;-------------------|Bomba|-------------
[Statedef 7000]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 60020
ctrl = 0
sprpriority = -1

[State avanza STAND]
type = VelSet
trigger1 = !time && parent,statetype != A
x = ifelse(p2bodydist x > -40 && p2bodydist x < 40,.7,ifelse(parent,stateno = 6009,2.3,4.6))

[State avanza STAND]
type = VelSet
trigger1 = !time && parent,statetype = A
x = ifelse(p2bodydist x > -40 && p2bodydist x < 40,.7,ifelse(parent,stateno = 60090,1.7,4))

[State comboRESET]
type = ParentVarSet
trigger1 = parent,var(12) >= 5
var(12) = 0

[State combo]
type = ParentVarAdd
trigger1 = !time
var(12) = 1

;----------- mov ----
[State baja]
type = VelAdd
trigger1 = pos y < 0 
y = .3

[State rebota1]
type = VelSet
trigger1 = pos y >= 0 && time > 5 && var(0) < 3
y = ifelse(!var(0),-4,ifelse(var(0) = 1,-3,ifelse(var(0) = 2,-2,-1)))

[State STOP]
type = VelSet
trigger1 = pos y >= 0 && var(0) >= 3
y = 0

[State cae cuenta]
type = Varadd
trigger1 = pos y >= 0 && time > 5 && var(0) < 5
var(0) = 1

[State cae1]
type = PlaySnd
trigger1 = anim = 60020 && pos y >= 0 && var(0) < 5
value = 1,3
volume = 255

;---- stop ----
[State friccionSlow1]
type = VelMul
trigger1 = anim = 60020 && !vel y && var(0) >= 3
x = ifelse(p2bodydist x > -20 && p2bodydist x < 20,.4,.85)

[State friccionSlow2]
type = VelMul
trigger1 = anim = 60020 && vel y = -4 && var(0) >= 3
trigger2 = anim = 60020 && vel x > 1 && p2bodydist y < 20 && p2bodydist x = [-25,25]
x = .8

[State friccionStop]
type = VelSet
trigger1 = anim = 60020 && !vel y && var(0) >= 3 && Vel x < .05
trigger2 = anim = 60021
x = 0

;------ explosion -----
[State contador]
type = VarAdd
trigger1 = var(10) < 150 && p2bodydist x <= 40 && p2bodydist x >= -40
var(10) = 2

[State disminuye]
type = VarAdd
triggerall = var(10) > 0
trigger1 = p2bodydist x < -40
trigger2 = p2bodydist x > 40
var(10) = -1

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "var(10):%d distp2:%d"
params = var(10),p2bodydist x

[State explosion]
type = ChangeAnim
triggerall = anim = 60020 && anim != 60021 &&!vel y
trigger1 = time >= 120
trigger2 = var(10) >= 150
trigger3 = numhelper(7021)
value = 60021

[State no damage]
type = StateTypeSet
trigger1 = numhelper(7021)
movetype = I
ignorehitpause = 1

[State explosion]
type = PlaySnd
trigger1 = anim = 60021 && !animelemtime(1)
value = 1,22
volume = 255

[State explosion]
type = EnvShake
trigger1 = anim = 60021 && !animelemtime(1)
time = 10
ampl = -4

[State inv]
type = AssertSpecial
trigger1 = anim = 60021
flag = invisible
flag2 = unguardable
ignorehitpause = 1 

[State explosion]
type = Explod
trigger1 = anim = 60021 && animelem = 1 
anim = 60021
ontop = 1
scale = root,const(size.xscale)*(1+root,fvar(2)),root,const(size.yscale)*(1+root,fvar(2))
ignorehitpause = 1

[State ]
type = Hitdef
trigger1 = parent,var(12) <= 3 && !movecontact 
damage = 120,60
getpower = 30,20
givepower = 0,0
pausetime = 1,1
attr = C,SP
hitflag = MAFD
guardflag = M
animtype = heavy
air.animtype = back
priority = 5, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 999, 999
hitsound = S0,2
guardsound = S0,7
ground.type = high
air.type = high
guard.slidetime = 15
ground.hittime = 10
guard.hittime = 15
ground.velocity = ifelse(numhelper(7000) = 2,1.5,2.5),-14
air.velocity = ifelse(numhelper(7000) = 2,3,2.5),-14
guard.velocity = -14
yaccel = .5
fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
p2facing = 1
kill = parent,var(4)
guard.kill = parent,var(4)

[State nodamage]
type = StateTypeSet
trigger1 = anim = 60021 && animelem = 6
movetype = I     
ignorehitpause = 1

[State BYE]
type = DestroySelf
trigger1 = anim = 60021 && !animtime
ignorehitpause = 1




;============================================================
;----------------------------|NET|--------------------------- 
[Statedef 7001]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 5,0
anim = 6003
ctrl = 0
sprpriority = -1

[State combo]
type = ParentVarAdd
trigger1 = !time
var(12) = 1

[State ]
type = SprPriority
trigger1 = animelem = 3
value = 2

[State baja]
type = VelAdd
trigger1 = pos y < 0
y = .02

[State stop]
type = VelSet
trigger1 = pos y > ceil(-70*const(size.yscale))
y = 0

[State bajo]
type = VarSet
trigger1 = pos y > ceil(-70*const(size.yscale))
var(1) = 1

[State sale]
type = PlaySnd
trigger1 = !time
value = S1,52

[State HIT]
type = HitDef
trigger1 = p2stateno != 7022 && !numhelper(7021)
trigger1 = parent,var(12) <= 3 && !movecontact
attr = A,SP
damage = 0
priority = 6, hit
guardflag = MHL
sparkno = -1
guard.sparkno = -1
p2facing = 1
hitonce = 1
hitsound   = S0,6
guardsound = S0,7
guard.slidetime = 20
guard.ctrltime = 10 
p1stateno = 70011
envshake.time = 5
envshake.ampl = -4

[State Guard]
type = ChangeState
trigger1 = moveguarded
trigger2 = p2stateno = 7022 && numhelper(7021)
value = 70010
ctrl = 0
ignorehitpause = 1

[State end]
type = destroyself
trigger1 = frontedgedist <= -50


;-------------------- net desaparece
[Statedef 70010]
type    = S
movetype= I
physics = N
anim = 60030
Velset = 0,0
ctrl = 0
sprpriority = 2

[State ]
type = Playsnd
trigger1 = !time
value = 1,34
volume = 255

[State ]
type = EnvShake
trigger1 = !time
time = 5
ampl = -2
ignorehitpause = 1 

[State ]
type = Destroyself
trigger1 = !animtime

;----------------------------------------------------
;NET golpeo
[Statedef 70011]
type    = A
movetype= A
physics = N
juggle  = 1
anim = 60031
ctrl = 0

[State Sigolpearon]
type = TargetState
trigger1 = !time
value = 70012

[State stop]
type = VelSet
trigger1 = !time
y = 0
ignorehitpause = 1

[State stop]
type = PosSet
trigger1 = !time && var(1) = 1
y = ceil(-70*parent,const(size.yscale))
ignorehitpause = 1

[State ]
type = VelSet
trigger1 = time = 5
trigger2 = time <= 5 && frontedgedist <= -10
x = 0

[State 5150, 6] ;Friction
type = VelMul
trigger1 = vel x > 0
x = 0.85

[State 5150, 7] ;Friction
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0

[State Jala]
type = targetbind
trigger1 = var(0) < 2 && time > 0
time = 1
pos = 0,ifelse(target,statetype = A && pos y < -70,ceil(45*parent,const(size.yscale)),ceil(70*parent,const(size.yscale)))

[State Pegado]
type = BindToTarget
trigger1 = var(0) = 2 || !time
time = 1
pos = 0,ifelse(target,statetype = A && pos y < -70,ceil(-45*parent,const(size.yscale)),ceil(-70*parent,const(size.yscale)))

[State Atras]
type = VarSet
trigger1 = !var(0) && !vel x
var(0) = 1

[State atras]
type = VelAdd
trigger1 = var(0) = 1 
x = -.1

[State STOP]
type = VarSet
triggerall = var(0) = 1 && time > 30 
trigger1 = parentDist X = [-50, 50]
trigger2 = time = 80
var(0) = 2

[State STOP]
type = Velset
trigger1 = var(0) = 2 
x = 0

[State END]
type = ChangeState
trigger1 = target,stateno != 70012
value = 70010
ignorehitpause = 1


;------------------------------------
;p2 atrapado NET
[Statedef 70012]
type    = A
movetype= H
physics = N
ctrl = 0
velset = 0,0
sprpriority = -1

[State arriba]
type = PosSet
trigger1 = pos y > 0 && !time
y = -5
ignorehitpause = 1

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

[State noKOMP]
type = Changeanim
trigger1 = !SelfAnimExist(9108109+ifelse(name = "juano`s morph guy",var(20)*1000,0))
value = 5010+ifelse(name = "juano`s morph guy",var(20),0)

[State KOMP]
type = Changeanim
trigger1 = !time && selfAnimExist(9108109+ifelse(name = "juano`s morph guy",var(20)*1000,0))
value = 9108109+ifelse(name = "juano`s morph guy",var(20)*1000,0)

[State omega shang tsung]
type = ChangeAnim
Trigger1 = name = "SHANG TSUNG" && authorname = "OMEGAPSYCHO"
value = ifelse(!enemynear,fvar(20),5002,502+ceil(enemynear,fvar(20)))

[State END]
type = SelfState
trigger1 = time = 120 || life <= 1
value = ifelse(!pos y,0,5050)
ctrl = 1
ignorehitpause = 1

;===================================================
;--------------------|Misil|------------------------
[Statedef 7002]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 2,0
anim = 6007
ctrl = 0
sprpriority = -1

[State sale]
type = PlaySnd
trigger1 = !time
value = S1,27

[State avanza]
type = Veladd
trigger1 = vel x < 10
x = .3

[State avanza air]
type = Veladd
trigger1 = root,prevstateno = [600,620]
x = .4

[State combo]
type = ParentVarAdd
trigger1 = !time
var(12) = 1

[State ]
type = assertspecial
trigger1 = 1
flag = noshadow

[State humo]
type = Explod
trigger1 = anim = 6007 && !(time%4)
anim = 7040
sprpriority = 0
scale = root,const(size.xscale)*(1+root,fvar(2)),root,const(size.yscale)*(1+root,fvar(2))

[State ]
type = Hitdef
trigger1 = !movecontact && parent,var(12) <= 3
damage = 80,40
getpower = 0,0
givepower = 0,0
pausetime = 2,3
attr = A,SP
guardflag = M
animtype = heavy
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S1,22
guardsound = S1,25
ground.type = high
air.type = high
ground.slidetime = 20
ground.hittime = 24
ground.velocity = -6, 0
air.velocity = -3-parent,fvar(1), -5+parent,fvar(1)
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
p2facing = 1
kill = parent,var(4)
guard.kill = parent,var(4)
envshake.time = 10           ;Parameters for shaking the screen on hit
envshake.ampl = 2

[State 0, VelSet]
type = VelSet
trigger1 = movecontact && parent,var(12) <= 3
trigger2 = anim = 60040
x = 0

[State explosion]
type = ChangeAnim
trigger1 = movecontact && parent,var(12) <= 3
value = 9999 ;60040
persistent = 0

[State pega]
type = PosSet
trigger1 = anim = 60040
x = floor(target,pos X)
persistent = 0

[State explosion]
type = Explod
trigger1 = anim = 9999 && !animelemtime(1)
id = 6016
anim = 60040
ontop = 1
scale = root,const(size.xscale)*(1+root,fvar(2)),root,const(size.yscale)*(1+root,fvar(2))
ignorehitpause = 1

[State end]
type = destroyself
trigger1 = frontedgedist <= -150
trigger2 = anim = 9999 && animelemtime(1) >= 0
trigger3 = time = 150


;=====================================================
;------------------|Mira Misil|-----------------------
[Statedef 7003]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 9999
ctrl = 0
sprpriority = 3

[State Bomb]
type = Helper
trigger1 = anim = 60070
helpertype = normal
stateno = 70030
name = "Misil"
id = 6016
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0

[State Stand]
type = PosSet
trigger1 = enemynear,statetype = S && time >= 2
x = enemynear,pos x
y = ceil(enemynear,const(size.mid.pos.y)*enemynear,const(size.yscale))
ignorehitpause = 1

[State crounch]
type = PosSet
trigger1 = enemynear,statetype = C && time >= 2
x = enemynear,pos x
y = ceil(enemynear,const(size.mid.pos.y)*enemynear,const(size.yscale))/2
ignorehitpause = 1

[State air]
type = PosSet
trigger1 = enemynear,statetype = A && time >= 2
x = enemynear,pos x
y = enemynear,pos y + ceil(enemynear,const(size.mid.pos.y)*enemynear,const(size.yscale))
ignorehitpause = 1

[State Lie]
type = PosSet
trigger1 = enemynear,statetype = L && time >= 2
x = enemynear,pos x
y = enemynear,pos y
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = anim != 60070
value = 60070

[State END]
type = DestroySelf
trigger1 = !numhelper(6016) && time > 2
trigger2 = numhelper(6016) && time > 2
trigger2 = helper(6016),var(0) = 1


;=====================================================
;--------------------|H Misil|------------------------
[Statedef 70030]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 3,0
anim = 6007
ctrl = 0
sprpriority = -1

[State sube]
type = VelAdd
trigger1 = time >10 && time < 20
y = -.3

[State sale]
type = PlaySnd
trigger1 = !time
value = S1,35
volume = 255
channel = 2

[State persigue]
type = PlaySnd
trigger1 = time >= 15 && anim = 6007 && !(time%30)
value = S1,28
volume = -255
channel = 1

[State combo]
type = ParentVarAdd
trigger1 = !time
var(12) = 1

[State ]
type = assertspecial
trigger1 = 1
flag = noshadow

[State humo]
type = Explod
trigger1 = anim = 6007 && !(time%8)
anim = 7040
sprpriority = 0
scale = root,const(size.xscale)*(1+root,fvar(2)),root,const(size.yscale)*(1+root,fvar(2))

[State ]
type = hitdef
trigger1 = !movecontact && root,var(12) <= 3
damage = 80,40
getpower = 0,0
givepower = 0,0
pausetime = 2,3
attr = A,SP
guardflag = M
animtype = heavy
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S1,22
guardsound = S1,25
ground.type = high
air.type = high
ground.slidetime = 20
ground.hittime = 24
ground.velocity = -6, 0
air.velocity = -3-root,fvar(1), -5+root,fvar(1)
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
p2facing = 1
kill = parent,var(4)
guard.kill = parent,var(4)
envshake.time = 10           ;Parameters for shaking the screen on hit
envshake.ampl = 2

[State stop]
type = VelSet
trigger1 = movecontact && root,var(12) <= 3
trigger2 = anim = 60040
x = 0
y = 0

[State fin]
type = PlaySnd
trigger1 = anim = 60040 ;&& !movecontact
value = S1,25
channel = 1
volume = 255
persistent = 0

[State calla]
type = StopSnd
trigger1 = anim = 60040
channel = 2
persistent = 1

[State explosion]
type = ChangeAnim
triggerall = anim != 60040
trigger1 = movecontact && root,var(12) <= 3
trigger2 = time = 300
value = 60040

[State explota]
type = VarSet
trigger1 = anim = 60040
var(0) = 1

[State end]
type = destroyself
trigger1 = anim = 60040 && !animtime

;-------------------|Velocidades|--------------------------
[State X]
type = VarSet
trigger1 = !time
var(1) = 4

[State Y]
type = VarSet
trigger1 = !time
var(2) = 4

[State Misil Vel X]
type = VarSet
trigger1 = !time
fvar(1) = .2

[State Misil Vel Y]
type = VarSet
trigger1 = !time
fvar(2) = .1

;-------------------|Persigue|----------------------------
[State Stop Y]
type = null;VelSet
triggerall = time > 25
trigger1 = ParentDist y = [-5,5]
y = 0

[State Stop X]
type = null;VelSet
triggerall = time > 25
trigger1 = ParentDist x = [-5,5]
x = 0

[State sube]
type = VelAdd
triggerall = time > 25 && vel y > -var(2)
trigger1 = ParentDist y < -5
y = -fvar(2)

[State baja]
type = VelAdd
triggerall = time > 25 && vel y < var(2)
trigger1 = ParentDist y > 5
y = fvar(2)

[State atras]
type = VelAdd
triggerall = time > 25 && vel x > -var(1)
trigger1 = ParentDist x < -5
x = -fvar(1)

[State adelante]
type = VelAdd
triggerall = time > 25 && vel x < var(1)
trigger1 = ParentDist x > 5
x = fvar(1)

;--------------------|Gira|-------------------------

[State angulo]
type = AngleDraw
trigger1 = anim = 6007
ignorehitpause = 1

[State derecha]
type = AngleSet
trigger1 = vel x > 0 && vel y = [-2,2]
value = 0
ignorehitpause = 1

[State arriba]
type = AngleSet
trigger1 = vel y < 0 && vel x = [-2,2]
value = 90
ignorehitpause = 1

[State izquierda]
type = AngleSet
trigger1 = vel x < 0 && vel y = [-2,2]
value = 180
ignorehitpause = 1

[State abajo]
type = AngleSet
trigger1 = vel y > 0 && vel x = [-2,2]
value = 270
ignorehitpause = 1



[State Arriba-derecha]
type = AngleSet
trigger1 = vel y < 0 && vel x > 0
value = 45
ignorehitpause = 1

[State Arriba-izquierda]
type = AngleSet
trigger1 = vel y < 0 && vel x < 0
value = 135
ignorehitpause = 1



[State abajo-derecha]
type = AngleSet
trigger1 = vel y > 0 && vel x > 0
value = 315
ignorehitpause = 1

[State Arriba-izquierda]
type = AngleSet
trigger1 = vel y > 0 && vel x < 0
value = 225
ignorehitpause = 1




;===============================================================
;elbow stuffs
[Statedef 7015]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 9999
ctrl = 0
sprpriority = 3

[State ]
type = VarRandom
trigger1 = 1
v = 0
range = -2,2

[State ò_ó]
type = Explod
trigger1 = time = 2
anim = ceil(ifelse(root,fvar(4) = 1,9999,7010+root,fvar(8)))
id = 7010
Postype = p1
pos = 0,0
vel = -3,var(15)
sprpriority = 1
scale = root,const(size.xscale)*(1+root,fvar(2)),root,const(size.yscale)*(1+root,fvar(2))
[State ò_ó]
type = Explod
trigger1 = time = 2
anim = ceil(ifelse(root,fvar(4) = 1,9999,7010+root,fvar(8)))
id = 7010
Postype = p1
pos = 0,0
vel = -2.7,-0.5+var(15)
sprpriority = 1
scale = root,const(size.xscale)*(1+root,fvar(2)),root,const(size.yscale)*(1+root,fvar(2))
[State ò_ó]
type = Explod
trigger1 = time = 2
anim = ceil(ifelse(root,fvar(4) = 1,9999,7010+root,fvar(8)))
id = 7010
Postype = p1
pos = 0,0
vel = -3.3,-0.9+var(15)
sprpriority = 1
scale = root,const(size.xscale)*(1+root,fvar(2)),root,const(size.yscale)*(1+root,fvar(2))

[State ]
type = Helper
trigger1 = time = 1 && random < 100
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
ownpal = 1
[State ]
type = Helper
trigger1 = time = 1 && random < 100
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
ownpal = 1
[State ]
type = Helper
trigger1 = time = 1 ;&& random < 100
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
ownpal = 1
[State ]
type = Helper
trigger1 = time = 1
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
ownpal = 1
[State ]
type = Helper
trigger1 = time = 1
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
[State ]
type = Helper
trigger1 = time = 1
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
ownpal = 1

[State end]
type = destroyself
triggerall = time > 2
trigger1 = !(parent,animelemtime(1)) || parent,movetype != A || time = 200
trigger2 = parent,stateno = 30110 && time = 2
;-------------------------------------------------------------
;blood drop
[Statedef 7016]
type    = A
movetype= I
physics = N
anim = 9999
velset = 0,0
ctrl = 0
sprpriority = 3

[State anim]
type = ChangeAnim
trigger1 = time = 1
value = ceil(7011+root,fvar(8))
ignorehitpause = 1

[State invisible]
type = AssertSpecial
trigger1 = root,fvar(4) = 1
flag = invisible

[State y]
type = VarRandom
trigger1 = 1
v = 0
range = -3,-7
[State x]
type = VarRandom
trigger1 = 1
v = 1
range = -6,-1

[State ]
type = velset
trigger1 = time = 1
y = var(0)
x = var(1)

[State ]
type = veladd
trigger1 = time >= 1
y = .3

[State ]
type = assertspecial
trigger1 = 1
flag = noshadow

[State end]
type = changestate
triggerall = time >= 5
trigger1 = enemynear,prevstateno != 607716 && enemynear,prevstateno != 607721 && enemynear,prevstateno != 607711
trigger1 = (Vel Y > 0)&&(Pos Y >= 0)
trigger2 = enemynear,prevstateno = 607711
trigger2 = (Vel Y > 0)&&(Pos Y >= 747)
value = 7017
;-------------------------------------------------------------
;splat
[Statedef 7017]
type    = A
movetype= I
physics = N
ctrl = 0
anim = ceil(7012+root,fvar(8))
velset = 0,0
sprpriority = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = root,fvar(4) = 1
flag = invisible

[State 0, VarRandom]
type = VarRandom
trigger1 = 1
v = 15
range = 0,1

[State 0, gotacae]
type = PlaySnd
triggerall = !root,fvar(4)
;trigger1 = (random < 500)
trigger1 = root,var(22) = 5006 || prevstateno = 60775
trigger2 = root,var(22) != 5006 && (random < 100) && prevstateno != 60775
triggerall = time = 1
value = var(15)+4,2
channel = -1
volume = -250

[State ]
type = posset
trigger1 = !time
y = ifelse(enemynear,prevstateno = 607711,747,0)

[State ]
type = assertspecial
trigger1 = 1
flag = noshadow

[State end]
type = destroyself
trigger1 = !animtime
;-------------------------------------------------------------
;big bloody stuff
[Statedef 7018]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 9999
ctrl = 0
sprpriority = 3

[State ò_ó]
type = Explod
trigger1 = time = 3
anim = ceil(ifelse(root,fvar(4) = 1,9999,7013+root,fvar(8)))
id = 7013
facing = 1
pos = -1,0
sprpriority = 1
scale = root,const(size.xscale)*(1+root,fvar(2)),root,const(size.yscale)*(1+root,fvar(2))

[State ò_ó]
type = Explod
trigger1 = time = 3
anim = ceil(ifelse(root,fvar(4) = 1,9999,7013+root,fvar(8)))
id = 70132
facing = -1
sprpriority = 1
scale = root,const(size.xscale)*(1+root,fvar(2)),root,const(size.yscale)*(1+root,fvar(2))

[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
ownpal = 1
[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
ownpal = 1
[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
ownpal = 1
[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
ownpal = 1

[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
facing = -1
ownpal = 1
[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
facing = -1
ownpal = 1
[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
facing = -1
ownpal = 1
[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
facing = -1
ownpal = 1

[State end]
type = destroyself
triggerall = time > 5
trigger1 = !(parent,animelemtime(1)) || parent,movetype != A || time = 200
;-------------------------------------------------------------
;big bloody stuff
[Statedef 70180] ;7018 original
type    = A
movetype= I
physics = N
velset = 0,0
anim = 9999
ctrl = 0
sprpriority = 3

[State ò_ó]
type = Explod
trigger1 = time = 1
anim = ifelse(root,fvar(4) = 1,9999,7013)
id = 7013
Postype = p1
pos = -1,0
sprpriority = 3
scale = root,const(size.xscale)*(1+root,fvar(2)),root,const(size.yscale)*(1+root,fvar(2))
[State ò_ó]
type = Explod
trigger1 = time = 1
anim = ifelse(root,fvar(4) = 1,9999,7013)
id = 7013
facing = -1
Postype = p1
pos = 0,0
sprpriority = 3
scale = root,const(size.xscale)*(1+root,fvar(2)),root,const(size.yscale)*(1+root,fvar(2))

[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
ownpal = 1
[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
ownpal = 1
[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
ownpal = 1
[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
ownpal = 1

[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
ownpal = 1
facing = -1
[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
ownpal = 1
facing = -1
[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
ownpal = 1
facing = -1
[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
ownpal = 1
facing = -1


[State end]
type = destroyself
trigger1 = !(parent,animelemtime(1)) || parent,movetype != A || time = 200
;------------------------------------------------------------
;moves
[Statedef 7019]
type    = A
movetype= I
physics = N
anim = 9999
velset = 0,0
ctrl = 0
sprpriority = 1

[State fondo]
type = explod
trigger1 = !numexplod(7014)
id = 7014
anim = 7014
bindtime = -1
sprpriority = 10
postype = left
ownpal = 1

[State MoveMode]
type = ChangeAnim
trigger1 = !time
trigger2 = anim = 6005 && (parent,command = "AsuAbajo" || parent,command = "AsuAtras")
value = parent,var(20)-1

[State ALLCombos]
type = ChangeAnim
trigger1 = anim = parent,var(20)-1 && (parent,command = "AsuAdelante" || parent,command = "AsuArriba")
value = 6005
;-------------- listas ------------------
[State cyraxFX]
type = Explod
trigger1 = !anim && !animelemtime(1)
anim = 7017
ID = 7016
postype = left
facing = 1
bindtime = 9999
removetime = 9999
ontop = 1
scale = .5,.5
ownpal = 1
pausemove = 9999
pausemovetime = 9999
[State cyrax]
type = Explod
trigger1 = !anim && !animelemtime(1)
anim = 7016
ID = 7016
postype = left
facing = 1
bindtime = 9999
removetime = 9999
ontop = 1
scale = .5,.5
ownpal = 1
[State cyrax]
type = RemoveExplod
trigger1 = numexplod(7016) && anim != 0
id = 7016


[State sektorFX]
type = Explod
trigger1 = anim = 1 && !animelemtime(1)
anim = 70172
ID = 70162
postype = left
facing = 1
bindtime = 9999
removetime = 9999
ontop = 1
scale = .5,.5
ownpal = 1
pausemove = 9999
pausemovetime = 9999
[State sektor]
type = Explod
trigger1 = anim = 1 && !animelemtime(1)
anim = 70162
ID = 70162
postype = left
facing = 1
bindtime = 9999
removetime = 9999
ontop = 1
scale = .5,.5
ownpal = 1
[State sektor]
type = RemoveExplod
trigger1 = numexplod(70162) && anim != 1
id = 70162

[State smokeFX]
type = Explod
trigger1 = anim = 2 && !animelemtime(1)
anim = 70173
ID = 70163
postype = left
facing = 1
bindtime = 9999
removetime = 9999
ontop = 1
scale = .5,.5
ownpal = 1
pausemove = 9999
pausemovetime = 9999
[State smoke]
type = Explod
trigger1 = anim = 2 && !animelemtime(1)
anim = 70163
ID = 70163
postype = left
facing = 1
bindtime = 9999
removetime = 9999
ontop = 1
scale = .5,.5
ownpal = 1
[State smoke]
type = RemoveExplod
trigger1 = numexplod(70163) && anim != 2
id = 70163


[State ALLcombosFondo]
type = Explod
trigger1 = anim = 6005 && !animelemtime(1)
anim = 70180
ID = 7018
postype = left
facing = 1
bindtime = 9999
removetime = 9999
ontop = 1
scale = .5,.5
ownpal = 1
pausemove = 9999
pausemovetime = 9999
[State ALLcombos]
type = Explod
trigger1 = anim = 6005 && !animelemtime(1)
anim = 7018
ID = 7018
postype = left
facing = 1
bindtime = 9999
removetime = 9999
ontop = 1
scale = .5,.5
ownpal = 1
[State Kombo]
type = RemoveExplod
trigger1 = numexplod(7018) && anim != 6005
id = 7018


;----------- fin movelist ------------------
[State  mueve]
type = PlaySnd
trigger1 = !animelemtime(1)
abspan = 1
value = 5, 0

[State fin]
type = PlaySnd
triggerall = time >= 5
trigger1 = parent,command = "start"
trigger2 = root,stateno = [190,199]
trigger2 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z"
abspan = 1
value = 1, 4

[State ]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = nobardisplay
flag3 = nofg
flag4 = timerfreeze
flag5 = invisible
flag6 = intro
ignorehitpause = 1

[State noMusic]
type = AssertSpecial
trigger1 = p2stateno = 7022 && numhelper(7021)
flag = nomusic


[State end]
type = changestate
;trigger1 = root,command != "a" && root,command != "b" && root,command != "c" && root,command != "x" && root,command != "y" && root,command != "z"
;trigger1 = (time >= 5 && root,command = "start")
triggerall = time >= 5
trigger1 = parent,command = "start"
trigger2 = parent,command = "a" || parent,command = "b" || parent,command = "c" || parent,command = "x" || parent,command = "y" || parent,command = "z"
value = 7020

[State ]
Type = Pause
Trigger1 = root,stateno != [190,199]
Time = 5
MoveTime = 5

[State end]
type = null;destroyself
trigger1 = roundstate = 2
;------------------------------------------------------------
;moves fin
[Statedef 7020]
type    = A
movetype= I
physics = N
anim = 9999
velset = 0,0
ctrl = 0
sprpriority = 3

[State fondo]
type = RemoveExplod
trigger1 = 1
id = 7014

[State cyrax]
type = RemoveExplod
trigger1 = 1
id = 7016

[State sektor]
type = RemoveExplod
trigger1 = 1
id = 70162

[State smoke]
type = RemoveExplod
trigger1 = 1
id = 70163

[State composuper]
type = RemoveExplod
trigger1 = 1
id = 7018

[State end]
type = destroyself
trigger1 = time = 1
;-------------------------------------------------------------
;f starter
[Statedef 7021]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 7019
ctrl = 0
sprpriority = 3

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State grabby]
type = HitDef
Trigger1 = !movecontact
trigger2 = enemynear,stateno != 7022 && enemynear,stateno != 5120 && enemynear,stateno != 5110
triggerall = enemynear, alive = 1  && !enemynear,pos Y  && enemynear,stateno != 5110 && enemynear,stateno != 70210 && enemynear,stateno != 5120
attr = S, NA
hitflag = MAFD
sparkno = -1
p2stateno = ifelse(p2statetype = L,ifelse(!enemynear,pos Y,70210,5050),7022)
numhits = 0

[State 0, cambio]
type = ChangeState
;triggerall = (enemynear,authorname = "juano16" && !fvar(15)) || enemynear,authorname != "juano16"
trigger1 = movecontact && p2stateno = 7022
value = 7023
ctrl = 0

[State ]
type = posset
trigger1 = 1
x = floor(enemynear,pos x)
y = floor(enemynear,pos y)

[State end]
type = destroyself
;trigger1 = !animtime && p2stateno = 7022
;trigger1 = enemynear,ctrl = 0
trigger1 = time >= 300


;--------------------------------
; CAE P2 PARA FATALITY
[Statedef 70210]
type    = L
movetype= H
physics = N

[State 0, SelfState]
type = SelfState
trigger1 = !time
value = 5110
;-------------------------------------------------------------
;f starter dizzy
[Statedef 7022]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
sprpriority = 3

[State paraBosses]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
value2 = S,NA
time = 9999

[State MIS CHARS - Hara Kiri]
type = SelfState
trigger1 = authorname = "juano16" && prevstateno != 7022
value = 7022

[State Mercy]
type = SelfState
trigger1 = enemynear,prevstateno = 60875
value = 0
ctrl = 1

;--------------------------- para eternal ice
[State estatico]
type = ChangeAnim
triggerall = selfanimexist(9108097) = 0
triggerall = name != "Juano`s Sub guy"
Trigger1 = prevstateno = 60821
value = anim
elem = animelemno(0)

[State 0, AssertSpecial]
type = AssertSpecial
triggerall = selfanimexist(9108097) = 0
trigger1 = name != "Juano`s Sub guy"
trigger1 = prevstateno = 60821
flag = invisible

[State azul]
type = palfx
triggerall = selfanimexist(9108097) = 0
triggerall = name != "Juano`s Sub guy"
trigger1 = !(time%1)
Trigger1 = prevstateno = 60821
time = 1
ignorehitpause = 1
add = 150,150,200
mul = 50,190,256

[State congeladoCompatible]
type = ChangeAnim
triggerall = selfanimexist(9108098)
trigger1 = !time && anim = 9108097
triggerall = name != "Juano`s Sub guy"
value = 9108098

[State ]
type = ChangeAnim
trigger1 = !time && anim = 70880
triggerall = name = "Juano`s Sub guy"
value = 70883
;--------------------------- fin eternal ice
[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 1
length = 1
ignorehitpause = 1

[State -1, nomusicenfatal]
type = assertspecial
trigger1 = 1
flag = nomusic
ignorehitpause = 1
persistent = 1

[State 0, homeropidepiedad]
type = PlaySnd
triggerall = prevstateno != 60821
trigger1 = name = "Homero J Simpson"
trigger1 = time = 0
triggerall = p2stateno != [6050,6098]
value = 5000,30
volume = 0
channel = 2

[State 0, sonidospeter]
type = PlaySnd
triggerall = name = "Peter Griffin"
triggerall = prevstateno != 60821
triggerall = p2stateno != [6050,6098]
trigger1 = time = 0
trigger2 = !alive
value = 0,6
volume = 200
channel = 2

[State 0, sonidospeter]
type = PlaySnd
triggerall = name = "Peter Griffin"
triggerall = p2stateno != [6050,6098]
trigger1 = time = 230
trigger2 = time = 430
value = 0,5
volume = 200
channel = 2

[State 0, sonidospeter]
type = PlaySnd
trigger1 = name = "Peter Griffin"
triggerall = p2stateno != [6050,6098]
trigger1 = time = 330
value = 0,7
volume = 200
channel = 2

[State 0, fin]
type = PlaySnd
triggerall = p2stateno != [6050,6098]
trigger1 = !alive
value = 11,0
volume = 200
channel = 3

[State mareado]
type = ChangeAnim
trigger1 = time > 1
triggerall = anim != 70880 && anim != 70883 && anim != 9108097 && anim != 9108098 && anim != 5300
value = 5300

[State ]
type = posset
trigger1 = !time
y = 0

[State ]
type = assertspecial
trigger1 = 1
flag = timerfreeze

[State ]
type = lifeset
triggerall = p2stateno != [6050,6098]
trigger1 = time = 720
value = 0
[State 0, StopSnd]
type = StopSnd
trigger1 = enemynear,stateno = 5150
channel = -1

[State 0, LifeAdd]
type = LifeAdd
trigger1 =  enemynear,stateno = 5150
value = -9999
kill = 1

[State 0, SelfState]
type = SelfState
trigger1 =  enemynear,stateno = 5150
value = 5050

[State away with you]
type = selfstate
trigger1 = time = 720 && p2stateno != [6050,6098]
value = ifelse((anim = 9108098 || anim = 70883),5150,5050)

;-------------------------------------------------------------
;fatal thing
[Statedef 7023]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 9999
ctrl = 0
sprpriority = 3

[State byeMercy]
type = DestroySelf
trigger1 = root,stateno = 60875
ignorehitpause = 1

[State ,posiNO]
type = Helper
triggerall = root,win != 1 && p2stateno != 5150 && root,lose != 1 && enemynear,alive = 1
trigger1 = p2stateno = 0 ;&& numhelper(7021) < 3
trigger2 = enemynear,ctrl = 1
helpertype = Normal
ID = 7021
name = "Finish porsiNO"
postype = p2
pos = 0,0
stateno = 7021
ownpal = 1

[State ]
type = parentvarset
trigger1 = 1
var(4) = 1

[State ]
type = bindtoparent
trigger1 = 1

[State 0, ovacionkhanarena]
type = PlaySnd
trigger1 = parent,time = 250 && var(0) = 1 && parent,stateno = 180 && parent,winperfect
trigger2 = parent,time = 150 && var(0) = 1 && parent,stateno = 180 && !parent,winperfect
triggerall = parent,var(22) = 5006;kahn arena
value = F9891,18
volume = 0
ignorehitpause = 1
channel = -1
persistent = 0
lowpriority = -1

[State finish]
type = varset
trigger1 = (parent,stateno = 6052 || parent,stateno = 6054)
trigger2 = parent,stateno = 6056
trigger3 = parent,stateno = 6059
trigger4 = parent,stateno = 6063
trigger5 = parent,stateno = 6066
trigger6 = parent,var(16) != 0
trigger7 = enemynear,authorname = "juano16" && enemynear,fvar(15) = 1 ;hara kiri
var(0) = 1
;------------------------------ MENSAJE FINAL - SND
[State 0 ,babality sonido]
type = PlaySnd
triggerall = !numexplod(16007)
triggerall = var(10) = 2 && var(0) = 1
trigger1 = parent,time = 260 && parent,stateno = 180 && parent,winperfect
trigger2 = parent,time = 150 && parent,stateno = 180 && !parent,winperfect
persistent = 0
abspan = 0
value = 15,13
volume = 200
channel = 4

[State friend snd]
type = PlaySnd
triggerall = !numexplod(16007)
triggerall = var(10) = 1 && var(0) = 1
trigger1 = parent,time = 260 && parent,stateno = 180 && parent,winperfect
trigger2 = parent,time = 150 && parent,stateno = 180 && !parent,winperfect
persistent = 0
abspan = 0
value = 15,6
volume = 200
channel = 4

[State animality snd]
type = PlaySnd
triggerall = !numexplod(16007)
triggerall = var(10) = 3 && var(0) = 1
trigger1 = parent,time = 260 && parent,stateno = 180 && parent,winperfect
trigger2 = parent,time = 150 && parent,stateno = 180 && !parent,winperfect
persistent = 0
abspan = 0
value = 15,18
volume = 200
channel = 4

[State 0 ,fatal fondoMKA]
type = PlaySnd
triggerall = root,var(27) = 1
triggerall = !numexplod(16007)
triggerall = !var(10) && var(0) = 1 
trigger1 = parent,time = 260 && parent,stateno = 180 && parent,winperfect
trigger2 = parent,time = 150 && parent,stateno = 180 && !parent,winperfect
persistent = 0
abspan = 0
value = 4, 14
volume = 255
channel = -1

[State 0 ,fatal sonidoMK2&MKA]
type = PlaySnd
triggerall = !numexplod(16007)
triggerall = !var(10) && var(0) = 1 
trigger1 = parent,time = 260 && parent,stateno = 180 && parent,winperfect
trigger2 = parent,time = 150 && parent,stateno = 180 && !parent,winperfect
persistent = 0
abspan = 0
value = 4, ifelse(!parent,var(27) && !parent,var(21),7,17)
volume = 200
channel = 4

[State 0 ,fatal sonidoShaolinFONDO]
type = PlaySnd
triggerall = root,var(21) = 1
triggerall = !numexplod(16007)
triggerall = parent,anim != 7076 && !var(10) && var(0) = 1  
trigger1 = parent,time = 260 && parent,stateno = 180 && parent,winperfect
trigger2 = parent,time = 150 && parent,stateno = 180 && !parent,winperfect
persistent = 0
abspan = 0
value = 15,16
volume = 200
channel = -1
[State 0 ,fatal sonidoShaolinVOZ]
type = PlaySnd
triggerall = root,var(21) = 1
triggerall = !numexplod(16007)
triggerall = parent,anim != 7076 && !var(10) && var(0) = 1  
trigger1 = parent,time = 260 && parent,stateno = 180 && parent,winperfect
trigger2 = parent,time = 150 && parent,stateno = 180 && !parent,winperfect
persistent = 0
abspan = 0
value = 15,15
volume = 200
channel = 4
;--------------------------- MSG
[State friend msg]
type = Explod
triggerall = !numexplod(16007)
triggerall = var(10) = 1 && var(0) = 1
trigger1 = parent,time = 260 && parent,stateno = 180 && parent,winperfect
trigger2 = parent,time = 150 && parent,stateno = 180 && !parent,winperfect
id = 70288
anim = 70288
postype = left
pos = 160,55
ontop = 1
bindtime = 9999
removetime = 9999
ownpal = 1

[State fatal msg]
type = Explod
triggerall = !numexplod(16007)
triggerall = !var(10) && var(0) = 1 
trigger1 = parent,time = 260 && parent,stateno = 180 && parent,winperfect
trigger2 = parent,time = 150 && parent,stateno = 180 && !parent,winperfect
id = 70288
anim = 7028
postype = left
pos = 160,60
bindtime = 9999
removetime = 9999
ownpal = 1
ontop = 1

[State bablity msg]
type = Explod
triggerall = !numexplod(16007)
triggerall = var(10) = 2 && var(0) = 1
trigger1 = parent,time = 260 && parent,stateno = 180 && parent,winperfect
trigger2 = parent,time = 150 && parent,stateno = 180 && !parent,winperfect
id = 70288
anim = 70287
postype = left
pos = 160,80
bindtime = 9999
removetime = 9999
ownpal = 1
scale = .7,.7
ontop = 1

[State animality msg]
type = Explod
triggerall = !numexplod(16007)
triggerall = var(10) = 3 && var(0) = 1
trigger1 = parent,time = 260 && parent,stateno = 180 && parent,winperfect
trigger2 = parent,time = 150 && parent,stateno = 180 && !parent,winperfect
id = 70288
anim = 702810
postype = left
pos = 160,80
ontop = 1
bindtime = 9999
removetime = 9999
ownpal = 1
;-------------------------------- MENSAJE FINAL
[State friend]
type = VarSet
trigger1 = root,var(16) = 6
var(10) = 1

[State babality]
type = VarSet
trigger1 = root,var(16) = 8
var(10) = 2

[State animality]
type = VarSet
trigger1 = root,var(16) = 9
var(10) = 3

[State no msg]
type = VarSet
trigger1 = enemynear,authorname = "juano16" && enemynear,fvar(15) = 1 ;hara kiri
var(10) = 4

[State ]
type = assertspecial
trigger1 = var(0)
trigger2 = parent,win = 1 && roundno != 1
flag = nomusic
flag2 = timerfreeze

;---------------------------------------------------------------
;time over death
[Statedef 7024]
type    = A
movetype= H
physics = N
ctrl = 0
velset = 0,0

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -10
kill = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 4
time = 10
ampl = -8

[State ] 
type = null;ChangeAnim2
trigger1 = !time
value = 6012

[State ] 
type = posset
trigger1 = 1
y = 0

[State weeeeeee!]
type = SelfState
trigger1 = time = 1;!animtime
value = 5050
;---------------------------------------------------------------
;get up and get dizzy
[Statedef 7025]
type    = A
movetype= H
physics = N
ctrl = 0
velset = 0,0

[State ] 
type = ChangeAnim2
trigger1 = !time
value = 6013

[State ] 
type = ChangeAnim
trigger1 = time = 12
value = 5120

[State weeeeeee!]
type = changestate
trigger1 = anim = 5120 && !animtime || time = 30
value = 7022
;---------------------------------------
;Control de muchas cosas de MK
[Statedef 7026]
type    = A
movetype= I
physics = N
poweradd= 0
anim = 9999
velset = 0,0
ctrl = 0
sprpriority = 3

;--------------------------------------------------
[State yo]
type = DisplayToClipboard
trigger1 = !(time % 2)
text = "J a o 6: Your mom:%d screenposY:%d posZ:%d stageID:%d"
params = var(1), root,floor(screenpos Y),Floor(Pos Z),parent,var(22)

[State yo]
type = DisplayToClipboard
trigger1 = time %3 = 1
text = " u n 1 : your Mom:%d screenposY:%d posZ:%d stageID:%d"
params = var(1), root,floor(screenpos Y),Floor(Pos Z),parent,var(22)

[State Mercy]
type = VarSet
trigger1 = parent,stateno = 60875 && !var(20)
var(20) = 1

[State ]
type = bindtoparent
trigger1 = 1

[State turn]
type = turn
triggerall = (parent,facing = 1 && facing = -1) || (parent,facing = -1 && facing = 1)
trigger1 = 1

[State 0, VarSet]
type = parentVarset
trigger1 = (root,stateno = 180 || root,stateno = 5150) && root,var(21) = 1
trigger2 = root,var(57) >= 20 && root,stateno = 180 && ((root,time = 460 && root,winperfect) || (root,time = 365 && !root,winperfect))
var(59) = 1

[State sound]
type = PlaySnd
trigger1 = parent,life <= 200
persistent = 0
abspan = 1
value = 3, 7

[State jahamk1]
type = PlaySnd
triggerall = parent,var(21) = 1
trigger1 = parent,life <= 200
persistent = 0
abspan = 1
value = 1,40

[State -4, danger1]
type = explod
trigger1 = teamside = 1
trigger1 = parent,life <= 200
ignorehitpause = 1
anim = 6993
pos = 30,30
facing = 1
postype = left
bindtime = -1
ownpal = 1
ontop = 1
persistent = 0
removetime = 40
scale = .5,.5

[State -4, danger2]
type = explod
trigger1 = teamside != 1
trigger1 = parent,life <= 200
ignorehitpause = 1
anim = 6993
pos = -54,30
facing = 1
postype = right
bindtime = -1
ownpal = 1
ontop = 1
persistent = 0
removetime = 40
scale = .5,.5

[State preparetodie]
type = PlaySnd
trigger1 = numpartner = 1 || enemynear,numpartner = 1
trigger1 = parent,power >= 4000
trigger1 = parent,life <= 200
persistent = 0
abspan = 1
value = 18,4

[State 0, StopSnd]
type = StopSnd
triggerall = roundstate != 1
trigger1 = p2stateno = 7024
trigger2 = enemynear,stateno = 5150
trigger3 = root,var(18) > 7
trigger4 = root,stateno = 60877
channel = 3
ignorehitpause = 1

[State 0, ovacionkhanarena]
type = PlaySnd
triggerall = root,stateno != [6050,6098]
triggerall = roundstate != 1
triggerall = !parent,var(4) && ((parent,var(41) >= parent,var(58)) || (parent,var(58) = -1)) && enemynear,life = 1
trigger1 = parent,var(22) = 5006;kahn arena
value = F9891,18
volume = 0
ignorehitpause = 1
channel = -1
persistent = 0
lowpriority = -1

;------------------------------------ SP music
[State 0,musicafondoTheTower]
type = PlaySnd
triggerall = root,var(22) = 5009;en tower
trigger1 = !var(21) && !root,fvar(7) && root,stateno != [6050,6098]
trigger1 = !root,var(4) && ((root,var(41) >= root,var(58)) || (root,var(58) = -1)) && enemynear,life = 1
trigger2 = root,fvar(7) && numhelper(9998)
trigger2 = !helper(9998),time && ((root,id = 56 && teamside = 1) || (root,id = 58 && teamside = 2))
value = F9891,0
abspan = 1
channel = 3
loop = 1
volume = 200
ignorehitpause = 1

[State 0,musicafondoNormal]
type = PlaySnd
trigger1 = !var(21) && !root,fvar(7) && root,stateno != [6050,6098]
trigger1 = !root,var(4) && ((root,var(41) >= root,var(58)) || (root,var(58) = -1)) && enemynear,life = 1
trigger2 = root,fvar(7) && numhelper(9998)
trigger2 = !helper(9998),time && ((root,id = 56 && teamside = 1) || (root,id = 58 && teamside = 2))
triggerall = !root,var(22)
value = S15,1
abspan = 1
channel = 3
volume = 255
loop = 1
ignorehitpause = 1

[State 0,musicafondolivingforest]
type = PlaySnd
trigger1 = !var(21) && !root,fvar(7) && root,stateno != [6050,6098]
trigger1 = !root,var(4) && ((root,var(41) >= root,var(58)) || (root,var(58) = -1)) && enemynear,life = 1
trigger2 = root,fvar(7) && numhelper(9998)
trigger2 = !helper(9998),time && ((root,id = 56 && teamside = 1) || (root,id = 58 && teamside = 2))
triggerall = root,var(22) = 5007;livingforest
value = F9891,6
abspan = 1
channel = 3
loop = 1
volume = 200
ignorehitpause = 1

[State 0,musicafondokahnarena portal]
type = PlaySnd
trigger1 = !var(21) && !root,fvar(7) && root,stateno != [6050,6098]
trigger1 = !root,var(4) && ((root,var(41) >= root,var(58)) || (root,var(58) = -1)) && enemynear,life = 1
trigger2 = root,fvar(7) && numhelper(9998)
trigger2 = !helper(9998),time && ((root,id = 56 && teamside = 1) || (root,id = 58 && teamside = 2))
triggerall = root,var(22) = 5006 || root,var(22) = 5016
value = F9891,8
abspan = 1
channel = 3
loop = 1
volume = 200
ignorehitpause = 1

[State 0,musicafondodeadpool]
type = PlaySnd
trigger1 = !var(21) && !root,fvar(7) && root,stateno != [6050,6098]
trigger1 = !root,var(4) && ((root,var(41) >= root,var(58)) || (root,var(58) = -1)) && enemynear,life = 1
trigger2 = root,fvar(7) && numhelper(9998)
trigger2 = !helper(9998),time && ((root,id = 56 && teamside = 1) || (root,id = 58 && teamside = 2))
triggerall = root,var(22) = 5008
value = F9891,4
abspan = 1
channel = 3
loop = 1
volume = 200
ignorehitpause = 1

[State 0,musicafondoPIT2]
type = PlaySnd
triggerall = root,var(22) = 5010
trigger1 = !var(21) && !root,fvar(7) && root,stateno != [6050,6098]
trigger1 = !root,var(4) && ((root,var(41) >= root,var(58)) || (root,var(58) = -1)) && enemynear,life = 1
trigger2 = root,fvar(7) && numhelper(9998)
trigger2 = !helper(9998),time && ((root,id = 56 && teamside = 1) || (root,id = 58 && teamside = 2))
value = F9891,10
abspan = 1
channel = 3
loop = 1
volume = 200
ignorehitpause = 1

[State 0,musicafondoPIT1]
type = PlaySnd
triggerall = root,var(22) = 5005
trigger1 = !var(21) && !root,fvar(7) && root,stateno != [6050,6098]
trigger1 = !root,var(4) && ((root,var(41) >= root,var(58)) || (root,var(58) = -1)) && enemynear,life = 1
trigger2 = root,fvar(7) && numhelper(9998)
trigger2 = !helper(9998),time && ((root,id = 56 && teamside = 1) || (root,id = 58 && teamside = 2))
value = F9891,12
abspan = 1
channel = 3
loop = 1
volume = 200
ignorehitpause = 1

[State 0,musicafondokombatTomb]
type = PlaySnd
trigger1 = !var(21) && !root,fvar(7) && root,stateno != [6050,6098]
trigger1 = !root,var(4) && ((root,var(41) >= root,var(58)) || (root,var(58) = -1)) && enemynear,life = 1
trigger2 = root,fvar(7) && numhelper(9998)
trigger2 = !helper(9998),time && ((root,id = 56 && teamside = 1) || (root,id = 58 && teamside = 2))
triggerall = root,var(22) = 5011
value = F9891,13
abspan = 1
channel = 3
loop = 1
volume = 200
ignorehitpause = 1

[State 0,musicafondoarmory]
type = PlaySnd
triggerall = root,var(22) = 5012
trigger1 = !var(21) && !root,fvar(7) && root,stateno != [6050,6098]
trigger1 = !root,var(4) && ((root,var(41) >= root,var(58)) || (root,var(58) = -1)) && enemynear,life = 1
trigger2 = root,fvar(7) && numhelper(9998)
trigger2 = !helper(9998),time && ((root,id = 56 && teamside = 1) || (root,id = 58 && teamside = 2))
value = F9891,15
abspan = 1
channel = 3
loop = 1
volume = 200
ignorehitpause = 1

[State 0,musicafondoWasteland]
type = PlaySnd
triggerall = root,var(22) = 5013
trigger1 = !var(21) && !root,fvar(7) && root,stateno != [6050,6098]
trigger1 = !root,var(4) && ((root,var(41) >= root,var(58)) || (root,var(58) = -1)) && enemynear,life = 1
trigger2 = root,fvar(7) && numhelper(9998)
trigger2 = !helper(9998),time && ((root,id = 56 && teamside = 1) || (root,id = 58 && teamside = 2))
value = F9891,10
abspan = 1
channel = 3
loop = 1
volume = 200
ignorehitpause = 1

[State 0,musicafondoPIT3scorpionliarBalcony]
type = PlaySnd
triggerall = root,var(22) = 5014 || root,var(22) = 5015 || root,var(22) = 5023
trigger1 = !var(21) && !root,fvar(7) && root,stateno != [6050,6098]
trigger1 = !root,var(4) && ((root,var(41) >= root,var(58)) || (root,var(58) = -1)) && enemynear,life = 1
trigger2 = root,fvar(7) && numhelper(9998)
trigger2 = !helper(9998),time && ((root,id = 56 && teamside = 1) || (root,id = 58 && teamside = 2))
value = F9891,17
abspan = 1
channel = 3
loop = 1
volume = 200
ignorehitpause = 1

[State 0,musicafondoSubwayWaterfront]
type = PlaySnd
trigger1 = !var(21) && !root,fvar(7) && root,stateno != [6050,6098]
trigger1 = !root,var(4) && ((root,var(41) >= root,var(58)) || (root,var(58) = -1)) && enemynear,life = 1
trigger2 = root,fvar(7) && numhelper(9998)
trigger2 = !helper(9998),time && ((root,id = 56 && teamside = 1) || (root,id = 58 && teamside = 2))
triggerall = root,var(22) = 5017 || root,var(22) = 5019 || root,var(22) = 5028
value = F9891,19
abspan = 1
channel = 3
loop = 1
volume = 200
ignorehitpause = 1

[State 0,musicafondoBelltower]
type = PlaySnd
triggerall = root,var(22) = 5018
trigger1 = !var(21) && !root,fvar(7) && root,stateno != [6050,6098]
trigger1 = !root,var(4) && ((root,var(41) >= root,var(58)) || (root,var(58) = -1)) && enemynear,life = 1
trigger2 = root,fvar(7) && numhelper(9998)
trigger2 = !helper(9998),time && ((root,id = 56 && teamside = 1) || (root,id = 58 && teamside = 2))
value = F9891,23
abspan = 1
channel = 3
loop = 1
volume = 200
ignorehitpause = 1

[State 0,musicafondoStreet]
type = PlaySnd
trigger1 = !var(21) && !root,fvar(7) && root,stateno != [6050,6098]
trigger1 = !root,var(4) && ((root,var(41) >= root,var(58)) || (root,var(58) = -1)) && enemynear,life = 1
trigger2 = root,fvar(7) && numhelper(9998)
trigger2 = !helper(9998),time && ((root,id = 56 && teamside = 1) || (root,id = 58 && teamside = 2))
triggerall = root,var(22) = 5020
value = F9891,24
abspan = 1
channel = 3
loop = 1
volume = 200
ignorehitpause = 1


[State 0,musicafondoRoof]
type = PlaySnd
trigger1 = !var(21) && !root,fvar(7) && root,stateno != [6050,6098]
trigger1 = !root,var(4) && ((root,var(41) >= root,var(58)) || (root,var(58) = -1)) && enemynear,life = 1
trigger2 = root,fvar(7) && numhelper(9998)
trigger2 = !helper(9998),time && ((root,id = 56 && teamside = 1) || (root,id = 58 && teamside = 2))
triggerall = root,var(22) = 5021
value = F9891,26
abspan = 1
channel = 3
loop = 1
volume = 200
ignorehitpause = 1


[State 0,musicafondoBank]
type = PlaySnd
triggerall = root,var(22) = 5022
trigger1 = !var(21) && !root,fvar(7) && root,stateno != [6050,6098]
trigger1 = !root,var(4) && ((root,var(41) >= root,var(58)) || (root,var(58) = -1)) && enemynear,life = 1
trigger2 = root,fvar(7) && numhelper(9998)
trigger2 = !helper(9998),time && ((root,id = 56 && teamside = 1) || (root,id = 58 && teamside = 2))
value = F9891,28
abspan = 1
channel = 3
loop = 1
volume = 200
ignorehitpause = 1


[State 0,musicafondoBridge]
type = PlaySnd
trigger1 = !var(21) && !root,fvar(7) && root,stateno != [6050,6098]
trigger1 = !root,var(4) && ((root,var(41) >= root,var(58)) || (root,var(58) = -1)) && enemynear,life = 1
trigger2 = root,fvar(7) && numhelper(9998)
trigger2 = !helper(9998),time && ((root,id = 56 && teamside = 1) || (root,id = 58 && teamside = 2))
triggerall = root,var(22) = 5024
value = F9891,30
abspan = 1
channel = 3
loop = 1
volume = 200
ignorehitpause = 1


[State 0,musicafondoSoulChamber]
type = PlaySnd
triggerall = root,var(22) = 5025
trigger1 = !var(21) && !root,fvar(7) && root,stateno != [6050,6098]
trigger1 = !root,var(4) && ((root,var(41) >= root,var(58)) || (root,var(58) = -1)) && enemynear,life = 1
trigger2 = root,fvar(7) && numhelper(9998)
trigger2 = !helper(9998),time && ((root,id = 56 && teamside = 1) || (root,id = 58 && teamside = 2))
value = F9891,32
abspan = 1
channel = 3
loop = 1
volume = 200
ignorehitpause = 1


[State 0,musicafondoTemple]
type = PlaySnd
triggerall = root,var(22) = 5026
trigger1 = !var(21) && !root,fvar(7) && root,stateno != [6050,6098]
trigger1 = !root,var(4) && ((root,var(41) >= root,var(58)) || (root,var(58) = -1)) && enemynear,life = 1
trigger2 = root,fvar(7) && numhelper(9998)
trigger2 = !helper(9998),time && ((root,id = 56 && teamside = 1) || (root,id = 58 && teamside = 2))
value = F9891,34
abspan = 1
channel = 3
loop = 1
volume = 200
ignorehitpause = 1


[State 0,musicafondoGraveyard]
type = PlaySnd
trigger1 = !var(21) && !root,fvar(7) && root,stateno != [6050,6098]
trigger1 = !root,var(4) && ((root,var(41) >= root,var(58)) || (root,var(58) = -1)) && enemynear,life = 1
trigger2 = root,fvar(7) && numhelper(9998)
trigger2 = !helper(9998),time && ((root,id = 56 && teamside = 1) || (root,id = 58 && teamside = 2))
triggerall = root,var(22) = 5027
value = F9891,23
abspan = 1
channel = 3
loop = 1
volume = 200
ignorehitpause = 1


[State 0,musicafondoPalaceGates]
type = PlaySnd
triggerall = root,var(22) = 5029
trigger1 = !var(21) && !root,fvar(7) && root,stateno != [6050,6098]
trigger1 = !root,var(4) && ((root,var(41) >= root,var(58)) || (root,var(58) = -1)) && enemynear,life = 1
trigger2 = root,fvar(7) && numhelper(9998)
trigger2 = !helper(9998),time && ((root,id = 56 && teamside = 1) || (root,id = 58 && teamside = 2))
value = F9891,36
abspan = 1
channel = 3
loop = 1
volume = 200
ignorehitpause = 1


[State 0,musicafondoCourtyard]
type = PlaySnd
triggerall = root,var(22) = 5030
trigger1 = !var(21) && !root,fvar(7) && root,stateno != [6050,6098]
trigger1 = !root,var(4) && ((root,var(41) >= root,var(58)) || (root,var(58) = -1)) && enemynear,life = 1
trigger2 = root,fvar(7) && numhelper(9998)
trigger2 = !helper(9998),time && ((root,id = 56 && teamside = 1) || (root,id = 58 && teamside = 2))
value = F9891,38
abspan = 1
channel = 3
loop = 1
volume = 200
ignorehitpause = 1


[State 0,musicafondoWarriorshrine]
type = PlaySnd
triggerall = root,var(22) = 5031
trigger1 = !var(21) && !root,fvar(7) && root,stateno != [6050,6098]
trigger1 = !root,var(4) && ((root,var(41) >= root,var(58)) || (root,var(58) = -1)) && enemynear,life = 1
trigger2 = root,fvar(7) && numhelper(9998)
trigger2 = !helper(9998),time && ((root,id = 56 && teamside = 1) || (root,id = 58 && teamside = 2))
value = F9891,40
abspan = 1
channel = 3
loop = 1
volume = 200
ignorehitpause = 1


[State 0,musicafondoThroneroomPitbotom]
type = PlaySnd
triggerall = root,var(22) = 5032
trigger1 = !var(21) && !root,fvar(7) && root,stateno != [6050,6098]
trigger1 = !root,var(4) && ((root,var(41) >= root,var(58)) || (root,var(58) = -1)) && enemynear,life = 1
trigger2 = root,fvar(7) && numhelper(9998)
trigger2 = !helper(9998),time && ((root,id = 56 && teamside = 1) || (root,id = 58 && teamside = 2))
value = F9891,42
abspan = 1
channel = 3
loop = 1
volume = 200
ignorehitpause = 1

[State 0,Eldergods]
type = PlaySnd
triggerall = root,var(22) = 5033
trigger1 = !var(21) && !root,fvar(7) && root,stateno != [6050,6098]
trigger1 = !root,var(4) && ((root,var(41) >= root,var(58)) || (root,var(58) = -1)) && enemynear,life = 1
trigger2 = root,fvar(7) && numhelper(9998)
trigger2 = !helper(9998),time && ((root,id = 56 && teamside = 1) || (root,id = 58 && teamside = 2))
value = F9891,44
abspan = 1
channel = 3
loop = 1
volume = 200
ignorehitpause = 1


[State goros liar]
type = PlaySnd
triggerall = root,var(22) = 5034
trigger1 = !var(21) && !root,fvar(7) && root,stateno != [6050,6098]
trigger1 = !root,var(4) && ((root,var(41) >= root,var(58)) || (root,var(58) = -1)) && enemynear,life = 1
trigger2 = root,fvar(7) && numhelper(9998)
trigger2 = !helper(9998),time && ((root,id = 56 && teamside = 1) || (root,id = 58 && teamside = 2))
value = F9891,47
abspan = 1
channel = 3
loop = 1
volume = 200
ignorehitpause = 1

;================= Fin de Stage =====================
[State 0, AssertSpecial]
type = assertSpecial
triggerall = (!numpartner && !enemynear,numpartner) || ((numpartner != 0 || enemynear,numpartner != 0) && roundstate = [3,4])
trigger1 = !enemynear,alive
trigger2 = !root,var(4) && ((root,var(41) >= root,var(58)) || (root,var(58) = -1)) && enemynear,life = 1
trigger3 = enemynear,stateno = 60800
flag = nomusic

[State 3004, nosonido]
type = StopSnd
trigger1 = !enemynear,alive
channel = 3
persistent = 0

[State ID]
type = VarSet
trigger1 = parent,var(22) != 0
var(22) = parent,var(22)

[State 0, tower]
type = PlaySnd
triggerall = root,var(22) = 5009
trigger1 = (!enemynear,alive && enemynear,time > 0 && !numhelper(60774) && root,stateno != [6050,6098]) && (!numpartner && !enemynear,numpartner)
trigger2 = root,stateno = 180 && (!numpartner && !enemynear,numpartner)
trigger3 = (numpartner != 0 || enemynear,numpartner != 0) && roundstate = 3
value = F9891,1
volume = 250
channel = -1
persistent = 0

[State 0, deadpool]
type = PlaySnd
triggerall = root,var(22) = 5008
trigger1 = (!enemynear,alive && enemynear,time > 0 && !numhelper(60774) && root,stateno != [6050,6098]) && (!numpartner && !enemynear,numpartner)
trigger2 = root,stateno = 180 && (!numpartner && !enemynear,numpartner)
trigger3 = (numpartner != 0 || enemynear,numpartner != 0) && roundstate = 3
value = F9891,3
volume = 250
channel = -1
persistent = 0

[State 0, livingforest]
type = PlaySnd
triggerall = root,var(22) = 5007
trigger1 = (!enemynear,alive && enemynear,time > 0 && !numhelper(60774) && root,stateno != [6050,6098]) && (!numpartner && !enemynear,numpartner)
trigger2 = root,stateno = 180 && (!numpartner && !enemynear,numpartner)
trigger3 = (numpartner != 0 || enemynear,numpartner != 0) && roundstate = 3
value = F9891,5
volume = 250
channel = -1
persistent = 0

[State 0, khanarena]
type = PlaySnd
triggerall = root,var(22) = 5006
trigger1 = (!enemynear,alive && enemynear,time > 0 && !numhelper(60774) && root,stateno != [6050,6098]) && (!numpartner && !enemynear,numpartner)
trigger2 = root,stateno = 180 && (!numpartner && !enemynear,numpartner)
trigger3 = (numpartner != 0 || enemynear,numpartner != 0) && roundstate = 3
value = F9891,7
volume = 250
channel = -1
persistent = 0

[State 0, PIT2]
type = PlaySnd
triggerall = root,var(22) = 5010
trigger1 = (!enemynear,alive && enemynear,time > 0 && !numhelper(60774) && root,stateno != [6050,6098]) && (!numpartner && !enemynear,numpartner)
trigger2 = root,stateno = 180 && (!numpartner && !enemynear,numpartner)
trigger3 = (numpartner != 0 || enemynear,numpartner != 0) && roundstate = 3
value = F9891,9
volume = 250
channel = -1
persistent = 0

[State 0, PIT1]
type = PlaySnd
triggerall = root,var(22) = 5005
trigger1 = (!enemynear,alive && enemynear,time > 0 && !numhelper(60774) && root,stateno != [6050,6098]) && (!numpartner && !enemynear,numpartner)
trigger2 = root,stateno = 180 && (!numpartner && !enemynear,numpartner)
trigger3 = (numpartner != 0 || enemynear,numpartner != 0) && roundstate = 3
value = F9891,11
volume = 250
channel = -1
persistent = 0

[State 0, kombatTomb]
type = PlaySnd
triggerall = root,var(22) = 5011
trigger1 = (!enemynear,alive && enemynear,time > 0 && !numhelper(60774) && root,stateno != [6050,6098]) && (!numpartner && !enemynear,numpartner)
trigger2 = root,stateno = 180 && (!numpartner && !enemynear,numpartner)
trigger3 = (numpartner != 0 || enemynear,numpartner != 0) && roundstate = 3
value = F9891,14
volume = 250
channel = -1
persistent = 0

[State 0, Armory]
type = PlaySnd
triggerall = root,var(22) = 5012
trigger1 = (!enemynear,alive && enemynear,time > 0 && !numhelper(60774) && root,stateno != [6050,6098]) && (!numpartner && !enemynear,numpartner)
trigger2 = root,stateno = 180 && (!numpartner && !enemynear,numpartner)
trigger3 = (numpartner != 0 || enemynear,numpartner != 0) && roundstate = 3
value = F9891,16
volume = 250
channel = -1
persistent = 0

[State 0, wasteland]
type = PlaySnd
triggerall = root,var(22) = 5013
trigger1 = (!enemynear,alive && enemynear,time > 0 && !numhelper(60774) && root,stateno != [6050,6098]) && (!numpartner && !enemynear,numpartner)
trigger2 = root,stateno = 180 && (!numpartner && !enemynear,numpartner)
trigger3 = (numpartner != 0 || enemynear,numpartner != 0) && roundstate = 3
value = F9891,9
volume = 250
channel = -1
persistent = 0

[State 0, pit3ScorpionLiarBalcony]
type = PlaySnd
triggerall = root,var(22) = 5014 || root,var(22) = 5015  || root,var(22) = 5023
trigger1 = (!enemynear,alive && enemynear,time > 0 && !numhelper(60774) && root,stateno != [6050,6098]) && (!numpartner && !enemynear,numpartner)
trigger2 = root,stateno = 180 && (!numpartner && !enemynear,numpartner)
trigger3 = (numpartner != 0 || enemynear,numpartner != 0) && roundstate = 3
value = F9891,2
volume = 250
channel = -1
persistent = 0

[State 0, portal]
type = PlaySnd
triggerall = root,var(22) = 5016
trigger1 = (!enemynear,alive && enemynear,time > 0 && !numhelper(60774) && root,stateno != [6050,6098]) && (!numpartner && !enemynear,numpartner)
trigger2 = root,stateno = 180 && (!numpartner && !enemynear,numpartner)
trigger3 = (numpartner != 0 || enemynear,numpartner != 0) && roundstate = 3
value = F9891,7
volume = 250
channel = -1
persistent = 0

[State 0, subwayWaterfront]
type = PlaySnd
triggerall = root,var(22) = 5017 || root,var(22) = 5019 || root,var(22) = 5028
trigger1 = (!enemynear,alive && enemynear,time > 0 && !numhelper(60774) && root,stateno != [6050,6098]) && (!numpartner && !enemynear,numpartner)
trigger2 = root,stateno = 180 && (!numpartner && !enemynear,numpartner)
trigger3 = (numpartner != 0 || enemynear,numpartner != 0) && roundstate = 3
value = F9891,20
volume = 250
channel = -1
persistent = 0

[State 0, belltower]
type = PlaySnd
triggerall = root,var(22) = 5018
trigger1 = (!enemynear,alive && enemynear,time > 0 && !numhelper(60774) && root,stateno != [6050,6098]) && (!numpartner && !enemynear,numpartner)
trigger2 = root,stateno = 180 && (!numpartner && !enemynear,numpartner)
trigger3 = (numpartner != 0 || enemynear,numpartner != 0) && roundstate = 3
value = F9891,22
volume = 250
channel = -1
persistent = 0

[State 0, Street]
type = PlaySnd
triggerall = root,var(22) = 5020
trigger1 = (!enemynear,alive && enemynear,time > 0 && !numhelper(60774) && root,stateno != [6050,6098]) && (!numpartner && !enemynear,numpartner)
trigger2 = root,stateno = 180 && (!numpartner && !enemynear,numpartner)
trigger3 = (numpartner != 0 || enemynear,numpartner != 0) && roundstate = 3
value = F9891,25
volume = 250
channel = -1
persistent = 0

[State 0, roof]
type = PlaySnd
triggerall = root,var(22) = 5021
trigger1 = (!enemynear,alive && enemynear,time > 0 && !numhelper(60774) && root,stateno != [6050,6098]) && (!numpartner && !enemynear,numpartner)
trigger2 = root,stateno = 180 && (!numpartner && !enemynear,numpartner)
trigger3 = (numpartner != 0 || enemynear,numpartner != 0) && roundstate = 3
value = F9891,27
volume = 250
channel = -1
persistent = 0

[State 0, bank]
type = PlaySnd
triggerall = root,var(22) = 5022
trigger1 = (!enemynear,alive && enemynear,time > 0 && !numhelper(60774) && root,stateno != [6050,6098]) && (!numpartner && !enemynear,numpartner)
trigger2 = root,stateno = 180 && (!numpartner && !enemynear,numpartner)
trigger3 = (numpartner != 0 || enemynear,numpartner != 0) && roundstate = 3
value = F9891,29
volume = 250
channel = -1
persistent = 0

[State 0, Bridge]
type = PlaySnd
triggerall = root,var(22) = 5024
trigger1 = (!enemynear,alive && enemynear,time > 0 && !numhelper(60774) && root,stateno != [6050,6098]) && (!numpartner && !enemynear,numpartner)
trigger2 = root,stateno = 180 && (!numpartner && !enemynear,numpartner)
trigger3 = (numpartner != 0 || enemynear,numpartner != 0) && roundstate = 3
value = F9891,31
volume = 250
channel = -1
persistent = 0

[State 0, SoulChamber]
type = PlaySnd
triggerall = root,var(22) = 5025
trigger1 = (!enemynear,alive && enemynear,time > 0 && !numhelper(60774) && root,stateno != [6050,6098]) && (!numpartner && !enemynear,numpartner)
trigger2 = root,stateno = 180 && (!numpartner && !enemynear,numpartner)
trigger3 = (numpartner != 0 || enemynear,numpartner != 0) && roundstate = 3
value = F9891,33
volume = 250
channel = -1
persistent = 0

[State 0, Temple]
type = PlaySnd
triggerall = root,var(22) = 5026
trigger1 = (!enemynear,alive && enemynear,time > 0 && !numhelper(60774) && root,stateno != [6050,6098]) && (!numpartner && !enemynear,numpartner)
trigger2 = root,stateno = 180 && (!numpartner && !enemynear,numpartner)
trigger3 = (numpartner != 0 || enemynear,numpartner != 0) && roundstate = 3
value = F9891,35
volume = 250
channel = -1
persistent = 0

[State 0, graveyard]
type = PlaySnd
triggerall = root,var(22) = 5027
trigger1 = (!enemynear,alive && enemynear,time > 0 && !numhelper(60774) && root,stateno != [6050,6098]) && (!numpartner && !enemynear,numpartner)
trigger2 = root,stateno = 180 && (!numpartner && !enemynear,numpartner)
trigger3 = (numpartner != 0 || enemynear,numpartner != 0) && roundstate = 3
value = F9891,22
volume = 250
channel = -1
persistent = 0

[State 0, PalaceGates]
type = PlaySnd
triggerall = root,var(22) = 5029
trigger1 = (!enemynear,alive && enemynear,time > 0 && !numhelper(60774) && root,stateno != [6050,6098]) && (!numpartner && !enemynear,numpartner)
trigger2 = root,stateno = 180 && (!numpartner && !enemynear,numpartner)
trigger3 = (numpartner != 0 || enemynear,numpartner != 0) && roundstate = 3
value = F9891,37
volume = 250
channel = -1
persistent = 0

[State 0, Courtyard]
type = PlaySnd
triggerall = root,var(22) = 5030
trigger1 = (!enemynear,alive && enemynear,time > 0 && !numhelper(60774) && root,stateno != [6050,6098]) && (!numpartner && !enemynear,numpartner)
trigger2 = root,stateno = 180 && (!numpartner && !enemynear,numpartner)
trigger3 = (numpartner != 0 || enemynear,numpartner != 0) && roundstate = 3
value = F9891,39
volume = 250
channel = -1
persistent = 0

[State 0, Warriorshrine]
type = PlaySnd
triggerall = root,var(22) = 5031
trigger1 = (!enemynear,alive && enemynear,time > 0 && !numhelper(60774) && root,stateno != [6050,6098]) && (!numpartner && !enemynear,numpartner)
trigger2 = root,stateno = 180 && (!numpartner && !enemynear,numpartner)
trigger3 = (numpartner != 0 || enemynear,numpartner != 0) && roundstate = 3
value = F9891,41
volume = 250
channel = -1
persistent = 0

[State 0, ThroneroomPitbotom]
type = PlaySnd
triggerall = root,var(22) = 5032
trigger1 = (!enemynear,alive && enemynear,time > 0 && !numhelper(60774) && root,stateno != [6050,6098]) && (!numpartner && !enemynear,numpartner)
trigger2 = root,stateno = 180 && (!numpartner && !enemynear,numpartner)
trigger3 = (numpartner != 0 || enemynear,numpartner != 0) && roundstate = 3
value = F9891,43
volume = 250
channel = -1
persistent = 0

[State 0, ElderGods]
type = PlaySnd
triggerall = root,var(22) = 5033
trigger1 = (!enemynear,alive && enemynear,time > 0 && !numhelper(60774) && root,stateno != [6050,6098]) && (!numpartner && !enemynear,numpartner)
trigger2 = root,stateno = 180 && (!numpartner && !enemynear,numpartner)
trigger3 = (numpartner != 0 || enemynear,numpartner != 0) && roundstate = 3
value = F9891,45
volume = 250
channel = -1
persistent = 0

[State 0, finNormal]
type = PlaySnd
triggerall = !root,var(22)
trigger1 = (!enemynear,alive && enemynear,time > 0 && !numhelper(60774) && root,stateno != [6050,6098]) && (!numpartner && !enemynear,numpartner)
trigger2 = root,stateno = 180 && (!numpartner && !enemynear,numpartner)
trigger3 = (numpartner != 0 || enemynear,numpartner != 0) && roundstate = 3
value = S15,2
volume = 250
channel = -1
persistent = 0

[State 0, FinNormal]
type = null;PlaySnd
triggerall = !root,var(22)
trigger1 = root,stateno = 180 && !numpartner && !enemynear,numpartner && !numhelper(7021)
trigger2 = (!enemynear,alive && enemynear,time > 0 && !numhelper(60774) && root,stateno != [6050,6098]) && !numhelper(7021) && !numpartner && !enemynear,numpartner
trigger3 = (numpartner != 0 || enemynear,numpartner != 0) && roundstate = 3 && !numhelper(7021)
value = S15,2
volume = 250
channel = -1
persistent = 0

[State 0,finNormalFinish]
type = null;PlaySnd
trigger1 = numhelper(7021) != 0
trigger1 = root,stateno != [6050,6098]
trigger1 = enemynear,prevstateno != 7022 && enemynear,time = 1 && !enemynear,alive
trigger1 = root,var(22) = 0
value = S15,2
abspan = 1
channel = 3
volume = 255
ignorehitpause = 1
persistent = 0

[State 0, gorosliar]
type = PlaySnd
triggerall = root,var(22) = 5034
trigger1 = (!enemynear,alive && enemynear,time > 0 && !numhelper(60774) && root,stateno != [6050,6098]) && (!numpartner && !enemynear,numpartner)
trigger2 = root,stateno = 180 && (!numpartner && !enemynear,numpartner)
trigger3 = (numpartner != 0 || enemynear,numpartner != 0) && roundstate = 3
value = F9891,46
volume = 250
channel = -1
persistent = 0
;=====================================
;-- Especiales para Stage fatalitys --
[State -3,stagesubway]
type = Helper
triggerall = root,var(41) > 0
triggerall = !numhelper(70457)
trigger1 = root,var(22) = 5017
trigger2 = root,var(22) = 5019
helpertype = Normal
ID = 70457
postype = left
pos = 160,-219
name = "stageSubway"
stateno = 70457
ownpal = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State -3,Living Forest]
type = Helper
trigger1 = root,var(22) = 5007
trigger1 = !numhelper(704510)
helpertype = Normal
ID = 704510
postype = left
pos = 160,-219
name = "Arboles Living Forest"
stateno = 704510
ownpal = 1
size.xscale = 1
size.yscale = 1
persistent = 0

[State -3,DeadPool]
type = Helper
triggerall = root,var(41) > 0
trigger1 = root,var(22) = 5008
trigger1 = !numhelper(704514)
helpertype = Normal
ID = 704514
postype = left
pos = 160,0
name = "Dead Pool Control esqueleto"
stateno = 704514
ownpal = 1
size.xscale = 1
size.yscale = 1
persistent = 0

;-----------------------------------------------------
[State finish Her! señal]
type = Explod
triggerall = !var(21) && !root,fvar(7)
triggerall = numexplod(702992) <= 1
trigger1 = p2name = "leela" ; by warner
trigger2 = p4name = "leela"
trigger3 = p2name = "kula_new"
trigger4 = p4name = "kula_new"
trigger5 = p2name = "Shermie"
trigger6 = p2name = "morrigan"
trigger7 = p2name = "morrigan by ryokucha"
trigger8 = P2name = "felicia"
trigger9 = P2Name = "psylocke by Qkrtkf!"
trigger10 = P2Name = "psylocke"
trigger11 = P2Name = "viuda negra"
trigger12 = P2Name = "chun li"
trigger13 = P2Name = "elastigirl"
trigger14 = p2name = "cammy"
trigger15 = P2name = "Sakura Kasugano"
trigger16 = p2name = "R.mika"
trigger17 = P2name = "Karin Kanzuki"
trigger18 = p2name = "juli" || p4name = "juli"
trigger19 = p2name = "juni" || p4name = "juni"
trigger20 = p2name = "rose" || p4name = "rose"
trigger21 = p2name = "Chunli" || p4name = "Chunli"
trigger22 = p2name = "Chun-Li" || p4name = "Chun-Li"
trigger23 = p2name = "Mika"   || p4name = "Mika"
trigger24 = P2name = "SF3 Chun Li" || p4name = "SF3 Chun Li"
trigger25 = P2Name = "SSF2Cammy" || P4Name = "SSF2Cammy"
trigger26 = P2Name = "cvscammy" || P4Name = "cvscammy"
trigger27 = P2Name = "J_Rose" || P4Name = "J_Rose"
trigger28 = P2Name = "sakura" || P4Name = "sakura"
trigger29 = P2name = "Morrigan Aensland" || p4name = "Morrigan Aensland"
trigger30 = p2name = "Lilith" || p4name = "Lilith"
trigger31 = P2name = "Hinata Wakaba" || p4name = "Hinata Wakaba"
trigger32 = P2name = "Mariah" || p4name = "Mariah"
trigger33 = p2name = "MIDLER"   || p4name = "MIDLER"
trigger34 = P2name = "Mai" || p4name = "Mai"
trigger35 = P2Name = "svcathena" || P4Name = "svcathena"
trigger36 = p2name = "cvsathena"   || p4name = "cvsathena"
trigger37 = p2name = "cvsvice" || p4name = "cvsvice"
trigger38 = P2name = "B.Jenet" || p4name = "B.Jenet"
trigger39 = P2name = "ARINA" || p4name = "ARINA"
trigger40 = p2name = "Hikari Reiko" || p4name = "Hikari Reiko"
trigger41 = p2name = "Yuki Morikawa" || p4name = "Yuki Morikawa"
trigger42 = P2Name = "dizzy" || P4Name = "dizzy"
trigger43 = P2name = "Raiya Mikazuchi" || p4name = "Raiya Mikazuchi"
trigger44 = P2name = "MysP" || p4name = "MysP"
trigger45 = P2name = "roomi" || p4name = "roomi"
trigger46 = p2name = "Blue Mary" || p4name = "Blue Mary"
trigger47 = p2name = "Mai Shiranui" || p4name = "Mai Shiranui"
trigger48 = p2name = "cvsfelicia" || p4name = "cvsfelicia"
trigger49 = p2name = "Nanashi Kimura" || p4name = "Nanashi Kimura"
trigger50 = p2name = "Wonder Woman Reloaded" || p4name = "Wonder Woman Reloaded"
trigger51 = p2name = "Felicia MvC2 Style by MGBenz" || p4name = "Felicia MvC2 Style by MGBenz"
trigger52 = p2name = "SHIRANUI MAI" || p4name = "SHIRANUI MAI"
trigger53 = p2name = "She-ra"  || p4name = "She-ra"
trigger54 = p2name = "Cammy_MVC2" || p4name = "Cammy_MVC2"
trigger55 = p2name = "Red Snake" || p4name = "Red Snake"
trigger56 = p2name = "Blair Dame" || p4name = "Blair Dame"
trigger57 = p2name = "Blair Dame MvsC" || p4name = "Blair Dame MvsC"
trigger58 = p2name = "athena-rkn" || p4name = "athena-rkn"
trigger59 = p2name = "Kelly Blender(Elektra) by AHRIMANES" || p4name = "Kelly Blender(Elektra) by AHRIMANES"
trigger60 = p2name = "B.ORCHID BY AHRIMANES"  || p4name = "B.ORCHID BY AHRIMANES"
trigger61 = p2name = "Tiazinha"  || p4name = "Tiazinha"
trigger62 = p2name = "Sailor Jupiter"  || p4name = "Sailor Jupiter"
trigger63 = p2name = "Maxine" || p4name = "Maxine"
trigger64 = p2name = "cvsyoko" || p4name = "cvsyoko"
trigger65 = p2name = "Juano`s Kit girl"
trigger66 = enemynear,selfanimexist(9108119)
triggerall = !parent,var(4) && ((parent,var(41) >= parent,var(58)) || (parent,var(58) = -1)) && enemynear,life = 1
id = 702992
anim = 70292
postype = left
pos = 160,60
sprpriority = 2
bindtime = 9999
removetime = 135
ownpal = 1

[State finish HIM! señal]
type = Explod
triggerall = !var(21) && !root,fvar(7)
triggerall = !numexplod(702992) ; no si es finish her!
trigger1 = !parent,var(4) && ((parent,var(41) >= parent,var(58)) || (parent,var(58) = -1)) && enemynear,life = 1
id = 70299
anim = 7029
postype = left
pos = 160,60
sprpriority = 2
bindtime = 9999
removetime = 135
ownpal = 1

[State finish her]
type = PlaySnd
triggerall = !var(21) && !root,fvar(7)
triggerall = numexplod(702992) = 1
triggerall = roundstate != 1
trigger1 = !parent,var(4) && ((parent,var(41) >= parent,var(58)) || (parent,var(58) = -1)) && enemynear,life = 1
value = 4, ifelse(!parent,var(27),13,23)
volume = 200
abspan = 1

[State finish him]
type = PlaySnd
triggerall = !var(21) && !root,fvar(7)
trigger1 = !numexplod(702992) ; no si es finish her!
trigger1 = roundstate != 1
trigger1 = !parent,var(4) && ((parent,var(41) >= parent,var(58)) || (parent,var(58) = -1)) && enemynear,life = 1
value = 4, ifelse(!parent,var(27),0,20)
abspan = 1

;------------------------ effect msg
[State finish him scale]
type = ModifyExplod
trigger1 = numexplod(70299)
ID = 70299
scale = fvar(10),fvar(10)

[State finish her scale]
type = ModifyExplod
trigger1 = numexplod(702992)
ID = 702992
scale = fvar(10),fvar(10)

[State scale agranda]
type = VarAdd
trigger1 = var(21) && !fvar(11) && fvar(10) <= 1
fvar(10) = .02

[State scale achica]
type = VarAdd
trigger1 = var(21) && fvar(11) = 1
fvar(10) = -.02

[State retrae]
type = Varset
trigger1 = fvar(12) >= 1
fvar(11) = 1

[State tiempo retrae]
type = Varadd
trigger1 = fvar(10) >= 1
fvar(12) = .03

[State reset scale]
type = VarRangeSet
trigger1 = root,stateno = 60875
fvalue = 0
first = 10
last = 12
ignorehitpause = 1

[State mercy HIM]
type = RemoveExplod
trigger1 = root,stateno = 60875
id = 70299
ignorehitpause = 1

[State mercy HER]
type = RemoveExplod
trigger1 = root,stateno = 60875
id = 702992
ignorehitpause = 1
;----------------------------
[State Finish]
type = VarSet
trigger1 = !var(21)
trigger1 = !root,var(4) && ((root,var(41) >= root,var(58)) || (root,var(58) = -1)) && enemynear,life = 1
trigger1 = !root,fvar(7) && root,stateno != [6050,6098]
var(21) = 1

[State Mercy]
type = VarSet
trigger1 = root,stateno = 60875 && var(21) = 1
var(21) = 0

[State nomusicfinish]
type = assertspecial
trigger1 = !parent,var(4) && ((parent,var(41) >= parent,var(58)) || (parent,var(58) = -1)) && enemynear,life = 1
flag = nomusic
flag2 = timerfreeze

[State blackness]
type = palfx
trigger1 = !(time%2)
time = 2
add = -50,-50, -50
;---------------------------------------
;get head
[Statedef 7027]
type    = A
movetype= I
physics = N
poweradd= 0
anim = 7020
velset = 0,0
ctrl = 0
sprpriority = 2

[State ]
type = posset
triggerall = anim = 7020
trigger1 = parent,anim != 6014
x = floor(enemynear,pos x)
y = floor(enemynear,pos y)

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,anim = 6014
trigger1 = !time
value = 70200

[State ];por si peket
type = posset
trigger1 = anim = 70200
x = (parent,pos x)
y = (parent,pos y)
;---------------------------------------------------------------
;-------------------------------------------------------------
;fatal splode
[Statedef 7029]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 9999
ctrl = 0
sprpriority = 3

[State sound]
type = PlaySnd
trigger1 = !time
value = 4, 1

[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
ownpal = 1
[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
ownpal = 1
[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
ownpal = 1
[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
ownpal = 1

[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
facing = -1
ownpal = 1
[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
facing = -1
ownpal = 1
[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
facing = -1
ownpal = 1
[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
facing = -1
ownpal = 1

[State ]
type = Helper
trigger1 = time = 1 && parent,stateno != 7039
helpertype = Normal
name = "Leg"
postype = p1
pos = 0,0
stateno = 70320
ownpal = 1
size.xscale = 1
size.yscale = 1
[State ]
type = Helper
trigger1 = time = 1 && parent,stateno != 7039
helpertype = Normal
name = "Leg"
postype = p1
pos = 0,0
stateno = 70320
ownpal = 1
size.xscale = 1
size.yscale = 1

[State ]
type = Helper
trigger1 = time = 1
helpertype = Normal
name = "ribs"
postype = p1
pos = 0,0
stateno = 7031
ownpal = 1
size.xscale = 1
size.yscale = 1

[State ]
type = Helper
trigger1 = time = 1
helpertype = Normal
name = "brain container"
postype = p1
pos = 0,0
stateno = 7032
ownpal = 1
size.xscale = 1
size.yscale = 1

[State mk2]
type = Helper
trigger1 = time <= 3
helpertype = Normal
name = "intestino"
postype = p1
pos = 0,0
stateno = 70321
ownpal = 1
size.xscale = 1
size.yscale = 1

[State mk2]
type = Helper
trigger1 = time <= 2 && parent,stateno != 7039
helpertype = Normal
name = "muslo"
postype = p1
pos = 0,0
stateno = 70322
ownpal = 1
size.xscale = 1
size.yscale = 1

[State mk2]
type = Helper
trigger1 = time = 1
helpertype = Normal
name = "cadera"
postype = p1
pos = 0,0
stateno = 70323
ownpal = 1
size.xscale = 1
size.yscale = 1

[State mk2]
type = Helper
trigger1 = time <= 1
helpertype = Normal
name = "mano"
postype = p1
pos = 0,0
stateno = 70324
ownpal = 1
size.xscale = 1
size.yscale = 1

[State mk2]
type = Helper
trigger1 = time = 1
helpertype = Normal
name = "costillas 2"
postype = p1
pos = 0,0
stateno = 70325
ownpal = 1
size.xscale = 1
size.yscale = 1

[State ]
type = Helper
trigger1 = 1
helpertype = Normal
name = "bone"
postype = p1
pos = 0,0
stateno = 7030
ownpal = 1
size.xscale = 1
size.yscale = 1

[State ò_ó]
type = Explod
trigger1 = !time && root,stateno != 60811
anim = ceil(7023+root,fvar(8))
Postype = p1
pos = 0,ceil(30*root,const(size.xscale)*(1+root,fvar(2)))
sprpriority = 3
scale = root,const(size.xscale)*(1+root,fvar(2)),root,const(size.yscale)*(1+root,fvar(2))
[State ò_ó]
type = Explod
trigger1 = !time && root,stateno != 60811
anim = ceil(7023+root,fvar(8))
Postype = p1
pos = 0,0
sprpriority = 3
scale = root,const(size.xscale)*(1+root,fvar(2)),root,const(size.yscale)*(1+root,fvar(2))
[State ò_ó]
type = Explod
trigger1 = !time && root,stateno != 60811
anim = ceil(7023+root,fvar(8))
Postype = p1
pos = 0,ceil(-30*root,const(size.xscale)*(1+root,fvar(2)))
sprpriority = 3
scale = root,const(size.xscale)*(1+root,fvar(2)),root,const(size.yscale)*(1+root,fvar(2))

[State shake]
type = EnvShake
trigger1 = !time
time = 20
ampl = -7

[State end]
type = destroyself
trigger1 = time = 5

;-------------------------------------------------------------
;fatal splode 2
[Statedef 70292]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 9999
ctrl = 0
sprpriority = 3

[State sound]
type = PlaySnd
trigger1 = !time
value = 4, 1
volume = -100
channel = 5

[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
ownpal = 1
[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
ownpal = 1
[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
ownpal = 1
[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
ownpal = 1

[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
facing = -1
ownpal = 1
[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
facing = -1
ownpal = 1
[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
facing = -1
ownpal = 1
[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = 0,0
stateno = 7016
facing = -1
ownpal = 1

[State ]
type = Helper
trigger1 = time = 1 && parent,stateno != 7039
helpertype = Normal
name = "Leg"
postype = p1
pos = 0,0
stateno = 70320
ownpal = 1
size.xscale = 1
size.yscale = 1
[State ]
type = Helper
trigger1 = time = 1 && parent,stateno != 7039
helpertype = Normal
name = "Leg"
postype = p1
pos = 0,0
stateno = 70320
ownpal = 1
size.xscale = 1
size.yscale = 1

[State ]
type = Helper
trigger1 = time = 1
helpertype = Normal
name = "ribs"
postype = p1
pos = 0,0
stateno = 7031
ownpal = 1
size.xscale = 1
size.yscale = 1

[State ]
type = Helper
trigger1 = time = 1
helpertype = Normal
name = "brain container"
postype = p1
pos = 0,0
stateno = 7032
ownpal = 1
size.xscale = 1
size.yscale = 1

[State mk2]
type = Helper
trigger1 = time <= 3
helpertype = Normal
name = "intestino"
postype = p1
pos = 0,0
stateno = 70321
ownpal = 1
size.xscale = 1
size.yscale = 1

[State mk2]
type = Helper
trigger1 = time <= 2 && parent,stateno != 7039
helpertype = Normal
name = "muslo"
postype = p1
pos = 0,0
stateno = 70322
ownpal = 1
size.xscale = 1
size.yscale = 1

[State mk2]
type = Helper
trigger1 = time = 1
helpertype = Normal
name = "cadera"
postype = p1
pos = 0,0
stateno = 70323
ownpal = 1
size.xscale = 1
size.yscale = 1

[State mk2]
type = Helper
trigger1 = time <= 2
helpertype = Normal
name = "mano"
postype = p1
pos = 0,0
stateno = 70324
ownpal = 1
size.xscale = 1
size.yscale = 1

[State mk2]
type = Helper
trigger1 = time = 1
helpertype = Normal
name = "costillas 2"
postype = p1
pos = 0,0
stateno = 70325
ownpal = 1
size.xscale = 1
size.yscale = 1

[State ]
type = Helper
trigger1 = 1
helpertype = Normal
name = "bone"
postype = p1
pos = 0,0
stateno = 7030
ownpal = 1
size.xscale = 1
size.yscale = 1

[State ò_ó]
type = Explod
triggerall = parent,stateno != 70452
trigger1 = time =1
anim = ceil(7023+root,fvar(8))
Postype = p1
pos = ceil(20*root,const(size.xscale)*(1+root,fvar(2)))
sprpriority = 3
scale = root,const(size.xscale)*(1+root,fvar(2)),root,const(size.yscale)*(1+root,fvar(2))
[State ò_ó]
type = Explod
triggerall = parent,stateno != 70452
trigger1 = time = 1
anim = ceil(7023+root,fvar(8))
Postype = p1
pos = ceil(-20*root,const(size.xscale)*(1+root,fvar(2)))
sprpriority = 3
scale = root,const(size.xscale)*(1+root,fvar(2)),root,const(size.yscale)*(1+root,fvar(2))
[State ò_ó]
type = Explod
triggerall = parent,stateno != 70452
trigger1 = time = 1
anim = ceil(7023+root,fvar(8))
Postype = p1
pos = ceil(-60*root,const(size.xscale)*(1+root,fvar(2)))
sprpriority = 3
scale = root,const(size.xscale)*(1+root,fvar(2)),root,const(size.yscale)*(1+root,fvar(2))

[State shake]
type = EnvShake
trigger1 = !time
time = 20
ampl = -5

[State end]
type = destroyself
trigger1 = time = 5
;-------------------------------------------------------------
;bone
[Statedef 7030]
type    = A
movetype= I
physics = N
anim = 7024
velset = 0,0
ctrl = 0
sprpriority = 3

[State x]
type = VarRandom
trigger1 = parent,stateno != 6053
v = 1
range = -2,2
[State y]
type = VarRandom
trigger1 = parent,stateno != 6053
v = 0
range = -10,-5

[State x]
type = VarRandom
trigger1 = parent,stateno = 6053
v = 1
range = -3,0
[State y]
type = VarRandom
trigger1 = parent,stateno = 6053
v = 0
range = -3,0


[State ]
type = velset
trigger1 = time = 1
y = var(0)-(random*.001)
x = var(1)-(random*.001)

[State 0, Explod]
type = null;Explod
triggerall = vel Y < 0 && pos Y < -60
trigger1 = parent,stateno = 7029
trigger2 = parent,stateno = 70292
anim = 7024
ID = 7029
facing = -1
vel = var(1)+(random*.001),var(0)+(random*.001)
accel = 0,.2
random = 30,30
removetime = 120
sprpriority = 5
scale = root,const(size.xscale)*(1+root,fvar(2)),root,const(size.yscale)*(1+root,fvar(2))

[State ]
type = veladd
trigger1 = time >= 3
y = .3

[State ]
type = assertspecial
trigger1 = 1
flag = noshadow

[State end]
type = changestate
triggerall = enemynear,prevstateno != 607716
triggerall = time >= 5
trigger1 = (Vel Y > 0)&&(Pos Y >= 0)
value = 7033
;---------------------------------------------------------------
;-------------------------------------------------------------
;ribs
[Statedef 7031]
type    = A
movetype= I
physics = N
anim = 7025
velset = 0,0
ctrl = 0
sprpriority = 3

[State x]
type = VarRandom
trigger1 = parent,stateno != 6053
v = 1
range = -2,2
[State y]
type = VarRandom
trigger1 = parent,stateno != 6053
v = 0
range = -10,-5

[State x]
type = VarRandom
trigger1 = parent,stateno = 6053
v = 1
range = -3,0
[State y]
type = VarRandom
trigger1 = parent,stateno = 6053
v = 0
range = -3,0
[State x]
type = VarSet
trigger1 = 1
fv = 1
value = random*.001

[State 0, Explod]
type = null;Explod
trigger1 = vel Y < 0 && pos Y < -60
anim = 7025
ID = 7029
facing = -1
vel = var(1)+(random*.001),var(0)+(random*.001)
accel = 0,.2
random = 30,30
removetime = 120
sprpriority = 5
scale = root,const(size.xscale)*(1+root,fvar(2)),root,const(size.yscale)*(1+root,fvar(2))

[State ]
type = velset
trigger1 = time = 2
y = var(0)-(random*.001)
x = var(1)-(random*.001)

[State ]
type = veladd
trigger1 = time >= 3
y = .3

[State ]
type = assertspecial
trigger1 = 1
flag = noshadow

[State end]
type = changestate
triggerall = enemynear,prevstateno != 607716
triggerall = time >= 5
trigger1 = (Vel Y > 0)&&(Pos Y >= 0)
value = 7033
;-------------------------------------------------------------
;skull
[Statedef 7032]
type    = A
movetype= I
physics = N
anim = 7026
velset = 0,0
ctrl = 0
sprpriority = 3

[State x]
type = VarRandom
trigger1 = parent,stateno != 6053
v = 1
range = -2,2
[State y]
type = VarRandom
trigger1 = parent,stateno != 6053
v = 0
range = -10,-5

[State x]
type = VarRandom
trigger1 = parent,stateno = 6053
v = 1
range = -5,0
[State y]
type = VarRandom
trigger1 = parent,stateno = 6053
v = 0
range = -3,0
[State x]
type = VarSet
trigger1 = 1
fv = 1
value = random*.001

[State 0, Explod]
type = null;Explod
trigger1 = vel Y < 0 && pos Y < -60
anim = 7026
ID = 7029
facing = -1
vel = var(1)+(random*.001),var(0)+(random*.001)
accel = 0,.2
random = 30,30
removetime = 120
sprpriority = 5
scale = root,const(size.xscale)*(1+root,fvar(2)),root,const(size.yscale)*(1+root,fvar(2))

[State ]
type = velset
trigger1 = time = 3
y = var(0)-(random*.001)
x = var(1)-(random*.001)

[State ]
type = veladd
trigger1 = time >= 3
y = .3

[State ]
type = assertspecial
trigger1 = 1
flag = noshadow

[State end]
type = changestate
triggerall = enemynear,prevstateno != 607716
triggerall = time >= 5
trigger1 = (Vel Y > 0)&&(Pos Y >= 0)
value = 7033

;------------------------------ pie
[Statedef 70320]
type    = A
movetype= I
physics = N
anim = 7027
velset = 0,0
ctrl = 0
sprpriority = 3

[State x]
type = VarRandom
trigger1 = parent,stateno != 6053
v = 1
range = -2,2
[State y]
type = VarRandom
trigger1 = parent,stateno != 6053
v = 0
range = -4,-7

[State x]
type = VarRandom
trigger1 = parent,stateno = 6053
v = 1
range = -4,0
[State y]
type = VarRandom
trigger1 = parent,stateno = 6053
v = 0
range = -3,0
[State x]
type = VarSet
trigger1 = 1
fv = 1
value = random*.001

[State 0, Explod]
type = null;Explod
trigger1 = vel Y < 0 && pos Y < -60
anim = 7026
ID = 7029
facing = -1
vel = var(1)+(random*.001),var(0)+(random*.001)
accel = 0,.2
random = 30,30
removetime = 120
sprpriority = 5
scale = root,const(size.xscale)*(1+root,fvar(2)),root,const(size.yscale)*(1+root,fvar(2))

[State ]
type = velset
trigger1 = time = 3
y = var(0)-(random*.001)
x = var(1)-(random*.001)

[State ]
type = veladd
trigger1 = time >= 3
y = .3

[State ]
type = assertspecial
trigger1 = 1
flag = noshadow

[State end]
type = changestate
triggerall = enemynear,prevstateno != 607716
triggerall = time >= 5
trigger1 = (Vel Y > 0)&&(Pos Y >= 0)
value = 7033

;-------------------------- intestino
[Statedef 70321]
type    = A
movetype= I
physics = N
anim = 6976
velset = 0,0
ctrl = 0
sprpriority = 3

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 0, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 10

[State x]
type = VarRandom
trigger1 = parent,stateno != 6053
v = 1
range = -2,2
[State y]
type = VarRandom
trigger1 = parent,stateno = 6053
v = 0
range = -3,0
[State y]
type = VarRandom
trigger1 = parent,stateno != 6053
v = 0
range = -4,-7

[State x]
type = VarRandom
trigger1 = parent,stateno = 6053
v = 1
range = -2,0

[State x]
type = VarSet
trigger1 = 1
fv = 1
value = random*.001

[State ]
type = velset
trigger1 = time = 3
y = var(0)-(random*.001)
x = var(1)-(random*.001)

[State ]
type = veladd
trigger1 = time >= 3
y = .3

[State ]
type = assertspecial
trigger1 = 1
flag = noshadow

[State end]
type = changestate
triggerall = enemynear,prevstateno != 607716
triggerall = time >= 5
trigger1 = (Vel Y > 0)&&(Pos Y >= 0)
value = 7033

;-------------------------- muslo
[Statedef 70322]
type    = A
movetype= I
physics = N
anim = 6975
velset = 0,0
ctrl = 0
sprpriority = 3

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 0, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 10

[State x]
type = VarRandom
trigger1 = parent,stateno != 6053
v = 1
range = -2,2
[State y]
type = VarRandom
trigger1 = parent,stateno != 6053
v = 0
range = -4,-7

[State x]
type = VarRandom
trigger1 = parent,stateno = 6053
v = 1
range = -2,0
[State y]
type = VarRandom
trigger1 = parent,stateno = 6053
v = 0
range = -3,0
[State x]
type = VarSet
trigger1 = 1
fv = 1
value = random*.001

[State ]
type = velset
trigger1 = time = 3
y = var(0)-(random*.001)
x = var(1)-(random*.001)

[State ]
type = veladd
trigger1 = time >= 3
y = .3

[State ]
type = assertspecial
trigger1 = 1
flag = noshadow

[State end]
type = changestate
triggerall = enemynear,prevstateno != 607716
triggerall = time >= 5
trigger1 = (Vel Y > 0)&&(Pos Y >= 0)
value = 7033



;-------------------------- cadera
[Statedef 70323]
type    = A
movetype= I
physics = N
anim = 6974
velset = 0,0
ctrl = 0
sprpriority = 3

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 0, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 10

[State x]
type = VarRandom
trigger1 = parent,stateno != 6053
v = 1
range = -2,2
[State y]
type = VarRandom
trigger1 = parent,stateno != 6053
v = 0
range = -4,-7

[State x]
type = VarRandom
trigger1 = parent,stateno = 6053
v = 1
range = -2,0
[State y]
type = VarRandom
trigger1 = parent,stateno = 6053
v = 0
range = -3,0
[State x]
type = VarSet
trigger1 = 1
fv = 1
value = random*.001

[State ]
type = velset
trigger1 = time = 3
y = var(0)-(random*.001)
x = var(1)-(random*.001)

[State ]
type = veladd
trigger1 = time >= 3
y = .3

[State ]
type = assertspecial
trigger1 = 1
flag = noshadow

[State end]
type = changestate
triggerall = enemynear,prevstateno != 607716
triggerall = time >= 5
trigger1 = (Vel Y > 0)&&(Pos Y >= 0)
value = 7033

;-------------------------- mano
[Statedef 70324]
type    = A
movetype= I
physics = N
anim = 6973
velset = 0,0
ctrl = 0
sprpriority = 3

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 0, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 10
 
[State x]
type = VarRandom
trigger1 = parent,stateno != 6053
v = 1
range = -2,2
[State y]
type = VarRandom
trigger1 = parent,stateno != 6053
v = 0
range = -4,-7

[State x]
type = VarRandom
trigger1 = parent,stateno = 6053
v = 1
range = -2,0
[State y]
type = VarRandom
trigger1 = parent,stateno = 6053
v = 0
range = -3,0
[State x]
type = VarSet
trigger1 = 1
fv = 1
value = random*.001

[State ]
type = velset
trigger1 = time = 3
y = var(0)-(random*.001)
x = var(1)-(random*.001)

[State ]
type = veladd
trigger1 = time >= 3
y = .3

[State ]
type = assertspecial
trigger1 = 1
flag = noshadow

[State end]
type = changestate
triggerall = enemynear,prevstateno != 607716
triggerall = time >= 5
trigger1 = (Vel Y > 0)&&(Pos Y >= 0)
value = 7033


;-------------------------- costillas 2
[Statedef 70325]
type    = A
movetype= I
physics = N
anim = 6972
velset = 0,0
ctrl = 0
sprpriority = 3

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 0, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 10

[State x]
type = VarRandom
trigger1 = parent,stateno != 6053
v = 1
range = -2,2
[State y]
type = VarRandom
trigger1 = parent,stateno != 6053
v = 0
range = -4,-7

[State x]
type = VarRandom
trigger1 = parent,stateno = 6053
v = 1
range = -2,0
[State y]
type = VarRandom
trigger1 = parent,stateno = 6053
v = 0
range = -3,0
[State x]
type = VarSet
trigger1 = 1
fv = 1
value = random*.001

[State ]
type = velset
trigger1 = time = 3
y = var(0)-(random*.001)
x = var(1)-(random*.001)

[State ]
type = veladd
trigger1 = time >= 3
y = .3

[State ]
type = assertspecial
trigger1 = 1
flag = noshadow

[State end]
type = changestate
triggerall = enemynear,prevstateno != 607716
triggerall = time >= 5
trigger1 = (Vel Y > 0)&&(Pos Y >= 0)
value = 7033

;-------------------------------------------------------------
;body part bounceroo
[Statedef 7033]
type    = A
movetype= I
physics = N
ctrl = 0
sprpriority = 3

[State 0, angle]
type = AngleDraw
trigger1 = 1

[State 0, iceangle]
type = AngleAdd
trigger1 = anim = [70886,708820]
trigger2 = anim = 7070 
trigger3 = anim = 6976 || anim = 6975 || anim = 6974 || anim = 6973 || anim = 6972
value = 10

[State ]
type = velset
trigger1 = !time
y = -6

[State ]
type = posset
trigger1 = !time
y = 0

[State ]
type = veladd
trigger1 = 1
y = .3

[State ]
type = assertspecial
trigger1 = 1
flag = noshadow

[State cae]
type = PlaySnd
trigger1 = !time
value = 4, 2

[State end]
type = changestate
triggerall = time >= 5
trigger1 = (Vel Y > 0)&&(Pos Y >= 0)
value = 7034
;---------------------------------------------------------------
;-------------------------------------------------------------
;body part bounceroo
[Statedef 7034]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
sprpriority = 3

[State 23, hielodesaparece]
type = Trans
triggerall = root,win != 1 && !root,fvar(15)
trigger1 = (anim = [70886,70889]) || (anim = [708810,708812]) || (anim = [7024,7026]) || anim = 7027 || anim = [6976,6972]
trans = addalpha
alpha=ceil(256-4*(time-60)),ceil(0+4*(time-60))

[State 0, DestroySelf]
type = DestroySelf
trigger1 = !numhelper(60551) && !numhelper(60552) && !numhelper(60553) && !numhelper(60554)
trigger1 = root,win != 1 && time > 200 && !root,fvar(15)
trigger1 = (anim = [70886,70889]) || (anim = [708810,708812]) || (anim = [7024,7026]) || anim = 7027 || anim = [6976,6972]
trigger2 = parentdist x != [-240,240]

[State 0, compatibles]
type = ChangeAnim
trigger1 = !time
trigger1 = anim = 9108092
value = 9108093

[State 0, temblortorso]
type = EnvShake
triggerall = time = 1
trigger1 = anim = 7068
trigger2 = anim = 9108093
time = 7
ampl = -4

[State sound cabeza]
type = PlaySnd
triggerall = name = "Juano`s Sub guy"
trigger1 = !time && anim = 7070
value = F7,0
channel = -1
volume = -250

[State 0, cabeza]
type = AngleDraw
trigger1 = 1

[State sound body]
type = PlaySnd
trigger1 = !time && anim != 7070 && anim != [70886,708820]
value = 4, 2
channel = -1
volume = -250

[State ]
type = assertspecial
trigger1 = 1
flag = noshadow

[State ]
type = ChangeAnim
Trigger1 = anim != 7068
value = anim
elem = animelemno(0)

;CABEZA ------------------------------------------------
[Statedef 7036]     ;cabeza
type    = A
movetype= I
physics = N
ctrl = 0
sprpriority = 3
anim = 7070

;------------------------------------ chop and eat
[State ]
type = Turn
trigger1 = facing = enemynear,facing && enemynear,stateno = 6056

[State ]
type = PosSet
trigger1 = enemynear,stateno = 6056 && !time
x = enemynear,pos x-enemynear,const(size.xscale)*68*facing
y = (-145*enemynear,const(size.yscale))

[State ]
type = PosSet
trigger1 = enemynear,stateno = 6056 && time = 30
x = enemynear,pos x-enemynear,const(size.xscale)*10*facing
y = (-176*enemynear,const(size.yscale))

[State ]
type = VelSet
trigger1 = enemynear,stateno = 6056 && time = 40
x = .6
y = -2

[State baja]
type = VelAdd
trigger1 = enemynear,stateno = 6056 && time >= 40
y = .2

[State cae]
type = AngleDraw
trigger1 = enemynear,stateno = 6056 && time >= 40
value = 3*(40-time)

[State 0, DestroySelf]
type = DestroySelf
trigger1 = enemynear,stateno = 6056 && time >= 75


;------------------------------------- normal
[State ]
type = AngleDraw
trigger1 = enemynear,stateno != 6056

[State ]
type = AngleAdd
trigger1 = enemynear,stateno != 6056
value = 30

[State y]
type = VarRandom
trigger1 = !time && enemynear,stateno != 6056
v = 0
range = -10,-8 ;-8,-10
[State x]
type = VarRandom
trigger1 = !time && enemynear,stateno != 6056
v = 1
range = -1,1

[State ]
type = veladd
trigger1 = !time && enemynear,stateno != 6056
x = var(1)
y = ifelse(parent,stateno = 60500 && enemynear,stateno = 6050,-4,var(0))

[State ]
type = veladd
trigger1 = time = 1 && var(1) = 0 && enemynear,stateno != 6056
y = -5

[State ]
type = veladd
trigger1 = time >= 3 && enemynear,stateno != 6056
y = .2
;-------------------------------------

[State ]
type = assertspecial
trigger1 = 1
flag = noshadow

[State end]
type = changestate
trigger1 = (Vel Y > 0)&&(Pos Y >= 0)
value = 7033

;Cabeza peketo ------------------------------------------------
[Statedef 912320]     ;cabeza para peketo
type    = A
movetype= A
physics = N
ctrl = 0
anim = 9999
;--------------------
[State shake]
type = EnvShake
trigger1 = !time
trigger2 = time = 58 || time = 106
time = 15
ampl = -3

[State cayo]
type = PlaySnd
trigger1 = time = 58 || time = 106
value = 2, 1

[State cuerpo]
type = Explod
trigger1 = !time
anim = 6016
id = 912320
pos = 5*root,const(size.xscale)*(1+root,fvar(2)),-const(size.head.pos.y)*root,const(size.yscale)*(1+root,fvar(2))
sprpriority = 2
shadow = -1
scale = root,const(size.xscale)*(1+root,fvar(2)),root,const(size.yscale)*(1+root,fvar(2))
ownpal = 0

[State cabeza]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7036
name = "cabeza"
postype = p1
pos = 5*root,const(size.xscale),0*root,const(size.yscale)
stateno = 7036
ownpal = 0
scale = const(size.xscale),const(size.yscale)

[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7018
name = "what the bleed?"
postype = p1
ignorehitpause = 1
stateno = 7018
ownpal = 1
pos = 5*const(size.xscale)
size.xscale = 1
size.yscale = 1

[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7037
name = "sangrebola"
postype = p1
ignorehitpause = 1
stateno = 7037
ownpal = 1
pos = 5*const(size.xscale)
size.xscale = 1
size.yscale = 1

[State ]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7018
name = "what the bleed?"
postype = p1
ignorehitpause = 1
stateno = 7018
ownpal = 1
pos = 5*const(size.xscale)
size.xscale = 1
size.yscale = 1

[State 0, grito]
type = PlaySnd
Trigger1 = time = 0
value = 4+parent,var(23),5
volume = 200
channel = 4

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 120
;===========================================
;sangre bola
[Statedef 7037]
type    = A
movetype= I
physics = N
velset = 0,0
anim = ceil(6018+root,fvar(8))
ctrl = 0
sprpriority = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, baja]
type = VelAdd
trigger1 = anim = ceil(6018+root,fvar(8)) && time > 50 && pos Y < 0
y = .4

[State 0, stopbola]
type = VelSet
trigger1 = pos Y >= 0
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = anim = ceil(6019+root,fvar(8))
y = 6

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = vel Y = 0 && time > 50 && anim != ceil(6019+root,fvar(8))
value = ceil(6019+root,fvar(8))

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = ceil(6019+root,fvar(8)) && !animelemtime(1)
value = S1,5
volume = -250
channel = -1

[State 0, SprPriority]
type = SprPriority
trigger1 = anim = ceil(6019+root,fvar(8))
value = -1
;===========================================
;sangre cuello
[Statedef 7038]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 9999
ctrl = 0
sprpriority = -1

[State 0, Turn]
type = null;Turn
trigger1 = enemynear,stateno != 60501
trigger1 = (parent,facing = 1 && facing = -1) || (parent,facing = -1 && facing = 1)

[State 0, salesangre]
type = Explod
trigger1 = time = 0
anim = ceil(60182+root,fvar(8)*10)
ID = 60182
removetime = 16
scale = root,const(size.xscale)*(1+root,fvar(2)),root,const(size.yscale)*(1+root,fvar(2))
ontop = 1
shadow = 0
ownpal = 1
;vel = 6,2
accel = 0,.12

[State 0, sangrecae]
type = ChangeAnim
trigger1 = time = 16
value = ceil(60182+root,fvar(8)*10)
elem = 9

[State y]
type = VarRandom
trigger1 = 1
v = 0
range = 2,4

[State 0, baja]
type = Velset
trigger1 = pos Y < 0
trigger1 = time = 16
trigger1 = anim = ceil(60182+root,fvar(8)*10)
y = 6
x = var(0)

[State 0, stopbola]
type = VelSet
trigger1 = pos Y > -7
y = 0
x = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time > 70 && vel Y = 0

;===========================================
;picos
[Statedef 60771]
type    = A
movetype= I
physics = N
;velset = 0,2.5
anim = 9999;60330
ctrl = 0
sprpriority = -5

[State 0, picosatras1]
type = Explod
trigger1 = !numexplod(603301)
anim = 60330
ID = 603301
facing = 1
postype = left
sprpriority = -5
scale = 1,root,const(size.yscale)*(1+root,fvar(2))

[State 0, picosatras2]
type = Explod
trigger1 = !numexplod(603302)
anim = 60330
ID = 603302
facing = 1
postype = left
sprpriority = -5
pos = 264,0
scale = 1,root,const(size.yscale)*(1+root,fvar(2))

[State 0, filo]
type = PlaySnd
trigger1 = time = 0
value = S17,2
volume = 100
channel = 2

[State 0, nosombra]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, picodelante1]
type = Explod
trigger1 = !numexplod(60331)
anim = 60331
ID = 60331
facing = 1
ontop = 1
postype = left
scale = 1,const(size.yscale)*(1+root,fvar(2))

;-------------------------------------------------------------
;sangrecae de p2 empalado
[Statedef 60772]
type    = A
movetype= I
physics = N
anim = 70773+(root,fvar(8)*10)
velset = 0,0
ctrl = 0
sprpriority = -2

[State y]
type = VarRandom
trigger1 = 1
v = 0
range = 0,2

[State ]
type = velset
trigger1 = time = 1
y = var(0)

[State ]
type = veladd
trigger1 = time >= 1
y = .3

[State ]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 0, gotacae]
type = PlaySnd
triggerall = var(15) = 0;(0) = 0
triggerall = time >= 5
trigger1 = (Vel Y > 0)&&(Pos Y >= 0)
value = S4,2
channel = 3

[State 0, gotacae2]
type = PlaySnd
triggerall = time >= 5
triggerall = var(15) = 1;(0) = -1
trigger1 = (Vel Y > 0)&&(Pos Y >= 0)
value = S17,1
channel = 3
volume = 200

[State end]
type = changestate
triggerall = time >= 5
triggerall = (Vel Y > 0)
trigger1 = Pos Y >= 0
value = 7017

;-------------------------------------------------------------
;helpersangrecae
[Statedef 60773]
type    = A
movetype= I
physics = N
anim = 9999
velset = 0,0
ctrl = 0
sprpriority = 0

[State 0, BindToTarget]
type = BindToTarget
trigger1 = !time
time = 9999

[State 0, varsangresound]
type = VarRandom
trigger1 = 1
v = 15
range = 0,1

[State 0, varsangreX]
type = VarRandom
trigger1 = 1
v = 1
range = -60,30

[State 0, sangregoteadelp2enstagefatality]
type = Helper
trigger1 = parent,var(22) = 5011 && enemynear,pos Y < -260
trigger2 = parent,var(22) != 5011
triggerall = random < 50 && time > 70
helpertype = Normal
ID = 60772
name = "sangregotea"
postype = p2
pos = var(1),ifelse(root,var(22) = 5011,((enemynear,pos Y)+30),((-screenpos Y)+30))
stateno = 60772
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = enemynear,stateno = 5150
trigger1 = enemynear,pos Y > -20
value = S2,2
channel = -1
volume = 255
persistent = 0
;-------------------------------------------------------------
;helperoscuridad
[Statedef 60774]
type    = A
movetype= I
physics = N
anim = 9999
velset = 0,0
ctrl = 0
sprpriority = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = time < 35
var(0) = -3

[State 8000, oscuro1]
type = BGPalFX
trigger1 = time < 35
time = ifelse(parent,stateno = 60875,60,9999)
add = var(0),var(0),var(0)

[State mercy]
type = DestroySelf
trigger1 = parent,stateno = 60875 && parent,time = 60

;--------------------------------------------
;-------------------------------------------------------------
;sangrecae de p2 empalado 1
[Statedef 60775]
type    = A
movetype= I
physics = N
anim = 60341
velset = 0,0
ctrl = 0
sprpriority = 2

[State y]
type = VarRandom
trigger1 = 1
v = 0
range = 1,9

[State ]
type = velset
trigger1 = time = 1
x = var(0);5

[State ]
type = veladd
trigger1 = time >= 8
y = .2

[State ]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 0, gotacae]
type = PlaySnd
triggerall = var(15) = 0;(0) = 0
triggerall = time >= 5
trigger1 = (Vel Y > 0)&&(Pos Y >= 0)
value = S4,2
channel = 3

[State 0, gotacae2]
type = PlaySnd
triggerall = time >= 5
triggerall = var(15) = 1;(0) = -1
trigger1 = (Vel Y > 0)&&(Pos Y >= 0)
value = S17,1
channel = 4
volume = 200

[State end]
type = changestate
triggerall = time >= 5
trigger1 = (Vel Y > 0)&&(Pos Y >= 0)
value = 7017
;--------------------------------------------
;-------------------------------------------------------------
;----------------------------------------------
[Statedef 60776]
type    = A
movetype= I
physics = N
anim = 9999
velset = 0,0
ctrl = 0
sprpriority = 2

[State 0, gotacae2]
type = PlaySnd
trigger1 = time = 120
value = S17,5
channel = 3
volume = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = (parent,facing = 1 && facing = -1) || (parent,facing = -1 && facing = 1)
x = root,const(size.yscale)*(-60)

[State 0, Turn]
type = Turn
trigger1 = (parent,facing = 1 && facing = -1) || (parent,facing = -1 && facing = 1)

[State 0, sangregoteadelp2enstagefatality]
type = Helper
trigger1 = time = [41,90]
;trigger1 = numhelper(60774) < 10
trigger1 = (time%5) = 1
helpertype = Normal
ID = 60774
name = "sangregotea"
postype = p1
pos = 0,0
stateno = 60775
ownpal = 1
;facing = -1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 110

;--------------- HELPER HYPER -----------------
[Statedef 60777]
type    = A
movetype= I
physics = N
anim = 9999
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3000, 1]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3000, sonido hyper]
type = PlaySnd
trigger1 = time = 0
value = s14,0
channel = 1

[State 3000, Voice]
type = PlaySnd
trigger1 = time = 0
value = s1,9
channel = 0

[State 3000, env]
type = EnvColor
trigger1 = Time = 0
value = 255,255,255
time = 4
under = 1

[State 3000, env2]
type = EnvColor
trigger1 = Time = 0
value = 0,0,0
time = 24
under = 1

[State 3000,Explod1]
type = Explod
trigger1 = Time = 0
anim = 3001
id   = 3001
pos = 15*root,const(size.xscale)*(1+root,fvar(2)),-98*root,const(size.yscale)*(1+root,fvar(2))
postype = p1
supermove = 1
supermovetime = 9999
sprpriority = -1
bindtime = 1
ontop = 1
ownpal = 1
scale = root,const(size.xscale)*(1+root,fvar(2)),root,const(size.yscale)*(1+root,fvar(2))

[State 3000,Explod2]
type = Explod
trigger1 = Time = 0
anim = 3002
id   = 3002
pos = 15*root,const(size.xscale)*(1+root,fvar(2)),-98*root,const(size.yscale)*(1+root,fvar(2))
postype = p1
sprpriority = -2
supermove = 1
supermovetime = 9999
bindtime = -2
ontop = 1
ownpal = 1
unhittable = 1
scale = root,const(size.xscale)*(1+root,fvar(2)),root,const(size.yscale)*(1+root,fvar(2))

[State 3000,Explod2]
type = Explod
trigger1 = !time
anim = 30011
id   = 3002
pos = 0,0
postype = left
supermove = 1
supermovetime = 9999
sprpriority = -2
bindtime = 999999
ownpal = 1

[State 3000, Super Pause]
type = superPause
trigger1 = time = 0
movetime = 0
poweradd = 0
time = 30
anim = -1
p2defmul = 1
darken = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 2

;----------------------------------------------
;------------ HELPER SUPERCANCEL --------------
[Statedef 60778]
type    = A
movetype= I
physics = N
anim = 9999
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3000, 1]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3000,Explod2]
type = Explod
trigger1 = 1
anim = 30010
pos = 0,0
postype = left
supermove = 1
;supermovetime = 9999
sprpriority = -2
bindtime = -2
ontop = 0
ownpal = 1
ignorehitpause = 1

[State 0, AllPalFX]
type = bgPalFX
trigger1 = !time
time = 30
invertall = 1
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,10
color = 256

[State ]
type = Playsnd
trigger1 = !time
persistent = 0
value = 3,parent,var(5)
abspan = 1
channel = 2
volume = 200

[State 3000, tuun]
type = PlaySnd
trigger1 = time = 0
value = s4,3
channel = 3
volume = 250
ignorehitpause = 1

[State 3000,Explod1]
type = Explod
trigger1 = Time = 0
anim = 30012
id   = 3001
pos = 15*root,const(size.xscale)*(1+root,fvar(2)),-98*root,const(size.yscale)*(1+root,fvar(2))
postype = p1
supermove = 1
supermovetime = 9999
sprpriority = -1
bindtime = 1
ontop = 1
ownpal = 1
scale = root,const(size.xscale)*(1+root,fvar(2)),root,const(size.yscale)*(1+root,fvar(2))

[State 3000,Explod2]
type = Explod
trigger1 = Time = 0
anim = 30013
id   = 3002
pos = 15*root,const(size.xscale)*(1+root,fvar(2)),-98*root,const(size.yscale)*(1+root,fvar(2))
postype = p1
sprpriority = -2
supermove = 1
supermovetime = 9999
bindtime = -2
ontop = 1
ownpal = 1
unhittable = 1
scale = root,const(size.xscale)*(1+root,fvar(2)),root,const(size.yscale)*(1+root,fvar(2))

[State 3000, Super Pause]
type = superpause
trigger1 = time = 0
movetime = 0
poweradd = 0
time = 30
anim = S9999;30012
pos = 6,-98
p2defmul = 1
darken = 0
sound = s14,4

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 3
;============================================================
;=================== Shao Kahn ==============================
;------------------------------------------------------------
[Statedef 7040]
type    = A
movetype= I
physics = N
anim = 172
velset = 0,15
ctrl = 0
sprpriority = 2

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time < 260 && var(23) != 0
trigger2 = time < 340 && var(23) = 0
flag = roundnotover

[State 0, VelAdd]
type = VelAdd
trigger1 = pos Y < -20
y = .2

[State 0, VelSet]
type = VelSet
trigger1 = pos Y > 0
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = pos Y > 0
y = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = pos Y = 0 && anim != 173 && anim != 174 && anim != 1752
value = 173

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 173 && animelem = 1
value = S3,0
volume = 200

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 173 && time > 45 && anim != 174
value = 174

[State 0, VarRandom]
type = VarRandom
trigger1 = time = 0
v = 23
range = 0,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 174 && animelem = 1
value = 18,var(23)
volume = 200
channel = 2

;[State 0, VarSet]
;type = VarSet
;trigger1 = anim = 174 && animelem = 2
;v = 23
;value = 4

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 174
trigger1 = time > 205 && var(23) = 0
trigger2 = time > 135 && var(23) = 1
trigger3 = time > 135 && var(23) = 2
value = 1752

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 1752 && animelem = 2
value = 18,3
volume = 200
channel = 2

;============================================================
;====================== khanel ==============================
[Statedef 70420]
type    = A
movetype= I
physics = N
anim = 1794
velset = 0,15
ctrl = 0
sprpriority = 2

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 5 && root,var(21) = 1

[State 0, StopSnd]
type = StopSnd
trigger1 = time = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1 && var(15) = [0,4]
value = S4,3
volume = 255
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1 && var(15) != [0,4]
value = S1,40
volume = 255
channel = -1

[State a]
type = PalFX
trigger1 = numexplod(2100) = 1
time = 70
add = 0,0,50
mul = 0,0,150
sinadd = 0,0,30,10
invertall = 0
color = 0
ignorehitpause = 1

[State b]
type = PalFX
trigger1 = numexplod(2101) = 1
time = 70
add = 100,0,100
mul = 120,20,124
sinadd = 45,30,25,10
ignorehitpause = 1

[State c]
type = PalFX
trigger1 = numexplod(2102) = 1
time = 70
add = 0,100,50
mul = 20,120,24
sinadd = 45,30,25,10
ignorehitpause = 1

[State eh]
type = Explod
trigger1 = numexplod(2100+var(9)) < 6
trigger1 = (time%10) = 1
anim = 9999
ID = 2100+var(9)
pos = 320,240
postype = left
bindtime = 1
removetime = 1
ownpal = 1
ignorehitpause = 1

[State nsv]
type = Trans
trigger1 = 1
trans = addalpha
alpha= 256,50

[State cce]
type = VarRandom
trigger1 = !(time%5)
v = 9
range = 0,2

[State nd]
type = nothitby
trigger1 = 1
value = SCA

[State ]
type = AssertSpecial
trigger1 = 1
flag = intro
flag2 = nobardisplay
flag3 = nomusic
flag4 = timerfreeze

[State ]
type = VelAdd
trigger1 = pos Y < -20
y = .2

[State ]
type = VelSet
trigger1 = pos Y > 0
y = 0

[State ]
type = PosSet
trigger1 = pos Y > 0
y = 0

[State ]
type = ChangeAnim
trigger1 = pos Y = 0
value = 40
persistent = 0

[State ]
type = PlaySnd
trigger1 = pos Y = 0
value = S3,0
volume = 200
persistent = 0

[State bum]
type = explod
trigger1 = animelemtime(17) = 120
anim = 7038
pos = -6*root,const(size.xscale)*(1+root,fvar(2)),6*root,const(size.yscale)*(1+root,fvar(2))
postype = p1
ontop = 1
ownpal = 1
scale = root,const(size.xscale)*(1+root,fvar(2)),root,const(size.yscale)*(1+root,fvar(2))

[State ]
type = PlaySnd
trigger1 = animelemtime(17) = 120
value = 1,22

[State ]
type = ChangeAnim
trigger1 = anim = 40 && time > 30
value = 182

[State ]
type = VarRandom
trigger1 = !time
v = 15
range = 0,12

[State msn]
type = Explod
trigger1 = !pos Y
anim = 3388110+var(15)
ID = 3388110
pos = 160,230
postype = left
ontop = 1
bindtime = -1
removetime = -2
ownpal = 1
scale = .5,.5
ignorehitpause = 1
persistent = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelemtime(17) = 120
id = 3388110

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animelemtime(17) = 120

;============================================================
;=================== Brutal señal ===========================
[Statedef 7043]
type    = A
movetype= I
physics = N
anim = 9999
;velset = 0,0
ctrl = 0
sprpriority = 15

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
trigger9 = animelem = 9
value = S0,2
volume = 100
channel = 2

[State 0, VelSet]
type = VelSet
trigger1 = anim = 70289
x = 5

[State sangre1]
type = Helper
triggerall = !root,fvar(2)
triggerall = anim = 70289
trigger1 = !animelemtime(1)
trigger2 = !animelemtime(2)
trigger3 = !animelemtime(3)
trigger4 = !animelemtime(4)
trigger5 = !animelemtime(5)
trigger6 = !animelemtime(6)
trigger7 = !animelemtime(7)
trigger8 = !animelemtime(8)
trigger9 = !animelemtime(9)
helpertype = Normal
pos = -20,10
stateno = 7018
ownpal = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = (parent,time = 150) && (parent,stateno = 180) && (!parent,winperfect)
trigger2 = (parent,time = 260) && (parent,stateno = 180) && (parent,winperfect)
value = 70289

[State 0, Explod]
type = Explod
triggerall = !numexplod(702899)
trigger1 = (parent,time = 149) && (parent,stateno >= 180) && (!parent,winperfect)
trigger2 = (parent,time = 259) && (parent,stateno >= 180) && (parent,winperfect)
id = 702899
anim = 70289
postype = left
pos = 70,60
facing = 1
removetime = 9999
scale = 1,1
ontop = 1
shadow = 0
ownpal = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = (parent,time < 380) && (parent,stateno = 180) && (!parent,winperfect)
trigger2 = (parent,time < 480) && (parent,stateno = 180) && (parent,winperfect)
flag = roundnotover

[State 0 ,sonido]
type = PlaySnd
trigger1 = (parent,time = 300) && (parent,stateno = 180) && (parent,winperfect)
trigger2 = (parent,time = 200) && (parent,stateno = 180) && (!parent,winperfect)
persistent = 0
abspan = 0
value = 15,9
volume = 200
channel = 4

;========================================================
;----------------- Hara kiri mensaje --------------------
[Statedef 70430]
type    = A
movetype= I
physics = N
anim = 9999
ctrl = 0

[State wait]
type = AssertSpecial
trigger1 = (enemynear,time < 450) && (enemynear,stateno = 180) && (!enemynear,winperfect)
trigger2 = (enemynear,time < 550) && (enemynear,stateno = 180) && (enemynear,winperfect)
flag = roundnotover

[State msg]
type = Explod
trigger1 = (enemynear,time = 150) && (enemynear,stateno >= 180) && (!enemynear,winperfect)
trigger2 = (enemynear,time = 250) && (enemynear,stateno >= 180) && (enemynear,winperfect)
anim = 70293
postype = left
pos = 160,80
facing = 1
removetime = 9999
scale = 1,1
ontop = 1
shadow = 0
ownpal = 1

[State snd]
type = PlaySnd
trigger1 = (enemynear,time = 150) && (enemynear,stateno >= 180) && (!enemynear,winperfect)
trigger2 = (enemynear,time = 250) && (enemynear,stateno >= 180) && (enemynear,winperfect)
value = 15,16

[State snd]
type = PlaySnd
trigger1 = (enemynear,time = 150) && (enemynear,stateno >= 180) && (!enemynear,winperfect)
trigger2 = (enemynear,time = 250) && (enemynear,stateno >= 180) && (enemynear,winperfect)
value = 15,17


;========================================================
;==================== PISO PIT 2 ========================
[Statedef 70450]
type    = A
movetype= I
physics = N
anim = 9999
ctrl = 0
sprpriority = -6

;--------------------------- centro
[State 0, pisocentro]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
removetime = -2
scale = .1+(time*.007),.1+(time*.007)
shadow = 0
ownpal = 1

[State 0, der1]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = 3.4
pos = 50
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1
[State 0, der2]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = 3.4
pos = 50*2
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1
[State 0, der3]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = 3.4
pos = 50*3
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1

[State 0, izq1]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = -3.4
pos = -50
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1
[State 0, izq2]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = -3.4
pos = -50*2
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1
[State 0, izq3]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = -3.4
pos = -50*3
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1
;-----------------------arriba 1
[State 0, Arriba1]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = 0,-2.3
pos = 0,-32
removetime = 100
scale = .1+(time*.007),.1+(time*.007)
shadow = 0
ownpal = 1

[State 0, izq1]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = -3.4,-2.3
pos = -50,-32
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1
[State 0, izq2]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = -3.4,-2.3
pos = -50*2,-32
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1
[State 0, izq3]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = -3.4,-2.3
pos = -50*3,-32
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1

[State 0, der1]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = 3.4,-2.3
pos = 50,-32
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1
[State 0, der2]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = 3.4,-2.3
pos = 50*2,-32
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1
[State 0, der3]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = 3.4,-2.3
pos = 50*3,-32
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1

;----------------------arriba 2
[State 0, Arriba2]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = 0,-2.3
pos = 0,-32*2
removetime = 100
scale = .1+(time*.007),.1+(time*.007)
shadow = 0
ownpal = 1

[State 0, izq1]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = -3.4,-2.3
pos = -50,-32*2
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1
[State 0, izq2]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = -3.4,-2.3
pos = -50*2,-32*2
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1
[State 0, izq3]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = -3.4,-2.3
pos = -50*3,-32*2
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1

[State 0, der1]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = 3.4,-2.3
pos = 50,-32*2
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1
[State 0, der2]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = 3.4,-2.3
pos = 50*2,-32*2
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1
[State 0, der3]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = 3.4,-2.3
pos = 50*3,-32*2
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1

;----------------------arriba 3
[State 0, Arriba3]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = 0,-2.3
pos = 0,-32*3
removetime = 100
scale = .1+(time*.007),.1+(time*.007)
shadow = 0
ownpal = 1

[State 0, izq1]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = -3.4,-2.3
pos = -50,-32*3
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1
[State 0, izq2]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = -3.4,-2.3
pos = -50*2,-32*3
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1
[State 0, izq3]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = -3.4,-2.3
pos = -50*3,-32*3
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1

[State 0, der1]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = 3.4,-2.3
pos = 50,-32*3
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1
[State 0, der2]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = 3.4,-2.3
pos = 50*2,-32*3
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1
[State 0, der3]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = 3.4,-2.3
pos = 50*3,-32*3
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1

;----------------------- abajo 1
[State 0, abajo1]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = 0,2.3
pos = 0,32
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1

[State 0, izq1]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = -3.4,2.3
pos = -50,32
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1
[State 0, izq2]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = -3.4,2.3
pos = -50*2,32
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1
[State 0, izq3]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = -3.4,2.3
pos = -50*3,32
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1

[State 0, der1]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = 3.4,2.3
pos = 50,32
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1
[State 0, der2]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = 3.4,2.3
pos = 50*2,32
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1
[State 0, der3]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = 3.4,2.3
pos = 50*3,32
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1

;---------------------- abajo 2
[State 0, abajo2]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = 0,2.3
pos = 0,32*2
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1

[State 0, izq1]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = -3.4,2.3
pos = -50,32*2
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1
[State 0, izq2]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = -3.4,2.3
pos = -50*2,32*2
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1
[State 0, izq3]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = -3.4,2.3
pos = -50*3,32*2
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1

[State 0, der1]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = 3.4,2.3
pos = 50,32*2
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1
[State 0, der2]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = 3.4,2.3
pos = 50*2,32*2
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1
[State 0, der3]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = 3.4,2.3
pos = 50*3,32*2
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1

;---------------------- abajo 3
[State 0, abajo3]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = 0,2.3
pos = 0,32*3
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1

[State 0, izq1]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = -3.4,2.3
pos = -50,32*3
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1
[State 0, izq2]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = -3.4,2.3
pos = -50*2,32*3
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1
[State 0, izq3]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = -3.4,2.3
pos = -50*3,32*3
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1

[State 0, der1]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = 3.4,2.3
pos = 50,32*3
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1
[State 0, der2]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = 3.4,2.3
pos = 50*2,32*3
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1
[State 0, der3]
type = Explod
trigger1 = !time
anim = 607714
ID = 607714
sprpriority = -6
vel = 3.4,2.3
pos = 50*3,32*3
removetime = 100
scale = .05+(time*.007),.05+(time*.007)
shadow = 0
ownpal = 1
;-----------------------------
[State 0, agranda pisos]
type = ModifyExplod
trigger1 = time < 120
ID = 607714
scale = .1+(time*.007),.1+(time*.007)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 120
value = 0,2
volume = 255
channel = -1
freqmul = 1.3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 120
value = 1,50
volume = 255
channel = -1

[State 0, sangre]
type = Explod
trigger1 = time = 120
anim = 607717+(root,fvar(8)*100)
facing = 1
removetime = -2
sprpriority = -5
shadow = 0
ownpal = 1

[State 0, sangre]
type = Explod
trigger1 = time = 120
anim = 607718
facing = 1
removetime = -2
sprpriority = -4
shadow = 0
ownpal = 1

;===========================================================
;Sangre pit 3
[Statedef 70452]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 9999
ctrl = 0
sprpriority = 3

[State sound]
type = PlaySnd
trigger1 = !(time%5)
trigger1 = time <= 15
value = 4, 1
channel = 5

[State sound]
type = PlaySnd
trigger1 = !(time%4)
trigger1 = time <= 20
value = 1,31

[State shake]
type = EnvShake
trigger1 = !(time%8)
trigger1 = time <= 15
time = 20
ampl = -5

[State cuchilla]
type = PlaySnd
trigger1 = !(time%7)
trigger1 = time <= 5
value = 1,31
channel = 4
volume = 250

[State 0, VarRandom]
type = VarRandom
trigger1 = 1
v = 15
range = 0,2

[State 2]
type = VarRandom
trigger1 = 1
v = 16
range = 0,5

[State 0, bodyparts]
type = Helper
trigger1 = !(time%5)
trigger1 = time = [0,30]
helpertype = Normal
name = "bodyparts"
postype = p2
pos = 0,0
stateno = 7030+var(15)
ownpal = 1

[State 0, bodyparts]
type = Helper
trigger1 = !(time%5)
trigger1 = time = [0,30]
helpertype = Normal
name = "bodyparts2"
postype = p2
pos = 0,0
stateno = 70320+var(16)
ownpal = 1

[State -3, vapordesubpal1y7pie]
type = Explod
trigger1 = !(time%3)
trigger1 = time = [0,30]
anim = 7023+root,fvar(8)
name = "Blood"
pos = 0, 0
postype = p1
vel = 0, -1.3
random = ceil(const(size.yscale))*120,ceil(const(size.yscale))*40
;ontop = 1
ownpal = 1
shadow = 0

[State end]
type = destroyself
trigger1 = time = 100

;================================================
;Roca
[Statedef 70453]
type    = A
movetype= I
physics = N
anim = 6991
ctrl = 0
sprpriority = 3

[State x]
type = VarRandom
trigger1 = 1
v = 0
range = -80,80

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 1
x = var(0)

[State y]
type = VarRandom
trigger1 = 1
v = 1
range = -5,0

[State ]
type = velset
trigger1 = time = 1
x = 0
y = var(1)

[State ]
type = veladd
trigger1 = time >= 1
y = .3

[State ]
type = assertspecial
trigger1 = 1
flag = noshadow

[State end]
type = changestate
triggerall = enemynear,prevstateno != 607716
triggerall = time >= 5
triggerall = (Vel Y > 0)
trigger1 = Pos Y >= 0 && var(1) = [-5,-3]
trigger2 = Pos Y >= -10 && var(1) = [-4,0]
value = 70454
;-----------roca cae
[Statedef 70454]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 6990
velset = 0,0
sprpriority = 1

[State 0, VarRandom]
type = VarRandom
trigger1 = 1
v = 15
range = 0,1

[State 0, gotacaecanal3]
type = PlaySnd
triggerall = var(15) = 1
trigger1 = time = 1
value = 4,2

[State 0, SprPriority]
type = SprPriority
trigger1 = pos Y != 0
value = -5

[State ]
type = null;posset
trigger1 = !time
y = 0

[State ]
type = assertspecial
trigger1 = 1
flag = noshadow

[State end]
type = destroyself
trigger1 = time > 40
;======================================================0
;Subway Stage fatality - TREN - F989100
[Statedef 70456]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 9999
;velset = 13,0
sprpriority = -9

[State 0, tren]
type = PlaySnd
trigger1 = !time
value = F9891,21
volume = 255
channel = -1

[State 0, trengolpea]
type = PlaySnd
trigger1 = time = 30
value = S0,2
volume = 255
channel = -1
persistent = 0

[State 0, TRen Subway]
type = Explod
triggerall = root,var(22) = 5017
trigger1 = time = 1
anim = 9891
ID = 989100
sprpriority = -9
shadow = 0
vel = 13
pos = 50,0
postype = p1
facing = 1
ownpal = 1
removetime = -1

[State 0, TRen Subway MKA]
type = Explod
triggerall = root,var(22) = 5019
trigger1 = time = 10
anim = 9891
ID = 989100
sprpriority = -9
shadow = 0
vel = -13
pos = 470,60
postype = p1
facing = 1
ownpal = 1
removetime = -1

[State 0, Papel 1 Subway MKA]
type = Explod
triggerall = root,var(22) = 5019
trigger1 = time = 30
trigger2 = time = 90
anim = 6984
ID = 6984
sprpriority = -9
shadow = 0
vel = -13
pos = 500,145
postype = p1
facing = 1
ownpal = 1
removetime = 300

[State 0, Papel 2 Subway MKA]
type = Explod
triggerall = root,var(22) = 5019
trigger1 = time = 50
anim = 6983
ID = 6983
ontop = 1
shadow = 0
vel = -13
pos = 550,190
postype = p1
facing = 1
ownpal = 1
removetime = 300

;=======================================================
;Fondo de Subway
[Statedef 70457]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 9999

[State 0, ExplodBindTime]
type = ExplodBindTime
trigger1 = 1
ID = 98910
time = 99999

[State 0, subway]
type = Explod
triggerall = root,var(22) = 5017
trigger1 = !numexplod(98910)
trigger1 = root,stateno = 6077
anim = 98910
ID = 98910
pos = 0,0
facing = 1
bindtime = 99999
removetime = 99999
scale = 1,1
sprpriority = -8
ownpal = 1

[State 0, subwayMKA]
type = Explod
triggerall = root,var(22) = 5019
trigger1 = !numexplod(98911)
trigger1 = root,stateno = 6077
anim = 98911
ID = 98911
pos = 0,0
facing = 1
bindtime = 99999
removetime = 99999
scale = 1,1
sprpriority = -8
ownpal = 1

;===========================================================
;Sangre Bell tower
[Statedef 70458]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 9999
ctrl = 0
sprpriority = 3

[State sound]
type = PlaySnd
trigger1 = time = 0
value = 17,2
channel = 5
volume = 255

[State 0, VarRandom]
type = VarRandom
trigger1 = 1
v = 15
range = 0,2

[State -3, vapordesubpal1y7pie]
type = Explod
trigger1 = time = [0,3]
anim = 7023+root,fvar(8)
name = "Blood"
pos = 0, -40
postype = p1
vel = 0, -1.3
random = ceil(const(size.yscale))*80,ceil(const(size.yscale))*10
ontop = 1
ownpal = 1
shadow = 0

[State ]
type = Helper
trigger1 = time = [0,2]
helpertype = Normal
ID = 7018
name = "what the bleed?"
postype = p2
ignorehitpause = 1
pos = 0,-40
stateno = 7018
ownpal = 1
size.xscale = 1
size.yscale = 1

[State end]
type = destroyself
trigger1 = time = 100
;=======================================================
;Arboles living forest
[Statedef 704510]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 9999

[State 0, gruñido]
type = PlaySnd
;triggerall = root,var(22) = 5007
trigger1 = (time%238) = 120 ;arbol 1
trigger2 = (time%318) = 200 ;arbol 2
trigger3 = (time%378) = 260 ;arbol 3
value = S19,2
volume = -255
ignorehitpause = 1
;freqmul = 1.4

;=======================================================
;PISO ROTO BELLTOWER
[Statedef 704511]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 9999

[State 0, EnvShake]
type = EnvShake
trigger1 = pos y = [480,485]
trigger2 = pos y = [480*2,485*2]
trigger3 = pos y = [480*3,485*3]
trigger4 = pos y = [480*4,485*4]
trigger5 = pos y = [480*5,485*5]
trigger6 = pos y = [480*6,485*6]
trigger7 = pos y = [480*7,485*7]
trigger8 = pos y = [480*8,485*8]
time = 10
ampl = -4

[State 0, pisoroto1]
type = Explod
trigger1 = enemynear,pos y = [480,485]
anim = 6981
postype = p1
sprpriority = -10
shadow = 0
ownpal = 1
persistent = 0

[State 0, pisoroto1]
type = Explod
trigger1 = enemynear,pos y = [480*2,485*2]
anim = 6981
postype = p1
sprpriority = -10
shadow = 0
ownpal = 1
persistent = 0
pos = 0,487

[State 0, pisoroto1]
type = Explod
trigger1 = enemynear,pos y = [480*3,485*3]
anim = 6981
postype = p1
sprpriority = -10
shadow = 0
ownpal = 1
persistent = 0
pos = 0,487*2
;======================================================
;Control ESQUELETO DEAD POOL
[Statedef 704514]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 9999
ctrl = 0
sprpriority = -1

[State 0, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State esqueleto]
type = Helper
trigger1 = enemynear,stateno = 60779
helpertype = Normal
name = "Esqueleto DEaD PoOl"
postype = p2
pos = 0,-5
stateno = 7045140
ownpal = 1
scale = 1,1
persistent = 0

;======================================================
;ESQUELETO DEAD POOL
[Statedef 7045140]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 60343
ctrl = 0
sprpriority = -1

[State sale]
type = PlaySnd
trigger1 = time = 140
value = S19,3

[State awoa]
type = VarSet
trigger1 = !var(0) && (root,command = "holddown" || enemynear,command = "holddown") 
var(0) = 1

[State awoa]
type = PlaySnd
trigger1 = time = 200 && var(0) = 1
value = S19,4

[State 0, PosSet]
type = PosSet
trigger1 = time < 136
x = enemynear,pos X

[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(2) = 0
x = ifelse(parentdist X > 0,.2,-.2)

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, VelSet]
type = VelSet
trigger1 = ParentDist X < -410 && vel X > 0
trigger2 = ParentDist X > 415  && vel X < 0
x = 0

[State ]
type = DisplayToClipboard
trigger1 = 1
text = "Awoa:%d "
params = var(0)

;======================================================
;MARCADOR DE NUMERO DE VICTORIAS
[Statedef 704515]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 9999
ctrl = 0
sprpriority = -1

[State 0, fix]
type = varAdd
trigger1 = !time
var(0) = 160

[State 0, fix]
type = varAdd
triggerall = !time
trigger1 = root,var(57) = 11
var(0) = 11
[State 0, fix]
type = varAdd
triggerall = !time
trigger1 = root,var(57) = 13
var(0) = -11
[State 0, fix]
type = varAdd
triggerall = !time
trigger1 = root,var(57) = 14
trigger2 = root,var(57) = 18
var(0) = -28
[State 0, fix]
type = varAdd
triggerall = !time
trigger1 = root,var(57) = 16
var(0) = -5
[State 0, fix]
type = varAdd
triggerall = !time
trigger1 = root,var(57) = 17
var(0) = -22
[State 0, fix]
type = varAdd
triggerall = !time
trigger1 = root,var(57) = 19
var(0) = -44

;--------------------------- 1 wins
[State 0, 1]
type = Explod
trigger1 = root,var(57) = 1
trigger2 = root,var(57) = 3
trigger3 = root,var(57) = 7
trigger4 = root,var(57) = 9
triggerall = !time
anim = 6980
ID = 6980
postype = left
pos = var(0),73
facing = 1
bindtime = 9999
sprpriority = 5
scale = .5,.5
;--------------------------- 2 wins
[State 0, 2]
type = Explod
trigger1 = root,var(57) = 2
trigger2 = root,var(57) = 4
trigger3 = root,var(57) = 6
trigger4 = root,var(57) = 8
triggerall = time = 1
postype = left
pos = 11+var(0),73
anim = 6980
ID = 6980
facing = 1
bindtime = 9999
sprpriority = 5
scale = .5,.5
[State 0, 2]
type = Explod
trigger1 = root,var(57) = 2
trigger2 = root,var(57) = 4
trigger3 = root,var(57) = 8
triggerall = time = 1
postype = left
pos = -11+var(0),73
anim = 6980
ID = 6980
facing = 1
bindtime = 9999
sprpriority = 5
scale = .5,.5
;--------------------------- 3 wins
[State 0, 3]
type = Explod
trigger1 = root,var(57) = 3
trigger2 = root,var(57) = 7
trigger3 = root,var(57) = 9
trigger4 = root,var(57) = 11
trigger5 = root,var(57) = 12
trigger6 = root,var(57) = 13
trigger7 = root,var(57) = 14
triggerall = time = 1
postype = left
pos = 22+var(0),73
anim = 6980
ID = 6980
facing = 1
bindtime = 9999
sprpriority = 5
scale = .5,.5
[State 0, 3]
type = Explod
trigger1 = root,var(57) = 3
trigger2 = root,var(57) = 9
triggerall = time = 1
postype = left
pos = -22+var(0),73
anim = 6980
ID = 6980
facing = 1
bindtime = 9999
sprpriority = 5
scale = .5,.5
;--------------------------- 4 wins
[State 0, 3]
type = Explod
trigger1 = root,var(57) = 4
trigger2 = root,var(57) = 8
triggerall = time = 1
postype = left
pos = 33+var(0),73
anim = 6980
ID = 6980
facing = 1
bindtime = 9999
sprpriority = 5
scale = .5,.5
[State 0, 3]
type = Explod
trigger1 = root,var(57) = 4
triggerall = time = 1
postype = left
pos = -33+var(0),73
anim = 6980
ID = 6980
facing = 1
bindtime = 9999
sprpriority = 5
scale = .5,.5
;--------------------------- 5 wins
[State 0, 3]
type = Explod
trigger1 = root,var(57) = 5
trigger2 = root,var(57) = 11
trigger3 = root,var(57) = 12
trigger4 = root,var(57) = 13
trigger5 = root,var(57) = 14
trigger6 = root,var(57) = 15 || root,var(57) = 16 || root,var(57) = 17 || root,var(57) = 18 || root,var(57) = 19
triggerall = time = 1
anim = 6979
postype = left
pos = -5+var(0),73
ID = 6980
facing = 1
bindtime = 9999
sprpriority = 5
scale = .5,.5
;--------------------------- 6 wins
[State 0, 3]
type = Explod
trigger1 = root,var(57) = 6
trigger2 = root,var(57) = 10
triggerall = time = 1
anim = 6979
postype = left
pos = -15+var(0),73
ID = 6980
facing = 1
bindtime = 9999
sprpriority = 5
scale = .5,.5
;--------------------------- 7 wins
[State 0, 3]
type = Explod
trigger1 = root,var(57) = 7
triggerall = time = 1
anim = 6979
postype = left
pos = -26+var(0),73
ID = 6980
facing = 1
bindtime = 9999
sprpriority = 5
scale = .5,.5
;--------------------------- 8 wins
[State 0, 3]
type = Explod
trigger1 = root,var(57) = 8
triggerall = time = 1
anim = 6979
postype = left
pos = -37+var(0),73
ID = 6980
facing = 1
bindtime = 9999
sprpriority = 5
scale = .5,.5
;--------------------------- 9 wins
[State 0, 3]
type = Explod
trigger1 = root,var(57) = 9
triggerall = time = 1
anim = 6979
postype = left
pos = -48+var(0),73
ID = 6980
facing = 1
bindtime = 9999
sprpriority = 5
scale = .5,.5
[State 0, 3]
type = Explod
trigger1 = root,var(57) = 9
triggerall = time = 1
postype = left
pos = 48+var(0),73
anim = 6980
ID = 6980
facing = 1
bindtime = 9999
sprpriority = 5
scale = .5,.5
;--------------------------- 10 wins
[State 0, 3]
type = Explod
triggerall = root,var(57) = 10
trigger1 = time = 1
anim = 6979
postype = left
pos = 17+var(0),73
ID = 6980
facing = 1
bindtime = 9999
sprpriority = 5
scale = .5,.5
;--------------------------- 11 wins
[State 0, 3]
type = Explod
trigger1 = root,var(57) = 11
trigger2 = root,var(57) = 12
trigger3 = root,var(57) = 13
trigger4 = root,var(57) = 14
trigger5 = root,var(57) = 15 || root,var(57) = 16 || root,var(57) = 17 || root,var(57) = 18 || root,var(57) = 19
triggerall = time = 1
anim = 6979
postype = left
pos = -37+var(0),73
ID = 6980
facing = 1
bindtime = 9999
sprpriority = 5
scale = .5,.5
;--------------------------- 12 wins
[State 0, 3]
type = Explod
trigger1 = root,var(57) = 12
trigger2 = root,var(57) = 13
trigger3 = root,var(57) = 14
triggerall = time = 1
postype = left
pos = 44+var(0),73
anim = 6980
ID = 6980
facing = 1
bindtime = 9999
sprpriority = 5
scale = .5,.5
;--------------------------- 13 wins
[State 0, 3]
type = Explod
trigger1 = root,var(57) = 13
trigger2 = root,var(57) = 14
triggerall = time = 1
postype = left
pos = 66+var(0),73
anim = 6980
ID = 6980
facing = 1
bindtime = 9999
sprpriority = 5
scale = .5,.5
;--------------------------- 14 wins
[State 0, 3]
type = Explod
trigger1 = root,var(57) = 14
triggerall = time = 1
postype = left
pos = 88+var(0),73
anim = 6980
ID = 6980
facing = 1
bindtime = 9999
sprpriority = 5
scale = .5,.5
;--------------------------- 15 wins
[State 0, 3]
type = Explod
trigger1 = root,var(57) = 15 || root,var(57) = 16 || root,var(57) = 17 || root,var(57) = 18 || root,var(57) = 19
triggerall = time = 1
anim = 6979
postype = left
pos = 28+var(0),73
ID = 6980
facing = 1
bindtime = 9999
sprpriority = 5
scale = .5,.5
;--------------------------- 16 wins
[State 0, 3]
type = Explod
trigger1 = root,var(57) = 16 || root,var(57) = 17 || root,var(57) = 18 || root,var(57) = 19
triggerall = time = 1
anim = 6980
postype = left
pos = 55+var(0),73
ID = 6980
facing = 1
bindtime = 9999
sprpriority = 5
scale = .5,.5
;--------------------------- 17 wins
[State 0, 3]
type = Explod
trigger1 = root,var(57) = 17 || root,var(57) = 18 || root,var(57) = 19
triggerall = time = 1
anim = 6980
postype = left
pos = 77+var(0),73
ID = 6980
facing = 1
bindtime = 9999
sprpriority = 5
scale = .5,.5
;--------------------------- 18 wins
[State 0, 3]
type = Explod
trigger1 = root,var(57) = 18 || root,var(57) = 19
triggerall = time = 1
anim = 6980
postype = left
pos = 99+var(0),73
ID = 6980
facing = 1
bindtime = 9999
sprpriority = 5
scale = .5,.5
;--------------------------- 19 wins
[State 0, 3]
type = Explod
trigger1 = root,var(57) = 19
triggerall = time = 1
anim = 6980
postype = left
pos = 121+var(0),73
ID = 6980
facing = 1
bindtime = 9999
sprpriority = 5
scale = .5,.5
;--------------------------- 20 wins or more
[State 0, 3]
type = Explod
trigger1 = root,var(57) >= 20
triggerall = time = 1
anim = 6978
postype = left
pos = var(0),73
ID = 6980
facing = 1
bindtime = 9999
sprpriority = 5

[State desaparece en MSG]
type = ModifyExplod
triggerall = time = 1 
trigger1 = numhelper(7021)
trigger1 = helper(7021),var(0) = 1
trigger2 = numhelper(7043)
ID = 6980
removetime = ifelse(parent,winperfect,250,150)

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 10
