value = 303

[State 310, ArmSet 4]
type = VarSet
trigger1 = Time = 47
var(1) = 3

[State 310, HandSet 4]
type = VarSet
trigger1 = Time = 47
var(2) = 7

[State 310, MoveSet]
type = VarSet
trigger1 = Time = 183
trigger2 = Lose
trigger3 = !Life
var(14) = 0

[State 310, ChangeState]
type = ChangeState
trigger1 = Time = 183
value = 0
ctrl = 1

[State 310, Lose]
type = ChangeState
trigger1 = Lose
trigger2 = !Life
value = 5050

; ____________________________________________________________________________________________________
;/ Homing Shoulder Cannon
[Statedef 320]
type = U
movetype = A
physics = U
velset = 0,0
ctrl = 0
poweradd = 200

[State 320, ShoulderSet]
type = VarSet
trigger1 = Time = 0
var(3) = 1

[State 320, Visor]
type = Helper
trigger1 = Time = 65
name = "Visor"
id = 300
pos = 126,-133
stateno = 321
ownpal = 1

[State 320, Visor 2]
type = Helper
trigger1 = Time = 65
name = "Visor 2"
id = 301
pos = -80,-156
stateno = 321
ownpal = 1

[State 320, Projectile]
type = Helper
trigger1 = Time = 132
trigger2 = Time = 140
trigger3 = Time = 148
trigger4 = Time = 156
trigger5 = Time = 164
trigger6 = Time = 172
trigger7 = Time = 180
trigger8 = Time = 188
name = "Homing Shoulder Cannon Projectile"
id = 302
pos = 128,-139
stateno = 322
ownpal = 1

[State 320, Projectile 2]
type = Helper
trigger1 = Time = 132
trigger2 = Time = 140
trigger3 = Time = 148
trigger4 = Time = 156
trigger5 = Time = 164
trigger6 = Time = 172
trigger7 = Time = 180
trigger8 = Time = 188
name = "Homing Shoulder Cannon Projectile 2"
id = 303
pos = -88,-158
stateno = 322
ownpal = 1

[State 320, AllPalFx]
type = AllPalFx
trigger1 = NumHelper(302)
trigger1 = Helper(302), MoveHit
trigger2 = NumHelper(303)
trigger2 = Helper(303), MoveHit
time = 1
add = 256,256,256
persistent = 0

[State 320, ShoulderSet 2]
type = VarSet
trigger1 = Time = 256
var(3) = 0

[State 320, MoveSet]
type = VarSet
trigger1 = Time = 256
trigger2 = Lose
trigger3 = !Life
var(14) = 0

[State 320, ChangeState]
type = ChangeState
trigger1 = Time = 256
value = 0
ctrl = 1

[State 320, Lose]
type = ChangeState
trigger1 = Lose
trigger2 = !Life
value = 5050

; ____________________________________________________________________________________________________
;/ Homing Shoulder Cannon - Visor
[Statedef 321]
type = A
anim = 410
ctrl = 0
sprpriority = 10

[State 321, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
flag2 = NoShadow

[State 321, PosAdd X]
type = PosAdd
trigger1 = P2Dist X < 12
x = -9

[State 321, PosAdd X 2]
type = PosAdd
trigger1 = P2Dist X > -12
x = 9

[State 321, PosAdd Y]
type = PosAdd
trigger1 = P2Dist Y < 70
y = -6

[State 321, PosAdd Y 2]
type = PosAdd
trigger1 = P2Dist Y > -70
y = 6

[State 321, Visor Pos X]
type = ParentVarSet
trigger1 = IsHelper(300)
trigger1 = Time = 63
fvar(0) = Pos X

[State 321, Visor Pos y]
type = ParentVarSet
trigger1 = IsHelper(300)
trigger1 = Time = 63
fvar(1) = Pos Y

[State 321, Visor 2 Pos X]
type = ParentVarSet
trigger1 = IsHelper(301)
trigger1 = Time = 63
fvar(2) = Pos X

[State 321, Visor 2 Pos Y]
type = ParentVarSet
trigger1 = IsHelper(301)
trigger1 = Time = 63
fvar(3) = Pos Y

[State 321, DestroySelf]
type = DestroySelf
trigger1 = Time = 63
trigger2 = Parent, StateNo != 320

; ____________________________________________________________________________________________________
;/ Homing Shoulder Cannon - Projectile
[Statedef 322]
type = A
movetype = A
anim = 411
ctrl = 0
sprpriority = 3

[State 322, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
flag2 = NoShadow

[State 322, Stop]
type = VarSet
trigger1 = IsHelper(302)
trigger1 = Pos X = [Parent, FVar(0) - 10, Parent, FVar(0) + 10]
trigger1 = Pos Y = [Parent, FVar(1) - 10, Parent, FVar(1) + 10]
trigger2 = IsHelper(303)
trigger2 = Pos X = [Parent, FVar(2) - 10, Parent, FVar(2) + 10]
trigger2 = Pos Y = [Parent, FVar(3) - 10, Parent, FVar(3) + 10]
var(0) = 1

[State 322, VelSet X]
type = VelSet
triggerall = !Var(0)
trigger1 = IsHelper(302)
trigger1 = Pos X > Parent, FVar(0) + 10
trigger2 = IsHelper(303)
trigger2 = Pos X > Parent, FVar(2) + 10
x = 10 - (Facing = 1) * 20

[State 322, VelSet X 2]
type = VelSet
triggerall = !Var(0)
trigger1 = IsHelper(302)
trigger1 = Pos X < Parent, FVar(0) - 10
trigger2 = IsHelper(303)
trigger2 = Pos X < Parent, FVar(2) - 10
x = -10 + (Facing = 1) * 20

[State 322, VelSet Y]
type = VelSet
triggerall = !Var(0)
trigger1 = IsHelper(302)
trigger1 = Pos Y > Parent, FVar(1) + 10
trigger2 = IsHelper(303)
trigger2 = Pos Y > Parent, FVar(3) + 10
y = -Time / 2

[State 322, VelSet Y 2]
type = VelSet
triggerall = !Var(0)
trigger1 = IsHelper(302)
trigger1 = Pos Y < Parent, FVar(1) - 10
trigger2 = IsHelper(303)
trigger2 = Pos Y < Parent, FVar(3) - 10
y = Time / 2

[State 322, Stop 2]
type = VelSet
trigger1 = Var(0)
x = Vel X
y = -Vel Y

[State 322, HitDef]
type = HitDef
trigger1 = !MoveContact
attr = SCA, SP
guardflag = MA
animtype = Hard
damage = 10,5
pausetime = 0,9
guard.pausetime = 0,9
guard.sparkno = 0
hitsound = s5,1
guardsound = s6,0
air.type = Low
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
ground.velocity = -4 + (P2Dist X < 0) * 8,-5
air.velocity = -5 + (P2Dist X < 0) * 10,-3
airguard.velocity = -4 + (P2Dist X < 0) * 8,1
ground.cornerpush.veloff = 0
getpower = 10
givepower = 10

[State 322, DestroySelf]
type = DestroySelf
trigger1 = MoveContact
trigger2 = Parent, StateNo != 320
trigger3 = BackEdgeDist < -200
trigger4 = FrontEdgeDist < -200

; ____________________________________________________________________________________________________
;/ Shoulder Cannon
[Statedef 330]
type = U
movetype = A
physics = U
velset = 0,0
ctrl = 0
poweradd = 200

[State 330, ShoulderSet]
type = VarSet
trigger1 = Time = 0
var(3) = 1

[State 330, Projectile]
type = Helper
trigger1 = Time = 130
name = "Shoulder Cannon Projectile"
id = 10
pos = 129,-140
stateno = 331
ownpal = 1

[State 330, Projectile 2]
type = Helper
trigger1 = Time = 130
name = "Shoulder Cannon Projectile 2"
id = 10
pos = -87,-159
stateno = 331
ownpal = 1

[State 330, AllPalFx]
type = AllPalFx
trigger1 = ProjHit0 = 1
time = 1
add = 256,256,256
persistent = 0

[State 330, ShoulderSet 2]
type = VarSet
trigger1 = Time = 256
var(3) = 0

[State 330, MoveSet]
type = VarSet
trigger1 = Time = 256
trigger2 = Lose
trigger3 = !Life
var(14) = 0

[State 330, ChangeState]
type = ChangeState
trigger1 = Time = 256
value = 0
ctrl = 1

[State 330, Lose]
type = ChangeState
trigger1 = Lose
trigger2 = !Life
value = 5050

; ____________________________________________________________________________________________________
;/ Projectile
[Statedef 331]
type = A
movetype = A
anim = 412
ctrl = 0
sprpriority = 2

[State 331, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
flag2 = NoShadow

[State 331, VelSet]
type = VelSet
trigger1 = Time <= 15
x = 4

[State 331, VelSet 2]
type = VelSet
trigger1 = Time = 16
x = 0

[State 331, Projectile]
type = Projectile
trigger1 = Time = 16
projid = 0
projanim = 413
velocity = 7,-6
attr = SCA, SP
guardflag = MA
animtype = Hard
damage = 20,10
guard.pausetime = 0,9
hitsound = s5,1
guardsound = s6,0
air.type = Low
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
ground.velocity = -4,-5
air.velocity = -5,-3
airguard.velocity = -4,1
ground.cornerpush.veloff = 0

[State 331, Projectile 2]
type = Projectile
trigger1 = Time = 16
projid = 0
projanim = 413
velocity = 7.5,-4.5
attr = SCA, SP
guardflag = MA
animtype = Hard
damage = 20,10
guard.pausetime = 0,9
hitsound = s5,1
guardsound = s6,0
air.type = Low
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
ground.velocity = -4,-5
air.velocity = -5,-3
airguard.velocity = -4,1
ground.cornerpush.veloff = 0

[State 331, Projectile 3]
type = Projectile
trigger1 = Time = 16
projid = 0
projanim = 413
velocity = 8,-3
attr = SCA, SP
guardflag = MA
animtype = Hard
damage = 20,10
guard.pausetime = 0,9
hitsound = s5,1
guardsound = s6,0
air.type = Low
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
ground.velocity = -4,-5
air.velocity = -5,-3
airguard.velocity = -4,1
ground.cornerpush.veloff = 0

[State 331, Projectile 4]
type = Projectile
trigger1 = Time = 16
projid = 0
projanim = 413
velocity = 8.5,-1.5
attr = SCA, SP
guardflag = MA
animtype = Hard
damage = 20,10
guard.pausetime = 0,9
hitsound = s5,1
guardsound = s6,0
air.type = Low
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
ground.velocity = -4,-5
air.velocity = -5,-3
airguard.velocity = -4,1
ground.cornerpush.veloff = 0

[State 331, Projectile 5]
type = Projectile
trigger1 = Time = 16
projid = 0
projanim = 413
velocity = 9,0
attr = SCA, SP
guardflag = MA
animtype = Hard
damage = 20,10
guard.pausetime = 0,9
hitsound = s5,1
guardsound = s6,0
air.type = Low
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
ground.velocity = -4,-5
air.velocity = -5,-3
airguard.velocity = -4,1
ground.cornerpush.veloff = 0

[State 331, Projectile 6]
type = Projectile
trigger1 = Time = 16
projid = 0
projanim = 413
velocity = 8.5,1.5
attr = SCA, SP
guardflag = MA
animtype = Hard
damage = 20,10
guard.pausetime = 0,9
hitsound = s5,1
guardsound = s6,0
air.type = Low
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
ground.velocity = -4,-5
air.velocity = -5,-3
airguard.velocity = -4,1
ground.cornerpush.veloff = 0

[State 331, Projectile 7]
type = Projectile
trigger1 = Time = 16
projid = 0
projanim = 413
velocity = 8,3
attr = SCA, SP
guardflag = MA
animtype = Hard
damage = 20,10
guard.pausetime = 0,9
hitsound = s5,1
guardsound = s6,0
air.type = Low
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
ground.velocity = -4,-5
air.velocity = -5,-3
airguard.velocity = -4,1
ground.cornerpush.veloff = 0

[State 331, Projectile 8]
type = Projectile
trigger1 = Time = 16
projid = 0
projanim = 413
velocity = 7.5,4.5
attr = SCA, SP
guardflag = MA
animtype = Hard
damage = 20,10
guard.pausetime = 0,9
hitsound = s5,1
guardsound = s6,0
air.type = Low
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
ground.velocity = -4,-5
air.velocity = -5,-3
airguard.velocity = -4,1
ground.cornerpush.veloff = 0

[State 331, Projectile 9]
type = Projectile
trigger1 = Time = 16
projid = 0
projanim = 413
velocity = 7,6
attr = SCA, SP
guardflag = MA
animtype = Hard
damage = 20,10
guard.pausetime = 0,9
hitsound = s5,1
guardsound = s6,0
air.type = Low
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
ground.velocity = -4,-5
air.velocity = -5,-3
airguard.velocity = -4,1
ground.cornerpush.veloff = 0

[State 331, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

; ____________________________________________________________________________________________________
;/ Drill
[Statedef 340]
type = U
movetype = A
physics = U
velset = 0,0
ctrl = 0

[State 340, ArmSet]
type = VarSet
trigger1 = Time = 10
var(1) = 4

[State 340, HandSet]
type = VarSet
trigger1 = Time = 10
var(2) = 8

[State 340, MoveSet]
type = VarSet
trigger1 = Time = 0
trigger2 = Lose
trigger3 = !Life
var(14) = 0

[State 340, Charge Back]
type = ChangeState
trigger1 = Time = 29
value = 341

[State 340, Lose]
type = ChangeState
trigger1 = Lose
trigger2 = !Life
value = 5050

; ____________________________________________________________________________________________________
;/ Drill - Charging Back
[Statedef 341]
type = U
movetype = A
physics = U
velset = -7,0
ctrl = 0

[State 341, VelSet]
type = VelSet
trigger1 = 1
x = -7

[State 341, ArmSet]
type = VarSet
trigger1 = Time = 0
var(1) = 5

[State 341, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 341, Charge Forward]
type = ChangeState
trigger1 = BackEdgeDist <= -200
value = 342

[State 341, Lose]
type = ChangeState
trigger1 = Lose
trigger2 = !Life
value = 5050

; ____________________________________________________________________________________________________
;/ Drill - Charge Forward
[Statedef 342]
type = U
movetype = A
physics = U
velset = 7,0
anim = 304
ctrl = 0

[State 342, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,2

[State 342, VelSet]
type = VelSet
trigger1 = FrontEdgeDist >= 180
x = 7

[State 342, ArmSet]
type = VarSet
trigger1 = Time = 0
var(1) = 6

[State 342, HandSet]
type = VarSet
trigger1 = Time = 0
var(2) = 9

[State 342, ScreenBound]
type = ScreenBound
trigger1 = BackEdgeDist <= 50
value = 0
movecamera = 0,0

[State 342, ArmSet 2]
type = VarSet
trigger1 = Time = 223
var(1) = 4

[State 342, ArmSet 3]
type = VarSet
trigger1 = Time = 241
var(1) = 0

[State 342, HandSet 2]
type = VarSet
trigger1 = Time = 241
var(2) = 0

[State 342, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 223
value = 300

[State 342, ChangeState]
type = ChangeState
trigger1 = Time = 243
value = 0
ctrl = 1

[State 342, Lose]
type = ChangeState
trigger1 = Lose
trigger2 = !Life
value = 5050

[State 342, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 243

; ____________________________________________________________________________________________________
;/ HitA_Up
[Statedef 5030]
type = U
movetype = H
ctrl = 0

[State 5030, ChangeState]
type = ChangeState
trigger1 = 1
value = 5150

; ____________________________________________________________________________________________________
;/ HitA_Fall
[Statedef 5050]
type = U
movetype = H
velset = 0,0
ctrl = 0

[State 5050, ChangeState]
type = ChangeState
trigger1 = 1
value = 5150

; ____________________________________________________________________________________________________
;/ Hit_Liedead
[Statedef 5150]
type = U
movetype = H
velset = 0,0
ctrl = 0

[State 5150, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 60
trigger1 = PrevStateNo != 5030
value = 5150

[State 5150, AssertSpecial]
type = AssertSpecial
trigger1 = Alive
flag = RoundNotOver

[State 5150, VarAdd]
type = VarAdd
triggerall = PrevStateNo != 5030
trigger1 = Time = 0
trigger2 = Var(15)
var(15) = 1 - (Time > 60) * 2

[State 5150, AllPalFx]
type = AllPalFx
trigger1 = Var(15) >= 0
trigger1 = PrevStateNo != 5030
time = 1
add = Var(15)*5,Var(15)*5,Var(15)*5

[State 5150, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

; ____________________________________________________________________________________________________
;/ PreIntro
[Statedef 5900]
anim = 300

[State 5900, VarRangeSet]
type = VarRangeSet
trigger1 = RoundNo = 1
value = 0

[State 5900, VarRangeSet 2]
type = VarRangeSet
trigger1 = RoundNo = 1
fvalue = 0

[State 5900, VarSet]
type = VarSet
trigger1 = Time = 0
var(0) = (Const(data.life)-1)/(NumPartner+1)*IfElse(!NumPartner,1,NumEnemy)

[State 5900, VarSet]
type = VarSet
trigger1 = IsHomeTeam
trigger1 = TeamSide = 2
var(10) = 1

[State 5900, ChangeState]
type = ChangeState
trigger1 = RoundNo = 1
value = 190