[Statedef 2211]
type = s
movetype = a
physics = s
juggle = 0
anim = 2211
velset = 0,0
poweradd = 60
sprpriority = 2
ctrl = 0
[state 1000, width]
type = width
trigger1 = 1
edge = 30,0
[state 1000, hitdef]
type = HitDef
trigger1 = time = 0
attr = s,sa
hitflag = maf
animtype = hard
air.animtype = hard
priority = 3,Hit
damage = 15,0
pausetime = 3,3
sparkno = -1
sparkxy = -15,-55
hitsound = S13,0
guardsound = S8,11
ground.type = low
ground.slidetime = 10
ground.hittime = 20
ground.velocity = 0
p1stateno = 2212
p2stateno = 2213
p2facing = 1
[State 1000, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 9
[State 1000, TargetState]
type = TargetState
trigger1 = movehit
value = 2213
persistent = 0
[State 1000, TargetState]
type = TargetState
trigger1 = movehit
value = 2212
[State 1000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[statedef 2212]
type = s
movetype = a
physics = n
velset = 0,0
juggle = 0
poweradd = 50
anim = 2212
ctrl = 0
sprpriority = 5
[State 1000, Explod]
type = Explod
trigger1 = movehit = 1
trigger2 = animelem = 1,>=0
anim = 4080
ID = 4080
pos = 15,-10
postype = p1
bindtime = 1
sprpriority = 20
under = 0
ontop = 0
scale = 0.5,0.5
ignorehitpause = 1
supermove = 999
pausemove = 999
[State -2, Explods]
type = Explod
trigger1 = movehit = 1
trigger1 = random < 100
anim = 4130
pos = 0,-50
postype = p2
bindtime = 1
random = 100,100
sprpriority = 9
ignorehitpause = 1
supermove = 1
[State -2,explods]
type = Explod
trigger1 = Movehit = 1
trigger1 = Random < 100
anim = 4135
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1
ignorehitpause = 1
[State -2,explods]
type = Explod
trigger1 = Movehit = 1
trigger1 = Random < 100
anim = 4140
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1
ignorehitpause = 1
[State -2, explods]
type = Explod
trigger1 = Movehit = 1
trigger1 = Random < 100
anim = 4145
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1
ignorehitpause = 1
[State 1000, grab sound]
type = PlaySnd
trigger1 = animelem = 1
value = s8,11
[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = s5,100
[state 1000, targetbind]
type = targetbind
trigger1 = animelemtime(1) = 0
pos = 77,-5
[state 1000, hitdef1]
type = hitdef
trigger1 = animelem = 1
attr = s,sa
getpower = 0
damage = 120,0
animtype = Hard
hitflag = mafd
priority = 3, Hit
pausetime = 5,0
sparkno = -1
sparkxy = -25,-65
hitsound = s13,0
ground.type = low
ground.slidetime = 10
ground.hittime = 20
ground.velocity = 0
air.velocity = 0
fall = 1
fall.recover = 0
envshake.time = 12
envshake.ampl = 18
envshake.freq = 100
palfx.time = 60
palfx.add = 50,0,100
palfx.sinadd = -80,-80,-80,15
palfx.color = 0
palfx.invertall = 1
p2facing = 1
[State 1000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 2520
ID = 2520
pos = 0,0
postype = p1
sprpriority = 45
bindtime = 1
under = 0
ontop = 0
supermove = 999
pausemove = 999
scale = 0.5,0.5
[state 1000, width]
type = width
trigger1 = time = 0
edge = 70,0
[State 1000, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[statedef 2213]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 2
[State -2, DestroySelf]
type = DestroySelf
trigger1 = IsHelper
ignorehitpause = 1
[State -2, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
[State -2, SelfState]
type = SelfState
trigger1 = Time > 500
trigger1 = P2StateNo != [4000,4100)
value = 5050
[State -2, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2213
[State 4020, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1
[State a]
type = palfx
trigger1 = animelem = 4
time = 65
mul = 256,128,256
sinadd = 80,0,80,65
add = 50,0,50
color = 50
ignorehitpause = 1
[State 4020, VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = -5
y = -5
[State 4020, VelMul]
type = VelMul
trigger1 = AnimElem = 5, >= 0
x = 0.97
[State 4020, VelAdd]
type = VelAdd
Trigger1 = AnimElem = 5, >= 0
y = 0.6
[State 4020, SelfState]
type = SelfState
triggerall = AnimElem = 5, >= 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100