;====================================================================
;--------- Fatality 1  ----  Sektor - Flame Trower -----------------
[Statedef 60500]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2

[State check]
type = ChangeAnim
trigger1 = !time
value = 9001
elem = ifelse(var(20) = 1,1,2)

[State work]
type = HitDef
Trigger1 = !movecontact && !time
attr = S,NA
guardflag = M
animtype = light
sparkno = -1
p2stateno = 7022

[State hit]
type = ChangeState
trigger1 = movecontact && time = 1
value = 6050

[State nohit]
type = ChangeState
trigger1 = !movecontact && time = 1
value = 0
ctrl = 1

;---------------------------- fatality 1
[Statedef 6050]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 0
anim = 1

[State 0, sektorID]
type = Explod
trigger1 = !(time%1) && var(21) = 1
anim = 9999
ID = 2101
pos = 320,240
postype = left
bindtime = 1
removetime = 1
ownpal = 1
ignorehitpause = 1

[State Setfatal]
type = VarSet
trigger1 = !time
var(16) = 7

[State silencio]
type = StopSnd
trigger1 = !time
channel = -1
persistent = 3

[State  tuntun]
type = Playsnd
trigger1 = !time
value = 15,ifelse(!var(27),0,14)
volume = 250
channel = 2

[State ]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nokosnd
flag3= nokoslow
flag3 = timerfreeze

[State ]
type = Helper
trigger1 = !time
helpertype = normal
name = "Dark"
ID = 60774
stateno = 60774
pos = 999,999
ownpal = 1

[State finFatality]
type = Playsnd
trigger1 = time = 220
value = 15,10
volume = -250
channel = -1

[State End]
type = changestate
trigger1 = time > 382
value = 0
ctrl = 1

;------------------------ fatality
[State posicion]
type = ChangeAnim
trigger1 = time = 60
value = 6008

[State win]
type = ChangeAnim
trigger1 = time = 260
value = 181

[State congela]
type = HitDef
trigger1 = anim = 6008 && animelemtime(3) = 10
attr = S, NA
hitflag = M-
sparkno = -1
p2stateno = 60501

[State fuego]
type = Explod
trigger1 = anim = 6008 && animelemtime(3) = 20
anim = 60080
bindtime = 9999
ontop = 1
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
ownpal = 1
sprpriority = 4

[State Esqueleto]
type = explod
trigger1 = time = 107 && !enemynear,selfanimexist(9108120)
anim = 60081
id = 60081
postype = p2
facing = -facing
sprpriority = 3
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
ownpal = 1

[State cae esqueleto]
type = PlaySnd
trigger1 = time = 382 && !enemynear,selfanimexist(9108120)
value = S1,55

[State apunta]
type = PlaySnd
trigger1 = anim = 6008 && animelem = 3
value = S1,7

[State incendio]
type = PlaySnd
trigger1 = time = 98
value = S1,29

[State sale]
type = PlaySnd
trigger1 = anim = 6008 && animelemtime(3) = 17
value = S1,30
freqmul = .8


;--------------------------------------------
;player 2 quemado
[Statedef 60501]
type    = A
movetype= H
physics = N
sprpriority = 1

[State ]
type = AssertSpecial
trigger1 = time > 40 && !selfanimexist(9108120)
flag = invisible

[State EskeletoKomp]
type = ChangeAnim
trigger1 = time = 40 && selfanimexist(9108120)
value = 9108120

[State noKomp]
type = ChangeAnim
trigger1 = time = 40 && !selfanimexist(9108120)
value = 5000

[State ]
type = LifeSet
trigger1 = time = 120
value = 0

[State ]
type = changestate
trigger1 = time = 130
value = 5150

;====================================================================
;--------- Fatality 2  ----  cyrax - Autodestruccion -----------------
[Statedef 60510]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2

[State check]
type = ChangeAnim
trigger1 = !time
value = 9001
elem = ifelse(var(20) = 1,1,2)

[State work]
type = HitDef
Trigger1 = !movecontact && !time
attr = S,NA
guardflag = M
animtype = light
sparkno = -1
p2stateno = 7022

[State hit]
type = ChangeState
trigger1 = movecontact && time = 1
value = 6051

[State nohit]
type = ChangeState
trigger1 = !movecontact && time = 1
value = 0
ctrl = 1

;============================== fatality 2
[Statedef 6051]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 1
anim = 0

[State 0, cyraxID]
type = Explod
trigger1 = !(time%1) && var(21) = 1
anim = 9999
ID = 2100
pos = 320,240
postype = left
bindtime = 1
removetime = 1
ownpal = 1
ignorehitpause = 1

[State Setfatal]
type = VarSet
trigger1 = !time
var(16) = 7

[State silencio]
type = StopSnd
trigger1 = !time
channel = -1
persistent = 3

[State  tuntun]
type = Playsnd
trigger1 = !time
value = 15,ifelse(!var(27),0,14)
volume = 250
channel = 2

[State ]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nokosnd
flag3= nokoslow
flag3 = timerfreeze

[State ]
type = Helper
trigger1 = !time
helpertype = normal
name = "Dark"
ID = 60774
stateno = 60774
pos = 999,999
ownpal = 1

[State finFatality]
type = Playsnd
trigger1 = time = 280
value = 15,10
volume = -250
channel = -1

[State End]
type = changestate
trigger1 = enemynear,stateno = 5150  && enemynear,time = 100
value = 0
ctrl = 1

;------------------------ fatality
[State posicion]
type = ChangeAnim
trigger1 = time = 60
value = 6009

[State destruye]
type = HitDef
trigger1 = time > 230
attr = S, NA
hitflag = M-
sparkno = -1
p2stateno = 6072

[State empieza]
type = PlaySnd
trigger1 = time = 65
value = S1,33

[State persiona]
type = PlaySnd
trigger1 = anim = 6009
trigger1 = animelem = 5 || animelem = 9 || animelem = 13
value = S1,32

[State voz]
type = PlaySnd
trigger1 = time < 230 && anim = 6009 && !animelemtime(20)
value = S2,3

[State letras]
type = Explod
trigger1 = time = 145
anim = 60090
removetime = 85
facing = facing
ontop = 1
ownpal = 1

[State desaparece]
type = Explod
trigger1 = time = 230
anim = 9999
ID = 6051
removetime = 9999

[State destruye]
type = Helper
trigger1 = time = 229 || time = 230
helpertype = Normal
ID = 7028
name = "splat"
postype = p2
pos = 0,ceil(enemynear,const(size.mid.pos.y)*enemynear,const(size.yscale))
stateno = 7029
ownpal = 1
persistent = 0


;====================================================================
;--------- Fatality 3  ----  Smoke - Throat bomb -----------------
[Statedef 60520]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2

[State check]
type = ChangeAnim
trigger1 = !time
value = 9001
elem = ifelse(var(20) = 1,1,2)

[State work]
type = HitDef
Trigger1 = !movecontact && !time
attr = S,NA
guardflag = M
animtype = light
sparkno = -1
p2stateno = 7022

[State hit]
type = ChangeState
trigger1 = movecontact && time = 1
value = 6052

[State nohit]
type = ChangeState
trigger1 = !movecontact && time = 1
value = 0
ctrl = 1

;============================== fatality 3
[Statedef 6052]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 0
anim = 1

[State 0, smokeID]
type = Explod
trigger1 = !(time%1) && var(21) = 1
anim = 9999
ID = 2102
pos = 320,240
postype = left
bindtime = 1
removetime = 1
ownpal = 1
ignorehitpause = 1

[State Setfatal]
type = VarSet
trigger1 = !time
var(16) = 7

[State silencio]
type = StopSnd
trigger1 = !time
channel = -1
persistent = 3

[State  tuntun]
type = Playsnd
trigger1 = !time
value = 15,ifelse(!var(27),0,14)
volume = 250
channel = 2

[State ]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nokosnd
flag3= nokoslow
flag3 = timerfreeze

[State ]
type = Helper
trigger1 = !time
helpertype = normal
name = "Dark"
ID = 60774
stateno = 60774
pos = 999,999
ownpal = 1

[State finFatality]
type = Playsnd
trigger1 = time = 280
value = 15,10
volume = -250
channel = -1

[State End]
type = changestate
trigger1 = enemynear,stateno = 5150  && enemynear,time = 100
value = 0
ctrl = 1

;------------------------ fatality
[State posicion]
type = ChangeAnim
trigger1 = time = 60
value = 6010

[State bomba]
type = HitDef
trigger1 = !movecontact
attr = S, NA
hitflag = M-
sparkno = -1
p2facing = 1
p2stateno = 60522

[State bomba]
type = Explod
trigger1 = anim = 6010 && animelem = 8
anim = 60101
accel = 0,.3
removetime = 20
scale = const(size.xscale),const(size.yscale)
sprpriority = 1
ownpal = 1

[State abre]
type = PlaySnd
trigger1 = anim = 6010 && animelem = 1
value = 1,7

[State sale]
type = PlaySnd
trigger1 = anim = 6010 && animelem = 2
value = 1,17

[State suelta]
type = PlaySnd
trigger1 = anim = 6010 && animelem = 8
value = 1,19

[State cae]
type = PlaySnd
trigger1 = anim = 6010 && animelemtime(8) = 20
value = 0,7

[State destruye]
type = Helper
trigger1 = time = 160
helpertype = Normal
ID = 7028
name = "splat"
postype = p2
pos = 0,ceil(enemynear,const(size.mid.pos.y)*enemynear,const(size.yscale))
stateno = 7029
ownpal = 1
persistent = 0


;-------------------------------
;p2 bomba
[Statedef 60522]
type    = A
movetype= H
physics = N
sprpriority = 2

[State anim]
type = ChangeAnim
trigger1 = !selfanimexist(9108121+ifelse(name = "juano`s morph guy",var(20)*1000,0))
trigger2 = selfanimexist(9108121+ifelse(name = "juano`s morph guy",var(20)*1000,0)) && !time
value = ifelse(!selfanimexist(9108121+ifelse(name = "juano`s morph guy",var(20)*1000,0)),5001+ifelse(name = "juano`s morph guy",var(20),0),9108121+ifelse(name = "juano`s morph guy",var(20)*1000,0))

[State tiembla]
type = PosAdd
trigger1 = time >= 55 && time <= 65
trigger1 = time%2 = 1
y = 2

[State tiembla]
type = PosAdd
trigger1 = time >= 55 && time <= 65
trigger1 = time%3 = 1
y = -3

[State ]
type = LifeSet
trigger1 = time = 80
value = 0

[State ]
type = changestate
trigger1 = time = 80
value = 6072

;====================================================================
;--------- Fatality 4  ----  cyrax - helichopper -----------------
[Statedef 60530]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2

[State check]
type = ChangeAnim
trigger1 = !time
value = 9001
elem = ifelse(var(20) = 1,1,2)

[State work]
type = HitDef
Trigger1 = !movecontact && !time
attr = S,NA
guardflag = M
animtype = light
sparkno = -1
p2stateno = 7022

[State hit]
type = ChangeState
trigger1 = movecontact && time = 1
value = 6053

[State nohit]
type = ChangeState
trigger1 = !movecontact && time = 1
value = 0
ctrl = 1

;============================== fatality 4
[Statedef 6053]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 3
anim = 0

[State cyraxID]
type = Explod
trigger1 = !(time%1) && var(21) = 1
anim = 9999
ID = 2100
pos = 320,240
postype = left
bindtime = 1
removetime = 1
ownpal = 1
ignorehitpause = 1

[State Setfatal]
type = VarSet
trigger1 = !time
var(16) = 7

[State silencio]
type = StopSnd
trigger1 = !time
channel = -1
persistent = 3

[State  tuntun]
type = Playsnd
trigger1 = !time
value = 15,ifelse(!var(27),0,14)
volume = 250
channel = 2

[State ]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nokosnd
flag3= nokoslow
flag3 = timerfreeze

[State ]
type = Helper
trigger1 = !time
helpertype = normal
name = "Dark"
ID = 60774
stateno = 60774
pos = 999,999
ownpal = 1

[State finFatality]
type = Playsnd
trigger1 = time = 300
value = 15,10
volume = -250
channel = -1

[State End]
type = changestate
trigger1 = enemynear,stateno = 5150  && enemynear,time = 60
value = 0
ctrl = 1

;------------------------ fatality
[State posicion]
type = ChangeAnim
trigger1 = time = 60
value = 6011

[State destruye]
type = HitDef
trigger1 = !movecontact && time > 200
attr = S, NA
hitflag = M-
sparkno = -1
p2stateno = 60531

[State camera]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 160

[State noshadow]
type = AssertSpecial
trigger1 = time > 200 && anim != 180
flag = noshadow

[State carga]
type = PlaySnd
trigger1 = time = 70 || time = 170
value = 1,58
volume = -255
;channel = 3

[State sube]
type = VelAdd
trigger1 = time >= 132 && time <= 160
y = -.15

[State gira]
type = PlaySnd
trigger1 = time = 132 || time = 225
value = 1,57
channel = 3

[State arriba P2]
type = PosSet
trigger1 = time = 200
x = enemynear,pos x
y = -400

[State baja]
type = VelMul
trigger1 = time = 200
y = -.7

[State baja]
type = AngleDraw
trigger1 = time >= 200 && time < 340
value = 180

;------------------ corta

[State golpe]
type = PlaySnd
trigger1 = movecontact && time > 150 && time < 300 && !(time%10)
value = 0,5
channel = 3

[State golpe2]
type = PlaySnd
trigger1 = movecontact && time > 150 && time < 300 && !(time%6)
value = 1,56

[State golpe3]
type = PlaySnd
trigger1 = movecontact && time > 150 && time < 300 && !(time%8)
value = 0,3

[State vibra]
type = EnvShake
trigger1 = movecontact && time > 200 && time < 300 && !(time%4)
time = 10
ampl = -4

[State sangre]
type = Explod
trigger1 = movecontact && time > 200 && time < 290 && !(time%4)
anim = ceil(7023+fvar(8))
pos = 0,130*const(size.yscale)
random = 50,10
sprpriority = 1
ownpal = 1
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))

[State craneo]
type = Helper
trigger1 = movecontact && !numhelper(7032) && anim = 6011
helpertype = Normal
name = "skull"
id = 7032
pos = 0,ceil(130*const(size.yscale))
facing = ifelse(!(time%2),1,-1)
stateno = 7032
ownpal = 1

[State ribs]
type = Helper
trigger1 = movecontact && time >= 230 && anim = 6011 && !numhelper(7031)
helpertype = Normal
name = "costillas"
id = 7031
pos = 0,ceil(130*const(size.yscale))
facing = ifelse(!(time%2),1,-1)
stateno = 7031
ownpal = 1

[State pierna]
type = Helper
trigger1 = movecontact && anim = 6011
trigger1 = time = 280 || time = 290
helpertype = Normal
name = "Leg"
pos = 0,ceil(130*const(size.yscale))
facing = ifelse(time = 280,1,-1)
stateno = 70320
ownpal = 1

[State extra 1]
type = Helper
trigger1 = movecontact && time >= 230 && anim = 6011 && numhelper(70320) < 2
helpertype = Normal
name = "extra1"
id = 70320
pos = 0,ceil(130*const(size.yscale))
facing = ifelse(!(time%2),1,-1)
stateno = 70323
ownpal = 1

[State extra 2]
type = Helper
trigger1 = movecontact && time >= 230 && anim = 6011 && numhelper(70321) < 2
helpertype = Normal
name = "extra2"
id = 70321
pos = 0,ceil(130*const(size.yscale))
facing = ifelse(!(time%2),1,-1)
stateno = 70321
ownpal = 1

[State extra 3]
type = Helper
trigger1 = movecontact && time >= 230 && anim = 6011 && numhelper(70322) < 2
helpertype = Normal
name = "extra3"
id = 70322
pos = 0,ceil(130*const(size.yscale))
facing = ifelse(!(time%2),1,-1)
stateno = 70322
ownpal = 1

[State extra 4]
type = Helper
trigger1 = movecontact && time >= 230 && anim = 6011 && numhelper(70323) < 2
helpertype = Normal
name = "extra4"
id = 70323
pos = 0,ceil(130*const(size.yscale))
facing = ifelse(!(time%2),1,-1)
stateno = 70323
ownpal = 1

[State extra 5]
type = Helper
trigger1 = movecontact && time >= 230 && anim = 6011 && numhelper(70324) < 2
helpertype = Normal
name = "extra5"
id = 70324
pos = 0,ceil(130*const(size.yscale))
facing = ifelse(!(time%2),1,-1)
stateno = 70324
ownpal = 1

[State extra 6]
type = Helper
trigger1 = movecontact && time >= 230 && anim = 6011 && numhelper(70325) < 2
helpertype = Normal
name = "extra6"
id = 70325
pos = 0,ceil(130*const(size.yscale))
facing = ifelse(random < 50,1,-1)
stateno = 70325
ownpal = 1

[State bone]
type = Helper
trigger1 = movecontact && time >= 230 && anim = 6011 && numhelper(7030) < 5
helpertype = Normal
name = "bone"
id = 7030
pos = 0,ceil(130*const(size.yscale))
facing = ifelse(!(time%2),1,-1)
stateno = 7030
ownpal = 1

;------------------ aparece
[State aparece]
type = ChangeAnim
trigger1 = time = 340
value = 6004
elem = 5

[State stand]
type = ChangeAnim
trigger1 = anim = 6004 && !animtime
value = 180

[State suelo]
type = PosSet
trigger1 = time = 340
y = 0

[State stop]
type = VelSet
trigger1 = time = 340
y = 0

[State explosion]
type = Explod
trigger1 = time = 340
anim = 60040
pos = 0,ceil(-70*const(size.yscale))
sprpriority = 0
ownpal = 1
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))

[State teleport]
type = PlaySnd
trigger1 = time = 340
value = 1,54
volume = 255

[State cabeza]
type = Explod
trigger1 = time = 340
anim = 60041
pos = 0,-240
postype = p1
vel = 0,11
removetime = 11
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))

[State pecho]
type = Explod
trigger1 = time = 340
anim = 60044
pos = 0,-220
postype = p1
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
sprpriority = 1
vel = 0,13
removetime = 11

[State cadera]
type = Explod
trigger1 = time = 340
anim = 60045
pos = 0,60
postype = p1
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
sprpriority = 1
vel = 0,-11
removetime = 11

[State mano I]
type = Explod
trigger1 = time = 340
anim = 60042
id = 60042
pos = -160,-240
postype = p1
vel = 12,12
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
sprpriority = 1
removetime = 11

[State S mano D]
type = Explod
trigger1 = time = 340
anim = 60043
id = 60043
pos = 160,-240
postype = p1
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
sprpriority = 1
vel = -12,12
removetime = 11




;-----------------------------------
;p2 cortado abanico
[Statedef 60531]
type    = S
movetype= H
physics = N
sprpriority = 0

[State freeze]
type = ChangeAnim
trigger1 = 1
value = anim
elem = animelemno(0)

[State bye]
type = AssertSpecial
trigger1 = time >= 30
flag = invisible

[State move]
type = PosAdd
trigger1 = time = 80
x = ifelse(backedgebodydist <= 60,50,-50)

[State ]
type = AssertSpecial
trigger1 = 1
flag = nokosnd

[State ]
type = LifeSet
trigger1 = time = 5
value = 0

[State ]
type = changestate
trigger1 = time = 80
value = 5150


;================================================================
;--------- Fatality 5  ----  Sektor - compactor -----------------
[Statedef 60540]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2

[State check]
type = ChangeAnim
trigger1 = !time
value = 9001
elem = ifelse(var(20) = 1,1,2)

[State work]
type = HitDef
Trigger1 = !movecontact && !time
attr = S,NA
guardflag = M
animtype = light
sparkno = -1
p2stateno = 7022

[State hit]
type = ChangeState
trigger1 = movecontact && time = 1
value = 6054

[State nohit]
type = ChangeState
trigger1 = !movecontact && time = 1
value = 0
ctrl = 1

;---------------------------- fatality 5
[Statedef 6054]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 0
anim = 1

[State sektorID]
type = Explod
trigger1 = !(time%1) && var(21) = 1
anim = 9999
ID = 2101
pos = 320,240
postype = left
bindtime = 1
removetime = 1
ownpal = 1
ignorehitpause = 1

[State Setfatal]
type = VarSet
trigger1 = !time
var(16) = 7

[State silencio]
type = StopSnd
trigger1 = !time
channel = -1
persistent = 3

[State  tuntun]
type = Playsnd
trigger1 = !time
value = 15,ifelse(!var(27),0,14)
volume = 250
channel = 2

[State ]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nokosnd
flag3= nokoslow
flag3 = timerfreeze

[State ]
type = Helper
trigger1 = !time
helpertype = normal
name = "Dark"
ID = 60774
stateno = 60774
pos = 999,999
ownpal = 1

[State finFatality]
type = Playsnd
trigger1 = time = 200
value = 15,10
volume = -250
channel = -1

[State End]
type = changestate
trigger1 = time > 330
value = 0
ctrl = 1

;------------------------ fatality
[State posicion]
type = ChangeAnim
trigger1 = time = 60
value = 6012

[State win]
type = ChangeAnim
trigger1 = anim = 6012 && !animtime
value = 181

[State destruye]
type = HitDef
trigger1 = anim = 6012 && animelemtime(2) = 20
attr = S, NA
hitflag = M-
sparkno = -1
p2stateno = 60542

[State compresor]
type = Explod
trigger1 = anim = 6012 && animelemtime(2) = 20
anim = 60120
sprpriority = 1
bindtime = 9999
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))

[State abre]
type = PlaySnd
trigger1 = anim = 6012 && animelem = 2
value = 1,7

[State sale compactador]
type = PlaySnd
trigger1 = anim = 6012 && animelemtime(2) = 20
value = 1,59

[State cierra compactador]
type = PlaySnd
trigger1 = anim = 6012 && animelemtime(2) = 68
value = 1,60
volume = 255

[State aplasta]
type = PlaySnd
trigger1 = time = 152
value = 1,61
volume = 255

[State destruye]
type = Helper
trigger1 = time = 152
helpertype = Normal
name = "splat"
postype = p1
pos = ceil(130*const(size.xscale)),ceil(-86*const(size.yscale))
stateno = 70292
ownpal = 1
persistent = 0

;-------------------------- p2 compactado
[Statedef 60542]
type    = S
movetype= H
physics = N
sprpriority = 2

[State ]
type = AssertSpecial
trigger1 = 1
flag = nokosnd

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

[State sube 1]
type = PosSet
trigger1 = time = 48 
y = ceil(-10*enemynear,const(size.yscale))

[State sube 2]
type = PosSet
trigger1 = time = 53 
y = ceil(-25*enemynear,const(size.yscale))

[State sube 3]
type = PosSet
trigger1 = time = 58
y = ceil(-30*enemynear,const(size.yscale))

[State sube 4]
type = PosSet
trigger1 = time = 63
y = ceil(-45*enemynear,const(size.yscale))

[State agacha 1]
type = ChangeAnim
trigger1 = time = 58
value = 10+ifelse(name = "juano`s morph guy",var(20),0)

[State agacha 2]
type = ChangeAnim
trigger1 = anim = 10+ifelse(name = "juano`s morph guy",var(20),0) && !animtime
trigger2 = time > 65 && anim != 11+ifelse(name = "juano`s morph guy",var(20),0)
value = 11+ifelse(name = "juano`s morph guy",var(20),0)

[State ]
type = AssertSpecial
trigger1 = time >= 67
flag = invisible

[State ]
type = PosSet
trigger1 = time = 67
y = 0

[State ]
type = changestate
trigger1 = time = 68
value = 6072

;=============================================================
;--------------------- ANIMALITY -----------------------------
;chack situation - animality
[Statedef 60550]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2

[State check]
type = ChangeAnim
trigger1 = !time
value = 9001
elem = ifelse(var(20) = 1,1,2)

[State work]
type = HitDef
Trigger1 = !movecontact && !time
attr = S,NA
guardflag = M
animtype = light
sparkno = -1
p2stateno = 7022

[State hit]
type = ChangeState
trigger1 = movecontact && time = 1
value = 6055

[State nohit]
type = ChangeState
trigger1 = !movecontact && time = 1
value = 0
ctrl = 1

;---------------------------- animality
[Statedef 6055]
type    = A
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 1
anim = 1

[State Setfatal]
type = VarSet
trigger1 = !time
var(16) = 9

[State silencio]
type = StopSnd
trigger1 = !time
channel = -1
persistent = 3

[State  tuntun]
type = Playsnd
trigger1 = !time
value = 15,ifelse(!var(27),0,14)
volume = 250
channel = 2

[State ]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nokosnd
flag3= nokoslow
flag4 = timerfreeze
flag5 = noshadow

[State ]
type = Helper
trigger1 = !time
helpertype = normal
name = "Dark"
ID = 60774
stateno = 60774
pos = 999,999
ownpal = 1

[State bg animality]
type = Playsnd
trigger1 = time = 60
value = 15,19
loop = 1
volume = 250
channel = 2

[State finFatality]
type = Playsnd
trigger1 = time = 360
value = 15,20
volume = -250
channel = 2

[State End]
type = changestate
trigger1 = time > 480
value = 0
ctrl = 1

;------------------------ fatality
[State posicion]
type = ChangeAnim
trigger1 = time = 60
value = 6014

[State morph]
type = Playsnd
trigger1 = time = 65
trigger2 = anim = 60141 && !animelemtime(2)
value = 1,20

[State win]
type = changeAnim
trigger1 = anim = 60141 && !animtime
value = 181

[State corte]
type = HitDef
trigger1 = time = 230
attr = S,NA
guardflag = M
animtype = light
sparkno = -1
p2stateno = ifelse((p2name = "Juano`s Sub guy" || p2name = "Juano`s Kit girl"),60552,ifelse((enemynear,selfanimexist(9123000) || enemynear,selfanimexist(9108112+ifelse(p2name = "juano`s morph guy",enemynear,var(20)*1000,0))),91230,60551))

[State camera out]
type = ScreenBound
trigger1 = 1
value = 0

[State sube]
type = VelAdd
trigger1 = time >= 90 && time < 150
x = .15
y = -.08

[State stop]
type = VelSet
trigger1 = time = 150
trigger2 = pos y > 0
x = 0
y = 0

[State sobre el]
type = PosSet
trigger1 = time = 150
x = enemynear,pos x
y = -240*const(size.yscale)

[State baja]
type = PosSet
trigger1 = time = 300
x = enemynear,pos x - facing*100*const(size.xscale)
y = -240*const(size.yscale)

[State baja]
type = VelSet
trigger1 = time = 300
y = 2

[State morph back]
type = ChangeAnim
trigger1 = anim = 6014 && time > 300 && pos y > 0
value = 60141

[State suelo]
type = PosSet
trigger1 = anim = 60141
y = 0

[State bat]
type = Explod
trigger1 = time = 180
anim = 60140
postype = p2
pos = ceil(160*const(size.xscale)),ceil((-180*const(size.yscale))+(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale)))
facing = -1
scale = const(size.xscale),const(size.yscale)
sprpriority = 1
removetime = 130
vel = -3,6
accel = 0,-.1

;-------------------------  blood
[State ]
type = Helper
trigger1 = movehit && !numhelper(7018)
helpertype = Normal
ID = 7018
name = "what the bleed?"
postype = p2
ignorehitpause = 1
pos = enemynear,const(size.head.pos.x),ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale))
stateno = 7018
ownpal = 1
size.xscale = 1
size.yscale = 1
persistent = 0

[State sangrechorronokomp]
type = Helper
trigger1 = movehit && !numhelper(7038)
helpertype = normal
name = "chorro"
ID = 7038
stateno = 7038
facing = 1
pos = 0,ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale))
postype = p2
ownpal = 1
persistent = 0

[State golpe]
type = PlaySnd
trigger1 = enemynear,stateno = 60551 && !enemynear,time
value = 0,14


;=========== para komp =================================
[State 0, sangre]
type = Explod
trigger3 = enemynear,stateno = 60500
trigger2 = p2stateno = 91230 ;peketo
trigger1 = p2stateno = 60720 ;peketo
triggerall = movehit
triggerall = !numhelper(7024)
ID = 7024
anim = 7023+fvar(8)
pos = ceil(enemynear,const(size.head.pos.x)*const(size.xscale)),ceil(enemynear,const(size.head.pos.y)*const(size.yscale))
postype = p2  ;p2,front,back,left,right
ontop = 1
ownpal = 1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger2 = p2stateno = 91230 ;peketo
trigger1 = p2stateno = 60720 ;peketo
triggerall = movehit
value = 11,1
volume = 255
channel = 5
persistent = 0

[State ]
type = Helper
trigger3 = enemynear,stateno = 60500
trigger2 = p2stateno = 91230 ;peketo
trigger1 = p2stateno = 60720 ;peketo
triggerall = movehit
triggerall = !numhelper(7037)
helpertype = Normal
ID = 7037
name = "sangrebola"
postype = p2
pos = ceil(enemynear,const(size.head.pos.x)*const(size.xscale)),ceil(enemynear,const(size.head.pos.y)*const(size.yscale))
stateno = 7037
ownpal = 1
ontop = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
persistent = 0

[State ]
type = Helper
trigger3 = enemynear,stateno = 60500
trigger2 = p2stateno = 91230 ;peketo
trigger1 = p2stateno = 60720 ;peketo
triggerall = movehit
triggerall = !numhelper(7018)
helpertype = Normal
ID = 7018
name = "what the bleed?"
postype = p2
ignorehitpause = 1
pos = ceil(enemynear,const(size.head.pos.x)*const(size.xscale)),ceil(enemynear,const(size.head.pos.y)*const(size.yscale))
stateno = 7018
ownpal = 1
ontop = 1
size.xscale = 1
size.yscale = 1
persistent = 0




;----------------------------------- DEGOLLADO juano16
[Statedef 60552]
type    = A
movetype= H
physics = N
sprpriority = 2
velset = 0,0

[State ]
type = PlaySnd
trigger1 = time = 58 || time = 107
value = 2, 1

[State shake]
type = EnvShake
trigger1 = !time || time = 58 || time = 107
time = 15
ampl = -3

[State amination]
type = ChangeAnim2
Trigger1 = time = 0
value = 9999

[State ò_ó]
type = Explod
trigger1 = !time
anim = 6016
id = 6016
Postype = p1
bindtime = -1
sprpriority = 0
shadow = -1
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
ownpal = 0

[State ]
type = PlaySnd
trigger1 = time = 58 || time = 107
value = 2, 1

[State shake]
type = EnvShake
trigger1 = !time
trigger2 = time = 58 || time = 107
time = 15
ampl = -3

[State cabeza]
type = Helper
trigger1 = !time
helpertype = Normal
ID = 7036
name = "cabeza"
postype = p1
pos = 0,(ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale)))+(0)
stateno = 7036
ownpal = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

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

[State amination]
type = lifeadd
Trigger1 = anim = 9999
value = -9999

[State amination]
type = playsnd
Trigger1 = anim = 9999
persistent = 0
freqmul = 1.2
value = 1,5
channel = 3

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

[State don't hurt me]
type = nothitby
trigger1 = 1
time = 1
value = SCA

[State away with you]
type = changestate
trigger1 = time = 110
value = 5150

;--------------------------- cortado no kompatible
[Statedef 60551]
type    = A
movetype= H
physics = N
sprpriority = 0
velset = 0,0

[State ]
type = ChangeAnim
trigger1 = time = [1,150]
value = 5010
elem = 1

[State 0, gritohomero]
type = PlaySnd
triggerall = name != "Homero J Simpson"
triggerall = name != "Juano`s Sub guy"
triggerall = name != "Peter Griffin"
trigger1 = time = 0
value = 11,0
volume = 200
channel = 1

[State amination]
type = lifeadd
trigger1 = !time
value = -9999

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

[State away with you]
type = selfstate
trigger1 = time = 100
value = 5050

;====================================================================
;---------- DECAPITACION PARA CHARS COMPATIBLES CON PEKETO ----------
[Statedef 91230]
type = S
movetype = H
ctrl = 0
velset = 0, 0
sprpriority = 0

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

[State 0, temblor]
type = EnvShake
trigger1 = !time
time = 15
ampl = -5
[State 182, 1]
type = screenbound
trigger1 = 1
movecamera = 1,0
value = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 11,0
volume = 250
channel = 2

;------------------------------------------------ normal
[State JUANO16]
type = ChangeAnim
trigger1 = !time && selfanimexist(9108112) = 1
value = 9108112+ifelse(name = "juano`s morph guy",var(20)*1000,0)

[State BORGHI]
type = ChangeAnim2
trigger1 = !time && !selfanimexist(9108112+ifelse(name = "juano`s morph guy",var(20)*1000,0))
value = 912332

[State BORGHI]
type = EnvShake
trigger1 = time = 100 && !selfanimexist(9108112+ifelse(name = "juano`s morph guy",var(20)*1000,0))
time = 5
ampl = -8

[State BORGHI]
type = PlaySnd
trigger1 = time = 100 && !selfanimexist(9108112+ifelse(name = "juano`s morph guy",var(20)*1000,0))
value = F7,0
channel = 0

;--------------------- cabeza TODOS
[State 0, cabeza]
type = Explod
trigger1 = !time && p2stateno != 6070
anim = 912320+ifelse(name = "juano`s morph guy",var(20)*100,0)
ID = 912320
pos = -5,-50
postype = p1
scale = const(size.xscale),const(size.yscale)
ontop = 1
vel = -1.3,-8
accel = -.03,.3
removetime = 60

[State 0, cabeza]
type = Explod
trigger1 = time = 60 && p2stateno != 6070
anim = 912321+ifelse(name = "juano`s morph guy",var(20)*100,0)
ID = 912321
pos = -140,10
postype = p1
ontop = 1
scale = const(size.xscale),const(size.yscale)

[State 0, cae]
type = PlaySnd
trigger1 = time = 60 && p2stateno != 6070
value = F7,0
volume = 0
channel = -1

[State 0, LifeSet]
type = LifeSet
trigger1 = time = 10
value = 0

[State 220, 3]
type = changestate
trigger1 = time = 105
value = 5150
ctrl = 0


;========================================================
;=============== FRIENDSHIP - TODOS =====================
;========================================================
; check situation
[Statedef 60750]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2

[State check]
type = ChangeAnim
trigger1 = !time
value = 9001
elem = ifelse(var(20) = 1 || var(20) = 4 || var(20) = 7,1,ifelse(var(20) = 2 || var(20) = 6,2,3))

[State work]
type = HitDef
Trigger1 = !movecontact && !time
attr = S,NA
guardflag = M
animtype = light
sparkno = -1
p2stateno = 7022

[State hit]
type = ChangeState
trigger1 = movecontact && time = 1
value = 6075

[State nohit]
type = ChangeState
trigger1 = !movecontact && time = 1
value = 0

;---------------------------- stand
[Statedef 60751]
type    = S
movetype= H
physics = S

[State friendship]
type = ChangeState
trigger1 = enemynear,anim = 7100 && enemynear,time = 150
trigger2 = (enemynear,anim = 7101 || enemynear,anim = 7102) && enemynear,time = 200
value = 6076

;--------------------------------
;friendship (check situation)
[Statedef 6075]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 1

[State ]
type = TargetState
trigger1 = !time
value = 60751

[State 0, stand]
type = ChangeAnim
trigger1 = !time || (anim = 7102 && !animtime)
trigger1 = anim != 0 && anim != 1
value = ifelse(var(20) = 1,0,1)

[State 0, setfatal2]
type = VarSet
trigger1 = !time
v = 16
value = 6

[State 3004, nosonido]
type = StopSnd
trigger1 = !time
channel = -1
persistent = 3

[State 210, tuntun]
type = Playsnd
trigger1 = time = 0
value = 15,ifelse(!var(27),0,14)
volume = 250
channel = 2

[State 210, finfatality]
type = Playsnd
trigger1 = time = 350
value = 15,10
volume = 250
channel = -1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nokosnd
flag3= nokoslow
flag3 = timerfreeze

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Dark"
ID = 60774
stateno = 60774
pos = 999,999
ownpal = 1

[State 0, friendcancion]
type = PlaySnd
trigger1 = time = 100
value = S15,7
volume = 200
channel = 2

[State friend]
type = ChangeAnim
trigger1 = time = 100
value = 7099+var(20)

[State 1601, Hit]
type = HitDef
triggerall = !movecontact
trigger1 = (anim = 7100 || anim = 7102) && time = 150
trigger2 = anim = 7101 && time = 200
p2stateno = 6076
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
guard.dist = 0

[State 200, 7]
type = changestate
trigger1 = anim = 7099+var(20) && movecontact
trigger2 = time = 400
value = 0
ctrl = 1

;------|sektor|-------
[State campana]
type = Explod
trigger1 = time = 100 && anim = 7101 
anim = 71010
removetime = 9999
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
sprpriority = 0
ownpal = 1

[State golpe]
type = PlaySnd
trigger1 = anim = 7101 && animelem = 5
value = S1,3
freqmul = .8

[State silbato]
type = PlaySnd
trigger1 = anim = 7101 && time = 100
value = S1,12

;-------|smoke|-------
[State trompeta]
type = Explod
trigger1 = time = 100 && anim = 7102
anim = 71020
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
sprpriority = 2
ownpal = 1

[State silbato]
type = PlaySnd
trigger1 = anim = 7102 && time = 128
value = S1,13

;=================================================
;p2 queda parado
[Statedef 6076]
type    = A
movetype= H
physics = N
sprpriority = 2
velset = 0,0

[State amination]
type = lifeadd
Trigger1 = time = 10
value = -9999

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

[State away with you]
type = changestate
trigger1 = !alive
value = 5150

;========================================================
;=============== babality - TODOS =====================
;========================================================
; check situation
[Statedef 60841]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2

[State check]
type = ChangeAnim
trigger1 = !time
value = 9001
elem = ifelse(var(20) = 1 || var(20) = 4 || var(20) = 7,1,ifelse(var(20) = 2 || var(20) = 6,2,3))

[State work]
type = HitDef
Trigger1 = !movecontact && !time
attr = S,NA
guardflag = M
animtype = light
sparkno = -1
p2stateno = 7022

[State hit]
type = ChangeState
trigger1 = movecontact && time = 1
value = 6084

[State nohit]
type = ChangeState
trigger1 = !movecontact && time = 1
value = 0

;------------------------------ bebe
[Statedef 60842]
type    = S
movetype= H
physics = S

[State babality]
type = ChangeState
trigger1 = enemynear,time = 100
value = 60840

;--------------------------------
;babality 
[Statedef 6084]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 0
velset = 0,0

[State bebe]
type = TargetState
trigger1 = !time
value = 60842

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

[State sektor smoke]
type = ChangeAnim
trigger1 = var(20) != 1
trigger1 = !time
value = 1

[State 0, setfatal2]
type = VarSet
trigger1 = time = 0
v = 16
value = 8

[State 3004, nosonido]
type = StopSnd
trigger1 = time = 0 ;= 0
channel = -1
persistent = 3

[State 210, tuntun]
type = Playsnd
trigger1 = time = 0
value = 15,ifelse(!var(27),0,14)
volume = 250
channel = 2

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nokosnd
flag3= nokoslow
flag3 = timerfreeze

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Dark"
ID = 60774
stateno = 60774
pos = 999,999
ownpal = 1

[State cyrax]
type = ChangeAnim
trigger1 = time = 60 && var(20) = 1
value = 7091
elem = 1

[State sektor smoke]
type = ChangeAnim
trigger1 = time = 60 && var(20) != 1
value = 7091
elem = 6

[State wins]
type = ChangeAnim
trigger1 = time = 110 
value = ifelse(var(20) = 1,180,181)
elem = 6

[State 9251,explosion]
type = explod
trigger1 = time = 100
anim = 7038
postype = p2
pos = ceil(-10*const(size.xscale)*(1+fvar(2))),ceil(10*const(size.yscale)*(1+fvar(2)))
sprpriority = 5
ownpal = 1
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))

[State 0, explosion]
type = PlaySnd
trigger1 = time = 100
value = 1,22
volume = 250
channel = -1

[State 0, bebellora]
type = PlaySnd
trigger1 = time = 150
value = 15,12
volume = 200
channel = -1

[State 0, babalitymusic]
type = PlaySnd
trigger1 = time = 250
value = 15,11
volume = 200
channel = -1

[State 210, finfatality]
type = Playsnd
trigger1 = time = 430
value = 15,10
volume = -250
channel = -1

[State 1601, Hit]
type = null;HitDef
trigger1 = !movecontact
triggerall = time = 100
p2stateno = 60840
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
;p1facing = 1
;p2facing = 1
guard.dist = 0
fall = 1
fall.recover = 0

[State bebegenerico]
type = explod
triggerall = enemynear,anim != 9108104+ifelse(enemynear,name = "juano`s morph guy",enemynear,var(20)*1000,0) && enemynear,anim != 9108105+ifelse(enemynear,name = "juano`s morph guy",enemynear,var(20)*1000,0)
trigger1 = enemynear,stateno = 60840
trigger1 = enemynear,time = 7
anim = 70910
postype = p2
pos = 0
sprpriority = 1
ownpal = 1
removetime = 9999

[State 200, 7]
type = changestate
trigger1 = anim = 7091
trigger1 = animtime = 0
trigger2 = time = 450
value = 0
ctrl = 1
;------------------------------------------
;p2 bebe
[Statedef 60840]
type    = A
movetype= H
physics = N
sprpriority = 2
velset = 0,0

[State bebe1]
type = ChangeAnim
triggerall = selfAnimExist(9108104+ifelse(name = "juano`s morph guy",var(20)*1000,0))
trigger1 = time = 5
trigger1 = ifelse(selfAnimExist(9108105+ifelse(name = "juano`s morph guy",var(20)*1000,0)),random < 170,1)
value = 9108104+ifelse(name = "juano`s morph guy",var(20)*1000,0)

[State bebe2]
type = ChangeAnim
triggerall = selfAnimExist(9108105+ifelse(name = "juano`s morph guy",var(20)*1000,0))
Triggerall = time = 6
trigger1 = anim != 9108104+ifelse(name = "juano`s morph guy",var(20)*1000,0)
value = 9108105+ifelse(name = "juano`s morph guy",var(20)*1000,0)

[State 0, AssertSpecial]
type = AssertSpecial
triggerall = anim != 9108104+ifelse(name = "juano`s morph guy",var(20)*1000,0) && anim != 9108105+ifelse(name = "juano`s morph guy",var(20)*1000,0)
trigger1 = time > 10
flag = invisible

[State amination]
type = lifeadd
Trigger1 = time = 270
value = -9999

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

[State away with you]
type = changestate
trigger1 = !alive
value = 5150

;=======================================================0
;DESTRUIDO
[Statedef 6072]
type    = A
movetype= H
physics = N
sprpriority = 0
velset = 0,0

;--------------------------- cosas soul ninja
[State grito]
type = PlaySnd
triggerall = name = "Juano`s Sub guy" && !time
trigger1 = prevstateno = 60790 || prevstateno = 60791
value = 4+var(23),5
volume = 200
channel = 1

[State ]
type = PlaySnd
trigger1 = prevstateno != 60891 && name = "Juano`s Sub guy" && !time && prevstateno != 60790 && p2stateno != 6083
value = 0,5
volume = 200
channel = 5

[State ]
type = PlaySnd
trigger1 = !time && name = "Juano`s Sub guy"
trigger1 = prevstateno != 6082 && p2stateno != 6083 && p2stateno != 6082 && prevstateno != 60891
value = 1,10
volume = 200
channel = 5

;--------------------- explosion
[State brillo]
type = AllPalFX
trigger1 = !time && prevstateno != 60891 && prevstateno != 60542
time = 10
add = 256,0,0
mul = 256,0,0
invertall = 1
color = 256

[State tiembla]
type = EnvShake
trigger1 = !time && prevstateno != 60542
ampl = -5

[State amination]
type = lifeset
Trigger1 = !time
value = 0

[State away with you]
type = changestate
trigger1 = !alive && time > 0
value = 5150

;========================================================
;============== STAGE FATALITY - TODOS ==================
;========================================================
;stage fatality (check situation)
[Statedef 6077]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 11
velset = 0,0

[State 0, airegancho]
type = PlaySnd
trigger1 = anim = 7069 && animelem = 3
trigger2 = anim = 70881 && animelem = 4
value = S0,9
volume = 200

[State 0, gancho]
type = ChangeAnim
triggerall = anim = 11
triggerall = var(22) != 5005 && var(22) != 5014 && var(22) != 5015 && var(22) != 5017 && var(22) != 5018
trigger1 = time > 100 && var(22) != 5008
trigger2 = time > 5 && var(22) = 5008
trigger3 = time > 80 && (var(22) = 5011 || var(22) = 5033)
value = 7069

[State 0, Gancho]
type = Explod
trigger1 = anim = 7069 && (var(22) = 5011 || var(22) = 5033)
id = 18099
anim = 7069
postype = p1
removetime = -2
scale = const(size.xscale),const(size.yscale)
persistent = 0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 158
id = 18099

[State 0, ganchopit]
type = ChangeAnim
triggerall = anim = 11
triggerall = time = 2
trigger1 = var(22) = 5005
trigger2 = var(22) = 5010
trigger3 = var(22) = 5014
trigger4 = var(22) = 5015
trigger5 = var(22) = 5017
trigger6 = var(22) = 5018
trigger7 = var(22) = 5019
value = 70881

[State 0, AllPalFX]
type = AllPalFX
trigger1 = animelem = 5 && anim = 7069
triggerall = var(22) != 5008 && var(22) != 5005 && var(22) != 5010
time = 5
add = 256,250,250
mul = 256,0,0
;invertall = 1
ignorehitpause = 1

[State 0, setfatal2]
type = VarSet
trigger1 = time = 0
v = 16
value = 7

[State 3004, nosonido]
type = StopSnd
trigger1 = time = 0
triggerall = var(22) != 5008
channel = -1
persistent = 3

[State 210, tuntun]
type = Playsnd
triggerall = var(22) != 5008
trigger1 = time = 0
value = 15,ifelse(!var(27),0,14)
volume = 250
channel = 2

[State 210, finfatality]
type = Playsnd
trigger1 = time = 100
triggerall = var(22) != 5008 ;en dead pool
value = 15,10
volume = 250
channel = -1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nokosnd
flag3= nokoslow
flag3 = timerfreeze

[State 0, picos]
type = Helper
triggerall = var(22) != 5011
triggerall = var(22) != 5010
triggerall = var(22) != 5005
triggerall = var(22) != 5008
triggerall = var(22) != 5014
triggerall = var(22) != 5015
triggerall = var(22) != 5017
triggerall = var(22) != 5018
triggerall = var(22) != 5019
triggerall = var(22) != 5033
trigger1 = time = 50
triggerall = !numhelper(60771)
helpertype = normal ;player
name = "picos"
ID = 60771
stateno = 60771
;pos = 0,((ScreenPos Y)*(-1))-50
pos = 0,(-screenpos Y)
postype = back
;postype = left
ownpal = 1
size.xscale = 1
size.yscale = 1
;------------------------------------------------
[State 1601, Hit]
type = HitDef
triggerall = numhelper(60771)
trigger1 = !movecontact
triggerall = animelem = 5
p2stateno = 60770
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
hitsound = S0,2
envshake.time = 15
envshake.ampl = -3

[State 1601,si es deadpool]
type = HitDef
triggerall = var(22) = 5008 ;en dead pool
trigger1 = !movecontact
triggerall = animelem = 5
p2stateno = 60779
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
hitsound = S0,2
p2facing = 1
envshake.time = 15
envshake.ampl = -3

[State 1601,PIT2]
type = HitDef
triggerall = var(22) = 5010
trigger1 = !movecontact
triggerall = animelem = 5
p2stateno = 607712
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
hitsound = S0,2
p2facing = 1
envshake.time = 15
envshake.ampl = -4

[State 1601, pit1]
type = HitDef
triggerall = var(22) = 5005 ;en pit 1
trigger1 = !movecontact
triggerall = animelem = 4
p2stateno = 607710
attr = S, HT
hitflag = M-
pausetime = 1,1
animtype = heavy
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 999, 999
hitsound = S0,2
guardsound = S0,7
ground.type = high
air.type = high
ground.slidetime = 10
guard.slidetime = 15
ground.hittime = 10
guard.hittime = 15
ground.velocity = -2, -15
air.velocity = -2, -15
guard.velocity = -14
air.cornerpush.veloff = -30
ground.cornerpush.veloff = -30
yaccel = .5
envshake.time = 15
envshake.ampl = -4
fall.xvelocity = 0
fall.yvelocity = 0
;p2facing = 1

[State 1601,kombatTomb]
type = HitDef
triggerall = var(22) = 5011
trigger1 = !movecontact
triggerall = animelem = 5
p2stateno = 607714
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
hitsound = S0,2
p2facing = 1
envshake.time = 15
envshake.ampl = -4

[State 1601, pit3]
type = HitDef
triggerall = var(22) = 5014
trigger1 = !movecontact
triggerall = animelem = 4
p2stateno = 607715
attr = S, HT
hitflag = M-
pausetime = 1,1
animtype = heavy
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 999, 999
hitsound = S0,2
guardsound = S0,7
ground.type = high
air.type = high
ground.slidetime = 10
guard.slidetime = 15
ground.hittime = 10
guard.hittime = 15
ground.velocity = -2, -15
air.velocity = -2, -15
guard.velocity = -14
air.cornerpush.veloff = -30
ground.cornerpush.veloff = -30
yaccel = .5
envshake.time = 15
envshake.ampl = -4

[State 1601, scorpionliar]
type = HitDef
triggerall = var(22) = 5015
trigger1 = !movecontact
triggerall = animelem = 4
p2stateno = 607717
attr = S, HT
hitflag = M-
pausetime = 1,1
animtype = heavy
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 999, 999
hitsound = S0,2
guardsound = S0,7
ground.type = high
air.type = high
ground.slidetime = 10
guard.slidetime = 15
ground.hittime = 10
guard.hittime = 15
ground.velocity = -2, -15
air.velocity = -2, -15
guard.velocity = -14
air.cornerpush.veloff = -30
ground.cornerpush.veloff = -30
yaccel = .5
envshake.time = 15
envshake.ampl = -4

[State 1601, subway]
type = HitDef
triggerall = var(22) = 5017
trigger1 = !movecontact
triggerall = animelem = 4
p2stateno = 607718
attr = S, HT
hitflag = M-
pausetime = 1,1
animtype = heavy
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 999, 999
hitsound = S0,2
guardsound = S0,7
ground.type = high
air.type = high
ground.slidetime = 10
guard.slidetime = 15
ground.hittime = 10
guard.hittime = 15
ground.velocity = -2, -15
air.velocity = -2, -15
guard.velocity = -14
air.cornerpush.veloff = -30
ground.cornerpush.veloff = -30
yaccel = .5
envshake.time = 15
envshake.ampl = -4

[State 1601, Belltower]
type = HitDef
triggerall = var(22) = 5018
trigger1 = !movecontact
triggerall = animelem = 4
p2stateno = 607720
attr = S, HT
hitflag = M-
pausetime = 1,1
animtype = heavy
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 999, 999
hitsound = S0,2
guardsound = S0,7
ground.type = high
air.type = high
ground.slidetime = 10
guard.slidetime = 15
ground.hittime = 10
guard.hittime = 15
ground.velocity = -2, -15
air.velocity = -2, -15
guard.velocity = -14
air.cornerpush.veloff = -30
ground.cornerpush.veloff = -30
yaccel = .5
envshake.time = 15
envshake.ampl = -4

[State 1601, subwayMKA]
type = HitDef
triggerall = var(22) = 5019
trigger1 = !movecontact
triggerall = animelem = 4
p2stateno = 607722
attr = S, HT
hitflag = M-
pausetime = 1,1
animtype = heavy
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 999, 999
hitsound = S0,2
guardsound = S0,7
ground.type = high
air.type = high
ground.slidetime = 10
guard.slidetime = 15
ground.hittime = 10
guard.hittime = 15
ground.velocity = -2, -15
air.velocity = -2, -15
guard.velocity = -14
air.cornerpush.veloff = -30
ground.cornerpush.veloff = -30
yaccel = .5
envshake.time = 15
envshake.ampl = -4

[State BloodZone]
type = HitDef
trigger1 = !movecontact && animelem = 5 && var(22) = 5033
attr = S, HT
hitflag = MAFD
sparkno = 9999
hitsound = S0,2
envshake.time = 15
envshake.ampl = -4
p2stateno = 607714

;------------------------------ DEAD POOL
[State 0, p1caealacido]
type = PlaySnd
triggerall = var(22) = 5008
trigger1 = time = 85
value = S17,9
volume = 0

[State blood]
type = Helper
triggerall = movehit && !numhelper(7018)
trigger1 = var(22) = 5008
trigger2 = var(22) = 5033
helpertype = Normal
ID = 7018
name = "what the bleed?"
postype = p2
ignorehitpause = 1
pos = enemynear,const(size.head.pos.x),ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale))
stateno = 7018
ownpal = 1
size.xscale = 1
size.yscale = 1
persistent = 0

[State 0, acido]
type = Explod
triggerall = var(22) = 5008
trigger1 = time = 85
anim = 60342
pos = 0,floor(-20)
postype = p2
sprpriority = 1
shadow = 0
ownpal = 1
;---------------------------- especiales del pit 1 y pit 2 y pit 3 y bell tower
[state -2, invisible]
type = AssertSpecial
trigger1 = var(22) = 5005 || var(22) = 5010 || var(22) = 5014 || var(22) = 5015 || var(22) = 5017 || var(22) = 5018 || var(22) = 5019
trigger2 = anim = 7069 && (var(22) = 5011 || var(22) = 5033)
triggerall = time > 49
flag = invisible

[State 0, porsipal7]
type = AfterImageTime
trigger1 = var(22) = 5005 || Var(22) = 5010 || var(22) = 5014 || var(22) = 5015 || var(22) = 5017 || var(22) = 5018 || var(22) = 5019
trigger1 = time = 49
time = 1

[State siguepit]
type = posset
trigger1 = var(22) = 5005 || var(22) = 5010 || var(22) = 5014
trigger1 = p2stateno = 607710 || p2stateno = 607712 || p2stateno = 607715 || p2stateno = 607720
trigger1 = enemynear,pos y > 0
trigger2 = (var(22) = 5011 || var(22) = 5033) && time = 159
trigger3 = var(22) = 5018 && time > 100
y = floor(enemynear,pos y)

[State 0, cyraxwins]
type = Explod
triggerall = var(20) = 1
trigger1 = var(22) = 5005 || var(22) = 5010 || var(22) = 5014 || var(22) = 5015 || var(22) = 5017 || var(22) = 5018 || var(22) = 5019
trigger1 = time = 50
trigger2 = (var(22) = 5011 || var(22) = 5033) && time = 158
id = 180
anim = 180
postype = p1
removetime = -2
scale = const(size.xscale),const(size.yscale)
persistent = 0

[State 0, sektorwins]
type = Explod
triggerall = var(20) != 1
trigger1 = var(22) = 5005 || var(22) = 5010 || var(22) = 5014 || var(22) = 5015 || var(22) = 5017 || var(22) = 5018 || var(22) = 5019
trigger1 = time = 50
trigger2 = (var(22) = 5011 || var(22) = 5033) && time = 158
id = 180
anim = 181
postype = p1
removetime = -2
scale = const(size.xscale),const(size.yscale)
persistent = 0

[State blood]
type = Helper
triggerall = anim = 70881 && (animelem = 4 || animelem = 5)
triggerall = !movehit && !numhelper(7018)
trigger1 = var(22) = 5005
trigger2 = var(22) = 5010
trigger3 = var(22) = 5014
trigger4 = var(22) = 5015
trigger5 = var(22) = 5017
trigger6 = var(22) = 5018
trigger7 = var(22) = 5019
trigger8 = var(22) = 5033
helpertype = Normal
ID = 7018
name = "what the bleed?"
postype = p2
ignorehitpause = 1
pos = enemynear,const(size.head.pos.x),ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale))
stateno = 7018
ownpal = 1
size.xscale = 1
size.yscale = 1
;-------------------------------------- PIT 2
[State 0, pisofondoPIT2]
type = Helper
triggerall = var(22) = 5010
trigger1 = p2stateno = 607713
triggerall = !numhelper(70450)
helpertype = normal
name = "piso pit 2"
ID = 70450
stateno = 70450
pos = 160,enemynear,pos Y
postype = left
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 0, cambiopantalla]
type = PlaySnd
triggerall = var(22) = 5010
trigger1 = enemynear,pos Y > 950
value = 17,11
persistent = 0
;------------------------------------ PIT 1
[State 0, sangre]
type = Helper
trigger1 = var(22) = 5005 && p2stateno = 607711
triggerall = !numhelper(7018)
ID = 7018
helpertype = Normal
name = "Sangre pit1"
postype = p2
pos = 0,0
stateno = 7018
ownpal = 1

[State 5100, golpesueloPIT1]
type = PlaySnd
triggerall = var(22) = 5005
trigger1 = enemynear,stateno = 607711
value = 2, 1
persistent = 0
volume = 255

[State 5100, golpesueloPIT1]
type = PlaySnd
triggerall = var(22) = 5005
trigger1 = enemynear,stateno = 607711
value = 0,5
persistent = 0
volume = 255

[State 0, sangre4]
type = Explod
trigger1 = var(22) = 5005
trigger1 = p2stateno = 607711
triggerall = !numexplod(70233)
ID = 70233
anim = 7023+fvar(8)
pos = 60,0
postype = p2  ;p2,front,back,left,right
ontop = 1
ownpal = 1
removetime = 24
bindtime = -2
;--------------------------------- PIT 3
[State 0, sangre]
type = Helper
trigger1 = var(22) = 5014
trigger1 = p2stateno = 607716
triggerall = !numhelper(70452)
ID = 70452
helpertype = Normal
name = "Sangre cuchillas"
postype = p2
pos = 0,0
stateno = 70452
ownpal = 1

;------------------------------------ Scorpion Lair y subway
[State ]
type = Helper
trigger1 = var(22) = 5015 ;scorpion lair
trigger2 = var(22) = 5017 ;subway
trigger3 = var(22) = 5019 ;subwayMKA
triggerall = time = [25,40]
triggerall = numhelper(70453) < 20
helpertype = Normal
ID = 70453
name = "rocas"
postype = p1
pos = 30,-300
stateno = 70453
ownpal = 1

[State -3, vapordesubpal1y7pie]
type = Explod
trigger1 = var(22) = 5015 ;scorpion lair
trigger2 = var(22) = 5017 ;subway
trigger3 = var(22) = 5019 ;subwayMKA
triggerall = time = [25,40]
triggerall = numexplod(70453) < 10
id = 70453
anim = 6991
name = "rocas2relleno"
pos = 50,-300
postype = p1
accel = 0,.3
random = 150,-150
ontop = 1
removetime = 120
ownpal = 1
shadow = 0
scale = 1.5,1.5

;------------------------------------------ scorpion lair
[State 0, lava]
type = Explod
triggerall = var(22) = 5015
trigger1 = enemynear,alive = 0
anim = 60344
pos = enemynear,pos X, -10
postype = p2
sprpriority = -10
shadow = 0
ownpal = 1
persistent = 0

[State 0, splash]
type = PlaySnd
triggerall = var(22) = 5015
trigger1 = enemynear,alive = 0
value = S1,18
volume = 0
persistent = 0

;------------------------------------------ Sbubway
[State 0, golpesuelosonido]
type = PlaySnd
trigger1 = var(22) = 5017
trigger1 = enemynear,stateno = 607719
trigger2 = var(22) = 5019
trigger2 = enemynear,stateno = 607723
value = S2,2
volume = 200
channel = -1
persistent = 0

[State ]
type = Helper
trigger1 = var(22) = 5017
trigger2 = var(22) = 5019
triggerall = time = 300
helpertype = Normal
ID = 70453
name = "Tren"
postype = left
pos = ifelse(var(22) = 5017,-320,640),-210
facing = 1
stateno = 70456
ownpal = 1
;--------------------------------- Bell tower
[State 0, sangre]
type = Helper
trigger1 = var(22) = 5018 && p2stateno = 607721
triggerall = !numhelper(70458)
ID = 70458
helpertype = Normal
name = "Sangre BellTower"
postype = p2
pos = 0,ifelse(enemynear,selfanimexist(9108107) = 1,0,30)
stateno = 70458
ownpal = 1

[State 0, Piso]
type = Helper
trigger1 = var(22) = 5018
trigger1 = !time
triggerall = !numhelper(704511)
ID = 704511
helpertype = Normal
name = "Piso BellTower"
postype = left
pos = 160,-197
stateno = 704511
ownpal = 1

[State 0, golpesuelo]
type = PlaySnd
triggerall = var(22) = 5018
trigger1 = (enemynear,pos y = [-5,5]) && enemynear,anim = 5050
value = S1,6
volume = 255
channel = -1
freqmul = 0.8
persistent = 0

[State 0, golpesuelo]
type = PlaySnd
triggerall = var(22) = 5018
trigger1 = enemynear,pos y = [480,485]
value = S1,6
volume = 255
channel = -1
freqmul = 0.8
persistent = 0

[State 0, golpesuelo]
type = PlaySnd
triggerall = var(22) = 5018
trigger1 = enemynear,pos y = [480*2,485*2]
value = S1,6
volume = 255
channel = -1
freqmul = 0.8
persistent = 0

[State 0, golpesuelo]
type = PlaySnd
triggerall = var(22) = 5018
trigger1 = enemynear,pos y = [480*3,485*3]
value = S1,6
volume = 255
channel = -1
freqmul = 0.8
persistent = 0

[State 0, golpesuelo]
type = PlaySnd
triggerall = var(22) = 5018
trigger1 = enemynear,pos y = [480*4,485*4]
value = S1,6
volume = 255
channel = -1
freqmul = 0.8
persistent = 0

[State 0, golpesuelo]
type = PlaySnd
triggerall = var(22) = 5018
trigger1 = enemynear,pos y = [480*5,485*5]
value = S1,6
volume = 255
channel = -1
freqmul = 0.8
persistent = 0

[State 0, golpesuelo]
type = PlaySnd
triggerall = var(22) = 5018
trigger1 = enemynear,pos y = [480*6,485*6]
value = S1,6
volume = 255
channel = -1
freqmul = 0.8
persistent = 0

[State 0, golpesuelo]
type = PlaySnd
triggerall = var(22) = 5018
trigger1 = enemynear,pos y = [480*7,485*7]
value = S1,6
volume = 255
channel = -1
freqmul = 0.8
persistent = 0

[State 0, golpesuelo]
type = PlaySnd
triggerall = var(22) = 5018
trigger1 = enemynear,pos y = [480*8,485*8]
value = S1,6
volume = 255
channel = -1
freqmul = 0.8
persistent = 0


;------------------------------------------- NO Especial
[State 0, sangre1]
type = Explod
trigger2 = var(22) = 5005
trigger2 = p2stateno = 607711
trigger3 = p2bodydist Y < -260 && (var(22) = 5011 || var(22) = 5033)
trigger1 = p2bodydist Y < -170 && var(22) != 5011
trigger1 = numhelper(60771) ;var(22) != 5010 && var(22) != 5005 && var(22) != 5008 && var(22) != 5014 && var(22) != 5015 && var(22) != 5017 && var(22) != 5018 && var(22) != 5019
triggerall = !numexplod(70231)
ID = 70231
anim = 7023+fvar(8)
pos = 20,0
postype = p2  ;p2,front,back,left,right
ontop = 1
ownpal = 1
removetime = 24
bindtime = -2
persistent = 0

[State 0, sangre2]
type = Explod
trigger2 = var(22) = 5005
trigger2 = p2stateno = 607711
trigger3 = p2bodydist Y < -260 && (var(22) = 5011 || var(22) = 5033)
trigger1 = p2bodydist Y < -170 && var(22) != 5011
trigger1 = numhelper(60771) ;var(22) != 5010 && var(22) != 5005 && var(22) != 5008 && var(22) != 5014 && var(22) != 5015 && var(22) != 5017 && var(22) != 5018 && var(22) != 5019
triggerall = !numexplod(70232)
ID = 70232
anim = 7023+fvar(8)
pos = -20,0
postype = p2  ;p2,front,back,left,right
ontop = 1
ownpal = 1
removetime = 24
bindtime = -2
persistent = 0

[State 0, sangre3]
type = Explod
trigger2 = p2bodydist Y < -260 && (var(22) = 5011 || var(22) = 5033)
trigger1 = p2bodydist Y < -170 && var(22) != 5011
triggerall = numhelper(60771) ;var(22) != 5010 && var(22) != 5005 && var(22) != 5008 && var(22) != 5014 && var(22) != 5015 && var(22) != 5017 && var(22) != 5018 && var(22) != 5019
triggerall = !numexplod(70233)
ID = 70233
anim = 7023+fvar(8)
pos = -60,0
postype = p2  ;p2,front,back,left,right
ontop = 1
ownpal = 1
removetime = 24
bindtime = -2
persistent = 0

[State 0, sangregotea]
type = Helper
triggerall = time = 50
trigger1 = numhelper(60771)
trigger2 = var(22) = 5011 || var(22) = 5033
helpertype = Normal
ID = 60772
name = "sangregotea"
postype = p2
stateno = 60773
ownpal = 1

[State 0, TargetVelSet]
type = TargetVelSet
trigger1 = enemynear,pos Y <= -floor(screenpos Y)+25
trigger1 = enemynear,stateno = 60770
y = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noautoturn
;------------ pose wins -----------
[State win]
type = changeanim
trigger1 = var(22) = 5008 || var(22) = 5005
trigger1 = time = 140
value = ifelse(var(20) = 1,180,181)
;------------------

[State 200, 7]
type = changestate
triggerall = p2stateno != 607712 && p2stateno != 607713 && p2stateno != 607720
trigger1 = anim = 7069 || anim = 70881
trigger1 = animtime = 0
trigger1 = var(22) != 5008 && var(22) != 5005 && var(22) != 5010
trigger3 = p2stateno = 607711 && time = 400
trigger2 = time > 400
trigger4 = enemynear,prevstateno = 607714 && time > 160
trigger5 = enemynear,prevstateno = 60770 && time = 200
trigger6 = var(22) = 5008 && time > 200
value = 0
ctrl = 1

;----------------------------------------
;lanzado picos
[Statedef 60770]
type    = A
movetype= H
physics = N
sprpriority = 0
velset = 0,-18

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

[State 0, animencajado]
type = ChangeAnim2
trigger1 = !vel y && name != "juano`s morph guy"
value = 70772

[State 0, animencajado shang tsung mk2]
type = ChangeAnim
trigger1 = !vel y && name = "juano`s morph guy"
value = 70772+var(20)*10

[State 0, gritopeter]
type = PlaySnd
triggerall = name = "Peter Griffin"
trigger1 = !vel Y
value = 0,20
volume = 200
channel = 3
persistent = 0

[State 0, grito]
type = PlaySnd
triggerall = name = "Juano`s Sub guy"
trigger1 = !vel Y
value = 4+var(23),5
volume = 200
channel = 4
persistent = 0

[State 0, grito]
type = PlaySnd
triggerall = name != "Juano`s Sub guy"
triggerall = name != "Peter Griffin"
triggerall = name != "Juano`s Kit girl"
trigger1 = !vel Y
value = 11,0
volume = 200
channel = 4
persistent = 0

[State amination]
type = lifeadd
Trigger1 = !vel Y
value = -9999

[State ]
type = assertspecial
trigger1 = 1
flag = noKOsnd
flag2 = noshadow

[State away with you]
type = changestate
trigger1 = !alive
value = 5150

;----------------------------------------
;lanzado acido
[Statedef 60779]
type    = A
movetype= H
physics = N
sprpriority = 0
velset = 0,-10

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

[State 0, vel X]
type = VelSet
trigger1 = !time
x = ifelse((frontEdgebodyDist >= 160),1.2,-1.2)

[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = !time
value = 5030+ifelse(name = "juano`s morph guy",var(20),0)
[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = time = 5
value = 5050+ifelse(name = "juano`s morph guy",var(20),0)

[State 0, VelAdd]
type = VelAdd
trigger1 = pos Y < -10
y = .3

[State 0, VelSet]
type = VelSet
triggerall = time > 5
trigger1 = pos Y > 0
y = 0
x = 0

[State 0, AssertSpecial]
type = AssertSpecial
triggerall = time > 5
trigger1 = pos Y = 0
flag = invisible

[State 0, PosSet]
type = PosSet
triggerall = time > 5
trigger1 = pos Y > 0
y = 0

[State 0, grito]
type = PlaySnd
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 7
value = 4+var(23),5
volume = 200
channel = 4

[State 0, grito]
type = PlaySnd
triggerall = name = "Peter Griffin"
trigger1 = time = 7
value = 0,20
volume = 200
channel = 4

[State 0, grito]
type = PlaySnd
triggerall = name = "Homero J Simpson"
trigger1 = time = 7
value = 5000,110
volume = 200
channel = 4

[State amination]
type = lifeadd
Trigger1 = time = 100
value = -9999

[State ]
type = assertspecial
trigger1 = 1
flag = noKOsnd
flag2 = noshadow

[State away with you]
type = changestate
trigger1 = !alive
value = 5150

;========================================================
;lanzado pit1
[Statedef 607710]
type    = A
movetype= H
physics = N
anim = 5030+ifelse(name = "juano`s morph guy",var(20),0)
sprpriority = 0
velset = 0, -12

[State 0, ouchSubzero]
type = PlaySnd
trigger1 = !time
trigger1 = name = "Juano`s Sub guy"
value = S2,var(3)
persistent = 0

[State 0, caeAAA]
type = PlaySnd
trigger1 = vel Y > 0
trigger1 = name = "Juano`s Sub guy"
value = S17,3
persistent = 0
channel = 1

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

[State 0, VelSet]
type = Velset
trigger1 = time = 1
x = -1

[State 0, VelSet]
type = Velset
trigger1 = vel Y > 0
x = -.1

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .2

[State 0, Gravity]
type = null;Gravity
trigger1 = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = vel Y > 0
trigger1 = anim != 5050+ifelse(name = "juano`s morph guy",var(20),0)
value = 5050+ifelse(name = "juano`s morph guy",var(20),0)

[State 0, ChangeState]
type = ChangeState
triggerall = time > 5
trigger1 = pos Y > 730
value = 607711

[State ]
type = assertspecial
trigger1 = 1
flag = noKOsnd
flag2 = noshadow
;golpe suelo pit 1
[Statedef 607711]
type    = A
movetype= H
physics = N
anim = 5110+ifelse(name = "juano`s morph guy",var(20),0)
sprpriority = 0
velset = 0,0

[State 0, gritosubzero]
type = PlaySnd
trigger1 = time = 0 && name = "Juano`s Sub guy"
value = 4+var(23),5
;volume = 100
channel = 1

[State 0, grito]
type = PlaySnd
trigger1 = !time && name != "Juano`s Sub guy"
value = 11,0
;volume = 100
channel = 1

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

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 2
value = -9999
kill = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = alive = 0
value = 5150
ctrl = 0

;========================================================
;lanzado pit 2
[Statedef 607712]
type    = A
movetype= H
physics = N
anim = 5030+ifelse(name = "juano`s morph guy",var(20),0)
sprpriority = 0
velset = 0, -12

[State 0, ouchSubzero]
type = PlaySnd
trigger1 = !time
trigger1 = name = "Juano`s Sub guy"
value = S2,var(3)
persistent = 0

[State 0, caeAAA]
type = PlaySnd
trigger1 = time = 120;vel Y > 0
trigger1 = name = "Juano`s Sub guy"
value = S17,3
persistent = 0
channel = 1

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

[State 0, VelSet]
type = Velset
trigger1 = time = 1
x = -.7

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = vel Y > 0
trigger1 = anim != 5050+ifelse(name = "juano`s morph guy",var(20),0)
value = 5050+ifelse(name = "juano`s morph guy",var(20),0)

[State 0, AllPalFX]
type = AllPalFX
trigger1 = pos Y > 950
time = 10
add = 256,256,256
mul = 256,256,256
persistent = 0

[State 0, ChangeState]
type = ChangeState
triggerall = time > 5
trigger1 = pos Y > 1000;1600
value = 607713

[State ]
type = assertspecial
trigger1 = 1
flag = noKOsnd
flag2 = noshadow

;golpe suelo pit 2
[Statedef 607713]
type    = A
movetype= H
physics = N
sprpriority = 0
velset = 0,0

[State 0, PosAdd]
type = Posset
trigger1 = !time
y = 915;1415
x = 0

[State 0, todos]
type = ChangeAnim2
triggerall = name != "Juano`s Sub guy"
triggerall = !selfAnimExist(9108101+ifelse(name = "juano`s morph guy",var(20)*1000,0))
trigger1 = time = 1
value = 607712

[State 0, compatibles]
type = ChangeAnim
triggerall = name != "Juano`s Sub guy"
triggerall = selfAnimExist(9108101+ifelse(name = "juano`s morph guy",var(20)*1000,0))
trigger1 = time = 1
value = 9108101+ifelse(name = "juano`s morph guy",var(20)*1000,0)

[State 0, subzero cayendo]
type = ChangeAnim
triggerall = name = "Juano`s Sub guy"
trigger1 = !time
value = 607716

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = noFG
flag3 = globalnoshadow
flag4 = nokosnd

[State 0, AngleDraw]
type = AngleDraw
triggerall = anim != 9108101+ifelse(name = "juano`s morph guy",var(20)*1000,0)
triggerall = anim != 607716
trigger1 = time < 40
value =  1
Scale = (((40 - Time)/3)), (((40 - Time)/3))

[State 0, splat]
type = ChangeAnim2
triggerall = name != "Juano`s Sub guy"
triggerall = anim = 607712
triggerall = !selfAnimExist(9108102+ifelse(name = "juano`s morph guy",var(20)*1000,0))
trigger1 = time = 120
value = 607713

[State 0, splatCompatible]
type = ChangeAnim
triggerall = name != "Juano`s Sub guy"
triggerall = anim = 9108101+ifelse(name = "juano`s morph guy",var(20)*1000,0)
triggerall = selfAnimExist(9108102+ifelse(name = "juano`s morph guy",var(20)*1000,0))
trigger1 = time = 120
value = 9108102+ifelse(name = "juano`s morph guy",var(20)*1000,0)

[State 0, splatsubzero]
type = ChangeAnim
triggerall = name = "Juano`s Sub guy"
triggerall = anim = 607716
trigger1 = time = 120
value = 607715

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 120
time = 15
ampl = -10

[State 0, gritosubzero]
type = PlaySnd
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 120
value = 4,5
volume = 200
channel = 2

[State 0, PlaySnd]
type = PlaySnd
triggerall = name != "Juano`s Sub guy"
trigger1 = time = 120
value = 11,0
volume = 0
channel = -1

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

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 121
value = -9999
kill = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = alive = 0
value = 5150
ctrl = 0

;lanzado kombat tomb
[Statedef 607714]
type    = A
movetype= H
physics = N
sprpriority = 0
velset = 0,-15
;anim = 70772

[State 0, animencajado]
type = ChangeAnim2
trigger1 = time > 5 && vel Y = 0 && name != "juano`s morph guy"
value = 70772
ignorehitpause = 1

[State 0, animencajado shang tsung]
type = ChangeAnim
trigger1 = time > 5 && vel Y = 0 && name = "juano`s morph guy"
value = 70772+var(20)*10
ignorehitpause = 1

[State 0, sedetiene]
type = VelSet
trigger1 = pos Y < -260
y = 0

[State 0, gritopeter]
type = PlaySnd
triggerall = name = "Peter Griffin"
trigger1 = time = 7
value = 0,20
volume = 200
channel = 3

[State 0, gritosub]
type = PlaySnd
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 7
value = 4+var(23),5
volume = 200
channel = 4

[State 0, grito]
type = PlaySnd
triggerall = name != "Juano`s Sub guy"
triggerall = name != "Peter Griffin"
trigger1 = time = 7
value = 11,0
volume = 200
channel = -1

[State amination]
type = lifeadd
Trigger1 = pos Y < -260
value = -9999

[State ]
type = assertspecial
trigger1 = 1
flag = noKOsnd
flag2 = noshadow

[State away with you]
type = changestate
trigger1 = !alive
value = 5150

;========================================================
;lanzado pit 3
[Statedef 607715]
type    = A
movetype= H
physics = N
anim = 5030+ifelse(name = "juano`s morph guy",var(20),0)
sprpriority = 0
velset = 0, -12

[State 0, ouchSubzero]
type = PlaySnd
trigger1 = !time
trigger1 = name = "Juano`s Sub guy"
value = S2,var(3)
persistent = 0

[State 0, caeAAA]
type = PlaySnd
trigger1 = vel Y > 0
trigger1 = name = "Juano`s Sub guy"
value = S17,3
persistent = 0
channel = 1

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

[State 0, VelSet]
type = Velset
trigger1 = time = 1
x = -1

[State 0, VelSet]
type = Velset
trigger1 = time = 1
x = -.7

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = vel Y > 0
trigger1 = anim != 5050+ifelse(name = "juano`s morph guy",var(20),0)
value = 5050+ifelse(name = "juano`s morph guy",var(20),0)

[State 0, ChangeState]
type = ChangeState
triggerall = time > 5
trigger1 = pos Y > 1650
value = 607716

[State 0, AssertSpecial]
type = AssertSpecial
triggerall = time > 5
trigger1 = pos Y > 1650
flag = invisible

[State ]
type = assertspecial
trigger1 = 1
flag = noKOsnd
flag2 = noshadow

;golpe suelo pit 3
[Statedef 607716]
type    = A
movetype= H
physics = N
anim = 5110+ifelse(name = "juano`s morph guy",var(20),0)
sprpriority = 0
velset = 0,0

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

[State 0, gritosubzero]
type = PlaySnd
trigger1 = time = 0 && name = "Juano`s Sub guy"
value = 4+var(23),5
;volume = 100
channel = 1

[State 0, grito]
type = PlaySnd
trigger1 = !time && name != "Juano`s Sub guy"
value = 11,0
;volume = 100
channel = 1

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

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 2
value = -9999
kill = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = alive = 0
value = 5150
ctrl = 0
;====================================================================
;scorpion lair
[Statedef 607717]
type    = A
movetype= H
physics = N
sprpriority = -10
velset = 0,-13

[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = !time
value = 5030+ifelse(name = "juano`s morph guy",var(20),0)
[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = time = 20
value = 5050+ifelse(name = "juano`s morph guy",var(20),0)

[State 0, VelSet]
type = VelSet
trigger1 = time < 50
trigger1 = pos Y < -300
trigger2 = time > 50
trigger2 = pos Y > -25
y = 0
x = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 25
time = 15
ampl = -8
persistent = 0

[State 0, VelSet]
type = Veladd
triggerall = pos Y < -25
trigger1 = time > 100
y = .1

[State 0, AssertSpecial]
type = null;AssertSpecial
trigger1 = time > 100
flag = invisible

[State 0, PosSet]
type = PosSet
trigger1 = pos Y < -300
x = 0
y = -300

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

[State 0, grito]
type = PlaySnd
triggerall = var(23) != 2
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 0
value = 4+var(23),5
volume = 200
channel = 4
[State 0, grito]
type = PlaySnd
triggerall = var(23) = 2
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 0
value = 5,5
volume = 200
channel = 4

[State 0, grito]
type = PlaySnd
triggerall = name = "Peter Griffin"
trigger1 = time = 0
value = 0,20
volume = 200
channel = 4

[State 0, grito]
type = PlaySnd
triggerall = name = "Homero J Simpson"
trigger1 = time = 0
value = 5000,110
volume = 200
channel = 4

[State 0, cae]
type = null;Explod
trigger1 = vel Y > 0
anim = 5050
pos = 0, -25
ID = 5050
scale = .25,.25
shadow = 0
ownpal = 0
bindtime = -2
persistent = 0

[State 0, AngleDraw]
type = AngleDraw
trigger1 = anim = 5050+ifelse(name = "juano`s morph guy",var(20),0)
scale = .25,.25

[State ]
type = assertspecial
trigger1 = 1
flag = noKOsnd
flag2 = noshadow

[State 0, RemoveExplod]
type = null;RemoveExplod
trigger1 = !alive
id = 5050

[State 0, grito]
type = PlaySnd
trigger1 = !alive
value = 11,0
volume = 200
channel = 4
persistent = 0

[State amination]
type = lifeadd
trigger1 = time > 100
trigger1 = vel Y = 0
value = -9999

[State away with you]
type = changestate
trigger1 = !alive
value = 5150

;====================================================================
;lanzado subway
[Statedef 607718]
type    = A
movetype= H
physics = N
sprpriority = 1
velset = 0,-13

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

[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = !time
value = 5030+ifelse(name = "juano`s morph guy",var(20),0)
[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = time = 10
value = 5050+ifelse(name = "juano`s morph guy",var(20),0)

[State 0, SprPriority]
type = SprPriority
trigger1 = anim = 5050+ifelse(name = "juano`s morph guy",var(20),0)
value = -10

[State 0, VelSet]
type = VelSet
trigger1 = time < 50
trigger1 = pos Y < -300
y = 0
x = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 25
time = 15
ampl = -8
persistent = 0

[State 0, VelSet]
type = Veladd
triggerall = pos Y < -25
trigger1 = time > 100
y = .1

[State 0, PosSet]
type = PosSet
trigger1 = pos Y < -300
x = 0
y = -300

[State 0, grito]
type = PlaySnd
triggerall = var(23) != 2
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 0
value = 4+var(23),5
volume = 200
channel = 4

[State 0, grito]
type = PlaySnd
triggerall = var(23) = 2
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 0
value = 5,5
volume = 200
channel = 4

[State 0, grito]
type = PlaySnd
triggerall = name = "Peter Griffin"
trigger1 = time = 0
value = 0,20
volume = 200
channel = 4

[State 0, grito]
type = PlaySnd
triggerall = name = "Homero J Simpson"
trigger1 = time = 0
value = 5000,110
volume = 200
channel = 4

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time > 20
scale = .5,.5

[State ]
type = assertspecial
trigger1 = 1
flag = noKOsnd
flag2 = noshadow


[State away with you]
type = changestate
triggerall = time > 50
trigger1 = pos y > -80
value = 607719
;cae Sub way
[Statedef 607719]
type    = A
movetype= H
physics = N
ctrl = 0
anim = 5110+ifelse(name = "juano`s morph guy",var(20),0)
velset = 0,0
sprpriority = -10

[State 0, Turn]
type = Turn
trigger1 = facing = 1

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

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

[State -2, nodaño]
type = nothitby
trigger1 = 1
value = SCA

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = .5,.5

[State 0, tiembla]
type = EnvShake
trigger1 = !time
time = 10
ampl = -8
persistent = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 30
value = 5120+ifelse(name = "juano`s morph guy",var(20),0)

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 5120+ifelse(name = "juano`s morph guy",var(20),0) && !animtime
value = 5300+ifelse(name = "juano`s morph guy",var(20),0)

[State grito]
type = playsnd
triggerall = name != "Juano`s Sub guy"
trigger1 = time = 155
value = 11,0
volume = 0
channel = 0
persistent = 0

[State 0, Asustado]
type = ChangeAnim
trigger1 = time = 100
triggerall = SelfAnimExist(9108106+ifelse(name = "juano`s morph guy",var(20)*1000,0)) = 1
value = 9108106+ifelse(name = "juano`s morph guy",var(20)*1000,0)

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time > 154
flag = invisible

[State 0, golpeado]
type = Explod
trigger1 = time = 155
anim = 5030+ifelse(name = "juano`s morph guy",var(20),0)
ID = 5030
postype = p1
vel = -13
removetime = 300
scale = const(size.xscale)*.5,const(size.yscale)*.5
sprpriority = -10
shadow = 0
ownpal = 0

[State 0, grito]
type = PlaySnd
trigger1 = !alive
value = 11,0
volume = 200
channel = 4
persistent = 0

[State 0, PosSet]
type = PosSet
trigger1 = time = 156
y = 0

[State amination]
type = lifeadd
trigger1 = time = 157
value = -9999

[State away with you]
type = changestate
trigger1 = !alive
value = 5150

;========================================================
;lanzado belltower
[Statedef 607720]
type    = A
movetype= H
physics = N
anim = 5030+ifelse(name = "juano`s morph guy",var(20),0)
sprpriority = 0
velset = 0, -12

[State 0, ouchSubzero]
type = PlaySnd
trigger1 = !time
trigger1 = name = "Juano`s Sub guy"
value = S2,var(3)
persistent = 0

[State 0, caeAAA]
type = PlaySnd
trigger1 = vel Y > 0
trigger1 = name = "Juano`s Sub guy"
value = S17,3
persistent = 0
channel = 1

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

[State 0, VelAdd]
type = Veladd
trigger1 = (pos y = [0,5]) && anim = 5050+ifelse(name = "juano`s morph guy",var(20),0)
trigger2 = pos y = [480,485]
trigger3 = pos y = [480*2,485*2]
trigger4 = pos y = [480*3,485*3]
trigger5 = pos y = [480*4,485*4]
trigger6 = pos y = [480*5,485*5]
trigger7 = pos y = [480*6,485*6]
trigger8 = pos y = [480*7,485*7]
trigger9 = pos y = [480*8,485*8]
y = -3

[State 0, caemasrapido]
type = null;VelAdd
trigger1 = pos Y > 480
y = .1
;--------------------------- ou de Subzer
[State ouch1]
type = Playsnd
triggerall = authorname = "juano16"
trigger1 = (pos y = [0,5]) && anim = 5050
trigger2 = pos y = [480,485]
trigger3 = pos y = [480*2,485*2]
trigger4 = pos y = [480*3,485*3]
trigger5 = pos y = [480*4,485*4]
trigger6 = pos y = [480*5,485*5]
trigger7 = pos y = [480*6,485*6]
trigger8 = pos y = [480*7,485*7]
trigger9 = pos y = [480*8,485*8]
value = 2,var(3)
channel = 0

[State cualouch]
type = VarRandom
triggerall = authorname = "juano16"
trigger1 = 1
v = 3
range = 3,5
;------------------------------- ou de homero
[State owHomero]
type = Playsnd
triggerall = name = "Homero J Simpson"
trigger1 = (pos y = [0,5]) && anim = 5050
trigger2 = pos y = [480,485]
trigger3 = pos y = [480*2,485*2]
trigger4 = pos y = [480*3,485*3]
trigger5 = pos y = [480*4,485*4]
trigger6 = pos y = [480*5,485*5]
trigger7 = pos y = [480*6,485*6]
trigger8 = pos y = [480*7,485*7]
trigger9 = pos y = [480*8,485*8]
value = 5000,0
channel = 0
;------------------

[State 0, PosSet]
type = PosSet
trigger1 = time = 50
x = 0
persistent = 0

[State 0, VelAdd]
type = VelAdd
trigger1 = 1;anim = 5030
y = .2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = vel Y > 0
trigger1 = anim != 5050+ifelse(name = "juano`s morph guy",var(20),0)
value = 5050+ifelse(name = "juano`s morph guy",var(20),0)

[State 0, ChangeState]
type = ChangeState
triggerall = selfanimexist(9108107+ifelse(name = "juano`s morph guy",var(20)*1000,0))
triggerall = time > 5
trigger1 = pos Y > 4300
value = 607721

[State 0, ChangeState]
type = ChangeState
triggerall = !(selfanimexist(9108107+ifelse(name = "juano`s morph guy",var(20)*1000,0)))
triggerall = time > 5
trigger1 = pos Y > 4275
value = 607721

[State ]
type = assertspecial
trigger1 = 1
flag = noKOsnd
flag2 = noshadow
;golpe picos belltower
[Statedef 607721]
type    = A
movetype= H
physics = N
sprpriority = 0
velset = 0,2

[State 0, enPicoscompatibles]
type = ChangeAnim
trigger1 = !time
trigger1 = selfanimexist(9108107+ifelse(name = "juano`s morph guy",var(20)*1000,0))
value = 9108107+ifelse(name = "juano`s morph guy",var(20)*1000,0)

[State 0, enPicos]
type = ChangeAnim
trigger1 = time = 1
trigger1 = !selfanimexist(9108107+ifelse(name = "juano`s morph guy",var(20)*1000,0))
value = 5110+ifelse(name = "juano`s morph guy",var(20),0)

[State 0, gritosubzero]
type = PlaySnd
trigger1 = time = 0 && name = "Juano`s Sub guy"
value = 4+var(23),5
;volume = 100
channel = 1

[State 0, grito]
type = PlaySnd
trigger1 = !time && name != "Juano`s Sub guy"
value = 11,0
;volume = 100
channel = 1

[State 0, gritoHomero]
type = PlaySnd
trigger1 = !time && name = "Homero J Simpson"
value = 1,8
;volume = 100
channel = 1

[State 0, gritopeter]
type = PlaySnd
trigger1 = time = 0 && name = "Peter Griffin"
value = 0,20
volume = 200
channel = 1

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

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 5
value = -9999
kill = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = alive = 0
value = 5150
ctrl = 0

;====================================================================
;lanzado subway mka
[Statedef 607722]
type    = A
movetype= H
physics = N
sprpriority = 1
velset = 0,-13

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

[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = !time
value = 5030+ifelse(name = "juano`s morph guy",var(20),0)
[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = time = 10
value = 5050+ifelse(name = "juano`s morph guy",var(20),0)

[State 0, SprPriority]
type = SprPriority
trigger1 = anim = 5050+ifelse(name = "juano`s morph guy",var(20),0)
value = -10

[State 0, VelSet]
type = VelSet
trigger1 = time < 50
trigger1 = pos Y < -300
y = 0
x = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 25
time = 15
ampl = -8
persistent = 0

[State 0, VelSet]
type = Veladd
triggerall = pos Y < -25
trigger1 = time > 100
y = .1

[State 0, PosSet]
type = PosSet
trigger1 = pos Y < -300
x = 0
y = -300

[State 0, grito]
type = PlaySnd
triggerall = var(23) != 2
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 0
value = 4+var(23),5
volume = 200
channel = 4

[State 0, grito]
type = PlaySnd
triggerall = var(23) = 2
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 0
value = 5,5
volume = 200
channel = 4

[State 0, grito]
type = PlaySnd
triggerall = name = "Peter Griffin"
trigger1 = time = 0
value = 0,20
volume = 200
channel = 4

[State 0, grito]
type = PlaySnd
triggerall = name = "Homero J Simpson"
trigger1 = time = 0
value = 5000,110
volume = 200
channel = 4

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time > 20
scale = .5,.5

[State ]
type = assertspecial
trigger1 = 1
flag = noKOsnd
flag2 = noshadow


[State away with you]
type = changestate
triggerall = time > 50
trigger1 = pos y > -20
value = 607723

;cae subway mka
[Statedef 607723]
type    = A
movetype= H
physics = N
ctrl = 0
anim = 5110
velset = 0,0
sprpriority = -10

[State 0, Turn]
type = Turn
trigger1 = facing = -1

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
flag2 = noshadow

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

[State -2, nodaño]
type = nothitby
trigger1 = 1
value = SCA

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = .5,.5

[State 0, tiembla]
type = EnvShake
trigger1 = !time
time = 10
ampl = -8
persistent = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 30
value = 5120+ifelse(name = "juano`s morph guy",var(20),0)

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 5120+ifelse(name = "juano`s morph guy",var(20),0) && !animtime
value = 5300+ifelse(name = "juano`s morph guy",var(20),0)

[State grito]
type = playsnd
triggerall = name != "Juano`s Sub guy"
trigger1 = time = 144
value = 11,0
volume = 0
channel = 0
persistent = 0

[State 0, Asustado]
type = ChangeAnim
trigger1 = time = 100
triggerall = SelfAnimExist(9108106+ifelse(name = "juano`s morph guy",var(20)*1000,0)) = 1
value = 9108106+ifelse(name = "juano`s morph guy",var(20)*1000,0)

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time > 143
flag = invisible

[State 0, golpeado]
type = Explod
trigger1 = time = 144
anim = 5030+ifelse(name = "juano`s morph guy",var(20),0)
ID = 5030
postype = p1
facing = 1
vel = -13
removetime = 300
scale = const(size.xscale)*.5,const(size.yscale)*.5
sprpriority = -10
shadow = 0
ownpal = 0

[State 0, grito]
type = PlaySnd
trigger1 = !alive
value = 11,0
volume = 200
channel = 4
persistent = 0

[State 0, PosSet]
type = PosSet
trigger1 = time = 150
y = 0

[State amination]
type = lifeadd
trigger1 = time = 150
value = -9999

[State away with you]
type = changestate
trigger1 = !alive
value = 5150
;================================================================
;BRUTALITY start
[Statedef 6080] ; golpe 1
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
anim = 7084
sprpriority = 2

[State reset]
type = MoveHitReset
trigger1 = !time
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
trigger1 = enemynear,BackEdgeBodyDist < 20
x = 0
ignorehitpause = 1

[State golpeaBrutal]
type = PlaySnd
trigger1 = !time
value = 2, 7+var(0)
channel = 0

[State ]
type = Helper
trigger1 = movehit && !numhelper(7015)
helpertype = Normal
ID = 7015
name = "bleed?"
postype = p2
ignorehitpause = 1
pos = enemynear,const(size.head.pos.x),ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale))
stateno = 7015
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 18
value = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = var(18) = 7
value = 60806
ctrl = 0

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0

[State ]
type = Hitdef
trigger1 = !movecontact
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
pausetime = 10,5
numhits = 0
sparkno = -1
sparkxy = 0, 0
hitsound = S0,11
ground.type = high
fall.recover = 0
envshake.time = 15
envshake.ampl = -2
kill = 0
p2stateno = 60800
p2facing = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 30
value = 0
ctrl = 1

;-------------- SIGUIENTES GOLPES
[State 0, patada1]
type = ChangeState
trigger1 = command = "hold_b" && prevstateno != 60801
trigger1 = movecontact
value = 60801
ctrl = 0
ignorehitpause = 1

[State 0, patada2]
type = ChangeState
trigger1 = command = "hold_y" && prevstateno != 60802
trigger1 = movecontact
value = 60802
ctrl = 0
ignorehitpause = 1

[State 0, golpe1]
type = ChangeState
trigger1 = command = "hold_a" && prevstateno != 60803
trigger1 = movecontact
value = 60803
ctrl = 0
ignorehitpause = 1

[State 0, especial1]
type = ChangeState
trigger1 = command = "hold_c" && prevstateno != 60804
trigger1 = movecontact
value = 60804
ctrl = 0
ignorehitpause = 1

[State 0, especial2]
type = ChangeState
trigger1 = command = "hold_z" && prevstateno != 60805
trigger1 = movecontact
value = 60805
ctrl = 0
ignorehitpause = 1


;patada 1
[Statedef 60801] ; patada 1
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
anim = 70843
sprpriority = 2

[State reset]
type = MoveHitReset
trigger1 = !time
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
trigger1 = enemynear,BackEdgeBodyDist < 20
x = 0
ignorehitpause = 1

[State golpeaBrutal]
type = PlaySnd
trigger1 = !time
value = 2, 7+var(0)
channel = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = var(18) = 7
value = 60806
ctrl = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 18
value = 1

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0

[State ]
type = Hitdef
trigger1 = !movecontact
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
numhits = 0
pausetime = 10,5
sparkno = -1
sparkxy = 0, 0
hitsound = S0,12
ground.type = high
fall.recover = 0
envshake.time = 15
envshake.ampl = -2
kill = 0
p2stateno = 60800
guard.kill = 0
p2facing = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 30
value = 0
ctrl = 1
;-------------- SIGUIENTES GOLPES
[State 0, patada2]
type = ChangeState
trigger1 = command = "hold_y" && prevstateno != 60802
trigger1 = movecontact
value = 60802
ctrl = 0
ignorehitpause = 1

[State 0, golpe1]
type = ChangeState
trigger1 = command = "hold_a" && prevstateno != 60803
trigger1 = movecontact
value = 60803
ctrl = 0
ignorehitpause = 1

[State 0, golpe2]
type = ChangeState
trigger1 = command = "hold_x" && prevstateno != 6080
trigger1 = movecontact
value = 6080
ctrl = 0
ignorehitpause = 1

[State 0, especial1]
type = ChangeState
trigger1 = command = "hold_c" && prevstateno != 60804
trigger1 = movecontact
value = 60804
ctrl = 0
ignorehitpause = 1

[State 0, especial2]
type = ChangeState
trigger1 = command = "hold_z" && prevstateno != 60805
trigger1 = movecontact
value = 60805
ctrl = 0
ignorehitpause = 1


;patada 2
[Statedef 60802] ; patada 2
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 4,0
anim = 708411
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = enemynear,BackEdgeBodyDist < 20
x = 0
ignorehitpause = 1

[State golpeaBrutal]
type = PlaySnd
trigger1 = !time
value = 2, 7+var(0)
channel = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = var(18) > 7
value = 60806
ctrl = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 18
value = 1

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0

[State ]
type = Hitdef
trigger1 = !movecontact
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
numhits = 0
pausetime = 10,5
sparkno = -1
sparkxy = 0, 0
hitsound = S0,12
ground.type = high
fall.recover = 0
envshake.time = 15
envshake.ampl = -2
kill = 0
p2stateno = 60800
p2facing = 1
guard.kill = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 30
value = 0
ctrl = 1
;-------------- SIGUIENTES GOLPES
[State 0, patada1]
type = ChangeState
trigger1 = command = "hold_b" && prevstateno != 60801
trigger1 = movecontact
value = 60801
ctrl = 0
ignorehitpause = 1

[State 0, golpe1]
type = ChangeState
trigger1 = command = "hold_a" && prevstateno != 60803
trigger1 = movecontact
value = 60803
ctrl = 0
ignorehitpause = 1

[State 0, golpe2]
type = ChangeState
trigger1 = command = "hold_x" && prevstateno != 6080
trigger1 = movecontact
value = 6080
ctrl = 0
ignorehitpause = 1

[State 0, especial1]
type = ChangeState
trigger1 = command = "hold_c" && prevstateno != 60804
trigger1 = movecontact
value = 60804
ctrl = 0
ignorehitpause = 1

[State 0, especial2]
type = ChangeState
trigger1 = command = "hold_z" && prevstateno != 60805
trigger1 = movecontact
value = 60805
ctrl = 0
ignorehitpause = 1

;golpe 2
[Statedef 60803] ; golpe 2
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 5,0
anim = 70845
sprpriority = 2

[State reset]
type = MoveHitReset
trigger1 = !time
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
trigger1 = enemynear,BackEdgeBodyDist < 20
x = 0
ignorehitpause = 1

[State golpeaBrutal]
type = PlaySnd
trigger1 = !time
value = 2, 7+var(0)
channel = 0

[State ]
type = Helper
trigger1 = movehit && !numhelper(7015)
helpertype = Normal
ID = 7015
name = "bleed?"
postype = p2
ignorehitpause = 1
pos = enemynear,const(size.head.pos.x),ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale))
stateno = 7015
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = var(18) > 7
value = 60806
ctrl = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 18
value = 1

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0

[State ]
type = Hitdef
trigger1 = !movecontact
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
numhits = 0
pausetime = 10,5
sparkno = -1
sparkxy = 0, 0
hitsound = S0,11
ground.type = high
fall.recover = 0
envshake.time = 15
envshake.ampl = -2
kill = 0
p2stateno = 60800
guard.kill = 0
p2facing = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 30
value = 0
ctrl = 1
;-------------- SIGUIENTES GOLPES
[State 0, patada1]
type = ChangeState
trigger1 = command = "hold_b" && prevstateno != 60801
trigger1 = movecontact
value = 60801
ctrl = 0
ignorehitpause = 1

[State 0, patada2]
type = ChangeState
trigger1 = command = "hold_y" && prevstateno != 60802
trigger1 = movecontact
value = 60802
ctrl = 0
ignorehitpause = 1

[State 0, golpe2]
type = ChangeState
trigger1 = command = "hold_x" && prevstateno != 6080
trigger1 = movecontact
value = 6080
ctrl = 0
ignorehitpause = 1

[State 0, especial1]
type = ChangeState
trigger1 = command = "hold_c" && prevstateno != 60804
trigger1 = movecontact
value = 60804
ctrl = 0
ignorehitpause = 1

[State 0, especial2]
type = ChangeState
trigger1 = command = "hold_z" && prevstateno != 60805
trigger1 = movecontact
value = 60805
ctrl = 0
ignorehitpause = 1

;sp 1
[Statedef 60804] ; especial 1
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 1,0
anim = 70848
sprpriority = 2

[State reset]
type = MoveHitReset
trigger1 = !time
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
trigger1 = enemynear,BackEdgeBodyDist < 20
x = 0
ignorehitpause = 1

[State ]
type = Helper
trigger1 = movehit && !numhelper(7015)
helpertype = Normal
ID = 7015
name = "bleed?"
postype = p2
ignorehitpause = 1
pos = enemynear,const(size.head.pos.x),ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale))
stateno = 7015
ownpal = 1
size.xscale = 1
size.yscale = 1

[State golpeaBrutal]
type = PlaySnd
trigger1 = !time
value = 2, 7+var(0)
channel = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = var(18) > 7
value = 60806
ctrl = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 18
value = 1

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0

[State ]
type = Hitdef
trigger1 = !movecontact
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
numhits = 0
pausetime = 10,5
sparkno = -1
sparkxy = 0, 0
hitsound = S0,11
ground.type = high
fall.recover = 0
envshake.time = 15
envshake.ampl = -2
kill = 0
p2stateno = 60800
guard.kill = 0
p2facing = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 30
value = 0
ctrl = 1
;-------------- SIGUIENTES GOLPES
[State 0, patada1]
type = ChangeState
trigger1 = command = "hold_b" && prevstateno != 60801
trigger1 = movecontact
value = 60801
ctrl = 0
ignorehitpause = 1

[State 0, patada2]
type = ChangeState
trigger1 = command = "hold_y" && prevstateno != 60802
trigger1 = movecontact
value = 60802
ctrl = 0
ignorehitpause = 1

[State 0, golpe2]
type = ChangeState
trigger1 = command = "hold_a" && prevstateno != 60803
trigger1 = movecontact
value = 60803
ctrl = 0
ignorehitpause = 1

[State 0, golpe1]
type = ChangeState
trigger1 = command = "hold_x" && prevstateno != 6080
trigger1 = movecontact
value = 6080
ctrl = 0
ignorehitpause = 1

[State 0, especial2]
type = ChangeState
trigger1 = command = "hold_z" && prevstateno != 60805
trigger1 = movecontact
value = 60805
ctrl = 0
ignorehitpause = 1


;sp2
[Statedef 60805] ; especial 2
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 3,0
anim = 70849
sprpriority = 2

[State reset]
type = MoveHitReset
trigger1 = !time
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
trigger1 = enemynear,BackEdgeBodyDist < 20
x = 0
ignorehitpause = 1

[State golpeaBrutal]
type = PlaySnd
trigger1 = !time
value = 2, 7+var(0)
channel = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = var(18) > 7
value = 60806
ctrl = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 18
value = 1

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0

[State ]
type = Hitdef
trigger1 = !movecontact
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
numhits = 0
pausetime = 10,5
sparkno = -1
sparkxy = 0, 0
hitsound = S0,12
ground.type = high
fall.recover = 0
envshake.time = 15
envshake.ampl = -2
kill = 0
p2stateno = 60800
guard.kill = 0
p2facing = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 30
value = 0
ctrl = 1
;-------------- SIGUIENTES GOLPES
[State 0, patada1]
type = ChangeState
trigger1 = command = "hold_b" && prevstateno != 60801
trigger1 = movecontact
value = 60801
ctrl = 0
ignorehitpause = 1

[State 0, patada2]
type = ChangeState
trigger1 = command = "hold_y" && prevstateno != 60802
trigger1 = movecontact
value = 60802
ctrl = 0
ignorehitpause = 1

[State 0, golpe1]
type = ChangeState
trigger1 = command = "hold_a" && prevstateno != 60803
trigger1 = movecontact
value = 60803
ctrl = 0
ignorehitpause = 1

[State 0, especial1]
type = ChangeState
trigger1 = command = "hold_c" && prevstateno != 60804
trigger1 = movecontact
value = 60804
ctrl = 0
ignorehitpause = 1

[State 0, golpe1]
type = ChangeState
trigger1 = command = "hold_x" && prevstateno != 6080
trigger1 = movecontact
value = 6080
ctrl = 0
ignorehitpause = 1
;==================================================================
;p2 golpeado brutality
[Statedef 60800]
type    = S
movetype= H
physics = N
velset = 0,0

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
triggerall = anim != ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype) +ifelse(name = "juano`s morph guy",var(20),0)
triggerall = anim != 5030+ifelse(name = "juano`s morph guy",var(20),0) && anim != 5047 + GetHitVar(animtype)+ifelse(name = "juano`s morph guy",var(20),0)
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)+ifelse(name = "juano`s morph guy",var(20),0)

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
triggerall = anim != ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)+ifelse(name = "juano`s morph guy",var(20),0)
triggerall = anim != 5030+ifelse(name = "juano`s morph guy",var(20),0) && anim != 5047 + GetHitVar(animtype)+ifelse(name = "juano`s morph guy",var(20),0)
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030+ifelse(name = "juano`s morph guy",var(20),0)

[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
triggerall = anim != ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)+ifelse(name = "juano`s morph guy",var(20),0)
triggerall = anim != 5030+ifelse(name = "juano`s morph guy",var(20),0) && anim != 5047 + GetHitVar(animtype)+ifelse(name = "juano`s morph guy",var(20),0)
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype))+ifelse(name = "juano`s morph guy",var(20),0))
value = 5047 + GetHitVar(animtype)+ifelse(name = "juano`s morph guy",var(20),0) ;5051 - 4 + type

[State 5000, 4] ;Freeze anim
type = null;ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State ]
type = lifeset
trigger1 = time = 40
triggerall = p2stateno != 6080
triggerall = p2stateno != [60801,60806]
triggerall = p2stateno != 60877 &&  p2stateno != 60879
triggerall = p2stateno != 60878 && p2stateno != [60880,60887]
value = 0

[State 0, VelAdd]
type = Velset
trigger1 = time = 40
trigger1 = p2stateno != 6080
triggerall = p2stateno != [60801,60806]
triggerall = p2stateno != 60877 &&  p2stateno != 60879
triggerall = p2stateno != 60878 && p2stateno != [60880,60887]
x = -3
y = -2

[State 5000, 7]
type = selfstate
trigger1 = p2stateno != 6080
triggerall = p2stateno != [60801,60806]
triggerall = p2stateno != 60877 &&  p2stateno != 60879
triggerall = p2stateno != 60878 && p2stateno != [60880,60887]
trigger1 = time = 40
value = 5050
;====================================================================
;automatico
[Statedef 60806]
type    = S
movetype= I
physics = N
juggle  = 1
;anim = 0
Velset = 0, 0
ctrl = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 9999
ID = 16007
pos = 999,999
removetime = -2

[State 210, tuntun]
type = Playsnd
trigger1 = time = 0
value = 15,ifelse(!var(27),0,14)
volume = 250
channel = 2

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Dark"
ID = 60774
stateno = 60774
pos = 999,999
ownpal = 1

[State 430, 31sdaa]
type = changestate
trigger1 = Time = 1
value = 60877

;CONTROL
[Statedef 60877] ;20 = 7      21 = 8
type    = S
movetype= A
physics = S

[State golpeaBrutal]
type = PlaySnd
trigger1 = !time && prevstateno != 60806
value = 2, 7+var(0)
channel = 0

[State ]
type = Helper
triggerall = !time && !numhelper(7015) && prevstateno != 60806
trigger1 = anim = 7084
trigger2 = anim = 70841
trigger3 = anim = 70842
trigger4 = anim = 70844
trigger5 = anim = 70845
trigger6 = anim = 70846
trigger7 = anim = 70847
trigger8 = anim = 708410
trigger9 = anim = 708411
trigger12 = anim = 708412
helpertype = Normal
ID = 7015
name = "bleed?"
postype = p2
pos = enemynear,const(size.head.pos.x),ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale))
stateno = 7015
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 431, 3.2]
type = VarRandom
trigger1 = Time = 0
v = 8
range = 1, 9

[State 431, 3.2]
type = Varset
trigger1 = Time = 0
v = 7
value = (Var(7) +1)

[State 201111, 7]
type = ChangeState
trigger1 = time = 4
trigger1 = Var(7) < 7
value = (60878+Var(8))

[State 201111, 7]
type = ChangeState
trigger1 = time = 3
trigger1 = Var(7) >= 7 & Var(7) <= 12
value = (60878+Var(8))

[State 201111, 7]
type = ChangeState
trigger1 = time = 2
trigger1 = Var(7) > 12 & Var(7) < 18
value = (60878+Var(8))

[State 201111, 7]
type = ChangeState
trigger1 = time = 1
trigger1 = Var(7) >= 18 & Var(7) < 45
value = (60878+Var(8))

[State 201, 7]
type = ChangeState
trigger1 = Var(7) = 45
value = 60878
;---------------------------------------;
;		- KOMBOS -		;
;---------------------------------------;

;------------------------------------;
;hit 1 golpes
[Statedef 60879]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
anim = 7084
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = enemynear,BackEdgeBodyDist < 20
x = 0
ignorehitpause = 1

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0

[State ]
type = Hitdef
trigger1 = !movecontact
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
;pausetime = 10,5
numhits = -1
sparkno = -1
sparkxy = 0, 0
hitsound = S0,11
ground.type = high
fall.recover = 0
envshake.time = 10
envshake.ampl = -3
kill = 0
p2stateno = 60800
p2facing = 1
numhits = -1
p1stateno = 60877

;[State 201, 7]
;type = ChangeState
;trigger1 = movecontact
;value = 60877

;------------------------------------;
;hit 2 golpes
[Statedef 60880]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 5,0
anim = 70845
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = enemynear,BackEdgeBodyDist < 20
x = 0
ignorehitpause = 1

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0

[State ]
type = Hitdef
trigger1 = !movecontact
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
;pausetime = 10,5
numhits = -1
sparkno = -1
sparkxy = 0, 0
hitsound = S0,11
ground.type = high
fall.recover = 0
envshake.time = 10
envshake.ampl = -3
kill = 0
p2stateno = 60800
p2facing = 1
numhits = -1
p1stateno = 60877

;[State 201, 7]
;type = ChangeState
;trigger1 = movecontact
;value = 60877

;------------------------------------;
;hit 1 patadas
[Statedef 60881]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 1,0
anim = 70843
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = enemynear,BackEdgeBodyDist < 20
x = 0
ignorehitpause = 1

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0

[State ]
type = Hitdef
trigger1 = !movecontact
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
;pausetime = 10,5
numhits = -1
sparkno = -1
sparkxy = 0, 0
hitsound = S0,12
ground.type = high
fall.recover = 0
envshake.time = 10
envshake.ampl = -3
kill = 0
p2stateno = 60800
p2facing = 1
numhits = -1
p1stateno = 60877

;[State 201, 7]
;type = ChangeState
;trigger1 = movecontact
;value = 60877

;------------------------------------;
;hit 2 patadas
[Statedef 60882]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 3,0
anim = 70849
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = enemynear,BackEdgeBodyDist < 20
x = 0
ignorehitpause = 1

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0

[State ]
type = Hitdef
trigger1 = !movecontact
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
;pausetime = 10,5
numhits = -1
sparkno = -1
sparkxy = 0, 0
hitsound = S0,12
ground.type = high
fall.recover = 0
envshake.time = 10
envshake.ampl = -3
kill = 0
p2stateno = 60800
p2facing = 1
numhits = -1
p1stateno = 60877
;ground.velocity = 2,0

;[State 201, 7]
;type = ChangeState
;trigger1 = movecontact
;value = 60877

;------------------------------------;
;hit 1 sp
[Statedef 60883]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 2,0
anim = 70848
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = enemynear,BackEdgeBodyDist < 20
x = 0
ignorehitpause = 1

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0

[State ]
type = Hitdef
trigger1 = !movecontact
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
;pausetime = 10,5
numhits = -1
sparkno = -1
sparkxy = 0, 0
hitsound = S0,11
ground.type = high
fall.recover = 0
envshake.time = 10
envshake.ampl = -3
kill = 0
p2stateno = 60800
p2facing = 1
numhits = -1
p1stateno = 60877
;ground.velocity = 1,0

;[State 201, 7]
;type = ChangeState
;trigger1 = movecontact
;value = 60877

;------------------------------------;
;hit 2 sp
[Statedef 60884]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 4,0
anim = 70849
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = enemynear,BackEdgeBodyDist < 20
x = 0
ignorehitpause = 1

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0

[State ]
type = Hitdef
trigger1 = !movecontact
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
;pausetime = 10,5
numhits = -1
sparkno = -1
sparkxy = 0, 0
hitsound = S0,12
ground.type = high
fall.recover = 0
envshake.time = 10
envshake.ampl = -3
kill = 0
p2stateno = 60800
p2facing = 1
numhits = -1
p1stateno = 60877
;ground.velocity = 3,0

;[State 201, 7]
;type = ChangeState
;trigger1 = movecontact
;value = 60877

;------------------------------------;
;hit 3 sp
[Statedef 60885]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 2,0
anim = 708410
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = enemynear,BackEdgeBodyDist < 20
x = 0
ignorehitpause = 1

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0

[State ]
type = Hitdef
trigger1 = !movecontact
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
;pausetime = 10,5
numhits = -1
sparkno = -1
sparkxy = 0, 0
hitsound = S0,12
ground.type = high
fall.recover = 0
envshake.time = 10
envshake.ampl = -3
kill = 0
p2stateno = 60800
p2facing = 1
numhits = -1
p1stateno = 60877


;[State 201, 7]
;type = ChangeState
;trigger1 = movecontact
;value = 60877

;------------------------------------;
;hit 4 sp
[Statedef 60886]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 4,0
anim = 708411
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = enemynear,BackEdgeBodyDist < 20
x = 0
ignorehitpause = 1

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0

[State ]
type = Hitdef
trigger1 = !movecontact
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
;pausetime = 10,5
numhits = -1
sparkno = -1
sparkxy = 0, 0
hitsound = S0,12
ground.type = high
fall.recover = 0
envshake.time = 10
envshake.ampl = -3
kill = 0
p2stateno = 60800
p2facing = 1
numhits = -1
p1stateno = 60877

;[State 201, 7]
;type = ChangeState
;trigger1 = movecontact
;value = 60877

;------------------------------------;
;hit 5 sp
[Statedef 60887]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 1,0
anim = 708412
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = enemynear,BackEdgeBodyDist < 20
x = 0
ignorehitpause = 1

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0

[State ]
type = Hitdef
trigger1 = !movecontact
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
;pausetime = 10,5
numhits = -1
sparkno = -1
sparkxy = 0, 0
hitsound = S0,12
ground.type = high
fall.recover = 0
envshake.time = 10
envshake.ampl = -3
kill = 0
p2stateno = 60800
p2facing = 1
numhits = -1
p1stateno = 60877

;[State 201, 7]
;type = ChangeState
;trigger1 = movecontact
;value = 60877
;-------------------------------;
;	- Fin de KOMBOS -	;
;-------------------------------;
;------------------------------------;
;GOLPE FINAL
[Statedef 60878]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 8                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0
anim = 7069                      ;Change animation (Def: no change)

[State 201, 1]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
hitflag = MAF ;HAF
sparkno = -1
sparkxy = -18,-100
hitsound   = 0,2
envshake.time = 15
envshake.freq = 70
envshake.ampl = 7
numhits = 0
p2stateno = 6072

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Brutal señal"
stateno = 7043
id = 7043
pos = 70,-146
postype = left
facing = 1
ownpal = 1
ontop = 1

[State 210, finfatality]
type = Playsnd
trigger1 = time = 0
value = 15,10
volume = 250
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0 && enemynear,name != "Juano`s Sub guy"
value = 1,10
volume = 200
channel = 5

[State 0, destruye]
type = Helper
trigger1 = animelem = 4
triggerall = !numhelper(7028)
helpertype = Normal
ID = 7028
name = "splat"
postype = p2
pos = 0,ceil(enemynear,const(size.mid.pos.y)*enemynear,const(size.yscale))
stateno = 7029
ownpal = 1
persistent = 0

[State ]
type = Helper
trigger1 = animelem = 4
triggerall = !numhelper(7018)
helpertype = Normal
ID = 7018
name = "what the bleed?"
postype = p2
ignorehitpause = 1
pos = enemynear,const(size.head.pos.x),ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale))
stateno = 7018
ownpal = 1
persistent = 0

[State 201, 7]
type = ChangeState
trigger1 = time = 100
value = 0
ctrl = 1


;=======================================================================
;------------------------------- Mercy ---------------------------------
;MERCY check
[Statedef 60876]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2

[State check]
type = ChangeAnim
trigger1 = !time
value = 9001
elem = ifelse(var(20) = 1,1,2)

[State work]
type = HitDef
Trigger1 = !movecontact && !time
attr = S,NA
guardflag = M
animtype = light
sparkno = -1
p2stateno = 7022

[State hit]
type = ChangeState
trigger1 = movecontact && time = 1
value = 60875

[State nohit]
type = ChangeState
trigger1 = !movecontact && time = 1
value = 0

;------------------------------------------------------------
; mercy
[Statedef 60875]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 1

[State msg]
type = Explod
trigger1 = time = 60
anim = 7099
pos = 160
postype = left
facing = 1
bindtime = 9999
ontop = 1
ownpal = 1

[State musica]
type = PlaySnd
trigger1 = time = 60
value = 1,43

;-------------- shows mercy ------------
[State cyrax]
type = PlaySnd
trigger1 = time = 60 && !var(21) && var(20) = 1
value = 4, ifelse(!var(27),8,18)
channel = 5

[State sektor]
type = PlaySnd
trigger1 = time = 60 && !var(21) && var(20) = 2
value = 16,ifelse(!var(27),1,11)
channel = 5

[State smoke]
type = PlaySnd
trigger1 = time = 60 && !var(21) && var(20) = 3
value = 16,ifelse(!var(27),0,10)
channel = 5

[State chameleon]
type = PlaySnd
trigger1 = time = 60 && var(21) = 1
value = 16,ifelse(!var(27),2,12)
channel = 5

[State shows mercy]
type = PlaySnd
trigger1 = time = 110
value = 1,49
channel = 5
;------------------------

[State ]
type = ChangeAnim
trigger1 = !time && anim != 0 && anim != 1 
value = ifelse(var(20) = 1,0,1)

[State ]
type = VarSet
trigger1 = 1
var(4) = 0

[State ]
type = Helper
trigger1 = !time
helpertype = normal
stateno = 60774
pos = 999,999
ownpal = 1

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

[State ]
type = StopSnd
trigger1 = !time
channel = -1
persistent = 3

[State ]
type = TargetLifeAdd
trigger1 = 1
value = 50

[State tuntun]
type = Playsnd
trigger1 = !time
value = 15,ifelse(!var(27),0,14)
volume = 250
channel = 2

[State 200, 7]
type = changestate
trigger1 = time = 170
value = 0
ctrl = 1



;====================================================================
;-------------------------- HARA KIRI -------------------------------
[Statedef 60511]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 0

[State ]
type = Turn
trigger1 = !time && facing = enemynear,facing

;----------------------------- FX
[State set harakiri]
type = VarSet
trigger1 = !time
fvar(15) = 1

[State silencio]
type = StopSnd
trigger1 = !time
channel = -1
persistent = 3

[State  tuntun]
type = Playsnd
trigger1 = !time
value = 15,ifelse(!var(27),0,14)
volume = 250
channel = 2

[State ]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nokosnd
flag3= nokoslow
flag3 = timerfreeze

[State ]
type = Helper
trigger1 = !time
helpertype = normal
name = "Dark"
ID = 60774
stateno = 60774
pos = 999,999
ownpal = 1

[State finFatality]
type = Playsnd
trigger1 = time = 200
value = 15,10
volume = -250
channel = -1

[State msg]
type = Helper
trigger1 = time = 120
helpertype = normal
name = "señal"
stateno = 70430
postype = left
facing = 1
ownpal = 1
ontop = 1

;----------------- end

[State end]
type = VarSet
trigger1 = time = 359 && var(20) = 1 ;cyrax
trigger2 = time = 300 && var(20) = 2 ;sektor 
fvar(15) = 2

[State dead]
type = LifeSet
trigger1 = fvar(15) = 2 && var(20) != 1
value = 0

[State end]
type = ChangeState
trigger1 = fvar(15) = 2 && var(20) != 1
value = 5150

;------------------ cyrax
[State cyraxID]
type = Explod
triggerall = var(20) = 1
trigger1 = !(time%1) && var(21) = 1
anim = 9999
ID = 2100
pos = 320,240
postype = left
bindtime = 1
removetime = 1
ownpal = 1
ignorehitpause = 1

[State presiona botones]
type = ChangeAnim
triggerall = var(20) = 1
trigger1 = time = 60
value = 6016

[State abre manos]
type = ChangeAnim
triggerall = var(20) = 1
trigger1 = anim = 6016 && time = 229
value = 60160

[State oil Blood]
type = VarSet
triggerall = var(20) = 1
trigger1 = time = 359
fvar(8) = 20000

[State splat]
type = Helper
trigger1 = time = 360
helpertype = Normal
pos = 0,ceil(enemynear,const(size.mid.pos.y)*enemynear,const(size.yscale))
stateno = 7029
ownpal = 1

[State desaparece]
type = ChangeState
triggerall = var(20) = 1
trigger1 = time = 360
value = 6072

[State letras]
type = Explod
triggerall = var(20) = 1
trigger1 = time = 254
anim = 60090
removetime = 106
facing = facing
ontop = 1
ownpal = 1

[State empieza]
type = PlaySnd
triggerall = var(20) = 1
trigger1 = time = 156
value = S1,33

[State persiona]
type = PlaySnd
triggerall = var(20) = 1
triggerall = anim = 6016 
trigger1 = !animelemtime(5) 
trigger2 = !animelemtime(9) 
trigger3 = !animelemtime(13)
value = S1,32

[State voz]
type = PlaySnd
triggerall = var(20) = 1
trigger1 = anim = 60160 && !animelemtime(6)
value = S2,3

;------------------ sektor
[State 0, sektorID]
type = Explod
triggerall = var(20) = 2
trigger1 = !(time%1) && var(21) = 1
anim = 9999
ID = 2101
pos = 320,240
postype = left
bindtime = 1
removetime = 1
ownpal = 1
ignorehitpause = 1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = var(20) = 2
trigger1 = time = 60
value = 6002

[State freeze]
type = ChangeAnim
triggerall = var(20) = 2
trigger1 = time > 64 && anim != 9108091
value = 6002
elem = 2

[State sale]
type = PlaySnd
triggerall = var(20) = 2
trigger1 = time = 64
value = S1,7
volume = 255

[State sektorID]
type = Explod
triggerall = var(20) = 2
trigger1 = !(time%1) && var(21) = 2
anim = 9999
ID = 2101
pos = 320,240
postype = left
bindtime = 1
removetime = 1
ownpal = 1

[State Bomb]
type = Helper
triggerall = var(20) = 2
trigger1 = anim = 6002 && time = 64
helpertype = normal
stateno = 60512
name = "Misil"
id = 60512
pos = ceil(3*const(size.xscale)),ceil(-90*const(size.yscale))
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State target]
type = Explod
triggerall = var(20) = 2
trigger1 = anim = 6002 && time = 64
anim = 60070
pos = 0,ceil(const(size.mid.pos.y)*const(size.yscale))
id = 60070
facing = 1
bindtime = 9999
removetime = 9999
scale = const(size.xscale),const(size.yscale)
sprpriority = 1
ownpal = 1

[State mira out]
type = RemoveExplod
triggerall = var(20) = 2
trigger1 = numexplod(60070) && anim = 9108091
id = 60070

[State piernas]
type = ChangeAnim
triggerall = var(20) = 2
trigger1 = numhelper(60512) && anim != 9108091
trigger1 = helper(60512),anim = 60040
value = 9108091

[State gritomuere]
type = PlaySnd
triggerall = var(20) = 2
trigger1 = anim = 9108091
value = 4+ifelse(stateno = 6058 && enemynear,var(21) = 1,1,var(23)),5
volume = 255
channel = 0
persistent = 0

;------------------------
;misil hara kiri
[Statedef 60512]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 5,0
anim = 6007
ctrl = 0
sprpriority = 2

[State sube]
type = VelAdd
trigger1 = time > 10 && time < 50 && vel y > -4
y = -.16

[State baja]
type = VelAdd
trigger1 = time >= 50 && pos y < ceil(parent,const(size.mid.pos.y)*parent,const(size.yscale))
y = .15

[State regresa]
type = VelAdd
trigger1 = time > 20 && parentdist x < 0 && vel x > -4
x = -.14

[State stop1]
type = Velmul
trigger1 = time > 20 && parentdist x >= 10 
x = .8

[State stop2]
type = VelSet
trigger1 = anim = 60040
x = 0
y = 0

[State explosion]
type = ChangeAnim
triggerall = anim != 60040 
trigger1 = pos y > ceil(parent,const(size.mid.pos.y)*parent,const(size.yscale))
trigger2 = time > 20 && parentdist x >= 0 
value = 60040

[State 0, VarAdd]
type = Varset
trigger1 = time > 10
fvar(10) = (time-10)*2.5

[State abajo]
type = AngleDraw
trigger1 = 1
value = fvar(10)

[State abajo]
type = AngleDraw
trigger1 = fvar(10) >= 270
value = 270

[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 ]
type = assertspecial
trigger1 = 1
flag = noshadow

[State humo]
type = Explod
trigger1 = anim = 6007 && !(time%8)
anim = 7040
sprpriority = 0

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

[State oil Blood]
type = parentVarSet
trigger1 = anim = 60040
fvar(8) = 20000

[State sangre bola]
type = Helper
trigger1 = anim = 60040
helpertype = Normal
stateno = 7037
pos = 0,ceil(30*parent,const(size.yscale))
ownpal = 1
persistent = 0

[State destruye]
type = Helper
trigger1 = anim = 60040
helpertype = Normal
pos = 0,ceil(30*parent,const(size.yscale))
stateno = 60513
ownpal = 1
persistent = 0

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

;================================================
;body parts hara kiri
[Statedef 60513]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 9999
ctrl = 0
sprpriority = 0

[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
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 <= 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 = 0,0
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 && root,stateno != 60811
anim = ceil(7023+root,fvar(8))
Postype = p1
pos = 0,ceil(-30*root,const(size.xscale)*(1+root,fvar(2)))
sprpriority = 1
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
