;------------------------
; 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 = 3010


[Statedef 3010]; swallow whole
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 3010


[State 200, 7]
type = playsnd
trigger1 = animelem = 2
value = 20,23
channel = 3

[State 430, 31]
type = selfstate
trigger1 = time = 60
value = 3011

[Statedef 3011]; pulls p2
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 3011


[State 1200, chg]
type = targetbind
trigger1 = movehit = 6
pos = 45,0
time = 1
persistent = 0


[State 0, Explod]
type = playsnd
trigger1 = animelem = 3
value = f5,141

[State 0, Explod]
type = playsnd
trigger1 = animelem = 6
value = 20,19
channel = 3

[State 1200, BoltFat]
type = Hitdef
trigger1 = !movecontact
attr = S, HA
hitflag = MAFD
sparkno = -1
p2stateno = 3012
hitsound  = -1
sprpriority = 0
p2sprpriority = 2
p2facing = 1
numhits = 0

[State 0, Explod]
type = playsnd
trigger1 = animelemtime(8) = 2
value = 20,8 + 10*(random%2 = 0)
volumescale = 200



[State 200, 7]
type = helper
trigger1 = animelemtime(8) = 3; && random%3 = 0
stateno = 7400
pos = 39,-114

[State 867033, 1]
type = Posadd
trigger1 = time >= 46 && time%2 = 0
x = 4 - 8*(time%4 = 2)


[State 200, 7]
type = selfstate
trigger1 = target,stateno = [3014,3015]
value = 3013

;--
[Statedef 3012];p2 scared
type    = S
movetype= H
physics = N
juggle  = 1
velset = 0,0
anim = 5001
sprpriority = 2
ctrl = 0
facep2 = 1

[State 430, 31]
type = playsnd
trigger1 = time = 2
value = 4, 1
channel = 3

[State 430, 31]
type = changeanim
trigger1 = time = 0 && selfanimexist(5720)
value = 5720

[State 0, Explod]
type = posadd
trigger1 = time = 22
trigger2 = time = 26
x = 3

[State 0, Explod]
type = posadd
trigger1 = time = 30
x = 6

[State 867033, 1]
type = Posadd
trigger1 = time%2 = 0 && time < 30
y = -4 + 8*(time%4 = 2)

[State 430, 31]
type = changeanim
trigger1 = time >= 40 && time%10 = 0
value = 21238
elem = 3

[State 430, 31]
type = changestate
trigger1 = time = 120 && selfanimexist(5730)
value = 3015

[State 430, 31]
type = changestate
trigger1 = time = 180
value = 3014
;--

[Statedef 3013]; release
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 3013
sprpriority = 2

[State 0, Explod]
type = changeanim
trigger1 = time < 60 && target,stateno = 3015
value = anim

[State 0, Explod]
type = helper
trigger1 = time = 7 && target,stateno = 3015
stateno = 7150
pos = 0,0
postype = p2

[State 0, Explod]
type = helper
trigger1 = time < 60 && time%12 = 0 && target,stateno = 3014
stateno = 7460
pos = -10,-110
postype = p2

[State 2000, 0.5]
type = stopsnd
trigger1 = animelem = 7
channel = 3

[State 0, Explod]
type = playsnd
trigger1 = animelem = 7 && target,stateno = 3015 
value = 20,20
channel = 3

[State 0, Explod]
type = changeanim
trigger1 = animelemtime(7) = 4 && target,stateno = 3014
value = anim
elem = 8

[State 200, 7]
type = helper
trigger1 = animelem = 7 && target,stateno = 3014
stateno = 3016
pos = -55,-80

[State 200, 7]
type = helper
trigger1 = gametime%3 = 0 && animelemno(0) = 7
trigger1 = target,stateno = 3015 || animelemtime(7) > 4
stateno = 3017
pos = -60+random%11,-83+random%7

[State 0, Explod]
type = Explod
trigger1 = animelem = 10
anim = 3012
pos = 0,0
facing = -1
bindtime = -1
removetime = -1
scale = const(size.xscale),const(size.yscale)
shadow = -1,-1,-1
ownpal = 0

[State 0, Explod]
type = varset
trigger1 = animelem = 10
v = 26
value = 1

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



[Statedef 3014];p2 headless
type    = S
movetype= H
physics = N
juggle  = 1
velset = 2,0
anim = 888

[State 2000, 0.5]
type = Playsnd
trigger1 = time = 3
value = 3,0 + 2*(random%2)
channel = 3

[State 430, 31]
type = helper
trigger1 = time = 0
stateno = 6004
pos = -10,0


[State 200, 7]
type = varset
trigger1 = time = 39
v = 26
value = 1

[State 200, 7]
type = lifeadd
trigger1 = time = 39
value = -9999

[State 200, 7]
type = selfstate
trigger1 = time = 40
value = 5150

;--

[Statedef 3015]; swallow whore
type    = S
movetype= H
physics = N
juggle  = 1
velset = 0,0
anim = 5730
sprpriority = 0

[State 2000, 0.5]
type = Playsnd
trigger1 = time = 3
value = 3,0 + 2*(random%2)
channel = 3

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

[State 200, 7]
type = changeanim
trigger1 = animtime = 0
value = 888

[State 200, 7]
type = varset
trigger1 = anim = 888
v = 26
value = 1

[State 200, 7]
type = velset
trigger1 = anim = 888
x = 2

[State 200, 7]
type = lifeadd
trigger1 = time = 99
value = -9999

[State 200, 7]
type = posadd
trigger1 = time = 0
x = -30

[State 200, 7]
type = posadd
trigger1 = animelem = 2
x = 30
y = -114

[State 200, 7]
type = posset
trigger1 = time = 99
y = var(57)

[State 200, 7]
type = selfstate
trigger1 = time = 100
value = 5150

;---

[Statedef 3016]; fake skull
type = S
movetype = I
physics = N
anim = 888
velset = -1,1



[State 2000, 0.5]
type = Playsnd
trigger1 = time = 0
value = 20,21
volumescale = 200

[State 6500, vel]
type = veladd
trigger1  = pos Y < root,var(57)-5
Y = .3

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = f1050 + var(11)
ID = 6900
facing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = 1
ownpal = 1

[State 6500, cabeza]
type = playsnd
trigger1  = pos Y > root,var(57)-5
value = f5,328 - random%9
channel = 3
volumescale = 80

[State 6500, cabeza]
type = changestate
trigger1  = pos Y > root,var(57)-5
value = 6991



[Statedef 3017]; fake bone
anim = 888
type = S
movetype = I
physics = N
velset = -0.7-0.2*(1-2*(random%2))*(random%7), 1

[State 6500, vel]
type = varset
trigger1  = 1
v = 11
value = 4


[State 6500, vel]
type = veladd
trigger1  = pos Y < root,var(57)-5
Y = .3

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = f6900 + 48 + random%12
ID = 6900
facing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = 1
ownpal = 1

[State 6500, cabeza]
type = playsnd
trigger1  = pos Y > root,var(57)-5
value = f5,328 - random%9
channel = 3
volumescale = 80

[State 6500, cabeza]
type = changestate
trigger1  = pos Y > root,var(57)-5
value = 6991


















;------------------------
; 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 = 3110


;---------------------
[Statedef 3110]; nail spit
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 3110
sprpriority = 1

[State 0, Explod]
type = playsnd
trigger1 = animelemtime(13) = 1 || animelem = 15
value = f5,150 + 4*(random%2)

;[State 0, Explod]
;type = explod
;trigger1 = animelemtime(13) = 1
;anim = 3111
;scale = 0.6*const(size.xscale),const(size.yscale)
;pos = -3,0
;random = 3,0
;sprpriority = 2
;ownpal = 1

[State 200, 7]
type = selfstate
trigger1 = time = 130
value = 3111

[Statedef 3111]; spit it out
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 3112
sprpriority = 1


[State 0, Explod]
type = helper
trigger1 = animelem = 8
stateno = 3112
pos = 45*const(size.xscale),-98*const(size.yscale)
size.yscale = 0.6

[State 200, 7]
type = changeanim
trigger1 = time = 150
value = 3115

[State 0, Explod]
type = varset
trigger1 = time = 155
v = 26
value = 1

[State 0, Explod]
type = playsnd
trigger1 = animelemtime(9) = 1
value = 20,24
volumescale = 60
channel = 3

[State 0, Explod]
type = explod
trigger1 = time = 156
anim = 181
scale = const(size.xscale),const(size.yscale)
sprpriority = 0
shadow = -1,-1,-1

[State 0, Explod]
type = playsnd
trigger1 = time = 180
value = 8,1
volumescale = 120

[State 200, 7]
type = changestate
trigger1 = anim = 3115 && animtime = 0
value = 0
ctrl = 1


[Statedef 3112]; nail flies
type    = S
movetype= A
physics = N
sprpriority = 0
velset = 11,-0.4+0.2*(random%12)
anim = 3113
ctrl = 0

[State 1200, BoltFat]
type = Hitdef
trigger1 = !movecontact
attr = S, HA
hitflag = MAFD
sparkno = -1
p2stateno = 3113
hitsound  = s20,18
sprpriority = 0
p2sprpriority = 2
p2facing = 1
numhits = 0

[State 0, Explod]
type = explod
trigger1 = movecontact
anim = 3114
scale = const(size.xscale),const(size.yscale)
pos = 8,0
random = 4,0
bindtime = 1
vel = 2,0
sprpriority = 2
ownpal = 1
persistent = 0

[State 200, 7]
type = velset
trigger1 = movecontact
x = 0
y = 0

[State 200, 7]
type = posadd
trigger1 = movecontact
x = 20
persistent = 0

[State 200, 7]
type = changestate
trigger1 = movecontact
value = 7150 + 250*(random%2)

;----------------
[Statedef 3113]; p2 nailed
type    = S
movetype= H
physics = N
sprpriority = 0
anim = 5000
velset = -2,0
ctrl = 0
facep2 = 1

[State 200, 7]
type = playsnd
trigger1 = time = 3
value = 3,0 + 2*(random%2)
channel = 3


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

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

[State 0, Explod]
type = posadd
trigger1 = time < 12 && time%2 = 0
y = 2 - 4*(time%4 = 2)

[State 200, 7]
type = varset
trigger1 = time = 28
v = 26
value = 1

[State 200, 7]
type = posadd
trigger1 = time = 30
x = p2dist x -120

[State 200, 7]
type = changeanim
trigger1 = time = 30
value = 888

[State 200, 7]
type = lifeadd
trigger1 = time = 29
value = -9999

[State 200, 7]
type = changestate
trigger1 = time = 30
value = 5150










;------------------------
; 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 = 3210

[Statedef 3210]; stabber
type    = S
movetype= A
physics = S
sprpriority = 1
velset = 0,0
anim = 3210
ctrl = 0

[State 0, Explod]
type = playsnd
trigger1 = animelem = 6 || animelem = 10
value = f5,15+5*(random%2)

[State 1200, BoltFat]
type = Hitdef
trigger1 = !movecontact
attr = S, HA
hitflag = MAFD
sparkno = -1
p2stateno = 3211
hitsound  = s20,25
sprpriority = 0
p2sprpriority = 2
p2facing = 1
numhits = 0
envshake.freq = 110
envshake.ampl = 6
envshake.time = 8

[State 0, Explod]
type = movehitreset
trigger1 = movecontact = 3

[State 200, 7]
type = posadd
trigger1 = animelem = 6 || animelem = 10
x = 3

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

[State 200, 7]
type = helper
trigger1 = movecontact = 2
stateno = 7430-30*(random%2)
pos = 45,-96
facing = 1

[State 200, 7]
type = targetbind
trigger1 = movecontact
pos = 30,0
time = 1
persistent = 0

[State 200, 7]
type = helper
trigger1 = time = 129
stateno = 3212
pos = -30,0
postype = p2
persistent = 0

[State 200, 7]
type = changeanim
trigger1 = time = 130
value = 888

[State 200, 7]
type = varset
trigger1 = time = 130
v = 26
value = 1

[State 0, Explod]
type = explod
trigger1 = time = 130
anim = 3211
bindtime = -1
sprpriority = 0
scale = const(size.xscale),const(size.yscale)
shadow = -1,-1,-1

[State 0, Explod]
type = playsnd
trigger1 = time = 160
value = 8,1
volumescale = 120

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

;----------------
[Statedef 3211]; p2 stabbbed
type    = S
movetype= H
physics = N
sprpriority = 2
velset = 0,0
ctrl = 0
facep2 = 1

[State 200, 7]
type = playsnd
trigger1 = time = 0 && anim != 3212
value = 4,1
channel = 3

[State 200, 7]
type = changeanim2
trigger1 = time = 1
value = 3212

[State 200, 7]
type = veladd
trigger1 = animtime = 0
x = -2
y = 3

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

[State 200, 7]
type = changestate
trigger1 = animtime = 0
value = 5050

;--
[Statedef 3212]; blut
type    = S
movetype= I
physics = N
anim = 888
velset = 0,0
ctrl = 0

[State 200, 7]
type = posset
trigger1 = time = 0
y = root,var(57)

[State 200, 7]
type = helper
trigger1 = time = 0
stateno = 7444
pos = 10,6

[State 200, 7]
type = helper
trigger1 = time%90 = 60
trigger2 = time%30 = 12 && time < 90
stateno = 7460
pos = -random%6,-12




;-------------------------------------
;Babality
;-------------------------------------

[Statedef 3600]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 0
sprpriority = 0

[State 430, 31]
type = changeanim
trigger1 = Time = 60
value = 9000

[State 9130, SetFatal]
type = Varset
trigger1 = time = 0
V = 4
value = 2

[State 0, Explod]
type = Explod
trigger1 = time = 60
anim = 181
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 = time = 60
V = 26
value = 1

[State 3010, 1]
type = HitDef
trigger1 = !movecontact
attr = S, HA
hitflag = MAF
priority = 7
sparkno = -1
hitsound = -1
p2stateno = 3601
p2facing = 1
envshake.freq = 70
envshake.ampl = 8
envshake.time = 30

[State 0, Explod]
type = playsnd
trigger1 = time = 84
value = 8,1
volumescale = 120

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




;-------------------------------------
;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 = 3703

[Statedef 3703]; friendship mileena
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 3710
sprpriority = 0

[State 430, 31]
type = playsnd
trigger1 = time = 30
value = 20, 29

[State 430, 31]
type = playsnd
trigger1 = time = 42
value = 20, 26
volumescale = 200
channel = 3

[State 430, 31]
type = playsnd
trigger1 = time = 126
value = f5, 31

[State 430, 31]
type = envcolor
trigger1 = time > 36 && time < 96 && time%12 = 0
value = 255,255,255
under = 1
time = 4

[State 430, 31]
type = palfx
trigger1 = time > 36 && time < 96 && time%12 = 0
add = 255,255,255
time = 4

[State 430, 31]
type = envcolor
trigger1 = time > 36 && time < 96 && time%12 = 4
value = 0,0,0
under = 1
time = 4

[State 430, 31]
type = palfx
trigger1 = time > 36 && time < 96 && time%12 = 4
add = -255,-255,-255
time = 4

[State 430, 31]
type = targetstate
trigger1 = time = 36
value = 3714

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = 3711
bindtime = -1
scale = const(size.xscale),const(size.yscale)
sprpriority = 0
ownpal = 1
ignorehitpause = 1
shadow = -1,-1,-1

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = 3712
bindtime = -1
scale = const(size.xscale),const(size.yscale)
sprpriority = 1
ownpal = 0
ignorehitpause = 1
removetime = -1
shadow = -1,-1,-1

[State 9130, SetFatal]
type = Varset
trigger1 = anim = 3710 && animelem = 7
V = 26
value = 1

[State 3010, 1]
type = HitDef
trigger1 = !movecontact
attr = S, HA
hitflag = MAF
priority = 7
sparkno = -1
hitsound = -1
p2stateno = 3714

[State 200, 7]
type = selfstate
trigger1 = time = 220
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

;--
[Statedef 3714]; p2 scared
type    = S
movetype= H
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 5000
facep2 = 1

[State 430, 31]
type = playsnd
trigger1 = time = 3
value = 3,0 + 2*(random%2)
channel = 3

[State 430, 31]
type = palfx
trigger1 = time < 50 && time%12 = 11
add = 255,255,255
time = 4

[State 430, 31]
type = palfx
trigger1 = time < 60 && time%12 = 3
add = -255,-255,-255
time = 4

[State 0, Explod]
type = changeanim
trigger1 = selfanimexist(5720)
value = 5720

[State 0, Explod]
type = changeanim
trigger1 = animtime = -1
value = anim
elem = animelemno(0)

[State 9130, SetFatal]
type = posadd
trigger1 = time%2 = 0
x = -2
y = -4+8*(time%4 = 2)

[State 3010, 1]
type = lifeadd
trigger1 = time = 60
value = -9999

[State 200, 7]
type = selfstate
trigger1 = time = 61
value = 21299


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

;-------------------------------------
;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 = 3810


;---------------------------
[Statedef 3810]; animality: mileena
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 = 3810

[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 9130, SetFatal]
type = changestate
trigger1 = time = 200
value = 3811

[Statedef 3811]; sniff-sniff!
type    = S
movetype= A
physics = N
juggle  = 2
ctrl = 0
velset = 0,0
anim = 3811
sprpriority = 2

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


[State 430, 31]
type = playsnd
trigger1 = animelem = 2
value = 20,28
volumescale = 200

[State 430, 31]
type = playsnd
trigger1 = time%60 = 30
value = 20,27
volumescale = 40


[State 0, Explod]
type = Explod
trigger1 = time > 9
anim = 3812
pos = -20,-10
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1
vel = -1,-1-0.1*(random%16)
accel = 0.1,0.01
random = 6,6
scale = 1,1
sprpriority = 1-3*(random%2)
ownpal = 1


[State 3010, 1]
type = HitDef
trigger1 = !movecontact
attr = S, HA
hitflag = MAF
priority = 7
sparkno = -1
hitsound = -1
p2stateno = 3813

[State 3010, 1]
type = Helper
trigger1 = movecontact && time%18 = 0
stateno = 7400
pos = -6,-110
postype = p2
facing = -1

[State 3010, 1]
type = selfstate
trigger1 = time = 150
value = 3812

[Statedef 3812]; morph back
type    = S
movetype= A
physics = N
juggle  = 2
velset = 0,0
sprpriority = 2
ctrl = 0

[State 430, 31]
type = changeanim
trigger1 = Time = 102
value = 0

[State 430, 31]
type = playsnd
trigger1 = time = 90
value = f5, 35
volumescale = 200

[State 430, 31]
type = envcolor
trigger1 = time = 90 || time = 102
value = 255,255,255
time = 2

[State 0, Explod]
type = Explod
trigger1 = time = 90
anim = f11
pos = 0,6
bindtime = 1
sprpriority = 4
ownpal = 1
ignorehitpause = 1

[State 430, 31]
type = posadd
trigger1 = Time = 102
x = 10

[State 200, 7]
type = selfstate
trigger1 = time = 105
value = 0
ctrl = 1

;--
[Statedef 3813]; p2dies
type    = S
movetype= H
physics = N
juggle  = 2
anim = 21238
velset = 0,0
sprpriority = 0
ctrl = 0
facep2 = 1

[State 9130, SetFatal]
type = palfx
trigger1 = time < 30 && time%6 = 0
add = -2*time,0,-2*time
color = 256 - 6*time
time = 9999

[State 430, 31]
type = playsnd
trigger1 = time%30 = 0
value = 4,1
channel = 3

[State 430, 31]
type = playsnd
trigger1 = time%30 = 20
value = 3,8
channel = 3

[State 200, 7]
type = lifeadd
trigger1 = time = 90
value = -9999

[State 200, 7]
type = selfstate
trigger1 = time = 91
value = 21299



;------------------------;------------------------
;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!=3501&&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


[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 = 300,245
postype = left
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 = 160,120
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 = 0

[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

[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 > -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)<30
trigger1 = TIME>0
trigger1 = time%2=1
anim =3458
ID = 3458
pos = 0,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1; -1 forever
random = 400,10
removetime = -2
pausemovetime = 0
scale =.8,.8
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 = 150,120
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 = 0



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

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