

;all black "NO"
[Statedef 3099];---------------------------------------------------------------
type    = S
movetype= I
physics = N
juggle  = 1
ctrl = 0
velset=0,0
sprpriority= 0
anim=888



[State 0, worldbg]
type = Explod
trigger1 = numexplod(3099) = 0
anim = 3099
ID = 3099
pos = 320,240
postype = left;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = 20,20
sprpriority = -7
ownpal = 1
removeongethit = 0


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = noFG

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

;;------------------------------------------------------------
[Statedef 3100]
type    = A
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3100
;sprpriority = 2

[State 9130, SetFatal]
type = Varset
trigger1 =1
V = 4
value = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =1
value = 1400,0;F=common snd
volumescale = 200
channel = -1

[State 800, 1]
type = HitDef
Trigger1 = !movecontact; && enemy,numexplod(24) = 0&&p2stateno != 9010
damage =0
pausetime = 0,0
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = HL          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
hitsound = -1
sparkno = -1          ;No spark
p2facing = 1       ;Force p2 to face KFM
p1stateno =3101
p2stateno =  3110
numhits = 0
guard.dist = 0        ;This prevents p2 from going into a guard state if close
fall = 1
fall.recover = 0
kill       =0
fall.kill  = 0
fall.damage = 0
guard.kill = 0




[State 800, 2]
type = ChangeState
Trigger1 = Animtime = 0
value = 0
ctrl = 1

;;------------------------------------------------------------
[Statedef 3101]
type    = A
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority=4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
trigger2 = anim=3101 && animelem=4,=0
value = 2323,0;F=common snd
volumescale = 200
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim=3101 && animelem=1,=0
value = 1400,3;F=common snd
volumescale = 200
channel = -1

[State 1, blood]
type = Helper
trigger1 =time=0
stateno = 7150
pos = 10, -90
postype = p2
facing = -1

[State 1, blood]
type = Helper
trigger1 =time=0
stateno = 7150
pos = -10, -90
postype = p2
facing =1

[State 1, blood]
type = Helper
trigger1 =time=0
stateno = 7441
pos = -0, -90
postype = p2
facing =1

[State 1, blood]
type = Helper
trigger1 = anim=3101 && animelem=4,=0
stateno = 7440
pos = -0, -110
postype = p2
facing =1

[State 1, blood]
type = Helper
trigger1 = anim=3101 && animelem=4,=0
stateno = 7450
pos = -0, -100
postype = p2
facing =1



[State 1, blood]
type = Helper
trigger1 = time=221
stateno = 7400
pos = 58, -0
postype = p2
facing =1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time= 70
value = 3101

[State 0, TargetState]
type = TargetState
trigger1 = anim=3101 && animelem=4,=0
value = 3111
ID = -1




[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime= 0 && anim!=0
value = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 240
value =0
ctrl = 1
;anim =
;ignorehitpause = 
;persistent = 


;-------------
;en 1
[Statedef 3110]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 10
freq = 60;скорость 0 - 180
ampl = -4;смещение экрана вверх-низ
phase = 90

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = 4,1
volumescale = 100
channel = 4



[State 820, 1]
type = ChangeAnim
Trigger1 = 1
value = 5832
elem= 3

[State 0, ryk]
type = Explod
trigger1 = time=0
anim = 443
ID = 443
pos = 30,-80
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = 2,-4
accel = 0,0.4
random = 0,0
removetime = 33;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 5
ownpal = 0

[State 0, ryk]
type = Explod
trigger1 = time=0
anim = 443
ID = 443
pos = -30,-80
postype = p1;  p2,front,back,left,right
facing = -1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = -2,-4
accel = 0,0.4
random = 0,0
removetime = 33;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 5
ownpal = 0

[State 0, ryk2]
type = Explod
trigger1 = time=33
anim = 443
ID = 443
pos = 80,00
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 5
ownpal = 0

[State 0, ryk2]
type = Explod
trigger1 = time=33
anim = 443
ID = 443
pos = -80,00
postype = p1;  p2,front,back,left,right
facing = -1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 5
ownpal = 0


;-------------
;en 2
[Statedef 3111]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0
anim=888

[State 0, StopSnd]
type = StopSnd
trigger1 =  time=0
channel = 4
;ignorehitpause = 
;persistent = 


[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 10
freq = 60;скорость 0 - 180
ampl = -4;смещение экрана вверх-низ
phase = 90

[State 0, Explod]
type = Explod
trigger1 = time=0
anim =5833
ID = 5833
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = time=0
anim = 43051
ID = 43051
pos = 0,-100
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = .3,-14
accel = 0,.2
random = 0,0
removetime = 149;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 4
ontop = 0
ownpal = 0
removeongethit = 0


[State 0, Explod]
type = Explod
trigger1 = time=149
anim = 6614
ID = 6614
pos = 46,-0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
random = 0,0
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 7
ontop = 0
ownpal = 0
removeongethit = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=149
value = 3,3
volumescale = 100




[State 0, invis]
type = varset
trigger1 = time = 0
v = 26
value = 1




[State 200, 7]
type = lifeadd
trigger1 = time = 152
value = -9999

[State 200, 7]
type = selfstate
trigger1 = time = 153
value = 5110


;==================================
;Fatality 3     VVV
[Statedef 3200]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 0



[State 0, Explod]
type = Explod
trigger1 = time=0
anim = 888
ID = 119
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
ownpal = 1



[State 9130, SetFatal]
type = Varset
trigger1 = time = 1
V = 4
value = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =10
value = 3200,0;F=common snd
volumescale = 200
channel = 6
loop = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =52
value = 1200,0;F=common snd
volumescale = 200



[State 0, Helper]
type = Helper
trigger1 = time=50
name = "boloto"
ID = 1210
stateno = 1210
pos = 0,-50
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0


[State 430, hide]
type = changeanim
trigger1 = Time = 50
value = 3200

[State 1000, end]
type = posadd
trigger1 = time=250
x = p2dist x 

[State 430, end]
type = changeanim
trigger1 = time=250
value = 3201

[State 0, HitDef]
type = HitDef
trigger1 = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 0,0
pausetime = 0 ,0
sparkno = -1
guard.sparkno =-1
hitsound = -1
guardsound =-1
ground.type = High      ;Low,Trip,None
kill = 0
numhits = 0
p2stateno=3210
p1stateno = 3201

;---------------------------------------------
;boloto 2
[StateDef 3209]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 888


[State 0, Explod1]
type = Explod
trigger1 = 1
anim = 10005
ID = 1200
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
bindtime = 1; -1 forever
random =700,20
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .5,.5
sprpriority =  ifelse(random>500,7,-7)
ownpal = 1
removeongethit = 0
angle=random/3
vel = ifelse(random>500,1,-.1),0

[State 0, Explod1]
type = Explod
trigger1 = 1
anim = 10005
ID = 1200
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
bindtime = 1; -1 forever
random =500,20
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .5,.5
sprpriority =  ifelse(random>500,7,-7)
ownpal = 1
removeongethit = 0
angle=random/3
vel = ifelse(random>500,1,-.1),0

[State 0, Explod1]
type = Explod
trigger1 = 1
anim = 1210
ID = 1200
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
bindtime = 1; -1 forever
random =500,10
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .5,.5
sprpriority =  ifelse(random>500,7,-7)
ownpal = 1
removeongethit = 0
angle=random/3
vel = ifelse(random>500,1,-.1),0

[State 0, Explod1]
type = Explod
trigger1 = 1
anim = 1210
ID = 1200
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
bindtime = 1; -1 forever
random =500,10
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .6,.6
sprpriority =  ifelse(random>500,7,-7)
ownpal = 1
removeongethit = 0
angle=random/3
vel = 0,0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,stateno = 3202
id = 1200

[State 0, DestroySelf]
type = DestroySelf
trigger1 = root,stateno = 3202
;ignorehitpause = 
;persistent = 


;------------------------------------------------------
[Statedef 3201]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0

[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 = time=35
value =3211
ID = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = F5,41;F=common snd
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem=6,=0
value = F5,40;F=common snd
volumescale = 200
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 = animtime = 0
value =3212
ID = -1



[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value =3202
ctrl = 0





;------------------------------------------------------;-------------------------------------------------------------------
;ME - DARK
[Statedef 3202]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim=888




[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =10
value = 3200,1;F=common snd
volumescale = 200
channel = 6
loop = 1

[State 0, invisible]
type = VarSet
trigger1 = time=0
v =    26
value = 1

[State 0, Helper]
type = Helper
trigger1 = time = 0
name = "NO"
ID = 3099
stateno = 3099
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, dno0far]
type = Explod
trigger1 = time=180
anim = 3214
ID = 3214
pos = 210,130
postype = left;  p2,front,back,left,right
removetime = -1;"-2" odin raz; "-1" forever
sprpriority = -6
ownpal = 1

[State 0, dno0ver]
type = Explod
trigger1 = time=200
anim = 3213
ID = 3213
pos = 210,260
postype = left;  p2,front,back,left,right
removetime = -1;"-2" odin raz; "-1" forever
sprpriority = 7
ownpal = 1



[State 0, blakCloud]
type = Explod
trigger1 = time=[200,204]
anim = 1210
ID = 20020
pos = 0,-40
postype = p2;  p2,front,back,left,right
facing = 1;1-2*(random%2)
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
scale = 2,2
sprpriority = 0
ownpal = 1
angle=random/3
trans=sub
random=70,30
vel=0,.2

[State 0, ClodMysor]
type = Explod
trigger1 = time=[195,210]
anim =  ifelse(random>500,3215,3240)
ID = 20020
pos = 0,-40
postype = p2;  p2,front,back,left,right
facing = 1-2*(random%2)
bindtime = 1; -1 forever
removetime =200;"-2" odin raz; "-1" forever
vel=0,ifelse(random>500,-3,2)
accel = 0,.1
scale = ifelse(random>500,.5,1),ifelse(random>500,.5,1)
sprpriority = 5
ownpal = 1
angle=random/3
random=130,30

[State 0, ribki];dno
type = Explod
trigger1 = time=[195,202]
anim = 3216
ID = 3216
pos = 200,130
postype = left;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
random = 220,110
removetime = -1;"-2" odin raz; "-1" forever
scale =  ifelse(random>500,2,1), ifelse(random>500,2,1)
sprpriority = 7
ownpal = 1
angle=random/3

[State 0, ribki];up
type = Explod
trigger1 = time<170
anim = 3216
ID = 3216
pos = 200,300
postype = left;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
random = 40,0
removetime = 100;"-2" odin raz; "-1" forever
scale =  ifelse(random>500,2,1), ifelse(random>500,2,1)
sprpriority = 7
ownpal = 1
vel=0,ifelse(random>500,-12,-10)
persistent=7

[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 =time = 200
value =3213
ID = -1
;ignorehitpause = 
;persistent = 


[State 0, greenover]
type = Explod
trigger1 = time=0
anim = 3212
ID = 3212
pos = 200,0
postype = left;  p2,front,back,left,right
removetime = -1;"-2" odin raz; "-1" forever
sprpriority = 6
ownpal = 1
scale=30,30

[State 0, up bg]
type = Explod
trigger1 = time=0
anim = 3211
ID = 3211
pos = 200,0
postype = left;  p2,front,back,left,right
vel = 0,-.3
removetime = -1;"-2" odin raz; "-1" forever
scale = 1,1
sprpriority = -4
ownpal = 1

[State 0, 00000oo]
type = Explod
trigger1 = time < 200
anim = 3210
ID = 3210
pos = -20,-70
postype = p2
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
vel = 0,ifelse(random>500,ifelse(random>500,-10,-7),ifelse(random>500,-6,-4))
random = 40,50
removetime = 40
;scale =  ifelse(random>500,1,.5),ifelse(random>500,1,.5)
sprpriority = ifelse(random>500,-3,5)
ownpal = 1
angle=random
persistent=2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=200
value = 3200,2;F=common snd
volumescale = 50
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time= 220
value =3203
ctrl = 0



;ME - DARK blood
[Statedef 3203];-----------------------------------------------------
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim=888

[State 0, TargetState]
type = TargetState
trigger1= time=0
value =3214
ID = -1

[State 0, blade]
type = PlaySnd
trigger1 = time=50
trigger2 = time=100
trigger3 = time=150
trigger4 = time=200
trigger5 = time=201
value = 3200,2;F=common snd
volumescale = 100

[State 0, bubble]
type = PlaySnd
trigger1 = time=51
trigger2 = time=101
trigger3 = time=151
value = F5,41;F=common snd
volumescale = 140

[State 0, 00000oo]
type = Explod
trigger1 = time=[50,57]
trigger2 = time=[100,107]
trigger3 = time=[150,157]
trigger4 = time=[200,207]
anim = 3210
ID = 3210
pos = -0,-0
postype = p2
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
vel = 0,ifelse(random>500,ifelse(random>500,-10,-7),ifelse(random>500,-6,-4))
random = 40,50
removetime = 340
;scale =  ifelse(random>500,1,.5),ifelse(random>500,1,.5)
sprpriority = ifelse(random>500,-3,5)
ownpal = 1
angle=random




[State 1, blood]
type = Helper
trigger1 = time=50
trigger2 = time=100
trigger3 = time=150
trigger4 = time=200
trigger5 = time=201
stateno = 6909
pos = 0, -20
postype = p2
facing = 1

[State 1, blood]
type = Helper
trigger1 = time=50
trigger2 = time=100
trigger3 = time=150
trigger4 = time=200
trigger5 = time=201
stateno = 6908
pos = 0, -20
postype = p2
facing = ifelse(random>500,-1,1)

[State 0, blood1]
type = Explod
trigger1 = time=50
trigger2 = time=100
trigger3 = time=150
trigger4 = time=200
trigger5 = time=201
anim = 3220+(numexplod(123) > 0)+2*(numexplod(321) > 0);7212+100*(root,numexplod(123) > 0)+200*(root,numexplod(321) > 0)
ID = 3220
pos = 200,200
postype = left;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = ifelse(time=200,3,2),2.2
sprpriority = 5
ownpal =1
random=10,0

[State 0, bloodSpot]
type = Explod
trigger1 = time=[60,62]
trigger2 = time=[110,111]
trigger3 = time=[160,162]
trigger4 = time=[210,214]
anim = 3217+(numexplod(123) > 0)+2*(numexplod(321) > 0)
ID = 3217
pos = 200,200
postype = left;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = ifelse(random>500,1,2),ifelse(random>500,1,2)
sprpriority = 4
ownpal =1
random=10,80
angle=random
vel=0, ifelse(random>700,-.1,0)

[State 0, ClodMysor]
type = Explod
trigger1 = time=[50,70]
trigger2 = time=[100,120]
trigger3 = time=[150,180]
trigger4 = time=[200,220]
anim =  ifelse(random>500,3215,3240)
ID = 20020
pos = 200,200
postype = left;  p2,front,back,left,right
facing = 1-2*(random%2)
bindtime = 1; -1 forever
removetime =1000;"-2" odin raz; "-1" forever
vel=ifelse(random>500,0,ifelse(random>500,-2,2)),ifelse(random>500,-4,-6)
sprpriority = ifelse(random>500,-2,6)
ownpal = 1
angle=random/3
random=40,20
accel=0,.2
trans=none

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



;en
[Statedef 3210 ];--------------------------------------------------000000000000000000
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,-3
ctrl=0
sprpriority=1
facep2=1
anim = 888

[State 0, invisible]
type = VarSet
trigger1 = time=0
v =    26
value = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =5
value = 3,11;F=common snd



[State 0, Explod]
type = Explod
trigger1 = time=0
anim = 5050
ID = 5050
pos = 00,00
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = -1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = 1,1
sprpriority = 0

[State 0, VelSet]
type = VelSet
trigger1 = time =5
y = 0

;en
[Statedef 3211 ];--------------------------------------------------000000000000000000
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,10
ctrl=0
sprpriority=1
facep2=1
anim = 888



[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 6
id = 5050
;ignorehitpause = 
;persistent = 


;en -dark
[Statedef 3212 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,.5
ctrl=0
sprpriority=1
facep2=1
anim = 888

[State 0, voice]
type = PlaySnd
trigger1 = time =20
value = 3,12;F=common snd
volumescale = 40
channel=4

[State 0, bubble]
type = PlaySnd
trigger1 = time=25
trigger2 = time=50
value = F5,41;F=common snd
volumescale = 140


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

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 5050

[State 0, me]
type = Explod
trigger1 = time=0
anim = 21238
ID = 21238
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
bindtime = -1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
scale = 1,1
sprpriority = 3
angle=18

[State 0, PosSet]
type = PosSet
trigger1 = time=0
x = 0
y = -120
;ignorehitpause = 
;persistent = 


[Statedef 3213 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=1
facep2=1
anim = 888

[State 0, StopSnd]
type = StopSnd
trigger1 =  time=0
channel = 4
;ignorehitpause = 
;persistent = 


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

[State 0, me]
type = ModifyExplod
trigger1 = time = 0
ID =21238
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 0,10


[Statedef 3214 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=1
anim = 888

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

[State 0, voice]
type = PlaySnd
trigger1 = time=51
trigger2 = time=101
trigger3 = time=151
value = 3, ifelse(random>500,0,2);F=common snd
volumescale = 40

[State 0, voice]
type = PlaySnd
trigger1 = time=200
value = 4, 1
volumescale = 40

[State 0, ryka]
type = Explod
trigger1 = time=50
trigger2 = time=150
anim = 43052
ID = 43052
pos = 0,-40
postype = p1;  p2,front,back,left,right
bindtime = 1; -1 forever
vel =ifelse(random>500,.2,-.2),ifelse(random>500,-3,-4)
removetime = -1;"-2" odin raz; "-1" forever
scale = 1,1
sprpriority = 5
ownpal = 0
angle=random/3
random=50,0
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
accel = 0,.1

[State 0, ryka]
type = Explod
trigger1 = time=100
trigger2 = time=200
anim = 43053
ID = 43053
pos = 0,-40
postype = p1;  p2,front,back,left,right
bindtime = 1; -1 forever
vel =ifelse(random>500,.2,-.2),ifelse(random>500,-4,-5)
removetime = -1;"-2" odin raz; "-1" forever
scale = 1,1
sprpriority = 5
ownpal = 0
angle=random/3
random=50,0
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
accel = 0,.1

[State 0, ryka]
type = Explod
trigger1 = time=200
anim = 43051
ID = 43051
pos = 0,-40
postype = p1;  p2,front,back,left,right
bindtime = 1; -1 forever
vel =ifelse(random>500,.2,-.2),ifelse(random>500,-1,-5)
accel = 0,.1
removetime = -1;"-2" odin raz; "-1" forever
scale = 1,1
sprpriority = 5
ownpal = 0
angle=random/3
random=50,0
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)

[State 200, 7]
type = lifeadd
trigger1 = time = 300
value = -9999

[State 200, 7]
type = selfstate
trigger1 = time = 301
value = 5110


;-------------------------blood remove- pre fat
[Statedef 3220]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim=0

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value =3200
ctrl = 0

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


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =6
value = 3200,10;F=common snd
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
;lowpriority = -1
;abspan = 
;ignorehitpause = 
;persistent = 

[State 0, Helper]
type = Helper
trigger1 = time=0
name = "boloto2"
ID = 3209
stateno = 3209
pos = 0,00
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

;------------------------------------------------------------
[Statedef 3400]
type    = A
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3400
;sprpriority = 2

[State 9130, SetFatal]
type = Varset
trigger1 =1
V = 4
value = 1


[State 800, 1]
type = HitDef
Trigger1 = !movecontact; && enemy,numexplod(24) = 0&&p2stateno != 9010
damage =0
pausetime = 0,0
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = HL          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
hitsound = -1
sparkno = -1          ;No spark
p2facing = 1       ;Force p2 to face KFM
p1stateno =3401
p2stateno =  3410
numhits = 0
guard.dist = 0        ;This prevents p2 from going into a guard state if close
fall = 1
fall.recover = 0
kill       =0
fall.kill  = 0
fall.damage = 0
guard.kill = 0


[State 0, VarSet]
type = VarSet
Trigger1 = Animtime = 0
fv = 10
value = 1



[State 800, 2]
type = ChangeState
Trigger1 = Animtime = 0
value = 0
ctrl = 1

;-------------
;me shampur
[Statedef 3401]
type    = S
movetype= A
physics = N
anim = 3401
sprpriority = 1

[State 40, 6]
type = playerpush
trigger1 = 1
value = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = 1400,1;F=common snd
volumescale = 100
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = F5,18;F=common snd
volumescale = 100




[State 2, blood111]
type = Helper
trigger1 = time = 2
ID = 7440
stateno = 7440
pos = 0, -80
postype = p2
persistent = 0
ignorehitpause = 1





[State 810, Bind 7]
type = TargetBind
trigger1 =time = 0
pos =70, -10
time = 10

[State 810, Bind 7]
type = TargetBind
trigger1 = time= 3
pos =80, -20
time = 10

[State 810, Bind 7]
type = TargetBind
trigger1 = time= 6
pos =90, -30
time = 10

[State 0, TargetState]
type = TargetState
trigger1 = time = 20
value =3411
ID = -1



[State 0, ChangeState]
type = ChangeState
trigger1 = time = 20
value =3402
ctrl = 0


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


;me  HIT
[Statedef 3402]
type    = S
movetype= A
physics = N
anim = 3402
sprpriority = 1






[State 40, 6]
type = playerpush
trigger1 = 1
value = 0



[State 810, Bind 7]
type = TargetBind
trigger1 =  animelem= 1,=0
pos =40, -90
time = 10000

[State 810, Bind 7]
type = TargetBind
trigger1 =  animelem= 2,=0
pos =30, -110
time = 10000

[State 810, Bind 7]
type = TargetBind
trigger1 = animelem= 3,=0
pos =0, -130
time = 10000

[State 810, Bind 7]
type = TargetBind
trigger1 =  animelem= 4,=0
pos =-60, -100
time = 1000


[State 810, Bind 7]
type = TargetBind
trigger1 =  animelem= 5,=0
pos =-100, -50
time = 1000

[State 810, Bind 7]
type = TargetBind
trigger1 = animelem= 6,=0
pos =-110, 0
time = 10000



[State 810, Bind 7]
type = TargetBind
trigger1 = animelem= 7,=0
pos =-40, -90
time = 10000

[State 810, Bind 7]
type = TargetBind
trigger1 = animelem= 8,=0
pos =-30, -110
time = 10000

[State 810, Bind 7]
type = TargetBind
trigger1 =animelem= 9,=0
pos =0, -130
time = 10000

[State 810, Bind 7]
type = TargetBind
trigger1 = animelem= 10,=0
pos =60, -100
time = 10000


[State 810, Bind 7]
type = TargetBind
trigger1 =  animelem= 11,=0
pos =100, -50
time = 10000

[State 810, Bind 7]
type = TargetBind
trigger1 = animelem= 12,=0
pos =110, 0
time = 10000

[State 0, shhhuh]
type = PlaySnd
trigger1 = animelem= 1,=0
trigger2 = animelem= 7,=0
value = F5,156;F=common snd
volumescale = 100

[State 0, hit]
type = PlaySnd
trigger1 = animelem= 12,=0
trigger2 = animelem= 6,=0
value = F5, ifelse(random>500,0,18);F=common snd
volumescale = 100

[State 1, blood]
type = Helper
trigger1 = animelem= 12,=2
trigger2 = animelem= 6,=2
stateno = 31
pos = -50, 90
postype = p2
facing = 1

[State 1, blood]
type = Helper
trigger1 = animelem= 12,=3
trigger2 = animelem= 6,=3
stateno =7470
pos = -0, 0
postype = p2
facing = 1

[State 1, blood]
type = Helper
trigger1 = animelem= 12,=4
trigger2 = animelem= 6,=4
stateno =7400
pos = -0, 0
postype = p2
facing = 1

[State 1, blood]
type = Helper
trigger1 = time = 8
trigger2 = time = 42
stateno =7444
pos = -0, 0
postype = p2
facing = 1
persistent=1

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem= 12,=2
trigger2 = animelem= 6,=2
time = 10
freq = 60;скорость 0 - 180
ampl = -4;смещение экрана вверх-низ
phase = 90

[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 = time= 285
value = 3412
ID = -1

[State 0, TargetDrop]
type = TargetDrop
trigger1 = time= 285
excludeID = -1
keepone = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time= 285
value =3403
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 




;-----------
;me  END
[Statedef 3403]
type    = S
movetype= A
physics = N
anim = 3403
sprpriority = 1

[State 0, hit]
type = PlaySnd
trigger1 = time = 0
value = F5, 0
volumescale = 100

[State 1, blood]
type = Helper
trigger1 = time = [2,8]
stateno =7470
pos = -0, 0
postype = p2
facing =  ifelse(random>500,-1,1)

[State 1, blood]
type = Helper
trigger1 = time = 2
stateno = 7441
pos = -0, 0
postype = p2
facing = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 10
freq = 60;скорость 0 - 180
ampl = -4;смещение экрана вверх-низ
phase = 90

[State 0, Turn]
type = Turn
trigger1 = animtime= 0
;ignorehitpause = 
;persistent = 


[State 0, ChangeAnim]
type = Changestate
trigger1 = animtime= 0
value = 0
ctrl=1


;-------------
;en shampur
[Statedef 3410]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 6



[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5823

[State 40, 6]
type = playerpush
trigger1 = 1
value = 0

[State 0, Width]
type = Width
trigger1 = 1
edge = -110,-110
player = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = 3,1;F=common snd
volumescale = 100



;-------------
;en   HIT
[Statedef 3411]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 6

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


[State 40, 6]
type = playerpush
trigger1 = 1
value = 0

[State 0, Width]
type = Width
trigger1 = 1
edge = -110,-110
player = 0,0


[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3410

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem= 3,=1
trigger2 = animelem= 8,=1
value =3,random%4
volumescale = 100
channel = 2


;-------------
;en   END
[Statedef 3412]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 6
anim=888

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value =4,1;F=common snd
volumescale = 100
channel = -1



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

[State 0, invis]
type = varset
trigger1 = time = 0
v = 26
value = 1

[State 0, Explod]
type = Explod
trigger1 = time=0
anim =5811
ID = 5811
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 5
ownpal = 0
removeongethit = 0


[State 200, 7]
type = lifeadd
trigger1 = time = 2
value = -9999

[State 200, 7]
type = selfstate
trigger1 = time = 3
value = 5110

;---------------------------------------------------------------------------
[Statedef 3599]
type    = S
movetype= I
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 0
facep2 = 1

[State 200, 7]
type = varset
trigger1 = 1
v = 4
value = 6

[State 200, 7]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State 200, 7]
type = posset
trigger1 = pos y != var(57)
y = var(57)

[State 2, Upperblood]
type = Helper
trigger1 = p2stateno = 3501
stateno = 7441
pos = 0, -12
postype = p2
ignorehitpause = 1
persistent = 0

[State 2, Upperblood]
type = Helper
trigger1 = p2stateno = 3501
stateno = 7444
pos = 0, 4
postype = p2
ignorehitpause = 1
persistent = 0

[State 2, Upperblood]
type = Helper
trigger1 = p2stateno = 3501
stateno = 7460
pos = 0, -30
postype = p2
ignorehitpause = 1

[State 200, 7]
type = selfstate
trigger1 = time = 250
value = 0
ctrl = 1