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

; Jawbreaker Jamboree - Projectile

[Statedef 3560]

physics = A ;switches to aerial physics

movetype = A ;activates red hitboxes

juggle = 6 ;attack costs 6 juggle points

anim = 3561 ;helper appears as Jawbreaker Jamboree - Projectile 1 (sprites)

velset = 5, -4 ;how fast projectile moves

[State 3560, HitDef]

type = HitDef

trigger1 = Anim = 3561

;^helper as first projectile (Jawbreaker Jamboree - Projectile 1)^

attr = S, HP ;Attributes (Standing, Super Projectile)

damage = 120, 12 ;Damage points to deal

getpower = 0, 0

givepower = 120, 12

hitflag = MAFD ;Can hit standing, aireal, falling, and lying down opponent

guardflag = MA ;Can be blocked by standing or aerial opponent

ground.type = High ;opponent goes into hit high animation

animtype = Hard ;opponent goes into hit hard animation

ground.hittime = 14 ;opponent recovery time

ground.velocity = -12, 0 ;how fast grounded opponent slides back

ground.slidetime = 12 ;how long opponent slides back

air.velocity = -14, 0 ;how fast aerial opponent slides back

fall = 1 ;knocks down opponent

sparkno = -1 ;displays no spark

hitsound = S0, 8 ;plays Slam - Super (sound effect)

guardsound = S0, 10 ;plays Hard hit - Blocked (sound effect)

;[State 3560, HitDef]

;type = HitDef

;trigger1 = Anim = 3562

;;^helper as first projectile (Jawbreaker Jamboree - Projectile 2)^

;attr = S, HP ;Attributes (Standing, Super Projectile)

;damage = 105, 10 ;Damage points to deal

;getpower = 0, 0

;givepower = 105, 10

;hitflag = MAFD ;Can hit standing, aireal, falling, and lying down opponent

;guardflag = MA ;Can be blocked by standing or aerial opponent

;ground.type = High ;opponent goes into hit high animation

;animtype = Hard ;opponent goes into hit hard animation

;ground.hittime = 12 ;opponent recovery time

;ground.velocity = -10, 0 ;how fast grounded opponent slides back

;ground.slidetime = 10 ;how long opponent slides back

;air.velocity = -12, 0 ;how fast aerial opponent slides back

;fall = 1 ;knocks down opponent

;sparkno = -1 ;displays no spark

;hitsound = S0, 8 ;plays Slam - Super (sound effect)

;guardsound = S0, 10 ;plays Hard hit - Blocked (sound effect)

;[State 3560, HitDef]

;type = HitDef

;trigger1 = Anim = 3563

;;^helper as first projectile (Jawbreaker Jamboree - Projectile 3)^

;attr = S, HP ;Attributes (Standing, Super Projectile)

;damage = 90, 9 ;Damage points to deal

;getpower = 0, 0

;givepower = 90, 9

;hitflag = MAFD ;Can hit standing, aireal, falling, and lying down opponent

;guardflag = MA ;Can be blocked by standing or aerial opponent

;ground.type = High ;opponent goes into hit high animation

;animtype = Hard ;opponent goes into hit hard animation

;ground.hittime = 11 ;opponent recovery time

;ground.velocity = -9, 0 ;how fast grounded opponent slides back

;ground.slidetime = 9 ;how long opponent slides back

;air.velocity = -11, 0 ;how fast aerial opponent slides back

;fall = 1 ;knocks down opponent

;sparkno = -1 ;displays no spark

;hitsound = S0, 8 ;plays Slam - Super (sound effect)

;guardsound = S0, 10 ;plays Hard hit - Blocked (sound effect)

;[State 3560, HitDef]

;type = HitDef

;trigger1 = Anim = 3564

;;^helper as first projectile (Jawbreaker Jamboree - Projectile 4)^

;attr = S, HP ;Attributes (Standing, Super Projectile)

;damage = 75, 7 ;Damage points to deal

;getpower = 0, 0

;givepower = 75, 7

;hitflag = MAFD ;Can hit standing, aireal, falling, and lying down opponent

;guardflag = MA ;Can be blocked by standing or aerial opponent

;ground.type = High ;opponent goes into hit high animation

;animtype = Hard ;opponent goes into hit hard animation

;ground.hittime = 9 ;opponent recovery time

;ground.velocity = -7, 0 ;how fast grounded opponent slides back

;ground.slidetime = 7 ;how long opponent slides back

;air.velocity = -9, 0 ;how fast aerial opponent slides back

;fall = 1 ;knocks down opponent

;sparkno = -1 ;displays no spark

;hitsound = S0, 7 ;plays Slam - Normal (sound effect)

;guardsound = S0, 10 ;plays Hard hit - Blocked (sound effect)

;[State 3560, HitDef]

;type = HitDef

;trigger1 = Anim = 3565

;;^helper as first projectile (Jawbreaker Jamboree - Projectile 5)^

;attr = S, HP ;Attributes (Standing, Super Projectile)

;damage = 60, 6 ;Damage points to deal

;getpower = 0, 0

;givepower = 60, 6

;hitflag = MAFD ;Can hit standing, aireal, falling, and lying down opponent

;guardflag = MA ;Can be blocked by standing or aerial opponent

;ground.type = High ;opponent goes into hit high animation

;animtype = Hard ;opponent goes into hit hard animation

;ground.hittime = 8 ;opponent recovery time

;ground.velocity = -6, 0 ;how fast grounded opponent slides back

;ground.slidetime = 6 ;how long opponent slides back

;air.velocity = -8, 0 ;how fast aerial opponent slides back

;fall = 1 ;knocks down opponent

;sparkno = -1 ;displays no spark

;hitsound = S0, 7 ;plays Slam - Normal (sound effect)

;guardsound = S0, 10 ;plays Hard hit - Blocked (sound effect)

;[State 3560, HitDef]

;type = HitDef

;trigger1 = Anim = 3566

;;^helper as first projectile (Jawbreaker Jamboree - Projectile 6)^

;attr = S, HP ;Attributes (Standing, Super Projectile)

;damage = 45, 4 ;Damage points to deal

;getpower = 0, 0

;givepower = 45, 4

;hitflag = MAFD ;Can hit standing, aireal, falling, and lying down opponent

;guardflag = MA ;Can be blocked by standing or aerial opponent

;ground.type = High ;opponent goes into hit high animation

;animtype = Hard ;opponent goes into hit hard animation

;ground.hittime = 6 ;opponent recovery time

;ground.velocity = -4, 0 ;how fast grounded opponent slides back

;ground.slidetime = 4 ;how long opponent slides back

;air.velocity = -6, 0 ;how fast aerial opponent slides back

;fall = 1 ;knocks down opponent

;sparkno = -1 ;displays no spark

;hitsound = S0, 7 ;plays Slam - Normal (sound effect)

;guardsound = S0, 10 ;plays Hard hit - Blocked (sound effect)

;[State 3560, HitDef]

;type = HitDef

;trigger1 = Anim = 3567

;;^helper as first projectile (Jawbreaker Jamboree - Projectile 7)^

;attr = S, HP ;Attributes (Standing, Super Projectile)

;damage = 30, 3 ;Damage points to deal

;getpower = 0, 0

;givepower = 30, 3

;hitflag = MAFD ;Can hit standing, aireal, falling, and lying down opponent

;guardflag = MA ;Can be blocked by standing or aerial opponent

;ground.type = High ;opponent goes into hit high animation

;animtype = Hard ;opponent goes into hit hard animation

;ground.hittime = 5 ;opponent recovery time

;ground.velocity = -3, 0 ;how fast grounded opponent slides back

;ground.slidetime = 3 ;how long opponent slides back

;air.velocity = -5, 0 ;how fast aerial opponent slides back

;fall = 1 ;knocks down opponent

;sparkno = -1 ;displays no spark

;hitsound = S0, 6 ;plays Knock Down (sound effect)

;guardsound = S0, 10 ;plays Hard Hit - Blocked (sound effect)

;[State 3560, HitDef]

;type = HitDef

;trigger1 = Anim = 3568

;;^helper as first projectile (Jawbreaker Jamboree - Projectile 8)^

;attr = S, HP ;Attributes (Standing, Super Projectile)

;damage = 15, 1 ;Damage points to deal

;getpower = 0, 0

;givepower = 15, 1

;hitflag = MAFD ;Can hit standing, aireal, falling, and lying down opponent

;guardflag = MA ;Can be blocked by standing or aerial opponent

;ground.type = High ;opponent goes into hit high animation

;animtype = Hard ;opponent goes into hit hard animation

;ground.hittime = 3 ;opponent recovery time

;ground.velocity = -1, 0 ;how fast grounded opponent slides back

;ground.slidetime = 1 ;how long opponent slides back

;air.velocity = -3, 0 ;how fast aerial opponent slides back

;fall = 1 ;knocks down opponent

;sparkno = -1 ;displays no spark

;hitsound = S0, 6 ;plays Knock Down (sound effect)

;guardsound = S0, 10 ;plays Hard Hit - Blocked (sound effect)

[State 3560, Helper]

type = Helper ;type of state: Helper

triggerall = AnimTime > 12

;^kicks in after 12 ticks to give projectile time to get away from back wall^

triggerall = Anim = 3561

;^helper as first projectile (Jawbreaker Jamboree - Projectile 1)^

trigger1 = ScreenPos X <= 80

;^kicks in if projectiles center is 80 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 240

;^kicks in if projectiles center is 80 pixels away from the right wall or closer^

trigger3 = Pos Y >= -80

;^kicks in if projectiles center is 80 pixels above the ground or lower^

Pos = 0, 0 ;adjusts the explosions origin to the main jawbreaker

size.xscale = 8

size.yscale = 8

StateNo = 3571 ;explosions custom state

[State 3560, Helper]

type = Helper ;type of state: Helper

triggerall = Anim = 3562

;^helper as second projectile (Jawbreaker Jamboree - Projectile 2)^

trigger1 = ScreenPos X <= 70

;^kicks in if projectiles center is 70 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 250

;^kicks in if projectiles center is 70 pixels away from the right wall or closer^

trigger3 = Pos Y >= -70

;^kicks in if projectiles center is 70 pixels above the ground or lower^

Pos = 0, 0 ;adjusts the explosions origin to the main jawbreaker

size.xscale = 7

size.yscale = 7

StateNo = 3572 ;explosions custom state

[State 3560, Helper]

type = Helper ;type of state: Helper

triggerall = Anim = 3563

;^helper as third projectile (Jawbreaker Jamboree - Projectile 3)^

trigger1 = ScreenPos X <= 60

;^kicks in if projectiles center is 60 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 260

;^kicks in if projectiles center is 60 pixels away from the right wall or closer^

trigger3 = Pos Y >= -60

;^kicks in if projectiles center is 60 pixels above the ground or lower^

Pos = 0, 0 ;adjusts the explosions origin to the main jawbreaker

size.xscale = 6

size.yscale = 6

StateNo = 3573 ;explosions custom state

[State 3560, Helper]

type = Helper ;type of state: Helper

triggerall = Anim = 3564

;^helper as fourth projectile (Jawbreaker Jamboree - Projectile 4)^

trigger1 = ScreenPos X <= 50

;^kicks in if projectiles center is 50 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 270

;^kicks in if projectiles center is 50 pixels away from the right wall or closer^

trigger3 = Pos Y >= -50

;^kicks in if projectiles center is 50 pixels above the ground or lower^

Pos = 0, 0 ;adjusts the explosions origin to the main jawbreaker

size.xscale = 5

size.yscale = 5

StateNo = 3574 ;explosions custom state

[State 3560, Helper]

type = Helper ;type of state: Helper

triggerall = Anim = 3565

;^helper as fifth projectile (Jawbreaker Jamboree - Projectile 5)^

trigger1 = ScreenPos X <= 40

;^kicks in if projectiles center is 40 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 280

;^kicks in if projectiles center is 40 pixels away from the right wall or closer^

trigger3 = Pos Y >= -40

;^kicks in if projectiles center is 40 pixels above the ground or lower^

Pos = 0, 0 ;adjusts the explosions origin to the main jawbreaker

size.xscale = 4

size.yscale = 4

StateNo = 3575 ;explosions custom state

[State 3560, Helper]

type = Helper ;type of state: Helper

triggerall = Anim = 3566

;^helper as sixth projectile (Jawbreaker Jamboree - Projectile 6)^

trigger1 = ScreenPos X <= 30

;^kicks in if projectiles center is 30 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 290

;^kicks in if projectiles center is 30 pixels away from the right wall or closer^

trigger3 = Pos Y >= -30

;^kicks in if projectiles center is 30 pixels above the ground or lower^

Pos = 0, 0 ;adjusts the explosions origin to the main jawbreaker

size.xscale = 3

size.yscale = 3

StateNo = 3576 ;explosions custom state

[State 3560, Helper]

type = Helper ;type of state: Helper

triggerall = Anim = 3567

;^helper as seventh projectile (Jawbreaker Jamboree - Projectile 7)^

trigger1 = ScreenPos X <= 20

;^kicks in if projectiles center is 20 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 300

;^kicks in if projectiles center is 20 pixels away from the right wall or closer^

trigger3 = Pos Y >= -20

;^kicks in if projectiles center is 20 pixels above the ground or lower^

Pos = 0, 0 ;adjusts the explosions origin to the main jawbreaker

size.xscale = 2

size.yscale = 2

StateNo = 3577 ;explosions custom state

[State 3560, Helper]

type = Helper ;type of state: Helper

triggerall = Anim = 3568

;^helper as eighth projectile (Jawbreaker Jamboree - Projectile 8)^

trigger1 = ScreenPos X <= 10

;^kicks in if projectiles center is 10 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 310

;^kicks in if projectiles center is 10 pixels away from the right wall or closer^

trigger3 = Pos Y >= -10

;^kicks in if projectiles center is 10 pixels above the ground or lower^

Pos = 0, 0 ;adjusts the explosions origin to the main jawbreaker

size.xscale = 1

size.yscale = 1

StateNo = 3578 ;explosions custom state

[State 3560, Play Sound]

type = Playsnd ;type of state: Play Sound

triggerall = AnimTime > 12

;^kicks in after 12 ticks to give projectile time to get away from back wall^

triggerall = Anim = 3561

;^helper as first projectile (Jawbreaker Jamboree - Projectile 1)^

trigger1 = ScreenPos X <= 80

;^kicks in if projectiles center is 80 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 240

;^kicks in if projectiles center is 80 pixels away from the right wall or closer^

trigger3 = Pos Y >= -80

;^kicks in if projectiles center is 80 pixels above the ground or lower^

value = S0, 8 ;plays Slam - Super (sound effect)

[State 3560, Play Sound]

type = Playsnd ;type of state: Play Sound

triggerall = Anim = 3562

;^helper as second projectile (Jawbreaker Jamboree - Projectile 2)^

trigger1 = ScreenPos X <= 70

;^kicks in if projectiles center is 70 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 250

;^kicks in if projectiles center is 70 pixels away from the right wall or closer^

trigger3 = Pos Y >= -70

;^kicks in if projectiles center is 70 pixels above the ground or lower^

value = S0, 8 ;plays Slam - Super (sound effect)

[State 3560, Play Sound]

type = Playsnd ;type of state: Play Sound

triggerall = Anim = 3563

;^helper as third projectile (Jawbreaker Jamboree - Projectile 3)^

trigger1 = ScreenPos X <= 60

;^kicks in if projectiles center is 60 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 260

;^kicks in if projectiles center is 60 pixels away from the right wall or closer^

trigger3 = Pos Y >= -60

;^kicks in if projectiles center is 60 pixels above the ground or lower^

value = S0, 8 ;plays Slam - Super (sound effect)

[State 3560, Play Sound]

type = Playsnd ;type of state: Play Sound

triggerall = Anim = 3564

;^helper as fourth projectile (Jawbreaker Jamboree - Projectile 4)^

trigger1 = ScreenPos X <= 50

;^kicks in if projectiles center is 50 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 270

;^kicks in if projectiles center is 50 pixels away from the right wall or closer^

trigger3 = Pos Y >= -50

;^kicks in if projectiles center is 50 pixels above the ground or lower^

value = S0, 7 ;plays Slam - Normal (sound effect)

[State 3560, Play Sound]

type = Playsnd ;type of state: Play Sound

triggerall = Anim = 3565

;^helper as fifth projectile (Jawbreaker Jamboree - Projectile 5)^

trigger1 = ScreenPos X <= 40

;^kicks in if projectiles center is 40 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 280

;^kicks in if projectiles center is 40 pixels away from the right wall or closer^

trigger3 = Pos Y >= -40

;^kicks in if projectiles center is 40 pixels above the ground or lower^

value = S0, 7 ;plays Slam - Normal (sound effect)

[State 3560, Play Sound]

type = Playsnd ;type of state: Play Sound

triggerall = Anim = 3566

;^helper as sixth projectile (Jawbreaker Jamboree - Projectile 6)^

trigger1 = ScreenPos X <= 30

;^kicks in if projectiles center is 30 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 290

;^kicks in if projectiles center is 30 pixels away from the right wall or closer^

trigger3 = Pos Y >= -30

;^kicks in if projectiles center is 30 pixels above the ground or lower^

value = S0, 7 ;plays Slam - Normal (sound effect)

[State 3560, Play Sound]

type = Playsnd ;type of state: Play Sound

triggerall = Anim = 3567

;^helper as seventh projectile (Jawbreaker Jamboree - Projectile 7)^

trigger1 = ScreenPos X <= 20

;^kicks in if projectiles center is 20 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 300

;^kicks in if projectiles center is 20 pixels away from the right wall or closer^

trigger3 = Pos Y >= -20

;^kicks in if projectiles center is 20 pixels above the ground or lower^

value = S0, 6 ;plays Knock Down (sound effect)

[State 3560, Play Sound]

type = Playsnd ;type of state: Play Sound

triggerall = Anim = 3568

;^helper as eighth projectile (Jawbreaker Jamboree - Projectile 8)^

trigger1 = ScreenPos X <= 10

;^kicks in if projectiles center is 10 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 310

;^kicks in if projectiles center is 10 pixels away from the right wall or closer^

trigger3 = Pos Y >= -10

;^kicks in if projectiles center is 10 pixels above the ground or lower^

value = S0, 6 ;plays Knock Down (sound effect)

[State 3560, Velocity Set]

type = VelSet ;type of state: Velocity Set

triggerall = Anim = 3561

;^helper as first projectile (Jawbreaker Jamboree - Projectile 1)^

trigger1 = Pos Y >= -80

;^kicks in if projectiles center is 80 pixels above the ground or lower^

trigger2 = MoveContact ;kicks in when projectile hits opponent

y = -8

[State 3560, Velocity Set]

type = VelSet ;type of state: Velocity Set

triggerall = Anim = 3562

;^helper as second projectile (Jawbreaker Jamboree - Projectile 2)^

trigger1 = Pos Y >= -70

;^kicks in if projectiles center is 70 pixels above the ground or lower^

trigger2 = MoveContact ;kicks in when projectile hits opponent

y = -8

[State 3560, Velocity Set]

type = VelSet ;type of state: Velocity Set

triggerall = Anim = 3563

;^helper as third projectile (Jawbreaker Jamboree - Projectile 3)^

trigger1 = Pos Y >= -60

;^kicks in if projectiles center is 60 pixels above the ground or lower^

trigger2 = MoveContact ;kicks in when projectile hits opponent

y = -8

[State 3560, Velocity Set]

type = VelSet ;type of state: Velocity Set

triggerall = Anim = 3564

;^helper as fourth projectile (Jawbreaker Jamboree - Projectile 4)^

trigger1 = Pos Y >= -50

;^kicks in if projectiles center is 60 pixels above the ground or lower^

trigger2 = MoveContact ;kicks in when projectile hits opponent

y = -8

[State 3560, Velocity Set]

type = VelSet ;type of state: Velocity Set

triggerall = Anim = 3565

;^helper as fifth projectile (Jawbreaker Jamboree - Projectile 5)^

trigger1 = Pos Y >= -40

;^kicks in if projectiles center is 60 pixels above the ground or lower^

trigger2 = MoveContact ;kicks in when projectile hits opponent

y = -8

[State 3560, Velocity Set]

type = VelSet ;type of state: Velocity Set

triggerall = Anim = 3566

;^helper as sixth projectile (Jawbreaker Jamboree - Projectile 6)^

trigger1 = Pos Y >= -30

;^kicks in if projectiles center is 60 pixels above the ground or lower^

trigger2 = MoveContact ;kicks in when projectile hits opponent

y = -8

[State 3560, Velocity Set]

type = VelSet ;type of state: Velocity Set

triggerall = Anim = 3567

;^helper as seventh projectile (Jawbreaker Jamboree - Projectile 7)^

trigger1 = Pos Y >= -20

;^kicks in if projectiles center is 60 pixels above the ground or lower^

trigger2 = MoveContact ;kicks in when projectile hits opponent

y = -8

[State 3560, Velocity Set]

type = VelSet ;type of state: Velocity Set

triggerall = Anim = 3568

;^helper as eighth projectile (Jawbreaker Jamboree - Projectile 8)^

trigger1 = Pos Y >= -10

;^kicks in if projectiles center is 60 pixels above the ground or lower^

trigger2 = MoveContact ;kicks in when projectile hits opponent

y = -8

[State 3560, Velocity Set]

type = VelSet ;type of state: Velocity Set

triggerall = AnimTime > 12

;^kicks in after 12 ticks to give projectile time to get away from back wall^

triggerall = Anim = 3561

;^helper as first projectile (Jawbreaker Jamboree - Projectile 1)^

trigger1 = Facing = 1 ;projectile is facing right

trigger1 = ScreenPos X <= 80

;^kicks in if projectiles center is 80 pixels away from the left wall or closer^

trigger2 = Facing = -1 ;projectile is facing left

trigger2 = ScreenPos X >= 240

;^kicks in if projectiles center is 80 pixels away from the right wall or closer^

x = -5

[State 3560, Velocity Set]

type = VelSet ;type of state: Velocity Set

triggerall = Anim = 3561

;^helper as first projectile (Jawbreaker Jamboree - Projectile 1)^

trigger1 = Facing = 1 ;projectile is facing right

trigger1 = ScreenPos X >= 240

;^kicks in if projectiles center is 80 pixels away from the right wall or closer^

trigger2 = Facing = -1 ;projectile is facing left

trigger2 = ScreenPos X <= 80

;^kicks in if projectiles center is 80 pixels away from the left wall or closer^

x = -5

[State 3560, Velocity Set]

type = VelSet ;type of state: Velocity Set

triggerall = Anim = 3562

;^helper as second projectile (Jawbreaker Jamboree - Projectile 2)^

trigger1 = ScreenPos X <= 70

;^kicks in if projectiles center is 70 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 250

;^kicks in if projectiles center is 70 pixels away from the right wall or closer^

x = -5

[State 3560, Velocity Set]

type = VelSet ;type of state: Velocity Set

triggerall = Anim = 3563

;^helper as third projectile (Jawbreaker Jamboree - Projectile 3)^

trigger1 = ScreenPos X <= 60

;^kicks in if projectiles center is 60 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 260

;^kicks in if projectiles center is 60 pixels away from the right wall or closer^

x = -5

[State 3560, Velocity Set]

type = VelSet ;type of state: Velocity Set

triggerall = Anim = 3564

;^helper as fourth projectile (Jawbreaker Jamboree - Projectile 4)^

trigger1 = ScreenPos X <= 50

;^kicks in if projectiles center is 50 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 270

;^kicks in if projectiles center is 50 pixels away from the right wall or closer^

x = -5

[State 3560, Velocity Set]

type = VelSet ;type of state: Velocity Set

triggerall = Anim = 3565

;^helper as fifth projectile (Jawbreaker Jamboree - Projectile 5)^

trigger1 = ScreenPos X <= 40

;^kicks in if projectiles center is 40 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 280

;^kicks in if projectiles center is 40 pixels away from the right wall or closer^

x = -5

[State 3560, Velocity Set]

type = VelSet ;type of state: Velocity Set

triggerall = Anim = 3566

;^helper as sixth projectile (Jawbreaker Jamboree - Projectile 6)^

trigger1 = ScreenPos X <= 63

;^kicks in if projectiles center is 30 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 290

;^kicks in if projectiles center is 30 pixels away from the right wall or closer^

x = -5

[State 3560, Velocity Set]

type = VelSet ;type of state: Velocity Set

triggerall = Anim = 3567

;^helper as seventh projectile (Jawbreaker Jamboree - Projectile 7)^

trigger1 = ScreenPos X <= 20

;^kicks in if projectiles center is 20 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 300

;^kicks in if projectiles center is 20 pixels away from the right wall or closer^

x = -5

[State 3560, Velocity Set]

type = VelSet ;type of state: Velocity Set

triggerall = Anim = 3568

;^helper as eighth projectile (Jawbreaker Jamboree - Projectile 8)^

trigger1 = ScreenPos X <= 10

;^kicks in if projectiles center is 10 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 310

;^kicks in if projectiles center is 10 pixels away from the right wall or closer^

x = -5

[State 3560, Turn]

type = Turn ;type of state: Turn (turns projectile around)

triggerall = AnimTime > 12

;^kicks in after 12 ticks to give projectile time to get away from back wall^

triggerall = Anim = 3561

;^helper as first projectile (Jawbreaker Jamboree - Projectile 1)^

trigger1 = Facing = 1 ;projectile is facing right

trigger1 = ScreenPos X <= 80

;^kicks in if projectiles center is 80 pixels away from the left wall or closer^

trigger2 = Facing = -1 ;projectile is facing left

trigger2 = ScreenPos X >= 240

;^kicks in if projectiles center is 80 pixels away from the right wall or closer^

[State 3560, Turn]

type = Turn ;type of state: Turn (turns projectile around)

triggerall = Anim = 3561

;^helper as first projectile (Jawbreaker Jamboree - Projectile 1)^

trigger1 = Facing = 1 ;projectile is facing right

trigger1 = ScreenPos X >= 240

;^kicks in if projectiles center is 80 pixels away from the right wall or closer^

trigger2 = Facing = -1 ;projectile is facing left

trigger2 = ScreenPos X <= 80

;^kicks in if projectiles center is 80 pixels away from the left wall or closer^

[State 3560, Turn]

type = Turn ;type of state: Turn (turns projectile around)

triggerall = Anim = 3562

;^helper as second projectile (Jawbreaker Jamboree - Projectile 2)^

trigger1 = ScreenPos X <= 70

;^kicks in if projectiles center is 70 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 250

;^kicks in if projectiles center is 70 pixels away from the right wall or closer^

[State 3560, Turn]

type = Turn ;type of state: Turn (turns projectile around)

triggerall = Anim = 3563

;^helper as third projectile (Jawbreaker Jamboree - Projectile 3)^

trigger1 = ScreenPos X <= 60

;^kicks in if projectiles center is 60 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 260

;^kicks in if projectiles center is 60 pixels away from the right wall or closer^

[State 3560, Turn]

type = Turn ;type of state: Turn (turns projectile around)

triggerall = Anim = 3564

;^helper as fourth projectile (Jawbreaker Jamboree - Projectile 4)^

trigger1 = ScreenPos X <= 50

;^kicks in if projectiles center is 50 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 270

;^kicks in if projectiles center is 50 pixels away from the right wall or closer^

[State 3560, Turn]

type = Turn ;type of state: Turn (turns projectile around)

triggerall = Anim = 3565

;^helper as fifth projectile (Jawbreaker Jamboree - Projectile 5)^

trigger1 = ScreenPos X <= 40

;^kicks in if projectiles center is 40 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 280

;^kicks in if projectiles center is 40 pixels away from the right wall or closer^

[State 3560, Turn]

type = Turn ;type of state: Turn (turns porjectile around)

triggerall = Anim = 3566

;^helper as sixth projectile (Jawbreaker Jamboree - Projectile 6)^

trigger1 = ScreenPos X <= 30

;^kicks in if projectiles center is 30 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 290

;^kicks in if projectiles center is 30 pixels away from the right wall or closer^

[State 3560, Turn]

type = Turn ;type of state: Turn (turns porjectile around)

triggerall = Anim = 3567

;^helper as seventh projectile (Jawbreaker Jamboree - Projectile 7)^

trigger1 = ScreenPos X <= 20

;^kicks in if projectiles center is 20 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 300

;^kicks in if projectiles center is 20 pixels away from the right wall or closer^

[State 3560, Turn]

type = Turn ;type of state: Turn (turns porjectile around)

triggerall = Anim = 3568

;^helper as eighth projectile (Jawbreaker Jamboree - Projectile 8)^

trigger1 = ScreenPos X <= 10

;^kicks in if projectiles center is 10 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 310

;^kicks in if projectiles center is 10 pixels away from the right wall or closer^

[State 3560, Change Animation]

type = ChangeAnim ;type of state: Change Animation

triggerall = AnimTime > 12

;^kicks in after 12 ticks to give projectile time to get away from back wall^

triggerall = Anim = 3561

;^helper as first projectile (Jawbreaker Jamboree - Projectile 1)^

trigger1 = ScreenPos X <= 80

;^kicks in if projectiles center is 80 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 240

;^kicks in if projectiles center is 80 pixels away from the right wall or closer^

trigger3 = Pos Y >= -80

;^kicks in if projectiles center is 80 pixels above the ground or lower^

trigger4 = MoveContact ;kicks in when projectile hits opponent

value = 3562 ;switches to Animation 3562 (Jawbreaker Jamboree - Projectile 2)

[State 3560, Change Animation]

type = ChangeAnim ;type of state: Change Animation

triggerall = Anim = 3562

;^helper as second projectile (Jawbreaker Jamboree - Projectile 2)^

trigger1 = ScreenPos X <= 70

;^kicks in if projectiles center is 70 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 250

;^kicks in if projectiles center is 70 pixels away from the right wall or closer^

trigger3 = Pos Y >= -70

;^kicks in if projectiles center is 70 pixels above the ground or lower^

trigger4 = MoveContact ;kicks in when projectile hits opponent

value = 3563 ;switches to Animation 3562 (Jawbreaker Jamboree - Projectile 3)

[State 3560, Change Animation]

type = ChangeAnim ;type of state: Change Animation

triggerall = Anim = 3563

;^helper as third projectile (Jawbreaker Jamboree - Projectile 3)^

trigger1 = ScreenPos X <= 60

;^kicks in if projectiles center is 60 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 260

;^kicks in if projectiles center is 60 pixels away from the right wall or closer^

trigger3 = Pos Y >= -60

;^kicks in if projectiles center is 60 pixels above the ground or lower^

trigger4 = MoveContact ;kicks in when projectile hits opponent

value = 3564 ;switches to Animation 3564 (Jawbreaker Jamboree - Projectile 4)

[State 3560, Change Animation]

type = ChangeAnim ;type of state: Change Animation

triggerall = Anim = 3564

;^helper as fourth projectile (Jawbreaker Jamboree - Projectile 4)^

trigger1 = ScreenPos X <= 50

;^kicks in if projectiles center is 50 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 270

;^kicks in if projectiles center is 50 pixels away from the right wall or closer^

trigger3 = Pos Y >= -50

;^kicks in if projectiles center is 50 pixels above the ground or lower^

trigger4 = MoveContact ;kicks in when projectile hits opponent

value = 3565 ;switches to Animation 3564 (Jawbreaker Jamboree - Projectile 4)

[State 3560, Change Animation]

type = ChangeAnim ;type of state: Change Animation

triggerall = Anim = 3565

;^helper as fifth projectile (Jawbreaker Jamboree - Projectile 5)^

trigger1 = ScreenPos X <= 40

;^kicks in if projectiles center is 40 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 280

;^kicks in if projectiles center is 40 pixels away from the right wall or closer^

trigger3 = Pos Y >= -40

;^kicks in if projectiles center is 40 pixels above the ground or lower^

trigger4 = MoveContact ;kicks in when projectile hits opponent

value = 3566 ;switches to Animation 3564 (Jawbreaker Jamboree - Projectile 4)

[State 3560, Change Animation]

type = ChangeAnim ;type of state: Change Animation

triggerall = Anim = 3566

;^helper as sixth projectile (Jawbreaker Jamboree - Projectile 6)^

trigger1 = ScreenPos X <= 30

;^kicks in if projectiles center is 30 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 290

;^kicks in if projectiles center is 30 pixels away from the right wall or closer^

trigger3 = Pos Y >= -30

;^kicks in if projectiles center is 30 pixels above the ground or lower^

trigger4 = MoveContact ;kicks in when projectile hits opponent

value = 3567 ;switches to Animation 3564 (Jawbreaker Jamboree - Projectile 4)

[State 3560, Change Animation]

type = ChangeAnim ;type of state: Change Animation

triggerall = Anim = 3567

;^helper as seventh projectile (Jawbreaker Jamboree - Projectile 7)^

trigger1 = ScreenPos X <= 20

;^kicks in if projectiles center is 20 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 300

;^kicks in if projectiles center is 20 pixels away from the right wall or closer^

trigger3 = Pos Y >= -20

;^kicks in if projectiles center is 20 pixels above the ground or lower^

trigger4 = MoveContact ;kicks in when projectile hits opponent

value = 3568 ;switches to Animation 3564 (Jawbreaker Jamboree - Projectile 4)

[State 3560, Destroy Self]

type = DestroySelf ;type of state: Destroy Self

triggerall = Anim = 3568

;^helper as eighth projectile (Jawbreaker Jamboree - Projectile 8)^

trigger1 = ScreenPos X <= 10

;^kicks in if projectiles center is 10 pixels away from the left wall or closer^

trigger2 = ScreenPos X >= 310

;^kicks in if projectiles center is 10 pixels away from the right wall or closer^

trigger3 = Pos Y >= -10

;^kicks in if projectiles center is 10 pixels above the ground or lower^

trigger4 = MoveContact ;kicks in when projectile hits opponent