;Light God Press
[Statedef 1200]
type = S
movetype = A
physics = N
juggle = 8
velset = 0,0
ctrl = 0
anim = 1200
poweradd=36*!var(20)
[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 10
value = 0
[State 3001, Width]
type = Width
trigger1 = 1
edge = 1,0
[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S3,1
volume = 100
channel = 1
[State 100, Effect]
type = PlaySnd
triggerall = anim = 1200
trigger1 = AnimElem = 5
value = 100,1
channel = 19
[State 100, Effect]
type = PlaySnd
triggerall = anim = 1200
trigger1 = AnimElem = 9
value = 100,2
channel = 20
[State 0, PosAdd]
type = PosAdd
trigger1 = animelemtime(4)=0
x = 11
[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 4
x = 5.5
[State 1200, 1]
type = HitDef
trigger1 = !var(16) && var(15) < 2
trigger1 = AnimElem = 4
attr = S, SA
animtype = hard
air.animtype = back
hitflag = MAF
guardflag = MA
priority = 6,Hit
pausetime = 4,4
guard.pausetime = 10,10
sparkno = -1 + 0 * (var(33) := 8013)
guard.sparkno = -1 + 0 * (var(34) := 8001)
sparkxy = -10 + 0*(var(35):=30), var(36):=-66
hitsound = S800,0
guardsound = S130,0
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 0
guard.dist = 0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = 0
air.velocity = -6,-6
airguard.velocity = -6.67,-1
yaccel = .5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
kill = 0
numhits=1
getpower = ifelse(!var(14),96,48)*!var(20), 24*!var(20)
givepower = 24,24
envshake.time = 5
envshake.ampl = 2
fall = 0
air.fall = 1
fall.recover = 0
air.recover = 0
forcestand = 1
ID = 1200
[State 901,1]
type = TargetBind
trigger1 = time > 1 && numtarget && movehit
pos = 40, 0
postype = P1
time = -1
[State 1200, 2]
type = ChangeState
trigger1 = time > 1 && numtarget && movehit
value = 1204
persistent = 0
[State 1200, 2]
type = ChangeState
triggerall = AnimElemTime(4) > 0
trigger1 = AnimTime = 0
trigger2 = Frontedgebodydist <= 0
trigger3 = P2statetype = L
trigger3 = P2BodyDist X <= 0
trigger4 = moveguarded
value = 1201
ctrl = 0
;---------------------------------------------------------------------------
;miss
[Statedef 1201]
type = S
movetype = I
physics = S
velset = 0,0
ctrl = 0
anim = 1201
[State 1201, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,2
[State 1201, ChangeState]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;crash wall
[Statedef 1204]
type = S
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 1202
[State 1204, 0]
type = TargetFacing
trigger1 = time = 0
value = -1
[State 1204, Throw]
type = TargetState
trigger1 = time = 0
value = 1207
[State 1204, Dust Helper]
type = Helper
trigger1 = animelem = 1
helperType = Normal
stateNo = 8100
ID = 8100
name = "Jump Dust"
posType = P1
ownPal = 1
[State 1204, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1000,2
channel = 0
[State 1204, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 40,0
[State 1204, 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = -25, -75
postype = P1
time = -1
[State 1204, Velocity]
type = VelSet
trigger1 = Time = 0
x = 11
y = -.9
[State 1204, VelAdd]
type = veladd
trigger1 = 1
y = .09
[State 1204, ChangeState]
type = ChangeState
trigger1 = FrontEdgeBodyDist <= 10
value = 1206
[State 1204, 1]
type = ChangeState
trigger1 = Pos Y >= 0 && Time > 5
value = 1205
;---------------------------------------------------------------------------
;dash
[Statedef 1205]
type = S
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 1203
[State 1205, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 100,4
channel = 4
[State 1205, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 52,0
channel = 5
[State 1205, Velocity]
type = VelSet
trigger1 = Time = 0
x = 13.5
[State 1205, Dust Helper]
type = Helper
trigger1 = time = 0
helperType = Normal
stateNo = 8103
ID = 8100
name = "Dash Dust"
pos = -15,-5
posType = P1
pauseMoveTime = 255
superMoveTime = 255
ownPal = 1
[State 1205, 1]
type = TargetBind
trigger1 = time%10=0
pos = -25, -75
postype = P1
time = -1
[State 1205, 1]
type = TargetBind
trigger1 = time%10=5
pos = -22, -75
postype = P1
time = -1
[State 1205, ChangeState]
type = ChangeState
trigger1 = FrontEdgeBodyDist <= 10
trigger2 = Time = 150
value = 1206
;---------------------------------------------------------------------------
;crash after dash
[Statedef 1206]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 1204
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 1280
[State 1206, Position]
type = PosSet
trigger1 = time = 0
y = 0
[State 1206, width]
type = width
trigger1 = animelem = 1
edge = 40,0
[State 1206, width]
type = width
trigger1 = animelem = 2
edge = 75,0
[State 1206, width]
type = width
trigger1 = animelem = 3
edge = 90,0
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = s2000,1
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,2
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = s2000,7
[State 1100, Fire1]
type = Explod
trigger1 = AnimElem = 2
Anim = 1290
pos = 90,-77
postype = p1
ownpal = 1
sprpriority = 5
supermovetime = -1
removeongethit = 1
scale = .65,.65
[State 1100, Fire1]
type = Explod
trigger1 = AnimElem = 2
Anim = 1291
id = 1291
pos = 85,-77
postype = p1
ownpal = 1
sprpriority = 0
supermovetime = -1
removeongethit = 1
removetime = 20
scale = .75,75
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 1291
scale = .35,.15+((time-6)*.0575)
trans = add;addalpha
;alpha = 350-((time-6)*18),256
[State 1206, width]
type = width
trigger1 = animelem = 1
edge = 40,0
[State 1206, width]
type = width
trigger1 = animelem = 2
edge = 75,0
[State 1206, width]
type = width
trigger1 = animelem = 3
edge = 90,0
[State 1206, 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 45, -77
Time = -1
postype = P1
[State 1206, 1]
type = TargetBind
trigger1 = AnimElem = 2
pos = 95, -77
Time = -1
postype = P1
ignorehitpause = 1
[State 1206, Throw]
type = TargetState
triggerall = numtarget
triggerall = target,stateno != 1208
trigger1 = animelem = 3
value = 1208
[State 903, EnvShake]
type = EnvShake
trigger1 = AnimElem = 2
time = 25
[State 1200, 1]
type = HitDef
triggerall = !var(16) && var(15) < 1
trigger1 = Var(10) = 0
trigger1 = AnimElem = 3
attr = S, SA
hitflag = MAF
guardflag = M
snap = 95,0
priority = 6,Hit
pausetime = 0,1
sparkno = -1
guard.sparkno= -1
sparkxy = -10 + 0*(var(35):=60), var(36):=-45
hitsound =-1
guardsound =-1
damage=ceil(ifElse(fvar(11) * 126 < 7, 7, fvar(11) * 126)), 0
guard.dist = 0
givepower = 35, 35
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
ground.hitTime = 18
ground.slideTime = 17
guard.hitTime = 18
air.hitTime = 120
guard.ctrltime = 20
ground.velocity = -6, -8
ground.cornerPush.velOff = 0
guard.velocity = -2.52
guard.cornerPush.velOff = 0
air.velocity = -6, -8
air.cornerPush.velOff = 0
yAccel = 0.6
fall = 1
fall.recover = 0
ID = 1200
numhits=1
getpower = ifelse(!var(14),96,48)*!var(20), 24*!var(20)
givepower = 24,24
palfx.color=32
palfx.sinadd=80,25,0,8
palfx.mul=512,256,128
palfx.time=60
[State 1200, 1]
type = HitDef
triggerall = !var(16) && var(15) < 1
trigger1 = Var(10) = 1
trigger1 = AnimElem = 3
attr = S, SA
hitflag = MAF
guardflag = MA
snap = 95,0
priority = 6,Hit
pausetime = 0,1
sparkno = -1
guard.sparkno= -1
sparkxy = -10 + 0*(var(35):=60), var(36):=-45
hitsound =-1
guardsound =-1
damage=ceil(ifElse(fvar(11) * 133 < 7, 7, fvar(11) * 133)), 0
guard.dist = 0
givepower = 35, 35
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
ground.hitTime = 18
ground.slideTime = 17
guard.hitTime = 18
air.hitTime = 120
guard.ctrltime = 20
ground.velocity = -6, -8
ground.cornerPush.velOff = 0
guard.velocity = -2.52
guard.cornerPush.velOff = 0
air.velocity = -6, -8
air.cornerPush.velOff = 0
yAccel = 0.6
fall = 1
fall.recover = 0
ID = 1200
numhits=1
getpower = ifelse(!var(14),96,48)*!var(20), 24*!var(20)
givepower = 24,24
palfx.color=32
palfx.sinadd=80,25,0,8
palfx.mul=512,256,128
palfx.time=60
[State 1200, 1]
type = HitDef
triggerall = !var(16) && var(15) < 1
trigger1 = Var(10) = 2
trigger1 = AnimElem = 3
attr = S, SA
animtype = Hard
hitflag = MAF
guardflag = M
snap = 95,0
priority = 6,Hit
pausetime = 0,1
sparkno = -1
guard.sparkno= -1
sparkxy = -10 + 0*(var(35):=60), var(36):=-45
hitsound =-1
guardsound =-1
damage=ceil(ifElse(fvar(11) * 140 < 7, 7, fvar(11) * 140)), 0
guard.dist = 0
givepower = 35, 35
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
ground.hitTime = 18
ground.slideTime = 17
guard.hitTime = 18
air.hitTime = 120
guard.ctrltime = 20
ground.velocity = -6, -8
ground.cornerPush.velOff = 0
guard.velocity = -2.52
guard.cornerPush.velOff = 0
air.velocity = -6, -8
air.cornerPush.velOff = 0
yAccel = 0.6
fall = 1
fall.recover = 0
ID = 1200
numhits=1
getpower = ifelse(!var(14),96,48)*!var(20), 24*!var(20)
givepower = 24,24
palfx.color=32
palfx.sinadd=80,25,0,8
palfx.mul=512,256,128
palfx.time=60
[State 1200, 1]
type = HitDef
triggerall = !var(16) && var(15) < 1
trigger1 = Var(10) = 3
trigger1 = AnimElem = 3
attr = S, SA
animtype = Hard
hitflag = MAF
guardflag = M
snap = 95,0
priority = 6,Hit
pausetime = 0,1
sparkno = -1
guard.sparkno= -1
sparkxy = -10 + 0*(var(35):=60), var(36):=-45
hitsound =-1
guardsound =-1
damage=ceil(ifElse(fvar(11) * 160 < 7, 7, fvar(11) * 160)), 0
guard.dist = 0
givepower = 35, 35
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
ground.hitTime = 18
ground.slideTime = 17
guard.hitTime = 18
air.hitTime = 120
guard.ctrltime = 20
ground.velocity = -6, -8
ground.cornerPush.velOff = 0
guard.velocity = -2.52
guard.cornerPush.velOff = 0
air.velocity = -6, -8
air.cornerPush.velOff = 0
yAccel = 0.6
fall = 1
fall.recover = 0
ID = 1200
numhits=1
getpower = ifelse(!var(14),96,48)*!var(20), 24*!var(20)
givepower = 24,24
palfx.color=32
palfx.sinadd=80,25,0,8
palfx.mul=512,256,128
palfx.time=60
[State 1025, p2fx]
type=helper
trigger1= movehit && numtarget && numhelper(7180)<1
trigger1= !(target,time) && (target,movetype=H)
helpertype=normal
stateno=7180
ID=7180
name="p2fx"
postype=p2
bindtime=1000
ownpal=1
facing=-1
size.ground.front=0
size.ground.back=0
ignorehitpause=1
persistent=0
[State 1206, ChangeState]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;p2grabbed, dashing
[Statedef 1207]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2
[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
[State 1207, 1]
type = changeanim2
trigger1 = time = 0
value = 1207
;p2grabbed, falling
[Statedef 1208]
type = A
movetype = H
physics = N
velset = -6,-7.5
ctrl = 0
sprpriority = -1
[State 1208, 1]
type = changeanim2
trigger1 = time = 0
value = 1208
[State 1208, Vel]
type = veladd
trigger1 = 1
y = 6
[State 1208, EnvShake]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 20
[State 1208, ChangeState]
type = selfstate
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5100
;Light Genocide Cutter
[Statedef 1100]
type = S
movetype = A
physics = S
juggle = 8
ctrl = 0
poweradd=36 * !var(20)
velset = 0,0
anim = 1100
[State 3001, Width]
type = Width
trigger1 = 1
edge = 1,0
[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1000,1
channel = 1
[State 1100, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = s0,2
channel = 2
[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = s40, 0
channel = 20
[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = s1100, 3
channel = 5
[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElemTime(3) = 2
StateType = A
physics = N
[State 1100, Velocity]
type = VelSet
trigger1 = AnimElemTime(3) = 2
x = 2.5
y = -5.5
[State 1100, Gravity]
type = Veladd
trigger1 = AnimElemTime(3) >= 2
y = .35
[State 1100, Velocity]
type = VelMul
trigger1 = AnimElemTime(3) >= 2
x = .9
[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 1190
ID = 1190
pos = 18,-81
postype = p1
bindtime = -1
removetime = -2
supermove
pausemove
scale = .5,.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0
;persistent =
[State 1400, Dust]
type=helper
trigger1= animelem=3
helpertype=normal
stateno=8100
ID=8100
name="Jump Dust"
postype=p1
pausemovetime=255
supermovetime=255
ownpal=1
[State 1100, HitDef]
type = HitDef
triggerall = !var(16) && var(15) < 2
trigger1 = AnimElem = 3
attr = S, SA
animtype = Heavy
air.animtype = Back
damage = ceil(ifElse(fvar(11) * 77 < 7, 7, fvar(11) * 77)), 7
priority = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 8,10
guard.pausetime = 10,10
sparkno = -1 + 0*(var(33):=8016)
guard.sparkno = -1 + 0 * (var(34) := 8001)
sparkxy = -10 + 0*(var(35):=50), var(36):=-68
hitsound = S2,9
guardsound = S130,0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -1.3,-9
guard.velocity = -8
air.velocity = -1.3,-9
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
getpower = 70 * !var(20), 30 * !var(20)
givepower = 24,24
[State 1100, HitDef]
type = HitDef
triggerall = !var(16) && var(15) < 2
trigger1 = AnimElem = 4
attr = S, SA
animtype = up
damage = ceil(ifElse(fvar(11) * 30 < 7, 7, fvar(11) * 30)), 10
priority = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 8,10
guard.pausetime = 10,10
sparkno = -1 + 0*(var(33):=8016)
guard.sparkno = -1 + 0 * (var(34) := 8001)
sparkxy = -10 + 0*(var(35):=50), var(36):=-105
hitsound = S2,9
guardsound = S130,0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -1.3,-9
guard.velocity = -8
air.velocity = -1.3,-9
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
getpower = 70 * !var(20), 30 * !var(20)
givepower = 24,24
[State 1100, HitDef]
type = HitDef
triggerall = !var(16) && var(15) < 2
trigger1 = movecontact <=1
trigger1 = AnimElem = 5
attr = A, SA
animtype = up
damage= ceil(ifElse(fvar(11) * 30 < 7, 7, fvar(11) * 30)), 10
priority = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 8,10
guard.pausetime = 10,10
sparkno = -1 + 0*(var(33):=8016)
guard.sparkno = -1 + 0 * (var(34) := 8001)
sparkxy = -10 + 0*(var(35):=50), var(36):=-125
hitsound = S1,12
guardsound = S2,1
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -1.3,-9
guard.velocity = -8
air.velocity = -1.3,-9
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
persistent = 0
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
getpower = 70 * !var(20), 30 * !var(20)
givepower = 24,24
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 6
movetype = I
[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(3) >= 2
value = 1105
;Medium Genocide Cutter
[Statedef 1110]
type = S
movetype = A
physics = S
juggle = 8
ctrl = 0
poweradd=36 * !var(20)
velset = 0,0
anim = 1110
[State 3001, Width]
type = Width
trigger1 = 1
edge = 1,0
[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1000,1
channel = 0
[State 1100, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,2
channel = 2
[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 40, 0
channel = 20
[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1100, 3
channel = -1
[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElemTime(3) = 2
StateType = A
physics = N
[State 1100, Velocity]
type = VelSet
trigger1 = AnimElemTime(3) = 2
x = 3.5
y = -7
[State 1100, Gravity]
type = Veladd
trigger1 = AnimElemTime(3) >= 2
y = .4
[State 1100, Velocity]
type = VelMul
trigger1 = AnimElemTime(3) >= 2
x = .9
[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 1490
ID = 1190
pos = 10,-200
postype = p1
bindtime = -1
removetime = -2
supermove
pausemove
scale = .5,.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0
;persistent =
[State 1400, Dust]
type=helper
trigger1= animelem=3
helpertype=normal
stateno=8100
ID=8100
name="Jump Dust"
postype=p1
pausemovetime=255
supermovetime=255
ownpal=1
[State 1100, HitDef]
type = HitDef
triggerall = !var(16) && var(15) < 2
trigger1 = AnimElem = 3
attr = S, SA
animtype = Heavy
air.animtype = Back
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 10
priority = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 8,10
guard.pausetime = 10,10
sparkno = -1 + 0*(var(33):=8016)
guard.sparkno = -1 + 0 * (var(34) := 8001)
sparkxy = -10 + 0*(var(35):=50), var(36):=-80
hitsound = S2,9
guardsound = S130,0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -1.3,-9
guard.velocity = -8
air.velocity = -1.3,-9
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
getpower = 70 * !var(20), 30 * !var(20)
givepower = 24,24
[State 1100, HitDef]
type = HitDef
triggerall = !var(16) && var(15) < 3
trigger1 = AnimElem = 4
attr = S, SA
animtype = Heavy
air.animtype = Back
damage = ceil(ifElse(fvar(11) * 30 < 7, 7, fvar(11) * 30)), 8
priority = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 8,10
guard.pausetime = 10,10
sparkno = -1 + 0*(var(33):=8016)
guard.sparkno = -1 + 0 * (var(34) := 8001)
sparkxy = -10 + 0*(var(35):=50), var(36):=-125
hitsound = S2,9
guardsound = S130,0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -1.3,-9
guard.velocity = -8
air.velocity = -1.3,-9
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
getpower = 70 * !var(20), 30 * !var(20)
givepower = 24,24
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 5
movetype = I
[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(3) >= 2
value = 1105
;Heavy Genocide Cutter
[Statedef 1120]
type = S
movetype = A
physics = S
juggle = 8
ctrl = 0
poweradd=36 * !var(20)
velset = 0,0
anim = 1120
[State 3001, Width]
type = Width
trigger1 = 1
edge = 1,0
[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1000,1
channel = 0
[State 1100, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,2
channel = 2
[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 40, 0
channel = 20
[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 11
value = 1100, 3
channel = -1
[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElemTime(3) = 2
StateType = A
physics = N
[State 1100, Velocity]
type = VelSet
trigger1 = AnimElemTime(3) = 2
x = 3.5
y = -6
[State 1100, Velocity]
type = VelSet
trigger1 = AnimElemTime(11) = 2
x = 2.5
y = -5.5
[State 1100, Gravity]
type = Veladd
trigger1 = AnimElemTime(3) >= 2
y = .4
[State 1100, Velocity]
type = VelMul
trigger1 = AnimElemTime(3) >= 2
x = .9
[State 0, Explod]
type = Explod
trigger1 = animelem = 3
;trigger2 = animelem = 11
anim = 1190
ID = 1190
pos = 18,-81
postype = p1
bindtime = -1
removetime = -2
supermove
pausemove
scale = .5,.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0
;persistent =
[State 0, Explod]
type = Explod
trigger1 = animelem = 13
anim = 1490
ID = 1190
pos = 15,-200
postype = p1
bindtime = 3
removetime = -2
supermove
pausemove
scale = .5,.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0
;persistent =
[State 1400, Dust]
type=helper
trigger1= animelem=3
helpertype=normal
stateno=8100
ID=8100
name="Jump Dust"
postype=p1
pausemovetime=255
supermovetime=255
ownpal=1
[State 1100, HitDef]
type = HitDef
triggerall = !var(16) && var(15) < 2
trigger1 = AnimElem = 3
attr = S, SA
animtype = Heavy
air.animtype = Back
damage = ceil(ifElse(fvar(11) * 61 < 7, 7, fvar(11) * 61)), 10
priority = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 8,10
guard.pausetime = 10,10
sparkno = -1 + 0*(var(33):=8016)
guard.sparkno = -1 + 0 * (var(34) := 8001)
sparkxy = -10 + 0*(var(35):=50), var(36):=-68
hitsound = S2,9
guardsound = S130,0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -1,-9
guard.velocity = -8
air.velocity = -1,-9
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
getpower = 70 * !var(20), 30 * !var(20)
givepower = 24,24
[State 1100, HitDef]
type = HitDef
triggerall = !var(16) && var(15) < 2
trigger1 = AnimElem = 4
attr = S, SA
animtype = Heavy
air.animtype = Back
damage = ceil(ifElse(fvar(11) * 30 < 7, 7, fvar(11) * 30)), 8
priority = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 8,10
guard.pausetime = 10,10
sparkno = -1 + 0*(var(33):=8016)
guard.sparkno = -1 + 0 * (var(34) := 8001)
sparkxy = -10 + 0*(var(35):=50), var(36):=-105
hitsound = S2,9
guardsound = S130,0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -1,-9
guard.velocity = -8
air.velocity = -1,-9
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
getpower = 70 * !var(20), 30 * !var(20)
givepower = 24,24
[State 1100, HitDef]
type = HitDef
triggerall = !var(16) && var(15) < 4
trigger1 = AnimElem = 12
trigger2 = AnimElem = 13
attr = S, SA
animtype = Heavy
air.animtype = Back
damage = ceil(ifElse(fvar(11) * 33 < 7, 7, fvar(11) * 33)), 8
priority = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 8,10
guard.pausetime = 10,10
sparkno = -1 + 0*(var(33):=8016)
guard.sparkno = -1 + 0 * (var(34) := 8001)
sparkxy = -10 + 0*(var(35):=50), var(36):=-138
hitsound = S2,9
guardsound = S130,0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -1.3, -8
guard.velocity = -8
air.velocity = -1.3,-8
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
getpower = 70 * !var(20), 30 * !var(20)
givepower = 24,24
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 14
movetype = I
[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(4) >= 2
value = 1105
;Genocide Cutter Land
[Statedef 1105]
type = S
physics = S
ctrl = 0
velset = 0,0
[State 903, Anim]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse(!var(10), 1105, ifelse(var(10) = 1, 1115, 1125))
[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0
[State 52, Landing Sound]
type = PlaySnd
trigger1 = !Time
value = 52,0
[State 52, Landing Dust Explod]
type = Explod
trigger1 = !Time
anim = 8102
sprPriority = -3
posType = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1
[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;EX Genocide Cutter
[Statedef 1130]
type = S
movetype = A
physics = S
juggle = 7
ctrl = 0
poweradd= ifelse(var(20) > 0, 0, -500)
velset = 0,0
anim = 1130
[State 1120, MAX Timer Drain]
type = VarAdd
trigger1 = !Time
trigger1 = var(20) > 0
var(20) = -500
[State 1120, EX Sound]
type = PlaySnd
trigger1 = !Time
value = 0, 1000
channel = 1
[State 1120, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 128
[State 1120, EX FX]
type = Explod
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = p1
pos = -13, -70
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1
[State 3001, Width]
type = Width
trigger1 = 1
edge = 1,0
[State 170, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 5
[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1000,1
channel = 0
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 21
value = s1000,3
channel = 0
[State 1100, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,2
channel = 2
[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 40, 0
channel = 20
[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 10
value = 1100, 3
channel = -1
[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 23
value = 1100, 4
channel = -1
[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElemTime(3) = 2
StateType = A
physics = N
[State 1100, Velocity]
type = VelSet
trigger1 = AnimElemTime(3) = 2
trigger2 = AnimElemTime(11) = 2
x = 4.5
y = -7.5
[State 0, PosFreeze]
type = PosFreeze
trigger1 = AnimElemTime(20) >= 0
trigger1 = AnimElemTime(29) <= 1
value = 1
[State 1100, Velocity]
type = VelSet
trigger1 = AnimElemTime(29) = 2
x = -6
y = -8
[State 1100, Velocity]
type = VelSet
trigger1 = AnimElemTime(3) = 2
trigger2 = AnimElemTime(11) = 2
x = 3.5
y = -6.5
[State 1100, Gravity]
type = Veladd
trigger1 = AnimElemTime(3) >= 2
y = .45
[State 1100, Velocity]
type = VelMul
trigger1 = AnimElemTime(3) >= 2
x = .9
[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 2190
ID = 2190
pos = 18,-72
postype = p1
bindtime = -1
removetime = -2
supermove
pausemove
scale = .6,.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0
;persistent =
[State 0, Explod]
type = Explod
trigger1 = animelem = 26
anim = 1191
ID = 2191
pos = 28,-82
postype = p1
vfacing = -1
bindtime = -1
removetime = -2
supermove
pausemove
scale = .6,.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0
;persistent =
[State 0, Explod]
type = Explod
trigger1 = animelem = 13
anim = 1490
ID = 2190
pos = 15,-200
postype = p1
bindtime = 3
removetime = -2
supermove
pausemove
scale = .5,.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0
;persistent =
[State 1400, Dust]
type=helper
trigger1= animelem=3
helpertype=normal
stateno=8100
ID=8100
name="Jump Dust"
postype=p1
pausemovetime=255
supermovetime=255
ownpal=1
[State 1100, HitDef]
type = HitDef
triggerall = !var(16) && var(15) < 2
trigger1 = AnimElem = 3
attr = S, SA
animtype = Heavy
air.animtype = Back
damage= ceil(ifElse(fvar(11) * 93 < 7, 7, fvar(11) * 93)), 0
priority = 6,Hit
hitflag = MAF
guardflag = MA
pausetime=ceil(8*(ifelse(!var(20),1,.5))),ceil(9*(ifelse(!var(20),1,.5)))
sparkno = -1 + 0*(var(33):=8016)
guard.sparkno = -1 + 0 * (var(34) := 8001)
sparkxy = -10 + 0*(var(35):=50), var(36):=-68
hitsound = S2,9
guardsound = S2,1
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -1,-9.5
guard.velocity = -8
air.velocity = -1,-9.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
getpower = 0,0
givepower = 24, 24
[State 1100, HitDef]
type = HitDef
triggerall = !var(16) && var(15) < 2
trigger1 = AnimElem = 4
attr = S, SA
animtype = Heavy
air.animtype = Back
damage= ceil(ifElse(fvar(11) * 31 < 7, 7, fvar(11) * 31)), 0
priority = 6,Hit
hitflag = MAF
guardflag = MA
pausetime=ceil(8*(ifelse(!var(20),1,.5))),ceil(9*(ifelse(!var(20),1,.5)))
sparkno = -1 + 0*(var(33):=8016)
guard.sparkno = -1 + 0 * (var(34) := 8001)
sparkxy = -10 + 0*(var(35):=50), var(36):=-105
hitsound = S2,9
guardsound = S2,1
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -1,-9.5
guard.velocity = -8
air.velocity = -1,-9.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
getpower = 0,0
givepower = 24, 24
[State 1100, HitDef]
type = HitDef
triggerall = !var(16) && var(15) < 3
trigger1 = AnimElem = 12
trigger2 = AnimElem = 13
attr = A, SA
animtype = up
damage= ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 0
priority = 6,Hit
hitflag = MAF
guardflag = MA
pausetime=ceil(4*(ifelse(!var(20),1,.5))),ceil(5*(ifelse(!var(20),1,.5)))
sparkno = -1 + 0*(var(33):=8016)
guard.sparkno = -1 + 0 * (var(34) := 8001)
sparkxy = -10 + 0*(var(35):=50), var(36):=-138
hitsound = S2,9
guardsound = S2,1
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -1.3, -9.5
guard.velocity = -8
air.velocity = -1.3,-7.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
persistent = 0
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
getpower = 0,0
givepower = 24, 24
[State 1100, HitDef]
type = HitDef
triggerall = !var(16) && var(15) < 4
trigger1 = AnimElem = 27
attr = A, SA
animtype = Heavy
damage = ceil(ifElse(fvar(11) * 30 < 7, 7, fvar(11) * 30)), 0
priority = 6,Hit
hitflag = MAF
guardflag = MA
pausetime=ceil(6*(ifelse(!var(20),1,.5))),ceil(7*(ifelse(!var(20),1,.5)))
sparkno = -1 + 0*(var(33):=8016)
guard.sparkno = -1 + 0 * (var(34) := 8001)
sparkxy = -10 + 0*(var(35):=60), var(36):=-35
hitsound = S2,9
guardsound = S2,1
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -10, 15
guard.velocity = -8
air.velocity = -10, 15
airguard.velocity = -4,-6.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
getpower = 0,0
givepower = 24, 24
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 29
movetype = I
[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(3) >= 2
value = 1105
;Dark Smash
[Statedef 1600]
type = A
movetype = A
physics = N
juggle = 8
velset = 0,0
ctrl = 0
poweradd=36*!var(20)
[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0
[State 1100, VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = ifelse(Command = "Dark Smash1", 0, ifelse(Command = "Dark Smash2", 1, 2))
[State 903, Anim]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse(!var(10), 1600, ifelse(var(10) = 1, 1610, 1620))
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1000,5
channel = 1
[State 1100, Voice]
type = PlaySnd
trigger1 = animelem = 7
value = s3,2
channel = 1
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1100,9
channel = 5
[State 1100, Effect]
type = PlaySnd
trigger1 = AnimElem = 4
value = s1100,13
channel = -1
[State 1100, Effect]
type = PlaySnd
trigger1 = animelem = 7
value = s1100,8
freqmul = 1.25
channel = 5
[State 1100, Velocity]
type = VelSet
trigger1 = animelem = 7
x = 7+(var(10)+1)
y = 5
[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = 1692
ID = 1692
pos = 71,-51
postype = p1
bindtime = -1
removetime = -1
supermove
pausemove
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =
[State 0, Helper]
type = Helper
trigger1 = animelem = 2
helpertype = normal
name = "electricidad"
ID =1690
stateno = 1690
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
[State 1600, p2fx]
type = helper
trigger1 = movehit && numtarget && numhelper(7300)<1
trigger1 = !(target,time) && (target,movetype=H)
helpertype = normal
stateno = 7300
ID = 7300
name = "p2fx"
postype = p2
bindtime = 1000
ownpal = 1
facing = -1
size.ground.front = 0
size.ground.back = 0
ignorehitpause = 1
persistent = 0
[State 52, FX Remove]
type = RemoveExplod
trigger1 = Time = 0
id = 1692
ignorehitpause = 1
[State 1200, 2]
type = HitDef
triggerall = !var(16) && var(15) < 1
trigger1 = var(10)=0
trigger1 = AnimElem = 7
attr = A, SA
damage=ceil(ifElse(fvar(11) * 96 < 7, 7, fvar(11) * 96)), 7
hitflag = MAF
guardflag = MA
priority = 6,Hit
pausetime=ceil(13*(ifelse(!var(20),1,.5))),ceil(14*(ifelse(!var(20),1,.5)))
sparkno = -1 + 0*(var(33):=8013)
guard.sparkno = -1 + 0 * (var(34) := 8001)
sparkxy = -10 + 0*(var(35):=70), var(36):=-55
hitsound = s1,4
guardsound = s2,1
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -5,-3
guard.velocity = -8
air.velocity = -4,-2
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
getpower = 70 * !var(20), 30 * !var(20)
givepower = 24,24
envshake.time = 10
envshake.ampl = 3
palfx.time = 40
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
[State 1200, 2]
type = HitDef
triggerall = !var(16) && var(15) < 1
trigger1 = var(10)=1
trigger1 = AnimElem = 7
attr = A, SA
damage=ceil(ifElse(fvar(11) * 103 < 7, 7, fvar(11) * 103)), 7
hitflag = MAF
guardflag = MA
priority = 6,Hit
pausetime=ceil(13*(ifelse(!var(20),1,.5))),ceil(14*(ifelse(!var(20),1,.5)))
sparkno = -1 + 0*(var(33):=8020)
guard.sparkno = -1 + 0 * (var(34) := 8001)
sparkxy = -10 + 0*(var(35):=60), var(36):=-50
hitsound = s1,4
guardsound = s2,1
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -5,-3
guard.velocity = -8
air.velocity = -4,-2
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
getpower = ifelse(!var(14),96,48)*!var(20), 24*!var(20)
givepower = 24,24
envshake.time = 10
envshake.ampl = 3
palfx.time = 40
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
[State 1200, 2]
type = HitDef
triggerall = !var(16) && var(15) < 1
trigger1 = var(10)=2
trigger1 = AnimElem = 7
attr = A, SA
damage=ceil(ifElse(fvar(11) * 111 < 7, 7, fvar(11) * 111)), 7
hitflag = MAF
guardflag = MA
priority = 6,Hit
pausetime=ceil(13*(ifelse(!var(20),1,.5))),ceil(14*(ifelse(!var(20),1,.5)))
sparkno = -1 + 0*(var(33):=8020)
guard.sparkno = -1 + 0 * (var(34) := 8001)
sparkxy = -10 + 0*(var(35):=60), var(36):=-50
hitsound = s1,4
guardsound = s2,1
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -5,-3
guard.velocity = -8
air.velocity = -4,-2
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
getpower = ifelse(!var(14),96,48)*!var(20), 24*!var(20)
givepower = 24,24
envshake.time = 10
envshake.ampl = 3
palfx.time = 40
palfx.add = 10,10,100
palfx.sinadd = -20,-20,-89,8
palfx.color = 20
[State 1100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1601
;Land
[Statedef 1601]
type = S
physics = S
ctrl = 0
anim = 1651
velset = 2,0
[State 1601, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 1692
[State 1601, PosSet]
type = PosSet
trigger1 = 1
y = 0
[State 1601, Landing Dust Explod]
type = Explod
trigger1 = !Time
anim = 8102
sprPriority = -3
posType = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1
[State 1601, Landing Sound]
type = PlaySnd
trigger1 = !Time
value = 52,0
[State 1601, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1