;--------------------------------------------------------------------------------------------------------------------------------------
;Fatality 1  
[Statedef 3000]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim =3000
sprpriority=0


[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
;affectteam = E          ;B,E,F
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
;fall.animtype = Back
;priority = 4,Hit
damage = 0,0
pausetime = 0 ,0
;guard.pausetime = 0,0
sparkno = -1
guard.sparkno =-1
hitsound = -1
guardsound =-1
ground.type = High      ;Low,Trip,None
p2stateno=3010
kill = 0
numhits = 0

[State 9130, SetFatal]
type = Varset
trigger1 = time = 0
V = 4
value = 1

[State 0, Explod]
type = Explod
trigger1 = time=10
anim = 12000
ID = 12000
pos = 10,0
postype = p1;  p2,front,back,left,right
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
scale = .6,.6
sprpriority = 7
ownpal = 1
angle=random/3
vel=-2,0

[State 0, Explod]
type = Explod
trigger1 = time=13
anim = 12000
ID = 12000
pos = -20,0
postype = p1;  p2,front,back,left,right
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
scale = .6,.6
sprpriority = 7
ownpal = 1
angle=random/3
vel=-2,0

[State 0, Explod]
type = Explod
trigger1 = time=15
anim = 12000
ID = 12000
pos = -46,-5
postype = p1;  p2,front,back,left,right
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
scale = .8,.8
sprpriority = 7
ownpal = 1
angle=random/3
vel=-2,0

[State 0, Explod]
type = Explod
trigger1 = time=18
anim = 12000
ID = 12000
pos = -74,-45
postype = p1;  p2,front,back,left,right
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
scale = .8,.8
sprpriority = 7
ownpal = 1
angle=random/3
vel=-2,0

[State 0, Explod]
type = Explod
trigger1 = time=20
anim = 12000
ID = 12000
pos = -90,-80
postype = p1;  p2,front,back,left,right
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
scale = .8,.8
sprpriority = 7
ownpal = 1
angle=random/3
vel=-2,0

[State 0, Explod]
type = Explod
trigger1 = time=22
anim = 12000
ID = 12000
pos = -90,-100
postype = p1;  p2,front,back,left,right
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
scale = .8,.8
sprpriority = 7
ownpal = 1
angle=random/3
vel=-2,0

[State 0, Explod]
type = Explod
trigger1 = time=25
anim = 12000
ID = 12000
pos = -80,-120
postype = p1;  p2,front,back,left,right
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
scale = .8,.8
sprpriority = 7
ownpal = 1
angle=random/3
vel=-2,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =8
value = 1000,11;F=common snd
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
;lowpriority = -1
;abspan = 
;ignorehitpause = 
;persistent = 


[State 0, ChangeState]
type = ChangeState
trigger1 = time=30
value =3001
ctrl = 0


;--------------------------------------------------------------------------------------------------------------------------------------
[Statedef 3001]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority=0
anim=888

[State 0, ischez]
type = Explod
trigger1 = time=0
anim =3003
ID = 3003
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
ownpal = 0





[State 0, TargetState2]
type = TargetState
trigger1 = time=50
value =3011
ID = -1

[State 0, TargetBind]
type = TargetBind
trigger1 = time=47
time = 1000
id = -1
pos = 30,-10

[State 0, TargetBind]
type = TargetBind
trigger1 = time=50
time = 1000
id = -1
pos = 60,-30

[State 0, TargetBind]
type = TargetBind
trigger1 = time=53
time = 1000
id = -1
pos = 70,-35

[State 0, portal]
type = Helper
trigger1 = time=0
name = "3304"
ID = 3004
stateno = 3004
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

[State 0, firep2]
type = Helper
trigger1 = time=80
name = "3305"
ID = 3005
stateno = 3005
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0





[State 0, skelet]
type = Helper
trigger1 = time=280
name = "3006"
ID = 3006
stateno = 3006
pos = 0,10
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1






[State 0, TargetState3]
type = TargetState
trigger1 = time=300
value =3012
ID = -1

[State 9125, invis]
type = varset
trigger1 = time = 300
v = 26
value = 1

[State 0, SelfState]
type = SelfState
trigger1 = time = 302
value =0
;anim =
ctrl = 1



; FIRE portal
[Statedef 3004 ];--------------------------------------------------
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=-0
anim=888

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = F3,8;F=common snd
volumescale = 60
channel = 6
freqmul = 1.0
loop = 1
pan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =7
value = 1000,12
volumescale = 100

[State 0, skulls]
type = Explod
trigger1 = numexplod(300511)=0&& time >7
anim =3006
ID = 300511
pos = -90,-70
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = 6;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .5,.5
sprpriority = 4
ontop = 0
ownpal = 0
removeongethit = 0
trans=add
vel=.5,0
random=6,6

[State 0, skull]
type = Explod
trigger1 = time=0
anim =3005
ID = 3005
pos = -90,-70
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 = .5,.5
sprpriority = 3
ontop = 0
ownpal = 0
removeongethit = 0

[State 0, ryka]
type = Explod
trigger1 = time=40
anim =3010
ID = 3010
pos = -36,-24
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 = .7,.7
sprpriority = 2
ontop = 0
ownpal = 0
removeongethit = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 40
time = 1000
freq = 160;скорость 0 - 180
ampl = -1;смещение экрана вверх-низ
phase = 90
;ignorehitpause = 
;persistent = 


[State 0, ryka2]
type = Explod
trigger1 = time>50 && numexplod(3010222)=0
anim =3011
ID = 3010222
pos = -36,-24
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .7,.7
sprpriority = 7
ontop = 0
ownpal = 0
removeongethit = 0
random=5,5
angle=random%5-2

[State 0, big]
type = Explod
trigger1 = time=0
anim = 3001
ID = 3001
pos = -30,0
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 = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 6
ontop = 0
ownpal = 0
removeongethit = 0

[State 0, big_many]
type = Explod
trigger1 = numexplod(30011)=0
anim = 3002
ID = 30011
pos = -32,0
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 = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1.1,1.1
sprpriority = 7
ontop = 0
ownpal = 0
removeongethit = 0
trans=add
alpha=156,160
angle=random%10

[State 0, fireDN]
type = Explod
trigger1 = 1
anim =  ifelse(random>500,12000,12001)
ID = 12000
pos = -80,-70
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .7,.7
sprpriority = -7
ontop = 0
ownpal = 1
removeongethit = 0
angle=random/3
trans = add
alpha=156,160
vel=1+random%4,0
random=3,100

[State 0, iskri]
type = Explod
trigger1 = 1
anim =   12010+random%4
ID = 12000
pos = -80,-70
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
removetime = 40
pausemovetime = 0
sprpriority =  ifelse(random>500,5,-5)
ontop = 0
ownpal = 1
removeongethit = 0
angle=random/3
vel= ifelse(random>500,3,4),0
random=3,50
persistent=4
scale=2,2





;en FIRE
[Statedef 3005 ];--------------------------------------------------
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=-0
anim=888


[State 0, fire_en]
type = Explod
trigger1 = 1
anim =  ifelse(random>500,12000,12001)
ID = 12000
pos = 0,-55
postype = p2;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
random = 30,80
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
sprpriority =  ifelse(random>900,-5,6)
ontop = 0
ownpal = 1
removeongethit = 0
angle=random/3
trans = add
alpha=256,210
vel= 0,-1
persistent=3


[State 0, iskri]
type = Explod
trigger1 = 1
anim =   12010+random%4
ID = 12000
pos = 0,-70
postype = p2;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
removetime = 30
pausemovetime = 0
sprpriority =  ifelse(random>500,5,-5)
ontop = 0
ownpal = 1
removeongethit = 0
angle=random/3
vel=-1,-2
random=10,10
persistent=4
scale=1,1

[State 0, DestroySelf]
type = DestroySelf
trigger1 =time = 230
;ignorehitpause = 
;persistent = 


; FIRE skelet
[Statedef 3006 ];--------------------------------------------------
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=-0
anim=3020





[State 0, PalFXWiz]
type = PalFX
trigger1 = time=0
time = 8888
add = 40,-70,-200
mul = 256,256,256
sinadd = 0,20,0,10
invertall = 1
color = 0

[State 0, fire_en]
type = Explod
trigger1 = 1
anim =  ifelse(random>500,12000,12001)
ID = 12000
pos = 0,-55
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
random = 20,80
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
sprpriority =  ifelse(random>500,-5,6)
ontop = 0
ownpal = 1
removeongethit = 0
angle=random/3
trans = add
alpha=256,210
vel= 0,-1
persistent=3
scale=.6,.6


[State 0, iskri]
type = Explod
trigger1 = 1
anim =   12010+random%4
ID = 12000
pos = 0,-70
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
removetime = 30
pausemovetime = 0
sprpriority =  ifelse(random>500,5,-5)
ontop = 0
ownpal = 1
removeongethit = 0
angle=random/3
vel=-1,-2
random=10,10
persistent=4
scale=1,1


;en stand
[Statedef 3010 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=-0
facep2 = 1

[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = time = 0 && anim!=9010
value = 9010

;en stand 2
[Statedef 3011 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = F5,16
volumescale = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =30
value = 4,1;F=common snd
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
;lowpriority = -1
;abspan = 
;ignorehitpause = 
;persistent = 



[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = time = 0
value = 21238;5801


[State 0, PalFX]
type = PalFX
trigger1 = time =70
time = 1000
add = -50,-50,-50
invertall = 0
color = 170


[State 0, PalFX]
type = PalFX
trigger1 = time =100
time = 10000
add = -110,-110,-110
invertall = 0
color = 0


;en stand 3
[Statedef 3012 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=3
anim=888

[State 9125, invis]
type = varset
trigger1 = time = 0
v = 26
value = 1



[State 0, PosSet]
type = PosSet
trigger1 = time = 1
y = var(57) 


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

[State 200, 7]
type = selfstate
trigger1 = time = 3
value = 5150


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

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time= 50
value = 3100

[State 0, fire]
type = Helper
trigger1 = animelem=6&& anim=3100
name = "1103"
ID = 1103
stateno = 1103
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = -1
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=4,=10 && anim=3100
value = F5,155
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
;lowpriority = -1
;abspan = 
;ignorehitpause = 
;persistent = 


[State 0, fire]
type = Explod
trigger1 = animelem=4,>10 && anim=3100
anim =  ifelse(random>500,12000,12001)
ID = 12000
pos = 20,-100
postype = p1;  p2,front,back,left,right
facing = 1
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .2,.2
sprpriority =  ifelse(random>500,5,-5)
ontop = 0
ownpal = 1
removeongethit = 0
angle=random/3
trans = add
alpha=256,100
vel= 3+random%5,0
persistent=3

;[State 0, HitDef]
;type = HitDef
;trigger1 = animelem=2,<0 && anim=3100
;attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;hitflag = MAF        ;HLAFD+-
;guardflag = MA         ;HLA
;;affectteam = E          ;B,E,F
;animtype = light          ;light,medium,hard,back,up,diagup
;air.animtype = light
;;fall.animtype = Back
;;priority = 4,Hit
;damage = 0,0
;pausetime = 0 ,0
;;guard.pausetime = 0,0
;sparkno = -1
;guard.sparkno =-1
;hitsound = -1
;guardsound =-1
;ground.type = High      ;Low,Trip,None
;p2stateno=3210
;kill = 0
;numhits = 0


[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
;affectteam = E          ;B,E,F
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
;fall.animtype = Back
;priority = 4,Hit
damage = 0,0
pausetime = 0 ,0
;guard.pausetime = 0,0
sparkno = -1
guard.sparkno =-1
hitsound = -1
guardsound =-1
ground.type = High      ;Low,Trip,None
p2stateno=3210;3115
kill = 0
numhits = 0

[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 = animelem=6&& anim=3100
value =3115
ID = -1
;ignorehitpause = 
;persistent = 


[State 0, ChangeState]
type = ChangeState
trigger1 = movehit=100
value =3101
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 

[State 0, ChangeState]
type = ChangeState
trigger1 =time = 200
value =0
ctrl = 1
;anim =
;ignorehitpause = 
;persistent = 


;fall
[Statedef 3101];-----------------------------------------------------------------------------------
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim =888
sprpriority=0

[State 0, gndnosnd]
type = Explod
trigger1 = time=0
anim = 888
ID = 11013
pos = 400,200
postype = left;  p2,front,back,left,right
removetime = -1

;[State 0, gndnomenu]
;type = Explod
;trigger1 = time=0
;anim = 888
;ID = 11011
;pos = 400,200
;postype = left;  p2,front,back,left,right
;removetime = -1

[State 0, boom]
type = Explod
trigger1 = time < 3
anim =  12001
ID = 12000
pos = 200,120
postype = left;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 2,2
sprpriority = 545
ownpal = 1
removeongethit = 0
angle=random/3
trans = add



[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 =time=0
value =3110
ID = -1
;ignorehitpause = 
;persistent = 


[State 9125, invis]
type = varset
trigger1 = time = 0
v = 26
value = 1



[State 0, NO]
type = Helper
trigger1 = time=0
name = "no"
ID = 3105
stateno = 3105
pos = 0,0
postype = p1    ;p2,front,back,left,right

[State 0, fall]
type = PlaySnd
trigger1 = time =0
value = F5,161
volumescale = 100
channel = 3
freqmul = 1.0
loop = 1



[State 0, holl]
type = Explod
trigger1 = time<300
anim = 3110
ID = 3111
pos = 200,140
postype = left;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .5,.5
sprpriority = 500-time
ontop = 0
ownpal = 0
removeongethit = 0
persistent=15
angle=random

[State 0, holl]
type = Explod
trigger1 = time>300
anim = 3113
ID = 3113
pos = 200,140
postype = left;  p2,front,back,left,right
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .5,.5
sprpriority = 500-time
ontop = 0
ownpal = 0
removeongethit = 0
persistent=10
angle=random


[State 0, PalFXWiz]
type = PalFX
trigger1 = time=[200,450]
time = 11111
add =(time-200),0,0
mul = 256,256-(time-200),256-(time-200)






[State 0, iskri]
type = Explod
trigger1 = time>120
anim = 12014
ID = 31112
pos = 200,140
postype = left;  p2,front,back,left,right
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 2, 2
sprpriority =433
ontop = 0
ownpal = 1
removeongethit = 0
persistent=3
vel=((random&120)-60)*.3,((random&120)-60)*.3
angle=random
trans=add

[State 0, iskr2i]
type = Explod
trigger1 = time>170
anim = 12013
ID = 31112
pos = 200,140
postype = left;  p2,front,back,left,right
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority =455
ontop = 0
ownpal = 1
removeongethit = 0
persistent=10
angle=random


[State 0, lavama2lightl]
type = Explod
trigger1 = time=150
anim = 3112
ID = 3111
pos = 200,140
postype = left;  p2,front,back,left,right
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .6,.6
sprpriority = 0
ontop = 0
ownpal = 1
removeongethit = 0

[State 0, lavama2lightl]
type = Explod
trigger1 = time=390
anim = 3121
ID = 3121
pos = 200,140
postype = left;  p2,front,back,left,right
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 660
ontop = 0
ownpal = 1




[State 0, ChangeState]
type = ChangeState
trigger1 = time = 400
value =3102
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 


;burn
[Statedef 3102];--------------------------------------------------------------------------------------------------------------------------------------
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim =888
sprpriority=0

[State 0, fire]
type = PlaySnd
trigger1 = time =0
value = 1000,14;F=common snd
volumescale = 100
loop=1

[State 0, StopSnd]
type = StopSnd
trigger1 =  time=0
channel = 3
;ignorehitpause = 
;persistent = 

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =2
value = F5,17
volumescale = 200
channel = -1
 



[State 0, holl]
type = Explod
trigger1 = time=0
anim = 3110
ID = 31111
pos = 200,140
postype = left;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1.5,1.5
sprpriority = 17
ontop = 0
ownpal = 0
removeongethit = 0
persistent=15
angle=random


[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 =time=0
value =3111
ID = -1
;ignorehitpause = 
;persistent = 


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 3111
;ignorehitpause = 
;persistent = 

[State 0, white]
type = Explod
trigger1 = time=0
anim = 3120
ID = 3120
pos = 200,140
postype = left;  p2,front,back,left,right
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
sprpriority = 23
ontop = 0
ownpal = 1
removeongethit = 0
scale=11,11





[State 0, scelet]
type = Helper
trigger1 = time=0
name = "3120"
ID = 3120
stateno = 3120
pos =200,-100+var(57)
postype = left    ;p2,front,back,left,right
facing = 1
ownpal = 1



[State 0, ChangeState]
type = ChangeState
trigger1 =time = 320
value =0
ctrl = 1
;anim =
;ignorehitpause = 
;persistent = 





;skelet
[Statedef 3120];--------------------------------------------------------------------------------------------------------------------------------------
physics =N
ctrl = 0
velset = 0,0
anim =888

[State 0, sniz]
type = Explod
trigger1 = time=0
anim = 3116
ID = 3116
pos = 200,140
postype = left;  p2,front,back,left,right
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
sprpriority = 12
ontop = 0
ownpal = 1
removeongethit = 0

[State 0, sniz2]
type = Explod
trigger1 = time=0
anim = 3118
ID = 3116
pos = 200,140
postype = left;  p2,front,back,left,right
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
sprpriority = 13
ontop = 0
ownpal = 1
removeongethit = 0

[State 0, werh]
type = Explod
trigger1 = time=0
anim = 3117
ID = 3117
pos = 200,140
postype = left;  p2,front,back,left,right
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
sprpriority = 17
ontop = 0
ownpal = 1
removeongethit = 0

[State 0, pepel]
type = Explod
trigger1 = 1
anim =   12020+random%4
ID = 12000
pos = 180,170
random = 20,110
postype = left;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
removetime = 50
pausemovetime = 0
scale = .1*(random%10), .1*(random%10)
sprpriority =  16
ontop = 0
ownpal = 1
removeongethit = 0
angle=random/3
vel= Random%5-2,random%3-1




[State 0, iskr]
type = Explod
trigger1 = 1
anim =   12010+random%3
ID = 12000
pos = 180,170
random = 20,110
postype = left;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
removetime = 50
pausemovetime = 0
scale = .2+.1*(random%10), .2+.1*(random%10)
sprpriority =  16
ontop = 0
ownpal = 1
removeongethit = 0
angle=random/3
vel= Random%5-2,random%3-1
persistent=2

[State 0, eye-left]
type = Explod
trigger1 = 1
anim =  ifelse(random>500,12000,12001)
ID = 12000
pos = 190,60
postype = left;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
random = 4,4
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .4,.4
sprpriority =  14
ownpal = 1
angle=random/3
persistent=4
trans=add
vel=-.5,-.5

[State 0, eye-right]
type = Explod
trigger1 = 1
anim =  ifelse(random>500,12000,12001)
ID = 12000
pos = 210,65
postype = left;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
random = 4,4
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .4,.4
sprpriority =  14
ownpal = 1
angle=random/3
persistent=4
trans=add
vel=.5,0

[State 0, eye-rot]
type = Explod
trigger1 = 1
anim =  ifelse(random>500,12000,12001)
ID = 12000
pos = 200,85
postype = left;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
random = 4,4
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .7,.7
sprpriority =  14
ownpal = 1
angle=random/3
persistent=4
trans=add
vel=0,1

[State 0, telo]
type = Explod
trigger1 = 1
anim =  ifelse(random>500,12000,12001)
ID = 12000
pos = 180,185
postype = left;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
random = 50,96
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority =  14
ownpal = 1
angle=random/3
trans=add

[State 0, all]
type = Explod
trigger1 = 1
anim =  ifelse(random>500,12000,12001)
ID = 12000
pos = 180,150
postype = left;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
random = 200,120
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .8,.8
sprpriority =  14
ownpal = 1
angle=random/3
persistent=3
trans=add



;NO
;--------------------------------------------------------------------------------------------------------------------------------------
[Statedef 3105]
physics = N
ctrl = 0
velset = 0,0
anim =888

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = noFG
flag3 = noshadow

[State 0, ramka]
type = Explod
trigger1 = time=0
anim = 3598
ID = 3598
pos = 0,0
postype = left;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = -1; -1 forever
scale = 1,1
sprpriority = 600
removetime = -1
ownpal=1

[State 0, blackbg]
type = Explod
trigger1 = time=0
anim = 3599
ID = 3599
pos = 200,120
postype = left;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = -1; -1 forever
scale = 7,7
sprpriority = -8
removetime = -1
ownpal=1




;en fall
;--------------------------------------------------------------------------------------------------------------------------------------
[Statedef 3110]
type    = S
movetype= H
physics = N
ctrl = 0
velset = 0,0
sprpriority=0
anim=888


[State 9125, invis]
type = varset
trigger1 = time = 0
v = 26
value = 1

;[State 0, gndnomenu]
;type = Explod
;trigger1 = time=0
;anim = 888
;ID = 11011
;pos = 400,200
;postype = left;  p2,front,back,left,right
;removetime = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = 3,2;F=common snd
volumescale = 100


[State 0, fall]
type = Explod
trigger1 = time=0
anim = 5400
ID = 5400
pos = 200,140
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
pausemovetime = 0
scale = 2,2
sprpriority = 544
ontop = 0
ownpal = 0
removeongethit = 0
vel=0,0
;angle=25

[State 0, PalFX]
type = PalFX
trigger1 =time=[150,300] 
time = 1000
add = 0-time+150, 0-time+150, 0-time+150

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 =time=[0,70]
ID =5400
scale = 1.5-(time*.01),1.5-(time*.01)
persistent=4

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 =0;time>0
ID =5400
angle=25-time


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

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 5400

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = 4,1
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
;lowpriority = -1
;abspan = 
;ignorehitpause = 
;persistent = 


[State 0, PosSet]
type = PosSet
trigger1 = time = 301
y = var(57) 


[State 200, 7]
type = lifeadd
trigger1 = time = 302
value = -9999

[State 200, 7]
type = selfstate
trigger1 = time = 303
value = 5150


;--------------------------------------------------------------------------------------------------------------------------------------
[Statedef 3115]
type    = S
movetype= H
physics = N
ctrl = 0
velset = 0,0
sprpriority=0
anim=888


[State 9125, invis]
type = varset
trigger1 = time = 0
v = 26
value = 1



;--------------------------------------------------------------------------------------------------------------------------------------
;Fatality 3 
[Statedef 3200]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim =0
sprpriority=0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time= 50
value = 3200



[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
;affectteam = E          ;B,E,F
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
;fall.animtype = Back
;priority = 4,Hit
damage = 0,0
pausetime = 0 ,0
;guard.pausetime = 0,0
sparkno = -1
guard.sparkno =-1
hitsound = -1
guardsound =-1
ground.type = High      ;Low,Trip,None
p2stateno=3210
p1stateno=3201
kill = 0
numhits = 0


[State 9130, SetFatal]
type = Varset
trigger1 = time = 0
V = 4
value = 1


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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = 1000,5;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 = "chains"
ID = 3205
stateno = 3205
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = facing
keyctrl = 0
ownpal = 1

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

[State 2, grab]
type = Helper
trigger1 =time=100
ID = 29
stateno = 29
pos = 0, 0
postype = p2
ignorehitpause = 1

[State 2, grab]
type = Helper
trigger1 = time =100
ID = 29
stateno = 7440
pos = 0, -70
postype = p2
ignorehitpause = 1

[State 2, brizgi]
type = Helper
trigger1 = time =[300,590]
ID = 29
stateno =  ifelse(random>500,7430,7400)
facing= ifelse(random>500,-1,1)
pos = (random%60)-30, -70
postype = p2
ignorehitpause = 1
persistent=20


[State 2, bigbooms]
type = Helper
trigger1 = time =590
ID = 29
stateno = 7441
facing=1
pos =0, -70
postype = p2

[State 2, taz]
type = Helper
trigger1 = time =561
ID = 29
stateno = 7471
facing=1
pos =0, -70
postype = p2


[State 2, kapli]
type = Helper
trigger1 = time =[300,550]
ID = 29
stateno = 7202
facing=1
pos =-10-random%22, -50
postype = p2
persistent=50

[State 2, gib]
type = Helper
trigger1 = time =350
trigger3 = time =450
trigger4 = time =550
trigger5 = time =570
trigger2 = time =[595,599]
ID = 29
stateno = 7480
facing=1
pos =random%20-10, -70
postype = p2

[State 2, head]
type = Helper
trigger1 = time =594
ID = 29
stateno = 6901
facing=1
pos =-60, -70
postype = p2







[State 0, EnvShake]
type = EnvShake
trigger1 = time = 580
time = 1
freq = 60;скорость 0 - 180
ampl = -4;смещение экрана вверх-низ
phase = 90
;ignorehitpause = 
;persistent = 


[State 0, ChangeState]
type = ChangeState
trigger1 = time = 600
value =0
ctrl = 1
;anim =
;ignorehitpause = 
;persistent = 



;chains
[Statedef 3205];--------------------------------------------------------------------------------------------------------------------------------------
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority=0
anim=888

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =90
trigger2 = time =590

value =1000,3;F=common snd
volumescale = 200



[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =92
value =1000,3;F=common snd
volumescale = 200

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time >92
trigger1 = time <299
value =1000,16;F=common snd
volumescale = 100
persistent=40

[State 0, chains1_grab]
type = Explod
trigger1 = time=90
anim = 3211
ID = 321166
pos = -20,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = 210
pausemovetime = 0
scale = 1,1
sprpriority = 2
ontop = 0
ownpal = 0
removeongethit = 0

[State 0, roll]
type = PlaySnd
trigger1 = time =299
value = 1000,13;F=common snd
volumescale = 170
channel =7
freqmul = 1.0
loop =1

[State 0, StopSnd]
type = StopSnd
trigger1 =  time=590
channel = 7

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time >290
trigger1 = time <590
persistent=40
value = 1000,15;F=common snd
volumescale = 200
channel = -1
freqmul = 1.0





[State 0, chains2_roll]
type = Explod
trigger1 = time=299
anim = 3212
ID = 3212
pos = -20,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = 292
pausemovetime = 0
scale = 1,1
sprpriority = 2
ontop = 0
ownpal = 0
removeongethit = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =590
value = F5,18
volumescale = 100




[State 0, chains3-END]
type = Explod
trigger1 = time=590
anim = 3213
ID = 3213
pos = -20,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 2
ontop = 0
ownpal = 0
removeongethit = 0

[State 0, chainOVER1]
type = VarSet
trigger1 = time= 0
fv = 10
value = 1

[State 0, chainOVER1]
type = VarAdd
trigger1 = time> 300 && fvar(10)>.4
fv =     10
value = -0.1
persistent = 20

[State 0, chainOVER1]
type = ModifyExplod
trigger1 = time>300 
ID =320299
scale =fvar(10),1

[State 0, chainOVER1]
type = Explod
trigger1 =time=[110,115]
anim = 3202
ID = 320299
pos =-20,-70
postype = p1;  p2,front,back,left,right
bindtime = 1; -1 forever
removetime = -1;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 6
ontop = 0
ownpal = 1
removeongethit = 0
angle=90+random%16
random=70,10
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)


[State 0, chainOVER1]
type = RemoveExplod
trigger1 = time=590
id = 320299

[State 0, fire1]
type = Explod
trigger1 =1
anim =  ifelse(random>500,12000,12001)
ID = 12000
pos = 120,-200
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
random = 5,5
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .6,.6
sprpriority =  5
ontop = 0
ownpal = 1
removeongethit = 0
angle=random/3
trans = add
persistent=10

[State 0, fire2]
type = Explod
trigger1 =1
anim =  ifelse(random>500,12000,12001)
ID = 12000
pos = 150,-36
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
random = 5,5
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .6,.6
sprpriority =  5
ontop = 0
ownpal = 1
removeongethit = 0
angle=random/3
trans = add
persistent=10
vel=-2,0

[State 0, fire3]
type = Explod
trigger1 =1
anim =  ifelse(random>500,12000,12001)
ID = 12000
pos = -30,-210
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
random = 5,5
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .6,.6
sprpriority =  5
ontop = 0
ownpal = 1
removeongethit = 0
angle=random/3
trans = add
persistent=10
vel=0,1.6

[State 0, fire4]
type = Explod
trigger1 =1
anim =  ifelse(random>500,12000,12001)
ID = 12000
pos = -260,-30
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
random = 5,5
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .6,.6
sprpriority =  5
ontop = 0
ownpal = 1
removeongethit = 0
angle=random/3
trans = add
persistent=10

[State 0, fire5]
type = Explod
trigger1 =1
anim =  ifelse(random>500,12000,12001)
ID = 12000
pos = -230,-160
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
random = 5,5
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .6,.6
sprpriority =  5
ontop = 0
ownpal = 1
removeongethit = 0
angle=random/3
trans = add
persistent=10
;
















[State 0, EnvShake]
type = EnvShake
trigger1 = time = 300
time = 1000
freq = 160;скорость 0 - 180
ampl = -2;смещение экрана вверх-низ
phase = 90
;ignorehitpause = 
;persistent = 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time=640
;ignorehitpause = 
;persistent = 





;en1
[Statedef 3210 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=-0


[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = time = 0 && anim!=5300
value = 5300

;en2 chain roll
[Statedef 3211 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=-0
facep2 = 1

[State 0, me1-stand]
type = Explod
trigger1 = time=0
anim = anim
ID = 212382
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = 100;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0


[State 9125, invis]
type = varset
trigger1 = time = 0
v = 26
value = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0
value = 888


[State 0, me2-grabed]
type = Explod
trigger1 = time=100
anim = 21238
ID = 21238
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = 200;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = 2
ontop = 0
angle=80
pos=50,-60

[State 0, aaa]
type = PlaySnd
trigger1 = time =120
value = 3,2;F=common snd
volumescale = 100
 
[State 0, 250]
type = PlaySnd
trigger1 = time =240
value = 3,14;F=common snd
volumescale = 100

[State 0, 250]
type = PlaySnd
trigger1 = time =400
value = 3,1;F=common snd
volumescale = 100

[State 0, 250]
type = PlaySnd
trigger1 = time =560
value = 4,1;F=common snd
volumescale = 100


[State 0, me3_sdavlen-1]
type = Explod
trigger1 = time=300
anim = 5110
ID = 5110
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = 290
pausemovetime = 0
scale = 1,1
sprpriority = 1
ontop = 0
pos=-20,-65

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time = 400
ID =5110
scale = 1,.9

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time = 500
ID =5110
scale = 1,.7



[State 0, gib-1]
type = Explod
trigger1 = time=450
anim = 6806
ID = 51102
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = 140
pausemovetime = 0
scale = 1,.7
sprpriority = 2
ontop = 0
pos=50,-70
angle=random

[State 0, gib-2]
type = Explod
trigger1 = time=450
anim = 6809
ID = 51102
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = 140
pausemovetime = 0
scale = 1,.7
sprpriority = 2
ontop = 0
pos=20,-70
angle=random

[State 0, gib-3]
type = Explod
trigger1 = time=450
anim = 6810
ID = 51102
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = 140
pausemovetime = 0
scale = 1,.7
sprpriority = 2
ontop = 0
pos=-30,-70
angle=random

[State 0, kishki]
type = Explod
trigger1 = time=[460,595]
anim =  F(ifelse(random>500,(5031+const(data.sparkno)*100),(6960+const(data.sparkno)*100)))
ID = 503166
pos = -20,-70
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
bindtime = 1; -1 forever
random = 80,5
removetime = -1;"-2" odin raz; "-1" forever
scale = .5,.5
sprpriority = 3
ownpal = 1
removeongethit = 0
angle=random/3
persistent=30

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 590
id = 503166
;ignorehitpause = 
;persistent = 


[State 0, ChangeState]
type = ChangeState
trigger1 =time = 590
value =3212
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 








;en3
[Statedef 3212 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0


[State 0, GIBSS]
type = helper
trigger1 =time <8
triggerall = numhelper(6800) < 13
triggerall = selfanimexist(6800)
ID = 6800
stateno = 4153
pos = 0,-50






[State 0, PosSet]
type = PosSet
trigger1 = time = 10
y = var(57) 


[State 200, 7]
type = lifeadd
trigger1 = time = 11
value = -9999

[State 200, 7]
type = selfstate
trigger1 = time = 12
value = 5150



;--------------------------------------------------------------------------------------------------------------------------------------
;frend
[Statedef 3700]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim =0
sprpriority=0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time= 50
value = 3200


[State 9130, SetFatal]
type = Varset
trigger1 = time = 0
V = 4
value = 3

[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
;affectteam = E          ;B,E,F
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
;fall.animtype = Back
;priority = 4,Hit
damage = 0,0
pausetime = 0 ,0
;guard.pausetime = 0,0
sparkno = -1
guard.sparkno =-1
hitsound = -1
guardsound =-1
ground.type = High      ;Low,Trip,None
p2stateno=3720
p1stateno=3701
kill = 0
numhits = 0

;--------------------------------------------------------------------------------------------------------------------------------------
;frend 2
[Statedef 3701]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim =0
sprpriority=0

[State 0, firegen]
type = Helper
trigger1 = time = 0
name = "firegen"
ID = 2222222
stateno = 3710
pos = 20,-240
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 0, firegen]
type = Helper
trigger1 = time = 0
name = "firegen2"
ID = 2222222
stateno = 3711
pos = 20,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 0, kacheli]
type = Explod
trigger1 = time=30
anim =3710
ID = 3710
pos = 20,0
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
ontop = 0
ownpal = 0
removeongethit = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =33
value =1000,6;F=common snd
volumescale = 100




[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time= 100
value = 3700

[State 0, ChangeState]
type = ChangeState
trigger1 = time= 102
value =3702
ctrl = 0


;--------------------------------------------------------------------------------------------------------------------------------------
;frend 3
[Statedef 3702]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim =888
sprpriority=0

[State 9125, invis]
type = varset
trigger1 = time = 0
v = 26
value = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 3710

[State 0, Helper]
type = Helper
trigger1 = time=0
name = "kacheli"
ID = 3712
stateno = 3712
pos = 20,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0






[State 0, ChangeState]
type = ChangeState
trigger1 = time = 100
value =0
ctrl =1
;anim =
;ignorehitpause = 
;persistent = 


;--------------------------------------------------------------------------------------------------------------------------------------
;fire
[Statedef 3710]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim =888
sprpriority=0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = F5,161
volumescale = 50
loop = 1
pan = 0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = 1000,5
volumescale = 100
loop = 0
pan = 0

[State 0, fire]
type = Explod
trigger1 = time=0
anim =  ifelse(random>500,12000,12001)
ID = 12001
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority =  2
ownpal = 1
removeongethit = 0
angle=random/3
trans = add
alpha=256,100
vel= 0, 2


[State 0, fire]
type = Explod
trigger1 = 1
anim =  ifelse(random>500,12000,12001)
ID = 12000
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
random = 50,5
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = .6,.6
sprpriority =  2
ontop = 0
ownpal = 1
removeongethit = 0
angle=random/3
trans = add
alpha=256,100
vel= 0, (random%2)
persistent=2

[State 0, iskri]
type = Explod
trigger1 = 1
anim =   12010+random%3
ID = 12000
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
removetime = -2
pausemovetime = 0
sprpriority =  ifelse(random>500,5,-5)
ontop = 0
ownpal = 1
removeongethit = 0
angle=random/3
vel= 0, (random%4)
random = 40,5
persistent=2


;--------------------------------------------------------------------------------------------------------------------------------------
;fire gnd
[Statedef 3711]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim =888
sprpriority=0

[State 0, fire]
type = Explod
trigger1 = 1
anim =  3720
ID = 3720
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
random = 100,10
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
sprpriority =  -4
ontop = 0
ownpal = 1
removeongethit = 0
persistent=6
scale=1+(random&10)*.1,1



;--------------------------------------------------------------------------------------------------------------------------------------
;kacheli me
[Statedef 3712]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim =3711
sprpriority=0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=10,=0
value = 1000,10;F=common snd
volumescale = 30

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = f20,0



;en 
;--------------------------------------------------------------------------------------------------------------------------------------
[Statedef 3720]
type    = S
movetype= H
physics = N
ctrl = 0
velset = 0,0
sprpriority=0
anim=888

[State 0, Explod]
type = Explod
trigger1 = time=0
anim =5300
ID = 5300
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
ontop = 0
ownpal = 0
removeongethit = 0

[State 9125, invis]
type = varset
trigger1 = time = 0
v = 26
value = 1


[State 0, PosSet]
type = PosSet
trigger1 = time = 1
y = var(57) 


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

[State 200, 7]
type = selfstate
trigger1 = time = 3
value = 5150

;--------------------------------------------------------------------------------------------------------------------------------------
;DOAlity
[Statedef 3050]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim =3052
sprpriority=0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = F5,10;F=common snd
volumescale = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=30
trigger2 = time=40
trigger3 = time=50
value = F5,153;F=common snd
volumescale = 100
channel=3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=7,=1 && anim=3050
value = 3050,0;F=common snd
volumescale = 200


[State 0, huracane]
type = Explod
trigger1 = time=30
anim = F41
ID = 41
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = 30
scale = 1,1
sprpriority = 7
ontop = 0
ownpal =1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time= 30
value =888
;elem = 1
;ignorehitpause = 
;persistent = 

[State 0, EnvShake]
type = EnvShake
trigger1 = time= 58
time = 10
freq = 60;скорость 0 - 180
ampl = -4;смещение экрана вверх-низ
phase = 90
;ignorehitpause = 
;persistent = 

[State 0, light]
type = Explod
trigger1 = time=58
anim = F910
ID = 910
pos = 0,-70
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1,1
sprpriority = -5
ontop = 0
ownpal = 0
trans=add



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time= 58
value =3050

[State 0, me]
type = Explod
trigger1 = time= 58
anim = 3050
ID = 3050
pos = 0,0
postype = p1;  p2,front,back,left,right
sprpriority = 6

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time= 58
value = F200,111;F=common snd
volumescale = 100



[State 0, Helper]
type = Helper
trigger1 = enemynear,stateno=3060 && numhelper(3051)=0
name = "kisska"
ID = 3051
stateno = 3051
pos = 0,-110
postype = p2    ;p2,front,back,left,right

[State 0, HitDef]
type = HitDef
trigger1 = anim=3052
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
p2stateno = 3062
kill = 0
numhits = 0

[State 0, HitDef]
type = HitDef
trigger1 = anim=3050
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
p2stateno = 3060
kill = 0
numhits = 0

[State 9125, invis]
type = varset
trigger1 = time = 30
v = 26
value = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 300
value =0
ctrl = 1
;anim =
;ignorehitpause = 
;persistent = 

;--------------------------------------------------------------------------------------------------------------------------------------
;kisska
[Statedef 3051]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim =888
sprpriority=0

[State 0, Explod]
type = Explod
trigger1 = time<70
anim = 3051
ID = 3051
pos = 0,0
postype = p1;  p2,front,back,left,right
facing = 1;1-2*(random%2)
vfacing = 1
bindtime = 1; -1 forever
vel = (random%3)-1,-1-random%2
accel = 0,.3-(random%5)*.1
random = 10,10
removetime = 30+random%30
pausemovetime = 0
scale = .2,.2
sprpriority = 5
ownpal =1
angle=random/3
trans=add
persistent=3




;en1
[Statedef 3060 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=4
facep2 = 1
anim=5720

[State 200, 7]
type = angledraw
trigger1 = time > 80
value = (1+1*(time > 92))*(time - 80)

[State 200, 7]
type = changestate
trigger1 = time = 112
value = 3061

;en2
[Statedef 3061]; --------------------------------------------
type    = S
movetype= H
physics = S
sprpriority = 2
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = F5,102;F=common snd
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
;lowpriority = -1
;abspan = 
;ignorehitpause = 
;persistent = 


[State 200, 7]
type = posadd
trigger1 = time = 0
x = -70



[State 0, me]
type = Explod
trigger1 = time=0
anim = 5830
ID = 5830
pos = 0,0
postype = p1;  p2,front,back,left,right
sprpriority = 5





[State 9125, invis]
type = varset
trigger1 = time = 0
v = 26
value = 1

[State 200, 7]
type = envshake
trigger1 = time = 0
time = 12
ampl = 3
freq = 70



[State 200, 7]
type = lifeadd
trigger1 = time = 1
value = -9999

[State 200, 7]
type = selfstate
trigger1 = time = 2
value = 5150


;en0
[Statedef 3062 ];--------------------------------------------------
type = S;CALU
movetype=H;IHU
physics=N;SCAU
velset=0,0
ctrl=0
sprpriority=4
facep2 = 1

[State 0, Null]
type = Null
trigger1 = 0
;ignorehitpause = 
;persistent = 

