;------------------------
; fatal1
;------------------------
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 0

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


[State 1200, chg]
type = changestate
trigger1 = time = 30
value = 3040

;==========================

[Statedef 3040]; cut-throat
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 3040


[State 1200, BoltFat]
type = Hitdef
trigger1 = !movecontact
attr = S, HA
hitflag = MAFD
sparkno = -1
p1stateno = 3041
p2stateno = 3043
hitsound  = 5,141
ground.cornerpush.veloff = -30
sprpriority = 2
p2sprpriority = 0
p2facing = 1
numhits = 0

[Statedef 3041]; grabs p2
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority = 0

[State 1200, chg]
type = targetbind
trigger1 = time < 12
pos = 50,0
time = 1

[State 0, Explod]
type = targetstate
trigger1 = animelem = 4
value = 3044

[State 1200, chg]
type = targetbind
trigger1 = animelem = 4
pos = 70,0
time = 12

[State 200, 7]
type = changestate
trigger1 = time = 60
value = 3042

[Statedef 3042]; slash him open
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 3041
sprpriority = 0

[State 0, Explod]
type = playsnd
trigger1 = time = 0
value = 3,9
channel = 3

[State 0, Explod]
type = playsnd
trigger1 = time = 1
value = 8,1
volumescale = 200

[State 0, Explod]
type = playsnd
trigger1 = animelem = 2
value = 20,50
volumescale = 200

[State 430, 31]
type = explod
trigger1 = time = 0
anim = 3042
scale = const(size.xscale),const(size.yscale)
bindtime = -1
sprpriority = 2

[State 0, Explod]
type = helper
trigger1 = animelem = 3 || time = 60
stateno = 7410
pos = 30,-96
facing = -1

[State 0, Explod]
type = helper
trigger1 = animelem = 4 
stateno = 7150
pos = 30,-100
facing = -1

[State 0, Explod]
type = helper
trigger1 = animelem = 6
stateno = 3046
pos = 25,-95

[State 430, 31]
type = varset
trigger1 = animelem = 6
v = 26
value = 1

[State 430, 31]
type = explod
trigger1 = animelem = 6
anim = 3043
scale = const(size.xscale),const(size.yscale)
bindtime = 1
removetime = -1
shadow = -1,-1,-1
sprpriority = 0

[State 0, Explod]
type = targetstate
trigger1 = time = 0
value = 3045

[State 0, Explod]
type = playsnd
trigger1 = animelem = 2
value = 20,555
volumescale = 200

[State 0, Explod]
type = targetbind
trigger1 = time = 0
pos = 0,0
time = 1

[State 200, 7]
type = changestate
trigger1 = time = 150
value = 0
ctrl = 1

;--
[Statedef 3043]; p2 grabbed
type    = S
movetype= H
physics = N
juggle  = 1
velset = 0,0
sprpriority = 1
ctrl = 0
facep2 = 1

[State 430, 31]
type = stopsnd
trigger1 = time < 3
channel = 3


--

[Statedef 3044]; p2 pulled
type    = S
movetype= H
physics = N
juggle  = 1
velset = 0,0
sprpriority = 1

[State 430, 31]
type = turn
trigger1 = time = 0

[State 430, 31]
type = playsnd
trigger1 = time = 3
value = 3,11
channel = 3

[State 430, 31]
type = changeanim2
trigger1 = time = 0
value = 3044


[Statedef 3045];p2 blutet wie ein schwein
type    = S
movetype= H
physics = N
juggle  = 1
velset = 0,0
sprpriority = 1

[State 430, 31]
type = changeanim2
trigger1 = time = 0
value = 3045

[State 0, Explod]
type = playsnd
trigger1 = time = 12
value = 4,1
channel = 3

[State 200, 7]
type = varset
trigger1 = time = 120
v = 26
value = 1

[State 200, 7]
type = posadd
trigger1 = animelemno(0) = 6
trigger1 = time%2 = 0
y = -4 + 8*(time%4 = 2)


[State 430, 31]
type = explod
trigger1 = time = 121
anim = 5030
pos = 40,10
scale = const(size.xscale),const(size.yscale)
bindtime = 1
removetime = -1
shadow = -1,-1,-1
sprpriority = 1

[State 200, 7]
type = lifeadd
trigger1 = time = 121
value = -9999

[State 200, 7]
type = selfstate
trigger1 = time = 122
value = 5150

[Statedef 3046]; schweine!!
type    = S
movetype= I
physics = N
juggle  = 1
anim = 888
velset = 0,0
sprpriority = 1

[State 430, 31]
type = helper
trigger1 = time < 60 && time%12 = 0
stateno = 7400
facing = -1

[State 430, 31]
type = helper
trigger1 = time%40 = 20
stateno = 7430
pos = 0,-10

[State 430, 31]
type = helper
trigger1 = time > 60 && time%60 = 30
stateno = 7460
pos = 0,-10




;------------------------
; fatal2
;------------------------
[Statedef 3100]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 0

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

[State 1200, chg]
type = changestate
trigger1 = time = 30
value = 3140


[Statedef 3140] ; bloodfest
type    = S
movetype= A
physics = N
juggle  = 2
ctrl = 0
velset = 0,0
anim = 3140

[State 1200, BoltFat]
type = Hitdef
trigger1 = !movecontact
attr = S, HA
hitflag = MAFD
sparkno = -1
p1stateno = 3141
p2stateno = 3142
hitsound   = 5,19
p2facing = 1

[State 1200, play]
type = playsnd
trigger1 = animelem = 3
value = 4,17

[State 1200, play]
type = veladd
trigger1 = animelem = 3
x = 6


[Statedef 3141] ; now ear diz
type    = S
movetype= A
physics = N
juggle  = 2
ctrl = 0
velset = 0,0
anim = 888


[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 3141
pos = -20,-110
postype = p2
facing = -1
scale = const(size.xscale), const(size.yscale)
bindtime = -1
sprpriority = 0
shadow = -1,-1,-1

[State 0, Explod]
type = Explod
trigger1 = time = 210
anim = 3142
pos = 0,0
postype = p2
scale = const(size.xscale), const(size.yscale)
bindtime = 1
removetime = -1
sprpriority = 0
shadow = -1,-1,-1

[State 200, 7]
type = varset
trigger1 = 1
v = 26
value = 1

[State 200, 7]
type = varrandom
trigger1 = 1
v = 11
range = -40,40

[State 200, 7]
type = varrandom
trigger1 = 1
v = 12
range = 80,40

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 888
ID = 30301

[State 0, Explod]
type = Explod
trigger1 = time < 12
anim = 1121
pos = -20+var(12),-110+var(11)
postype = p2
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1
vel = -var(12)/18,-var(11)/18
random = 3,3
scale = 0.5,0.5
sprpriority = -1
ownpal = 1

[State 9251, blow]
type = envshake
trigger1 = time = 210
freq = 80
ampl = 7
time = 30

[State 9251, blow]
type = envcolor
trigger1 = time = 210 || time = 217
value = 255,255,255
time = 4

[State 9251, blow]
type = Helper
trigger1 = time = 210
postype = p2
pos = 0,-80
stateno = 7442


[State 9251, blow]
type = Helper
trigger1 = time = 210
postype = p2
pos = 0,-200
stateno = 7442

[State 9251, blow]
type = Helper
trigger1 = time = 209
postype = p2
pos = 0,6
stateno = 7444

[State 9251, blow]
type = Helper
trigger1 = time = 211
postype = p2
pos = -30,0
stateno = 31

[State 9251, blow]
type = Helper
trigger1 = time = 209
postype = p2
pos = 0,-280
stateno = 3144

[State 200, 7]
type = playsnd
trigger1 = time = 20
value = 20,15
volumescale = 200

[State 200, 7]
type = playsnd
trigger1 = time = 90
value = 20,51
volumescale = 200

[State 200, 7]
type = playsnd
trigger1 = time = [210,212]
value = 20,52
volumescale = 200

[State 200, 7]
type = playsnd
trigger1 = time = 208
value = 20,37
volumescale = 60

[State 200, 7]
type = changestate
trigger1 = time > 230
value = 0
ctrl = 1
;-------------------------------

[Statedef 3142]; p2 stumble
type    = S
movetype= H
physics = S
anim = 5016
sprpriority = 1
ctrl = 0

[State 200, 7]
type = playsnd
trigger1 = time = 2
value = 3,8
channel = 3

[State 200, 7]
type = changeanim
trigger1 = time = 30
value = 5300

[State 200, 7]
type = changestate
trigger1 = time > 60;30
value = 3143

[Statedef 3143]; p2 dies
type    = S
movetype= H
physics = S
sprpriority = 2
ctrl = 0

[State 200, 7]
type = changeanim
trigger1 = 1
value = 5300
elem = animelemno(0)

[State 9251, blow]
type = envshake
trigger1 = time = 30
freq = 90
ampl = 6
time = 180

[State 200, 7]
type = playsnd
trigger1 = time = 60
value = 4,1
channel = 3

[State 200, 7]
type = posadd
trigger1 = time > 60 && time%3 = 0
x = -4+8*(time%6 = 3)

[State 200, 7]
type = playsnd
trigger1 = time = 60
value = 3,12
channel = 3

[State 200, 7]
type = changestate
trigger1 = time = 150
value = 2203

[Statedef 3144]; bloodrain
type    = S
movetype= I
physics = S
anim = 888
ctrl = 0

[State 9251, blow]
type = Helper
trigger1 = time < 120
trigger2 = time > 120 && gametime%3 = 0
pos = 6*(random%7 - random%7),0
stateno = 7202
;------------------------
; fatal3
;------------------------
[Statedef 3200]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 0

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

[State 1200, chg]
type = changestate
trigger1 = time = 30
value = 3240


[Statedef 3240]; rage madness
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 3030

[State 1200, BoltFat]
type = Hitdef
trigger1 = !movecontact
attr = S, HA
hitflag = MAFD
sparkno = -1
p1stateno = 3241
p2stateno = 3243
hitsound  = 5,141
sprpriority = 2
p2sprpriority = 0
p2facing = 1
numhits = 0

[Statedef 3241]; grabs p2
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 3240
sprpriority = 2

[State 1200, chg]
type = targetbind
trigger1 = time = 0
pos = 30,0
time = 1
persistent = 0


[State 0, Explod]
type = changeanim
trigger1 = anim = 3240 && animtime = 0
value = 3241


[State 0, Explod]
type = playsnd
trigger1 = time = 12
value = 1,0
channel = 3

[State 1200, chg]
type = targetbind
trigger1 = anim = 3241
pos = 10,0
time = 8
persistent = 0

[State 0, Explod]
type = targetstate
trigger1 = anim = 3241
value = 3244
persistent = 0


[State 0, Explod]
type = varset
trigger1 = anim = 3241
trigger1 = animelem = 2
v = 26
value = 1

[State 0, Explod]
type = playsnd
trigger1 = anim = 3241
value = f7,0
persistent = 0

[State 0, Explod]
type = envshake
trigger1 = anim = 3241
ampl = 4
freq = 90
time = 16
persistent = 0

[State 0, Explod]
type = posadd
trigger1 = anim = 3241
x = 60
persistent = 0

[State 200, 7]
type = helper
trigger1 = anim = 3241 && animelem = 2
stateno = 3242

[State 200, 7]
type = explod
trigger1 = time = 20
anim = 888
ID = 3003
removetime = -1

[State 200, 7]
type = posadd
trigger1 = time = 120
x = 60

[State 200, 7]
type = helper
trigger1 = time = 190
stateno = 7444
pos = -40,6

[State 200, 7]
type = changestate
trigger1 = time = 240
value = 0
ctrl = 1

[Statedef 3242]; assassination
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 3242
sprpriority = 4

[State 0, Explod]
type = playsnd
trigger1 = animelem = 5
value = 20,43
volumescale = 200

[State 0, Explod]
type = playsnd
trigger1 = animelem = 6
value = 20,13 + 37*(random%3 = 0)

[State 200, 7]
type = helper
trigger1 = animelem = 6
stateno = 7460
pos = 50,-10

[State 200, 7]
type = envshake
trigger1 = animelem = 6
freq = 70
ampl = 4-2*(time > 180)
time = 16


[State 200, 7]
type = changeanim
trigger1 = time > 200 && animelemno(0) = 3 && random%7 = 0
value = anim
elem = 3

;--
[Statedef 3243];p2 caught
type    = S
movetype= H
physics = N
juggle  = 1
velset = 0,0
anim = 5030
sprpriority = 0
ctrl = 0
facep2 = 1

[State 430, 31]
type = changeanim
trigger1 = time = 4
value = 5050

[State 0, Explod]
type = playsnd
trigger1 = time = 4
value = 3,11
channel = 3

;--

[Statedef 3244];p2 lies
type    = S
movetype= H
physics = N
juggle  = 1
velset = 0,0
anim = 5140
sprpriority = 0

[State 430, 31]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0

[State 2000, 0.5]
type = changeanim
trigger1 = time > 20 && time%36 = 12
value = 5170

[State 2000, 0.5]
type = changeanim
trigger1 = time > 20 && time%36 = 15
value = 5140

[State 2000, 0.5]
type = playsnd
trigger1 = time > 20 && time < 180 && time%36 = 12
value = 3,0 + 2*(random%2)
channel = 3

[State 2000, 0.5]
type = playsnd
trigger1 = time > 180 && time%36 = 12
value = 3,8
channel = 3

[State 200, 7]
type = lifeadd
trigger1 = time = 201
value = -9999

[State 200, 7]
type = selfstate
trigger1 = time = 202
value = 5150













;-------------------------------------
;Friendship... Friendship? Again?
;-------------------------------------

[Statedef 3700]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 0
sprpriority = 0

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

[State 430, 31]
type = changestate
trigger1 = Time = 60
value = 3706


[Statedef 3706]; friendship skarlet
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 3740
sprpriority = 0

[State 430, 31]
type = stopsnd
trigger1 = animelem = 8
channel = -1

[State 430, 31]
type = playsnd
trigger1 = animelem = 11
value = f5, 50
volumescale = 200

[State 430, 31]
type = playsnd
trigger1 = animelem = 3
value = f5, 152

[State 430, 31]
type = playsnd
trigger1 = animelem = 9
value = f5, 153

[State 430, 31]
type = playsnd
trigger1 = animelem = 10
value = 8, 1
volumescale = 200

[State 0, Explod]
type = Explod
trigger1 = animelem = 11
anim = 3741
bindtime = 1
scale = const(size.xscale),const(size.yscale)
vel = 0.4,-0.1
accel = -0.00675,-0.0125
sprpriority = 0
ownpal = 0
ignorehitpause = 1
removetime = -1
shadow = -1,-1,-1


[State 9130, SetFatal]
type = Varset
trigger1 = animelem = 11
V = 26
value = 1

[State 3010, 1]
type = HitDef
trigger1 = !movecontact
attr = S, HA
hitflag = MAF
priority = 7
sparkno = -1
hitsound = -1
p2stateno = 3701

[State 200, 7]
type = selfstate
trigger1 = time = 300
value = 0
ctrl = 1

[Statedef 3701]
type    = S
movetype= H
physics = S
juggle  = 2
ctrl = 0
velset = 0,0



[State 430, 31]
type = stopsnd
trigger1 = time < 30
channel = 3

[State 0, Explod]
type = Explod
trigger1 = animtime = 0
anim = anim
ID = 3777
bindtime = 1
scale = const(size.xscale),const(size.yscale)
sprpriority = 0
ownpal = 0
ignorehitpause = 1
removetime = -1
shadow = -1,-1,-1

[State 9130, SetFatal]
type = Varset
trigger1 = animtime = 0
V = 26
value = 1

[State 3010, 1]
type = lifeadd
trigger1 = time = 120
value = -9999

[State 200, 7]
type = selfstate
trigger1 = time = 120
value = 5150


;-------------------------------------
;Animality
;-------------------------------------

[Statedef 3800]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 0
sprpriority = 0

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


[State 9130, SetFatal]
type = changestate
trigger1 = time = 30
value = 3840

;---------------------------
[Statedef 3840]; animality: skarlet
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0

[State 0, Explod]
type = posadd
trigger1 = time = 72
x = 10

[State 430, 31]
type = playsnd
trigger1 = Time = 72
value = f5,52
channel = 1

[State 430, 31]
type = changeanim
trigger1 = Time = 72
value = 3840

[State 430, 31]
type = playsnd
trigger1 = time = 60
value = f5, 35
volumescale = 200

[State 430, 31]
type = envcolor
trigger1 = time = 60 || time = 72
value = 255,255,255
time = 2

[State 0, Explod]
type = Explod
trigger1 = time = 60
anim = f11
pos = 0,6
bindtime = 1
sprpriority = 4
ownpal = 1
ignorehitpause = 1

[State 430, 31]
type = playsnd
trigger1 = Time = 90
value = 20,54
volumescale = 200

[State 430, 31]
type = playsnd
trigger1 = Time = 90
value = 20,53
loop = 1
volumescale = 200

[State 9130, SetFatal]
type = changestate
trigger1 = time = 200
value = 3841

[Statedef 3841]; bat flies forth
type    = S
movetype= A
physics = N
juggle  = 2
ctrl = 0
velset = 3,0.5
sprpriority = -1

[State 430, 31]
type = playsnd
trigger1 = Time = 0
value = f5,53
channel = 1

[State 430, 31]
type = playsnd
trigger1 = Time = 6
value = 20,54
volumescale = 200

[State 3010, 1]
type = HitDef
trigger1 = !movecontact
attr = S, HA
hitflag = MAF
priority = 7
sparkno = -1
hitsound = -1
p2stateno = 3845

[State 9130, SetFatal]
type = explod
trigger1 = movehit
anim = 888
ID = 3333

[State 9130, SetFatal]
type = posadd
trigger1 = movehit
x = 25
y = -20

[State 9130, SetFatal]
type = changestate
trigger1 = movehit
value = 3842

[Statedef 3842]; attack phase1
type    = S
movetype= A
physics = N
juggle  = 2
velset = 3,0
sprpriority = -2
ctrl = 0


[State 9130, SetFatal]
type = veladd
trigger1 = time > 0
x = -0.3
y = 0.3

[State 430, 31]
type = helper
trigger1 = time%30 = 0
stateno = 28

[State 430, 31]
type = playsnd
trigger1 = time%21 = 0
value = 20,18

[State 430, 31]
type = helper
trigger1 = time%12 = 0
stateno = 7440
pos = 5*(random%7-random%7),-90-5*(random%7-random%7)
postype = p2


[State 200, 7]
type = changestate
trigger1 = vel x <= -3
value = 3843

[State 200, 7]
type = changestate
trigger1 = target,stateno = 5050
value = 3844

[Statedef 3843]; attack phase2
type    = S
movetype= A
physics = N
juggle  = 2
velset = -3,0
sprpriority = -2
ctrl = 0

[State 9130, SetFatal]
type = veladd
trigger1 = time > 0
x = 0.3
y = -0.3

[State 430, 31]
type = playsnd
trigger1 = time%21 = 0
value = 20,18

[State 430, 31]
type = helper
trigger1 = time%30 = 0
stateno = 28

[State 430, 31]
type = helper
trigger1 = time%12 = 0
stateno = 7440
pos = 5*(random%7-random%7),-90-5*(random%7-random%7)
postype = p2


[State 200, 7]
type = changestate
trigger1 = vel x >= 3
value = 3842

[State 200, 7]
type = changestate
trigger1 = target,stateno = 5050
value = 3844

[Statedef 3844]; attack ends
type    = S
movetype= A
physics = N
juggle  = 2
velset = 1,2
sprpriority = -2
ctrl = 0

[State 430, 31]
type = playsnd
trigger1 = Time = 6
value = 20,54
volumescale = 200

[State 9130, SetFatal]
type = varset
trigger1 = time = 30
v = 26
value = 1

[State 9130, SetFatal]
type = explod
trigger1 = time = 31
anim = 3841
scale = const(size.xscale),const(size.yscale)
facing = -1
sprpriority = 4
ownpal = 0
shadow = -1,-1,-1
bindtime = 1
removetime = -1

[State 430, 31]
type = helper
trigger1 = time = 0
stateno = 7444
pos = -20,9
postype = p2

[State 9130, SetFatal]
type = selfstate
trigger1 = time = 90
value = 0
ctrl = 1

;--
[Statedef 3845]; p2 atacked
type    = S
movetype= H
physics = N
juggle  = 2
anim = 5002
velset = 0,0
sprpriority = 0
ctrl = 0
facep2 = 1

[State 430, 31]
type = playsnd
trigger1 = time = 12
value = 4,1
channel = 3

[State 430, 31]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1,0

[State 200, 7]
type = posadd
trigger1 = time%3 = 0
y = 3-6*(time%6 = 0)

[State 200, 7]
type = playsnd
trigger1 = time%14 = 4
value = f5,18

[State 200, 7]
type = lifeadd
trigger1 = time = 120
value = -9999

[State 200, 7]
type = veladd
trigger1 = time = 120
x = -2

[State 200, 7]
type = selfstate
trigger1 = time = 121
value = 5050
;==================

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


[State 1200, chg]
type = changestate
trigger1 = time = 50
trigger1 = prevstateno !=3450
value = 3401

[State 1200, chg]
type = changestate
trigger1 = time = 50
trigger1 = prevstateno =3450
value = 3451

[Statedef 3401];--------------------------------------
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
sprpriority = 2
anim = 3400

[State 0, boobi]
type = PlaySnd
trigger1 =time =1
value = 2,12
volumescale = 100

[State 0, boobi]
type = PlaySnd
trigger1 =time =10
value = F5,106
volumescale = 200

[State 0, boobi]
type = PlaySnd
trigger1 =time =40
value = F5,107
volumescale = 100

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim!=3401&&animtime=0
value =3401



[State 800, 1]
type = HitDef
Trigger1 = 1
damage = 0
pausetime = 0,0
attr = S, HA
hitflag = MAFD
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
hitsound = -1
sparkno = -1          ;No spark
p1stateno = 3402       ;On success, KFM changes to state 810
p2stateno = 3410       ;If hit, p2 changes to state 820 in KFM's cns
numhits = 0
guard.dist = 0        ;This prevents p2 from going into a guard state if close
fall = 0
fall.recover = 0
kill       = 0
fall.kill  = 0
guard.kill = 0
p2facing=1

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0 && anim =3401
value =0
ctrl = 1
;anim =
;ignorehitpause = 
;persistent = 



[Statedef 3402];--------------------------------------
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
sprpriority = 2

[State 0, hvat]
type = PlaySnd
trigger1 = time =0
value = F5,14;F=common snd
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, boobi]
type = PlaySnd
trigger1 =time =1
value = 4,15
volumescale = 100


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 3402

[State 0, TargetBind]
type = TargetBind
trigger1 = time = 0 
time = 10
id = -1
pos = 60,-20

[State 0, TargetBind]
type = TargetBind
trigger1 = time = 4 
time = 10
id = -1
pos = 55,-22

[State 0, TargetBind]
type = TargetBind
trigger1 = time = 8 
time = 100
id = -1
pos = 50,-22

[State 0, hriasi]
type = PlaySnd
trigger1 =time = [20,160]
trigger1 =time%30=1
value = F5,ifelse(random>500,141,16);F=common snd
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, hriasi]
type = PlaySnd
trigger1 =time =170
value = F5,0
volumescale = 200
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 10211, toasty]
type = Playsnd
trigger1 = time = 160
value = 4,10
volumescale = 150

[State 0, EnvShake]
type = EnvShake
trigger1 =time = 20
trigger2 =time = 80
trigger3 =time = 120
trigger4 =time = 170
time = 20+(time=170)*20
freq = 60
ampl = -5
phase = 90
;ignorehitpause = 
;persistent = 


[State 9251, blood]
type = Helper
trigger1 =time = 20
trigger2 =time = 80
trigger3 =time = 120
trigger4 =time = 130
postype = p2
pos = 55,-100
stateno = 7430
ignorehitpause = 1

[State 9251, blood]
type = Helper
trigger1 =time = 50
trigger2 =time = 100
postype = p2
pos = 55,-100
stateno = 7460
ignorehitpause = 1


[State 9251, blood]
type = Helper
trigger1 =time = 170
pos = 0,-100
stateno = 7441
ignorehitpause = 1

[State 9251, blood]
type = Helper
trigger1 =time = 170
pos = 0,-100
stateno = 6900
ignorehitpause = 1

[State 0, TargetDrop]
type = TargetDrop
trigger1 =time = 170
excludeID = -1
keepone = 1
;ignorehitpause = 
;persistent = 

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =time = 170
value = 3403




[State 0, Helper]
type = Helper
trigger1 =anim = 3403 && animtime=0
name = "toasty"
ID = 3403
stateno = 3403
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0



[State 0, SelfState]
type = SelfState
trigger1 =anim = 3403 && animtime=0
value =0
ctrl =1


;0------------------------;--------------------------------------
;toasty
[Statedef 3403]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
sprpriority = 0
anim=888


[State 1200, toasty]
type = Explod
trigger1 = time = 0
anim = F28
pos = 0, root,var(23)
postype = right
ontop = 1
Bindtime = -1


[State 10211, toasty]
type = Playsnd
trigger1 = time = 0
value = F5,39
volumescale = 150

[State 181, siski]
type = Playsnd
trigger1 = time = 270
trigger1 = WinPerfect
trigger2 = time = 140
trigger2 = !WinPerfect
value = 3500, 2
volumescale = 200

[State 0, boob]
type = Explod
trigger1 = time = 270
trigger1 = WinPerfect
trigger2 = time = 140
trigger2 = !WinPerfect
anim = 3420
ID = 3420
pos = root,var(22)/2,120
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1; -1 forever
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 7
ontop = 1
ownpal = 1
removeongethit = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 300
;ignorehitpause = 
;persistent = 


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

[State 0, boobi]
type = PlaySnd
trigger1 =time =30
value = 3,1
volumescale = 100

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

[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = time=0
value = 3410

[State 0, SelfState]
type = changeState
trigger1 = time = 171
value =3411



[Statedef 3411 ];--------------------------------------------------
type    = S
movetype= H
physics = N
sprpriority = 2
ctrl = 0

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

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

[State 0, Explod]
type = posset
trigger1 = time = 0
y = var(57)

[State 0, Explod]
type = screenbound
trigger1 = 1
value = 0



[State 200, 7]
type = lifeadd
trigger1 = time = 0
value = -9999

[State 200, 7]
type = selfstate
trigger1 = time = 1
value = 5150


;------------------------;------------------------
;sex
[Statedef 3450]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 0


[State 1200, chg]
type = changestate
trigger1 = time = 0
value = 3400

[Statedef 3451];--------------------------------------
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
sprpriority = 2
anim = 3450



[State 800, 1]
type = HitDef
Trigger1 = 1
damage = 0
pausetime = 0,0
attr = S, HA
hitflag = MAFD
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
hitsound = -1
sparkno = -1          ;No spark
p1stateno = 3452       ;On success, KFM changes to state 810
p2stateno = 3460       ;If hit, p2 changes to state 820 in KFM's cns
numhits = 0
guard.dist = 0        ;This prevents p2 from going into a guard state if close
fall = 0
fall.recover = 0
kill       = 0
fall.kill  = 0
guard.kill = 0
p2facing=1

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


[Statedef 3452];--------------------------------------
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
sprpriority = 2
anim = 3451

[State 10211, hvat]
type = Playsnd
trigger1 = time = 0
value = F7,2
volumescale = 150

[State 10211, toasty]
type = Playsnd
trigger1 = time = 0
value = 4,15
volumescale = 100

[State 0, TargetBind]
type = TargetBind
trigger1 = time = 0
time = 100
id = -1
pos = -10,0

[State 0, PosAdd]
type = PosAdd
trigger1 = anim = 3451
x =5

[State 0, EnvShake]
type = EnvShake
trigger1 = animtime = 0 && anim = 3451
time = 10
freq = 60
ampl = -2
phase = 00

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime = 0 && anim = 3451
value = 3453







[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0 && anim = 3453
value =3453
ctrl = 0


;action loop
[Statedef 3453];--------------------------------------
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
sprpriority = 2
anim= 3452

[State 10211,snd]
type = Playsnd
trigger1 = time = 0
value = F5,105
volumescale = 40




[State 0, VarSet]
type = VarSet
trigger1 = time = 0 && prevstateno = 3452
v = 14    
value = 0

[State 0, VarAdd]
type = VarAdd
trigger1 =  time = 0 && prevstateno = stateno
v =  14
value = 1


[State 0, EnvShake]
type = EnvShake
trigger1 =time = 0
time = 10
freq = 60
ampl = -2
phase = 00


[State 0,end]
type = TargetState
triggerall = NumTarget;()
trigger1 = var(14)=12
value =3462
ID = -1


[State 0, end]
type = ChangeState
trigger1 = var(14)=12
value =3454
ctrl = 0


[State 0, loop]
type = TargetState
triggerall = NumTarget;()
trigger1 = animtime = 0
value =3461
ID = -1

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

;fly
[Statedef 3454];--------------------------------------
type    = S
movetype= A
physics = N
juggle  = 2
ctrl = 0
velset = 0,0
sprpriority = 2
anim= 5050

[State 10211,snd]
type = Playsnd
trigger1 = time = 0
value = 3,12
volumescale = 100
channel = 1


[State 0, Helper]
type = Helper
trigger1 = time = 0
name = "CUMSHOTUSHKA"
ID = 3456
stateno = 3456
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0



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


[State 0, TargetDrop]
type = TargetDrop
trigger1 = time = 0
excludeID = -1
keepone = 1
;ignorehitpause = 
;persistent = 


[State 0, VelSet]
type = VelSet
trigger1 = time = 0
y = -25
x = -2

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 0
y = .5

[State 0, ChangeState]
type = ChangeState
trigger1 = time>5 && pos y > var(57)-20
value =3455
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 

;ground landing
[Statedef 3455];--------------------------------------
type    = S
movetype= A
physics = N
juggle  = 2
ctrl = 0
velset = 0,0
sprpriority = 2
anim= 5170

[State 10211,snd]
type = Playsnd
trigger1 = time = 0
value = F7,1
volumescale = 100

[State 10211,snd]
type = Playsnd
trigger1 = time = 0
value =3,1
volumescale = 100
channel=1

[State 0, Helper]
type = Helper
trigger1 =time = 0
name = "EBALITY!"
ID = 3457
stateno = 3457
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0




[State 0, EnvShake]
type = EnvShake
trigger1 =time = 0
time = 10
freq = 60
ampl = -2
phase = 00

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 5170 && animtime = 0
value = 5140

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 5140 && time= 30
value = 5120

[State 0, SelfState]
type = SelfState
trigger1 = anim = 5120 && animtime = 0
value =0
;anim =
ctrl =1
;ignorehitpause = 0
;persistent = 1

;CUMSHOT	
[Statedef 3456];--------------------------------------
type    = S
movetype= A
physics = N
juggle  = 2
ctrl = 0
velset = 0,0
sprpriority = 2
anim= 888

[State 0, EnvShake]
type = EnvShake
trigger1 =time = 0
time = 10
freq = 60
ampl = -3
phase = 00

[State 10211,snd]
type = Playsnd
trigger1 = time = 0
value = 3500,0
volumescale = 100

[State 10211,snd]
type = Playsnd
trigger1 = time = 10
value = 3500,1
volumescale = 100

[State 10211,drops]
type = Playsnd
trigger1 = time > 50
trigger1 = time%10=1
value = f5,ifelse(random>500,192,191)
volumescale = 100
channel=4

[State 0,drops]
type = Explod
trigger1 = numexplod(3458)<70
trigger1 = TIME>0
trigger1 = time%2=1
anim =3458
ID = 3458
pos = 150,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1; -1 forever
random = 600,10
removetime = -1
pausemovetime = 0
scale =.6+((random%11)*.1),.3+((random%9)*.1)
sprpriority = -7
ontop = 0
ownpal = 1
removeongethit = 0



[State 0, boom]
type = Explod
trigger1 = TIME=0
anim = 3455
ID = 3455
pos = 0,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1; -1 forever
removetime = -2
pausemovetime = 0
scale = 2,2
sprpriority = 7
ontop = 0
ownpal = 0
removeongethit = 0
angle=random/3

[State 0, manybig]
type = Explod
trigger1 = TIME=[0,16]
anim = 3455
ID = 3455
pos = 0,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1; -1 forever
vel = 0,-15
accel = 0,0
random = 5,0
removetime = -2
pausemovetime = 0
scale =.8,.8
sprpriority = 7
ontop = 0
ownpal = 0
removeongethit = 0
angle=random/3

[State 0, many]
type = Explod
trigger1 = TIME>0
triggerall = time<90
anim = 3455
ID = 3455
pos = 0,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1; -1 forever
vel = 0,IFELSE(RANDOM>500,-10,-12)
accel = 0,0
random = 5,0
removetime = -2
pausemovetime = 0
scale =IFELSE(time>50,.2,.4)-(time>70)*.1,IFELSE(time>50,.2,.4)-(time>70)*.1
sprpriority = 7
ontop = 0
ownpal = 0
removeongethit = 0
angle=random/3

[State 0, medium]
type = Explod
trigger1 = TIME>0
trigger1 = time%7=1
triggerall = time<90
anim = 3455
ID = 3455
pos = 0,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
vel=0,-6
accel = 0 ,.4
bindtime = 1; -1 forever
random = 15,0
removetime = -2
pausemovetime = 0
sprpriority = 7
ontop = 0
ownpal = 0
removeongethit = 0
angle=random/3
scale = IFELSE(time>40,.5,.8),IFELSE(time>40,.5,.8)

[State 0, drops]
type = Explod
trigger1 = TIME>0
triggerall = time<90
anim = 3456
ID = 3456
pos = 0,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
vel=-5+(random/100),-2-(random/100)
accel = 0,.2
bindtime = 1; -1 forever
random = 25,0
removetime = -2
pausemovetime = 0
sprpriority = 7
ontop = 0
ownpal = 0
removeongethit = 0
angle=random/3
scale = .3,.3

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 120
;ignorehitpause = 
;persistent = 

;EBALITY!
[Statedef 3457];-----------------------------------------------------------------
type    = S
movetype= A
physics = N
juggle  = 2
ctrl = 0
velset = 0,0
sprpriority = 2
anim= 888

[State 0, ebality]
type = Explod
trigger1 =time = 0
anim = 3457
ID = 3457
pos =  root,var(22)/2,120
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1; -1 forever
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 7
ontop = 1
ownpal = 1
removeongethit = 0

[State 10211,snd]
type = Playsnd
trigger1 = time = 100
value = 3500,0
volumescale = 100


;-----------------------------------------------------------------
[Statedef 3460];en
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = time=0
value = 3460


;-----------------------------------------------------------------
[Statedef 3461];en llooop
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State 10211,snd]
type = Playsnd
trigger1 = time = 0 && random>600
value = 3,ifelse(random>500,7,8)
volumescale = 100


[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = time=0
value = 3461

;-----------------------------------------------------------------
[Statedef 3462];en
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State 10211,snd]
type = Playsnd
trigger1 = time = 0
value = 4,1
volumescale = 100


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

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

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim =5110
ID = 5110
pos =0,-0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1; -1 forever
removetime = -1
pausemovetime = 0
sprpriority = 0
ontop = 0
ownpal = 0



[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time=20
ID =5110
scale = 1,.9

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time=30
ID =5110
scale = 1.1,.8

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time=42
ID =5110
scale = 1.2,.7

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = time=50
ID =5110
scale = 1.2,.5


[State 0, Explod]
type = posset
trigger1 = time = 0
y = var(57)



[State 200, 7]
type =lifeadd
trigger1 = time=50
value = -9999

[State 200, 7]
type = selfstate
trigger1 = time=50
value = 5150
